Posted by Bettina Tizzy
A hermit by his own admission, Australian Adam Ramona (aka Adam Nash) makes translucent jeweled sculptures in virtual environments that interact with and whisper to their visitors, and sometimes even sing to them. The tunes are generally mellifluous, but occasionally they are sad or downright chilling. Some of his interactive mixed reality pieces occupy and depend on both Real and virtual spaces to fully blossom, such as Babelswarm, which he co-created with Mashup Islander and Justin Clemens and produced with a $20,000 (Aus Dollars) grant from the Australia Council for the Arts.
Adam has had me waiting with baited breath for months now to share a gorgeous new installation of his - and a favorite of mine - but in the meantime, I was happy to learn today that videographer and editer Evo Szuyuan (aka Brigit Lichtenegger) has created a machinima in which she has documented his Seventeen Unsung Songs, a sprawling installation curated by Sugar Seville that has endured for over a year on the East of Odyssey sim in Second Life®.
Here are parts 1 and 2 of Evo's video: 17 Unsung Songs, featuring cameo roles by a number of well-known Second Life artists and presented separately because of YouTube length limitations. The video was shown at the premiere of Queensland’s National New Media Art Award Exhibition.
You can still visit Seventeen Unsung Songs by teleporting directly from here.
Thursday, December 4, 2008
Evo Szuyuan's video document of Adam Ramona's immersive installation "17 Unsung Songs"
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Labels: 17 Unsung Songs, Adam Nash, Adam Ramona, art, Brigit Lichtenegger, Evo Szuyuan, interactive, Not Possible IRL, NPIRL, Odyssey Project, Second Life®, Sugar Seville
Thursday, November 1, 2007
Not Possible IRL has a logo - and the winner is Seifert Surface
Seifert Surface, a postdoctoral mathematician and a member of NPIRL, created the winning logo for our competition in just a couple of hours the day after the competition was announced. Thank you and congratulations, Seifert! 
A thousand thanks to our patient and accomplished Judges who were tasked with selecting the five finalists: Sugar Seville, Random Calliope, Douglas Story and Gary Hazlitt, and thanks, too, to Jopsy Pendragon for creating the fab polling system needed for the final phase of the competition where all NPIRLers voted for the winner. We appreciate and thank every one of the participants in our competition for their time and creativity!
I'm going to fiddle a bit with the background color and the blog layout before I put the logo on our masthead, but wanted to show it to you right away... the Impossible Triangle, and now the symbol of our group, which today is four months old.
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Labels: competition, Douglas Story, Gary Hazlitt, impossible triangle, Jopsy Pendragon, logo, Not Possible IRL, NPIRL, Random Calliope, Second Life, Seifert Surface, Sugar Seville
Wednesday, October 24, 2007
Adam Ramona, his "Unsung Songs," and his color Blue
There's Tiffany Blue, Paloma Red and then there's Adam Ramona Blue. It's pure, it's primary, and as far as I'm concerned, it is his signature color.
This Aussie artist and musician - Adam Nash in real life - has been working in realtime 3D since 1997. In fact, all of Adam Ramona's first life work is in virtual environments, though not just in Second Life. He has several art installations throughout the SL grid, but his largest - and perhaps most celebrated - is sprinkled all over the greater part of the Odyssey sim: Seventeen Unsung Songs.
The Odyssey - affectionately referred to as "The Ody" - is the center of the metaverse where experimental art is concerned. The region is a hive of activity, featuring artists that appear to have one mission in common... to rethink everything and push the boundaries, and then push again. We have its benefactor, Pacino Hercules of the Dynamis Corporation, and its curator Sugar Seville, to thank for a number of recent shows that include Gazira Babeli's original "Collateral Damage," as well as performances by the Avatar Orchestra Metaverse and Second Front. 
Adam's latest show - this gentle, sensorial feast - may well be remembered as the beginning of a new period of interactive and immersive possibilities that involve us even emotionally, but more on that later.
Adam said the most incredibly liberating thing to me yesterday:
"I'm happy when people tell me about their experience (with my work), but it is not a priority of mine because I learned a long time ago that people have the most meaningful experience when they invent the narrative themselves".
Now wait just one NY minute!!! This Artist is not going to present me with a structure... with his framework from which I am supposed to see his stuff? 
