Of poems, shorts, odysseys and dragons

It’s time to kick-off a week of story-telling in voice, brought to our virtual lives by the staff and volunteers at the Seanchai Library. As always, all times SLT, and events are held at the Library’s Second Life home at Bradley University, unless otherwise indicated.

Sunday, June 26th 13:30: Tea Time with The Jungle Book

Bryn Taleweaver presents selections from Rudyard Kipling’s great adventure.

Monday June 27th, 19:00: The Mouse of Amherst: A Tale of Young Readers

Faerie Maven-Pralou reads Elizabeth Spires’ inspired young readers introduction to the works of Emily Dickenson, regarded as one of America’s most prolific and significant poets of the 19th Century, albeit recognition gained posthumously, as she was also very private in her writings. In this book, Elizabeth Spires introduces young readers to Dickenson’s work in an imaginative way.

Mouse of AmherstWhen a mouse finds its a place to live behind the wainscoting of Emily Dickinson’s bedroom, Ms. Dickenson’s constant writing at her desk becomes a source of fascination. Venturing forth when it is safe, the mouse – Emmaline – make her way to the writing desk and discovers Emily’s poetry.

Inspired by what she reads, Emmaline writes a poem of her own, leaving it on Emily’s desk. On finding it, Emily replies with poetry, and thus a poetic correspondence between the two is established.

Featuring eight of Dickenson’s actual poems, together with seven “replies” from Emmaline, Elizabeth Spires gently draws young readers through a charming story into the power of poetry to express our deepest feelings, and perhaps start them writing poems of their own.

Tuesday June 28th, 19:00: Trigger Warning: Short Fictions and Disturbances

TriggerCorwyn Allen reads Neil Gaiman’s collection of short fiction intended to entertain and provoke.  Within it, he looks behind the masks we wear and at the people we really are, using a rich mixture of genres and experiences on which to found his stories: horror, science fiction, fantasy, fable, poetry – even his own experiences using Twitter.

Within these tales, characters new and established are revealed. Black Dog, an original story for this volume returns to the world of America Gods, whilst elsewhere can be found stories featuring Sherlock Holmes and a story written for the 50th Anniversary of Doctor Who.

Neil Gaiman is a literary artist whose unique approach to fiction drives deeply into our imaginations, engaging and stirring us in mind, heart and soul.

Wednesday June 29th 19:00: Ollie’s Odyssey

OllieCaledonia Skytower reads William Joyce’s children’s tale about Oswald (or Ollie, or Oz), a stuffed rabbit and favourite of young Billy. Oz goes everywhere with Billy, until one day, he is accidentally left under a table during a wedding, and is kidnapped by the wicked Zozo.

An unwanted amusement park prize, Zozo hates all toys that are favourites; so much so that he doesn’t just want them lost – he wants them forgotten by everyone – and he has gathered other embittered toys to his cause.

Now Oz must work to not only rescue himself and get back to Billy, he must ensure all the other “lost” toys reach safety.

Thursday, June 30th

19:00: The Dragon of Boeotia (Monsters of Mythology)

Shandon Loring reads Bernard Evslin’s story focused Cadmus, the founder and first king of Thebes, and the first Greek hero. When a fierce dragon plagues a region of Greece, it comes to the attention of young prince Cadmus, who decides to end its tyranny.

21:00 Seanchai Late Night

With Finn Zeddmore.

—–

Please check with the Seanchai Library SL’s blog for updates and for additions or changes to the week’s schedule.

The featured charity for May / June is Habitat for Humanity, with a vision of a world where everyone has a decent place to live – a safe and clean place to call home.

Additional Links

Project Bento User Group update 16 with audio

Project Bento – extending the SL avatar skeleton
Project Bento – extending the SL avatar skeleton

Updated June 30th – please refer to note following a quoted comment from Matrice.

The following notes and audio were taken from the weekly Bento User Group meeting, held on Thursday, June 23rd at 13:00 SLT at the the Hippotropolis Campfire Circle . For details on the meeting agenda, please refer to the Bento User Group wiki page.

Note that this update is not intended to offer a full transcript of the meeting, nor does it present the discussion points in chronological order. Rather, it represents the core points of discussion, grouped together by subject matter were relevant / possible, whilst maintaining the overall context of the meeting.

Apologies for the quality of Vir’s voice in the recording, this is my fault. I had to go afk just after starting the audio recording, and I hadn’t adjusted my local pick-up of Vir’s voice before doing so. As as consequence, Vir sounds a little distorted.

Facial Bones, Rotation / Translation / Slider Issues and Relative Translations

There has been further forum thread discussions on issues with the position of some of the new facial bones when they are used in combination with the head sliders. The core of this discussion commences here, and Mal Vanbeeck has offered a feature request for “shape slider friendly” facial bone positions. Some of this is also tied to issues relating to the range of movement of bones with the sliders or under animation.

