December’s Art at the Park in Second Life

Art at the Park, December 2016
Art at the Park, December 2016

Opening at 12:00 noon SLT on Saturday, December 3rd, 2016, is the last Art at the Park exhibition at Holly Kai Park.

Joining us to see out the year are Owl Dragonash, Kayly Iali, Frankx Lefavre, Kody Meyers, Bluesrocker Resident, and Caitlin Tobias, and I’m delighted to have all of them appearing at the park through until the end of December 2016. And here’s a little more about each of them.

Art at the Park, December 2017 - Owl Dragonash
Art at the Park, December 2017 – Owl Dragonash

I’m particularly delighted to see Owl Dragonash at the Park. I imply no favouritism here, but I’ve been wanting to have Owl join us ever since I took on curating the exhibition spaces at Holly Kai. But circumstances have meant it’s not worked out  – until now.

Owl’s art – and her writing – are always thought-provoking, evocative, and beautifully conceived and presented. I’ve been in awe of her work for a long time, and through it, she has taught me a few things which I hope have improved my own attempts at SL photography.

For her time at Holly Kai, Owl presents a series of images which reflect both her love of places in Second Life, and her exploration of personal expression through her avatar. When not photographing, exploring or writing, Owl host art exhibitions and handles booking live music artists for Commune Utopia. More of her work can be seen on her Flickr stream.

Art at the Park, December 2016 - Kayly Iali
Art at the Park, December 2016 – Kayly Iali

Physical world artist Kayly Iali both presents her work in Second Life and promotes the art of other artists through her galleries. I’m particularly in her debt for introducing me to Silas Merlin and Sheba Blitz, so her appearance at Holly Kai Park is a genuine delight.

Kayly entered art in 2009, and started exhibiting in Second Life in 2010. Her pieces are expressive oil paintings which she produces in one or two sittings, allowing them to appear as fresh as her subjects. She was recently selected for entry into a major regional art competition, the Crocker/Kingsley Art Competition – and was just one of 75 selected to participate out of 1200 applicants.

You can discover more of Kayly’s art through Etsy and Daily Paintworks and via her website.

Art at the Park, December 2016 - Frankx Lefavre
Art at the Park, December 2016 – Frankx Lefavre

I’ve admired Frankx Lefarve’s immersive 3D art environments ever since his debut appearance at the Linden Endowment for the Arts in January 2014 with Glass and Light. There is a spectacular beauty in his use of light, colour and form which is exquisite; his installations often incorporate elements which look as if they have been spun from glass and transported in-world.

Whether full region installations, such as those presented at the LEA, or smaller pieces such as those produced for the UWA or SL Birthday celebrations, Frankx never fails to stun and delight the eye. His art can also be deeply personal. With  Serotonin Reuptake Inhibitor for example, he explores his experiences in dealing with anxiety and depression; it’s an evocative piece, one I sought to try to capture in both words and film.

For Holly Kai Park, Frankx presents his interactive Reflections at Midnight – please follow the instructions on the board leading up to it in order to enjoy it to the fullest – and Oracle.

Art at the Park, December 2016 - Kody Meyers
Art at the Park, December 2016 – Kody Meyers

“Capturing the wonderful ambiance and environments created by so many talented landscapers in Second Life is my way to relax and explore my imagination,” Kody Meyers says of his photography. “Each picture depicts a story or is a reminder of an experience one can reflect upon when admiring it. As a perfectionist, I take the time necessary to capture the picture, experimenting with different angles, framing and windlights, until the perfect shot is created — the one that comes alive.”

The result is work which, whether focused on an avatar or a landscape or piece of art, never fails to captivate the eye and hold the attention – as can be seen from his Flickr stream. I’ve long admired Kody’s work at exhibitions in Second Life, and am very pleased to welcome him to Holly Kai Park.

Art at the Park, December 2016 - Bluesrocker Resident
Art at the Park, December 2016 – Bluesrocker Resident

“I’ve been involved in the arts most of my life,” Bluesrocker Resident says of himself. “Coming from a musical background, I have had a very keen appreciation of the creative process, whether it be in music,  the performing arts, painting, writing or photography. Having that interest sparked my involvement in the artistic possibilities of Second Life.

