Posted by Bettina Tizzy
He's been a Resident of Second Life® for nearly six years (rezzed on July 21, 2003), so it's saying something when virtual architect, builder and podcaster Lordfly Digeridoo takes such pleasure in playing with dynamic shadows, expected to hit our optional viewer any day now. Just look at him cut a rug!
Lordfly: "Dynamic per-pixel shadows, spotlights, and the ability to project textures onto arbitrary surfaces"
Want to do a little Alpha-testing yourself? Pick up KirstenLee Cinquetti's S17 viewer sporting a very thoughtful single-click installation feature for the non-nerds amongst us, but have a look at her blogpost and the ensuing discussion in comments before you tinker under the hood.
"So what, in your view, are the pros and cons of dynamic shadows?" I asked Lordfly, and this is what he said:
Pros: More realistic depiction of the simulation allows less uncanny-valley moments (brain automatically searches for depth and shading cues, adding this in greatly enhances realism), graphics engine takes another step towards keeping up with other major engines (we're now finally at Unreal Tournament... 2004).
Cons: More forum drama, people ragequitting over no support on their 5-year old laptops, content creator confusion over whether to build for the lowest common denominator or not (hint: baked shadows look fine, generally, even with dynamic shadows over them).
Monday, May 4, 2009
Lordfly Digeridoo trips the light fantastic with dynamic shadows + His pros and cons
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Bettina Tizzy
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7:42 PM
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Labels: code, content creation, dynamic shadows, KirstenLee Cinquetti, lights, Lordfly Digeridoo, realism, Second Life®, viewer
Sunday, June 1, 2008
The safety of spaces
He has challenged our idea of place since the beginning with the Far Away... a field of wheat, grey skies, a rusty old train, a table... but in our pixelated reality it is a comforting riddle that has gripped the imagination of tens of thousands of its visitors. Now, AM Radio, degreed in Fine Arts and living in the Chicago area, has unveiled two new installations: Husk, on a sim sponsored by the New Media Consortium, and The Quiet, sponsored by Princeton University. It gives me great pleasure to introduce you to his new Machinima featuring - and weaving together - all three places, with music by Torley Linden.
I learned today that AM seeks to inspire viewers to create and define their own narratives of experience as evidenced within the Flickr groups (see below) that are dedicated to each of the installations.
He shared the following quote with me from John A. Jalke's "The Visual Elements of Landscape":
A view, as a complex set of objects (a kind of place itself), can be categorized to basic components. These components include: (1) extent of view or the distance over which sight is effective; (2) foreground-middleground-background discontinuities or the existence of multiple horizons; (3) enframement by which the sight is bounded; (4) focal points that serve as attention getters; and (5) sense of security implicit in focal points that imply refuge. Effective views contain prospects that enable viewers to survey considerable distances over several successive horizons.
AM Radio: At once, you can read these ideas to mean that safe havens are, in fact, tactical positions, or more simply, great hiding places. Refuge implies safety. The way in which a place can imply safety is via its tactical position in a landscape. Comfort can be specifically constructed into a new unfamiliar space via it's ability to supply a visual advantage. The visual advantage allows the user to remain in a place while monitoring all entry points, as well as to plan an escape should the refuge fail. The design of the space should also imply the possible exploration of further, unseen spaces.
AM's work seeks to show that ideas of landscape and tourism are as pervasive in 3d virtual spaces as they are in real life. By creating a framework of traditional, and recognizable experiences based in realism, the artist can begin to manipulate the rules our souls would wish to prohibit. Rules such as gravity.
AM Radio: Realism in virtual spaces declares a universal language, upon which abstractions can be created. By transporting the user into a safe place by using rich visuals steeped in nostalgia and familiarity, these spaces calm the user into accepting what would seem to be impossible and dreamlike situations. The viewer is then free to form ideas and to make emotional associations upon the implied meanings of objects and symbols within the sims, rather than wondering if and how they should. The viewer subsequently and confidently shares those ideas and emotions with their fellow virtual travelers via images, dialog and stories.
Flickr groups about these three installations:
The Far Away (teleport directly from here)
The Quiet (teleport directly from here)
Husk (teleport directly from here)
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Bettina Tizzy
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Labels: AM Radio, art, Husk, New Media Consortium, NMC, Not Possible IRL, NPIRL, Princeton University, realism, Second Life®, The Far Away, The Quiet, Torley Linden