Matrice Laville has been looking into some of the issues, and has come up with a proposal for making some amendments to the Bento skeleton to try to address some of the problems. However, any changes which are implemented will change the structure of the skeleton and how the sliders work, and will likely impact some initial content using the affected parts of the skeleton.

Because of this, it is likely the proposed amendments will be built into a test version of the Bento viewer, rather than the current project viewer, together with some test models to allow independent testing of the updates so it can be determined if they address the issues sufficiently and do not have unanticipated additional impact, so that a decision can be made on whether or not to fully implement them into the project viewer.

Specific changes in this test viewer, when available, are focused on issues raised around eyes and jaws, and so should comprise:

  • Changing the eyelids to have the same centre position as the eyebrow
  • Changes to the jaw and tongue positions
  • Changing the lower teeth so that they are parented to the lower jaw bone
  • Associated slider changes.

Adding to this in text, Matrice said:

All jaw related sliders do no longer translate the jaw except the jaw angle slider; the jaw bone has its default position now right below the faceRoot. The jaw angle slider still moves like crazy but I believe it is not an issue any longer. Actually, I propose to remove the [.LAD definitions for the Bento bones from the] jaw angle slider, because it only is needed for the jaw angle. I bet nobody will miss that slider.*

[NB June 30th: This comment has been updated, as some confusion followed the publication of this report, causing Matrice some embarrassment.  The fault is mine, and is the result of copying a text comment verbatim, rather than seeming clarification from Matrice. My apologies to him and any anyone else for the confusion caused.]

As Vir acknowledged, this has been a major amount of work which should hopefully address many of the issues encountered with the complexity of the new face bones and attempting to hook them into a limited set of available sliders.

Vir also noted that when available, Bento avatars using this revised skeleton in the test viewer may look odd when seen on the Bento project viewer, and vice-versa, and that the work has been carried out with the aim of limiting any de-stabilising influences the changes may have if and when they are integrated into Bento as a whole, while at the same time avoiding being so conservative that Bento ends up going live still with issues like these which might impact its adoption and use.

A notification will be placed in the forum thread when the viewer is ready.

Project Viewer Status

There are some bug fixes that will be upcoming in the next Bento project update, which could be appearing sometime in week #26 (week commencing Monday, June 27th).

The Lab is working to get the viewer to Release Candidate status, with the work focused on identifying and prioritising the bugs which really need to be fixed before moving forward. There will also be the work to integrate the modifications to bone positions and sliders noted above, together with associated evaluation, plus the upcoming testing. However, the hope is the viewer will move to RC status in the not-too-distant future.

Medhue Simoni (l) and Coyot Linden (r) wearing the upright coyote avatar Medhue made for Coyot, attending the June 16th Bento meeting
Medhue Simoni (l) and Coyot Linden (r) wearing the upright coyote avatar Medhue made for Coyot, attending the June 16th Bento meeting

Tool Chain Issues

Some of the recent bugs Vir has been investigating with regards to specific content appear to be down to potential issues within the tools used to create the content introducing irregularities in the models and animations, rather than anything specific to how Bento itself is handling the uploaded models.

Obviously, in such circumstances, there is only so far the Lab can go in investigating these types of issues, as they have no knowledge of exactly how the models /animations were defined within the creator’s tools of choice, etc., and so content creators who have encountered these specific issues have been asked to take them back to the tools creators to make sure things are behaving correctly at that end of the process.

Continue reading “Project Bento User Group update 16 with audio”

SL Project Updates 16 25/2: server, viewer, animation files

Hell's Crossing; Inara Pey, June 2016, on Flickr Hell’s Crossingblog post

Server Deployments – Recap

As always, please refer to the server deployment thread for the latest information.

  • There was not deployment to the Main (SLS) channel on Tuesday, June 21st.
  • On Wednesday, June 20th, the three RC channels were updated with the same new server maintenance package, comprising  minor internal changes and Tool Tip/Constant text fixes.

The RC update includes a fix for BUG-18251, and a further fix for the Bento attachment issue documented in BUG-10979, which doesn’t change Bento models or how avatars are rendered by the viewer.

SL Viewer

The Maintenance RC viewer updated on Friday, June 24th to version 4.0.6.316883.

The remaining official viewers were not updated during the week, leaving them as follows:

    • Current Release version: 4.0.5.315117 (dated May 11), May 18 – formerly the Quick Graphics RC viewer
    • Inventory Message RC viewer, version 4.0.6.315555, dated May 23rd – removal of deprecated and unused UDP inventory messaging mechanisms from the viewer
    • Project viewers:
      • Project VLC Media Plugin viewer, version 4.0.6.316258, dated June 15th – replaces the QuickTime media plugin for the Windows viewer with one based on LibVLC
      • Visual Outfit Browser viewer, version 4.0.6.316123, dated June 6th – ability to preview images of outfits in the Appearance floater
      • Project Bento (avatar skeleton extensions), version 5.0.0.316366, dated June 10th – bug fixes
    • Obsolete platform viewer, version 3.7.28.300847 dated May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.