“I much prefer shooting out on location in the multitude of amazing sims which populate SL than in a studio, as I feel I get much better results that way,” he continues. “Since starting seriously taking photographs in SL about two years ago, I have broadened my horizons in what wonders this virtual world has to offer.  Really, the only limits are those of the imagination.”

I’ve shared a number of exhibitions with Bluesrocker, and have always been intrigued by his work. His involvement and fascination with the creative process is readily apparent in his work, which is richly diverse in content and approach. This latter point is illustrated by the selection of images he has brought to Art at the Park, and can further be seen throughout his Flickr stream.

Art at the Park, December 2016 - Caitlin Tobias
Art at the Park, December 2016 – Caitlin Tobias

Caitlin Tobias has always lived her Second Life to the full. A former C:si combat player, specialising in the katana, she has been and active blogger and photographer since 2012, and has gained a rightful reputation for emotive, evocative, richly layered images which not only illustrate her blog and Flickr stream, but have also graced the pages of the RFL Fantasy Faire website.

“Taking pictures in Second Life is a hobby and I do not consider myself an SL Artist,” Caitlin says modestly. I’m not sure I agree; the artistry in her work is readily apparent, and amply demonstrated in her exhibit, Come As You Are.

“I asked six good friends one simple question, would you pose with me?  And the answer to their question on what to wear was: ‘Come as you are’. It is not just posing, it is about accepting friends – as they are. I have used the same pose (by Del May) for all six and the men in them are: Almost Finished (nearly.doune), Temperance Haalan (tem.haalan), Huckleberry Hax, Grabriel (gabriel4botto.resident), JC Underwood and Brad Zeurra, and I want to thank them so much for their time and patience!”

You can also try your hand at photographing yourself and a friend using the provided poses and backdrop.

 

My thanks to all of the above artists for participating in Art at the Park, and I hope you’ll pay them a via at Holly Kai Park between now and December 31st.

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2016 SL project updates 48/2: TPVD meeting; SVC-7532 roll-back for guns

Rosemoor, Jadeite; Inara Pey, December 2016, on Flickr Rosemoor, Jadeiteblog post

The majority of the notes in this update are taken from the abbreviated TPV Developer meeting held on Friday, December 2nd. The video of that meeting is embedded at the end of this update. My thanks as always to North for recording and providing it.

Server Deployments – Recap

As always, please refer to the server deployment thread for any updates.

  • There was no deployment of a server maintenance package to the Main (SLS) channel on Tuesday, November 29th, leaving it running on the same build as week #47 – 16#16.11.02.321369. However, the channel did undergo a rolling restart in order to update all private regions on it to the new land impact allowances – see my expanded report for more.
  • On Wednesday, November 30th, all three RC channels received a new server maintenance package, comprising internal simulator changes. This deployment also saw all private regions on the three RC channels updated with the new land impact allowances.

No Change Window

[01:51] The Christmas and New Year 2016/17 No Change window has been confirmed as running from Friday, December 16th 2016 through to Monday, January 2nd, 2017. There will be no planned server deployments or major viewer releases during this time frame.

SL Viewer

Project Bento RC

[00:23] On Thursday, December 1st, the Bento RC viewer updated to version 5.0.0.321958, which primarily includes a further fix for a rendering bug related to bad skin weights in some mesh avatars, which hadn’t been entirely fixed with the last update.

Unless something completely unexpected crops up in the next few days, and providing the RC performs well, this viewer could be promoted to release status early in week #49 (week commencing Monday, December 5th). Should this happen, it is likely that Firestorm will issue their own Bento update roughly a week later.

Maintenance RC

[09:46] A new Maintenance RC arrived in the release channel on Tuesday, November 30th. Version 4.1.3.321792 includes some 42 fixes and improvements including the following:

Abuse Reporting:

  • When you’re trying to file an abuse report and you crash – the floater will stay open and all information we were able to save will persist.
  • There is a new toolbar button: “Report Abuse”

Appearance:

  • Appearance floater will now remember your last selected tab across logins. You like your Outfit Gallery? Enjoy! You don’t like it? Enjoy something you prefer …

Pay floater:

  • You can now add an optional payment message when you send money, and it accepts UTF8 (via Ansariel Hiller).