Adam Ramona... who's avatar conjures a jumble of images ranging from a bow-legged pot-bellied has-been Mexican lucha libre fighter to the brocade curtains in my auntie's bedroom...
...this lecturer and researcher in Games and Digital Art at RMIT University in Melbourne, Australia... the man whose work is one of the four finalists of the "1st Annual Architecture and Design Competition in Second Life," this very same man whose collaborative team - BabelSwarm - just won the largest grant to be awarded for Second Life work... is not going to tell me what I should be thinking and feeling as I flit about, first here, now there, moving within these living sculptures that move and talk (and sing) back to me?
Actually, he did guide me a tad. But first I had to get the skinny on his avatar. "(It) is a tribute to the great Australian identity artist Leigh Bowery, one of the greatest artists in history," said Adam.
Oh... my... stars... I started researching Adam's muse, and I just couldn't stop.
Want more?
Apologies for going off on such a tangent, but can you blame me? I will get back to telling you about Adam... but first I have to share that the day before meeting with him, I dropped by Unsung Songs to play a bit, and while checking out the Moaning Columns of Longing piece, generated my very own brilliant white shiny column. It talked to me!
[21:04] Bettina Tizzy's Column: Bettina Tizzy loves me!
[21:04] Bettina Tizzy's Column: And I love Bettina Tizzy !
[21:04] Bettina Tizzy's Column: My existence has meaning!
[21:04] Bettina Tizzy's Column: I am no longer just a Second Life prim
[21:04] Bettina Tizzy's Column: Because Bettina Tizzy loves me and will visit me again soon!
[21:04] Bettina Tizzy's Column: Thank you for loving me, Bettina Tizzy. Without you, I am nothing. Come back and touch me within 24 hours, or I will die.
Sure enough, right next to my gorgeous particle-enhanced column of goodness, columns that others had generated stood in varying stages of decline... one little grey one about to call it quits. I resolved not to be like those other people, leaving their creations to die. 
But my column didn't know that I had every intention of returning to it, so it whimpered and whined at me via IM every hour on the hour, begging me to come and touch it, until finally last night I got this terrible message:
[21:04] Bettina Tizzy's Column: Bettina Tizzy, I have died of loneliness and a broken heart.
:o
Adam's incursion in 3D/virtual art dates back to 1997, when he was in the (RL) precision absurdist performance group The Men Who Knew Too Much.
Using VRML with an open source client/server java package called VNet to enable multi-user functionality, The Men began mounting performances in virtual space, as well as real space. In 2000, for their Virtual Humanoids show, they captured, textured and uploaded audience members in realtime into their virtual world and then made them run around chasing their hero. "It was funny, and very silly. We took a very un-serious approach to technology which was kind of rare at the time," says Adam.
By 2002, Adam had begun to see virtual environments as the performance medium, so he left the group and began to do solo work, while sometimes collaborating with the UK group Igloo and the Australian group Company In Space, though they've dissolved now. He continues to collaborate with one of their founding members, John McCormick - a pioneer in the field of telematic performance and motion capture - and the two are now preparing a work called Ways To Wave, which will premiere in San Jose next June, at 01SJ, the second Biennial of Global Art on the Edge.
Regarding collaborators, Adam said, "It's funny, I'm really a very moody, hermit-ish kind of person, but I always end up working with people!"
He is also working with fellow Aussies Christopher Dodds (Mashup Islander) and Justin Clemens (S1 Gausman) on BabelSwarm, a simultaneous installation in Second Life and in a real world gallery which explores the possibilities of literary, music/sound art and real-time 3D arts practices.
Importantly, Adam doesn't see any meaningful distinction between SL and RL. "It's not possible for SL to be a separate reality any more than music is a separate reality. Certainly, it can transport one's consciousness, and many people have transformative or transcendant experiences inworld, but this is also very true of all art and media," he says.
Adam uses a range of environments including VRML/X3D, Quest 3D, Multiverse, Torque, Unreal and Pure Data with GEM. He told me, "I do a lot of sound work for other artists, but that is another virtual environment really. In fact, the first thing that attracted me to realtime 3D was that it seemed to similar to the inside of my mind when composing music."
"SL is very limited, but technical limitations are exciting for an artist, and they make many formal decisions automatic. There is the huge advantage of virtuality, meaning that there are no physical constraints. An artist can fill a space with lots of invisible sensors, place sounds anywhere in the space, and have limitless triggers for sounds and vision, without having to worry about physical possibilities.