360 Snapshot Project Viewer

[29:07] Issues have emerged with the latest version of the 360 snapshot project viewer (4.1.3.321712, dated November 23rd) and the back-end web viewer, with people reporting:

  • Images captured using the latest version of the viewer will not load into older versions of the web viewer (pages remain suck on the gear cogs).
  • Images captured using any version of the viewer will not load into the latest version of the web viewer (which also uses a different folder hierarchy for the location of ZIP files).
  • The Lab indicates that some of these issues can be corrected by adjusting the image resolution in the snapshot floater to take pictures at a lower resolution.

[13:27] Right now, effort is being directed towards the 64-bit viewer’s media handling, it is therefore unlikely further work will be carried out on the snapshots viewer until 2017.

64-bit Viewer

[10:35] The Lab has successfully built 64-bit versions of the viewer that launch, but is “wrestling” with assorted issues in the new build pipeline. Discussions on the build process are largely taking place on the open-source development e-mail list, but the related wiki information will be updated to reflect the updates, and the use of a new configuration repository for setting all the correct build switches, etc., once the Lab is more confident with the build process. The target for a project viewer remains Real Soon NowTM.

[12:50] The 64-bit viewer will also include the changes to the viewer update process and how the process is managed. These will appear in the 64-bit version after the initial release has been made.

Viewer Release Notes

[10:09] A relatively new feature introduced to the official viewer, and which is now finding its way into version 4.x TPVs is that when opening a newly installed version of the viewer for the first time, the release notes are displayed in a  pop-up, to help encourage users read about what has changed.

Voice Updates

[12:40] There are still bugs to be addressed in the next set of SL Voice updates, and the Lab wants to have these addressed before the updates are released at a project viewer.

SVC-7532 Roll-Back

[14:03] After all the investigations into the recent llTakeControl issues, include the “Horizons gun issue“, which was recently fixed, the Lab has looked more closely at the overall issue of weapons breakage in general, which was introduced as a result of SVC-7532. The conclusion drawn is that the “fix” for the issue should not have been implemented, and the issue as reported in that JIRA should have been marked as “expected behaviour”.

As a result, the Lab will be reverting the change. This means that TPVs should not need to offer a menu / preference toggle to allow users to switch between behaviour modes when using weapons depending upon how the weapon  has been scripted.  However, this does mean that touching things in Mouselook may not work if you are under the control of an attachment using llTakeControl.

The change to revert SVC-7532 will most likely go into an update yo the new Maintenance RC viewer.

Other Items

Proprietary Licensing

[18:30] There is an issue with proprietary licensing, apparently related to music and MP3 decoding and issues around it successor, AAC, and possible patent infringement. The discussion has been going on elsewhere, and I’m currently not au fait with the problems.

Community Gateways

[22:34] The updated registration API for new users, which features the latest avatars, etc., was made available to those in the Community Gateway programme in August / September (London City was one of the first in the programme to implement the updated API). Firestorm is dealing with some issues in updating their own landing pages to point to the new API.

Last 2016 TPV Developer Meeting

This was apparently the last TPV Developer meeting for 2016 – although one has been appearing on the calendar for December 16th.

Artful Expressions in Second Life

Artful Expressions: Ninna Dazy
Artful Expressions: Ninna Dazy

Artful Expressions is a new gallery opening at 12:00 noon SLT on Saturday, December 3rd, 2016, and which is curated by Sorcha Tyles, an artist and photographer we featured in the November exhibition at Holly Kai Park. I was lucky enough to have the opportunity of previewing the upcoming inaugural exhibition for these pages.

With a 30m x 40m footprint and high ceiling, gallery is ideal for presenting images in a large format. Sorcha has used double-side room divider with built-in frames for images to divide the floorspace into three distinct areas: a front lobby area with seating and where Sorcha displays pieces of her own art, and to exhibition spaces, separated by a central walkway leading down to them.

Artful Expressions: Ninna Dazy
Artful Expressions: Ninna Dazy

“I wanted to offer a place where those artists who seldom get the chance to exhibit,” Sorcha said, as we chatted about the gallery over coffee, “Or are too shy to volunteer their work to be displayed in an ensemble exhibition.” The two display areas are well suited to this role, offering artists displaying here an intimate space for their work, whilst also allowing them to be part of the gallery as a whole.

For the opening exhibition, which will run through until the end of the month, Sorcha has invited Hayael Bracula (Flickr) and Ninna Dazy (Flickr). Each presents nine pieces of their work for the exhibition, all of which richly demonstrate their eye and talent, and it is fair to say they are perfectly suited to a joint exhibition.

Artful Expressions: Hayael Bracula
Artful Expressions: Hayael Bracula

Both women focus there work on avatar studies – although not exclusively so; but their approach is strikingly different. Where one stays with colour within her images, the other leans towards monochrome; while one opts for what might be called a “traditional” approach to her studies, the other in places presents studies which run close to being surreal. However, there is no denying the evocative essence in their respective pieces.

I confess to not having come across Ninny or Yaya prior to seeing their work at Sorcha’s gallery – and that’s to my loss. However, it also perhaps demonstrates that she is achieving her aim from the start in bringing those SL photographers and artists who may have escaped wider public attention to the fore. As such, I hope other art bloggers will also provide coverage of Artful Expressions and the exhibitions held there. “We’ll be changing exhibits monthly,” Sorcha said, “And people are always welcome to come, view, hang out.”

Artful Expressions: Hayael Bracula
Artful Expressions: Hayael Bracula

Artful expressions will official open to the public on Saturday, December 3rd, 2016, at 12:00 noon.

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VR and AR catch-up

Oculus Touch: shipping December 6yh, price: US $199.00
Oculus Touch: shipping December 6th, price: US $199.00

It’s been a while since I’ve covered anything in the VR and AR markets, so here’s a very quick catch-up on the main products I have been following on-and-off in these pages, and about which I’d been meaning to write about during October / November.

Oculus Rift: Touch and AWS

In October 2016, Oculus Rift opened the doors to pre-orders of the Touch, their hand controller system, due to start shipping on December 6th, 2016. The Touch price point is US $199.00 (approx. £189 / 187 / AU $265), which includes of Toybox, the multiplayer sandbox application designed specifically to show-off the controllers, and five Touch-ready game tiles.

Alongside of the Touch, Oculus announced additional Rift sensors would also be shipping on December 6th, 2016, at a price of US $79 (approx. £62.55 / 74.18 / AU $106.47), offering similar room-sized scanning capability as the HTC Vive. A new earbud system, designed to replace the earphones on the headset for a more immersive sound experience, was also made available for pre-order (again shipping on December 6th, at a cost of $49 (approx. £38.81 / 46 / AU $66).

Oculus Rift
Oculus Rift

As a rough-and-ready price comparison. The HTC Vive, which includes a headset with front-mounted “see-through” camera, two controllers and two room sensors for tracking) is prices at about US $800. The Oculus Rift (which ships with one sensor) + touch + and additional sensor comes to roughly US $877, with some recommending two additional sensors offer optimal scanning bringing that total to US $956. Obviously, the latter package also includes a hefty amount of additional software, including Toybox.

On November 10th 2016, Oculus VR confirmed they were lowering the minimum specification for hardware needed to run an Oculus VR experience  comfortably, as a result of something called Asynchronous Spacewarp, or AWS.  The announcement came with a long and involved description of what AWS is, which the press announcement summarised down to a TL;DR summary:

Oculus is releasing a new technology aimed at reducing system hardware requirements while maintaining content quality across a wider array of hardware. Asynchronous Spacewarp (ASW) is a frame-rate smoothing technique that almost halves the CPU/GPU time required to produce nearly the same output from the same content. Like Asynchronous Timewarp (ATW), ASW is automatic and enabled without any additional effort from developers.

In other words, and to summarise the summary, AWS allows VR experiences remain fluid to the eye by “making up” the “in-between” animation frames, reducing the demand of continued, heavy processing on the part of the CPU / GPU.