Of course, this freedom is countered by the many, many technical limitations in-world. The one I find the most limiting is the inability to play more than 40 sounds simultaneously, and of course the 10-second sound limit, although in many ways I enjoy that particular limitation," he added.
Perhaps the most complex of the Songs is "Mitosis." Adam stimulated the pistil...


Whereupon it expelled pollen, which then became larvae...
... which sometimes - not always - produce insects. We got lucky! We chased after the five flying critters...
...that when touched, turn into blue blocks, that grow musical branches every 24 hours: blue musical trees.
Teleport directly to Unsung Songs from here.
For a fantabulous blow-by-blow analysis of several Unsung Songs, you might also want to refer to Dr. Lisa Dethridge's superb piece in the SLART magazine, including a reference to "Yves Klein blue." ;-) That was then... today it is Adam Ramona Blue.
January 10, 2008 addendum: A more recent but equally interesting review on Adam by Helen Thorington of Networked Music Review delves into his work with sound.
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Labels: Adam Nash, Adam Ramona, digital art, Leigh Bowery, Not Possible IRL, NPIRL, Odyssey Project, realtime 3D, Second Life, Seventeen Unsung Songs, Sugar Seville
Thursday, September 20, 2007
Gazira Babeli, Adam Ramona, and that place where they converge: The Odyssey Project
This is Part 1 of a bigger/stronger/faster version of a notice that was issued in-world to NPIRL members on September 7th
After a long and well-attended stretch at the Odyssey Project's ExhibitA Gallery, Gazira Babeli, the artist/code performer who was the inspiration (luv ya and all you do, Gaz!) for the Not Possible IRL group, has relocated her Collateral Damage show to Locusolus Island. Thank heavens for that; a Second Life without this show would come down a bunch of notches on the Oh.My.God. scale. BTW, I consider this to be - easily - one of the Top Five things to see in Second Life.
If you haven't seen Collateral Damage, or need to revisit it as I often do, scamper over there and allow her to confuse, disturb, and totally crack you up. Take friends! NOTE: You *must* interact with each exhibit to get the full effect.
Again, consider yourself warned... leave the chairs on the wall for last, unless you have a twisted sense of humor. :P
Slurl: Collateral Damage
Gazira has been away from SL for over a month, so we are reassured and happy to see this unconventional talent's name in bold on our friends list again. Consider her critically acclaimed and real world film festival favorite "Gaz of the Desert," a surreal 23 min Machinima created entirely in-world in March of this year. While it echoes Luis Bunuel's "Simon of the Desert," it brilliantly introduces the very new complexities and temptations of life in the metaverse. The flick stars Gazira herself, as well as another NPIRL'er, Chi5 Shenzhou, among others.
Meanwhile, the Odyssey Project, under the pioneering direction of one the hippest peeps I know in this or any life, Sugar Seville, continues to break ground... now showing Adam Ramona's (aka: Adam Nash IRL) visual and auditory triumph, Seventeen Unsung Songs , a mesmerizing installation of post-convergent interactive audiovisual 3D art, and also one of the four winners of the Austrian Architecture and Design contest affiliated with the UNESCO.
Slurl: The Odyssey Project presents Seventeen Unsung Songs
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Labels: Adam Ramona, Chi5 Shenzhou, Collateral Damage, Gaz of the Desert, Gazira Babeli, Luis Bunuel, machinima, Not Possible IRL, NPIRL, Odyssey Project, Second Life, Seventeen Unsung Songs, Sugar Seville
Sunday, September 9, 2007
Adam Ramona's new show: Seventeen Unsung Songs

This notice issued in-world to the NPIRL group on August 31, 2007:
* Special preview for our group *
NPIRL's Adam Ramona's newest installation is opening to the public tomorrow: nearly sim-wide and described as "One monumental immersive, interactive columnunar, audiovisual sculpture, accompanied by sixteen smaller, intimate immersive audiovisual interactives."
Thanks for making this possible, Adam and Sugar Seville of the Odyssey Project.
17 Unsung Songs
P.S. This installation merits much more attention, so we'll be back with more photos and info on Seventeen Unsung Songs later in September.
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Labels: Adam Ramona, Not Possible IRL, NPIRL, Odyssey Project, Second Life, Sugar Seville