On the left, a game with every frame directly rendered at 45fps by the GPU. On the right, the same game using software AWS to render some of the
On the left, a game with every frame directly rendered at 45fps by the GPU. On the right, the same game using software AWS to render some of the “in-between” animation frames, where the direction of the fox’s motion is “known”. Credit: TechRadar

This is turn means that “lower end” systems can now in theory run VR experiences which incorporate AWS. Although it has to be said that “lower end” must be approached with something of a caveat: it reduces the GPU requirement from a minimum of a NVIDIA GTX 970 / AMD Radeon R9 290 and  Intel i5-4590 equivalent or greater to a NVIDIA GTX 960 / AMD Radeon RX 470 or greater and Intel i3-6100 / AMD FX4350 or greater – which some might consider a small move of the needle.

Finally, Oculus VR is working on an untethered version of the Rift headset, currently called Santa Cruz. It appeared in prototype form in October 2016, and includes a built-in processing system mounted with the headset, removing the need for it to be connected to a PC. Initial reports from those able to try the prototype were mixed, with several reporters noting their evaluations were carefully controlled, and that Oculus engineers were evasive when asked about the actual processing power and performance of the headset.

HTC Vive

On November 11th, 2016, HTC announced pre-orders were open for a “tether-less” kit for the Vive headset, produced by TPCAST, a Vive X Accelerator invested company. The kit comprises a wireless relay unit and battery pack to power the headset, bot of which attach to the headset harness, removing the need to connect it to a PC via USB cables. In difference to claims that wireless is “unsuitable” for VR due to factors such as latency, TPCAST is said to have no “noticeable difference” when using it with a Vive headset when compared to using the headset tethered directly to a PC.

The TPCAST wireless kit mounted on an HTC Vive
The TPCAST wireless kit mounted on a HTC Vive. Credit: HTC / TPCast

Continue reading “VR and AR catch-up”

Second Life Skill Gaming applications to re-open in 2017

secondlifeOn December 1st, 2016, Linden Lab announced they would be accepting a new round of applications from those interested in becoming Skill Gaming Operators and / or Skill Gaming Creators.

Applications will officially open on Tuesday, January 3rd, 2017, and the blog post announcing the move reads in part:

As we blogged back in the Summer of 2014, gambling is strictly prohibited in Second Life and operating or participating in a game of chance that provides a Linden Dollar payout is a violation of our Terms of Service.

However, games of skill are legally permitted in many jurisdictions, and we’ve seen that many Second Life users are interested in playing such games for Linden Dollars. We updated our gaming policy in Second Life at that time and opened applications for Skill Gaming. Skill Gaming applications will reopen on January 3, 2017, for those who wish to become authorized creators and/or operators of Skill Games in Second Life.

Skill Gaming is covered by the Second Life Skill Gaming Policy, which in turn is supported by a Skill Gaming FAQ.The latter will have a link to the Skill Gaming Application form, once applications have re-opened on January 3rd, 2017.

In short, Skill Games are games which, in the Lab’s words:

1) whose outcome is determined by skill and is not contingent, in whole or in material part, upon chance; 2) requires or permits the payment of Linden Dollars to play; 3) provides a payout in Linden Dollars; and 4) is legally authorized by applicable United States and international law.

All Skill Games in Second Life must be created and / or operated by Lab approved Skill Gaming Creators (SGCs) and / or Skill Gaming Operators (SGOs), and must be located within Skill Gaming Regions.  The latter must be Full regions, which cannot be located on the Mainland, and cannot be located adjacent to non-Skill Gaming Regions. They have an increased maintenance fee (tier), which (at the time of writing) is US $345 / month. Existing Full regions meeting the criteria above can be converted to Skill Gaming Regions for a one-off fee of US $100 per region.

Applications for those wishing to become Skill Gaming Operators and / or Skill Gaming Creators re-open on Tuesday, January 3rd, 2017
Applications for those wishing to become Skill Gaming Operators and / or Skill Gaming Creators re-open on Tuesday, January 3rd, 2017

The Skill Gaming Policy sets out all requirements in full, and should be read, along with the FAQ, by anyone wishing to become a Skill Gaming Operator and / or Creator, or who wishes to access Skill Gaming regions and participate in the games on offer.

The first round of Skill Gaming applications in 2014, took somewhat longer to come into effect than the Lab had planned, and several applicants experienced some delay between submitting their application and receiving confirmation of acceptance (or refusal). In the end, some 45 SGOs, five of whom are also registered as SGCs, and between them, they provide 44 skill games in Second Life.

In August 2016, and as a way of introducing Second Life users to Skill Gaming, Linden Lab  introduced Gaming Islands. These can be accessed either directly or via the Portal Parks and provide information on what Skill Games are, the kinds of games user might encounter, how and where they can be played – and why, in some instances, users may not be allowed to access the regions where they can be played.

Links

Rosemoor’s winter in Second Life

Rosemoor, Jadeite; Inara Pey, December 2016, on Flickr Rosemoor, Jadeite – click any image for full size

I received an e-mail from Krys Vita a few days ago (at the time of writing at least!), announcing that Rosemoor, the region she designed with Arol Lightfoot (and of which I wrote about in May 2016), has re-opened to the public for Christmas, taking on a suitably wintry look in the process.

“It’s a winter necessity ;),” Krys said, in describing the change-over in region looks when Caitlyn and I jumped over for a visit. I’m not sure “necessity” is the right word; I’d personally opt for “delight”, as Krys and Arol present a beautiful outdoors setting, lightly wooded and surrounded by high hills. Snow falls from a sky it has made hazy as the sun sits low on the horizon, blanketing the ground and insulating rooftops.

Rosemoor, Jadeite; Inara Pey, December 2016, on Flickr Rosemoor, Jadeite

A water channel cuts so deeply into the land, it almost divides it in two, a single bridge spanning it from north to south. But such is the time of year, the water normally flowing beneath the bridge has frozen over, becoming a slippery alternative  route through the landscape.

To the north-west of the land stands a substantial farmhouse, a dirt track winding southwards past a tall barn and the region’s landing point. Here, horses graze in a corral, a vintage – but clearly well-maintained – truck parked close by. Just beyond the barn sits a tracked snow plough, undoubtedly the reason for the cleared route down from the farmhouse. It sits at rest now, secretly offering a place to sit for those who might volunteer a click. Beyond it, the clear path gives way to frosted grass and a growing carpet of snow, fir and oak trees pointing the way towards the red steeple and whitewash walls of a country church.

Rosemoor, Jadeite; Inara Pey, December 2016, on Flickr Rosemoor, Jadeite

A hill lifts its humped back just a little to the east of the church, its top crowned by an A-framed chalet surrounded by a raised deck. Snug and warm inside, it enjoys a commanding view over the land. With a fire in the hearth, and a decorated tree surrounded by wrapped presents, the single room chalet suggests it might be a winter getaway for someone.

Down the hill from the chalet, and across the water from the church and the barn, sits a little cabin, door thrown wide and fire again burning in the hearth. Quite what its purpose might be is for you to imagine; while a fire may well be lit, the pumpkins on the floor have all seen better days. While they may sit as a reminder of Halloween, one has to wonder why they haven’t be removed.

Rosemoor, Jadeite; Inara Pey, December 2016, on Flickr Rosemoor, Jadeite

As well as exploring, visitors to Rosemoor can find much to do. You can snuggle in a sleigh, for example, or ice skate on the pond (or indeed, on the frozen water just beyond it); there are benches and seats an swings to be found throughout. And if you keep your eyes peeled, you’ll find a place where you can grab a sled and ride it where you will –  just be careful with the local reindeer and other wildlife! Of course, if all the snow and cold air starts to get to you, the farmhouse and chalet offer a cosy respite and a chance to warm up once more.

Between them, Krys and Arol always cook up scenes which delight the eye. and Rosemoor’s winter setting is no exception. As noted above, it will be here until Christmas – which given how busy this time of year can be, might fly by all too easily; so do make sure you set aside a little time and take a wander through its wintertime setting.

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