Larger Animation File Sizes

There has been a long-standing request to increase the file size for animations, a request which has been enhanced by the development within Bento, where there is now a far larger number of bones to be pushed around (see BUG-11836).

While the Lab had been open to this idea, it looked as if any change would be deferred until after the back-end services had been updated to deliver animation assets via the Content Delivery Network (CDN), which at the time of writing is used to deliver meshes and textures to the viewer.

However, the Lab has now decided to bring this change forward, rather than wait for the move to the CDN. As this is a server-side update, it is currently due to be in the Release Candidate channel updates for Wednesday, June 29th (from Caleb Linden, talking at the Server Beta User Group meeting on Thursday, June 23rd). This will see the animation file size limit raised from 120Kb to 250Kb.

One thing to bear in mind however, is that until animations are moved to CDN delivery (where they should enjoy somewhat faster delivery to your viewer on a first-time load), they will be delivered to your viewer via UDP, and the larger file size, as it comes into use, will probably mean a slightly longer delay before animations kick-in while they are being downloaded. Obviously, once caches locally, this should be an issue (unless you clear cache).

Vir Linden discussed this change at the Bento Project meeting, and I’m including the audio extract from that meeting below.

UWA: call for Immaterial entries in Second Life

Via UWA
Via UWA

While the Grand challenges came to an end in December 2015, with the awards for Pursue Impossible, the University of Western Australia is still involved in supporting the arts in Second Life, both through the UWA Gallery and through various exhibitions.

Launching the latter, and announced on Friday, June 24th, is IMMATERIAL, with an open invitation for 2D, 3D and machinima artists to enter.

The theme for the exhibition is “Immaterial”, and is described as being about light, shadows, textures, motion, and ideas. The announcement states the theme is intended to::

Highlight the technologies of SL as a medium for creative expression. We especially want work that uses advanced techniques, in addition to objects per se, including but not limited to:

  • Mesh
  • Materials
  • Projected light and shadows
  • Avatar and object motion/animation
  • Advanced scripting/interaction
  • Particles
  • Pathfinding

As this is an exhibition and not a challenge or competition, there is no judging panel and no cash prizes. Instead, all entries will be documented, and an exhibition catalogue will be published on-line as part of the UWA Studies in Virtual Arts (UWA SiVA) journal series.

The deadline for submissions is 23:59 on July 31st 2016 at 11:59 PM SLT, and entries will be displayed in the UWA Gallery as they are received. The exhibition will be on display for at least two months, but calls for entries for subsequent shows may overlap.

General guidelines for entries are:

  • Artists may submit up to one entry each in 3D, 2D, and/or machinima. Collaborations are encouraged, so if you participate as a named collaborator on any entry, you may also submit a separate entry as an individual.
  • Land Impact limit for 3D work is 200. Sound and light emitting objects should be carefully crafted in consideration of other nearby entries. Objects that might impact other nearby entries may have to be placed on a platform to isolate it. In such cases a poster and TP device will be placed in the gallery. Any entry with excessive script lag may be refused or returned for revision.
  • 2D entries should reflect the theme and must be images substantially created in SL. Post-processing (e.g., Photoshop effects) should be kept to a minimum.
  • Machinima entries can be of any length or subject matter as long a they are substantially produced using SL as the primary medium and conform to other criteria listed here. A poster and/or screen shot will be placed in the gallery and in the exhibition catalogue along with a link to the machinima.

For the full entry guidelines, including how to submit your entry, please refer to the UWA Immaterial call for entries.

Good luck to all who enter!

Additional links

SL13B talks: Oz and Landon inside Second Life

Oz Linden (centre, left) and Landon Linden (centre, right), flanked by Saffia and Elrik
Oz Linden (centre, left) and Landon Linden (centre, right), flanked by Saffia and Elrik

Meet the Lindens is a series of conversations / Q&A session with staff from Linden Lab, held as a part of the SL Birthday celebrations in-world. These present opportunities for Second Life users to get to know something about the staff at the Lab: who they are, what they do, what drew them to Second Life and the company, what they do, what they find interesting / inspirational about the platform, and so on.

Wednesday, June 22nd saw Oz and Landon Linden sit down with Elrik Merlin and Saffia Widdershins, this article hopefully presents some “selected highlights” of the chat, complete with audio extracts from my own recording of the event. Note that these are not necessarily presented in the order items were discussed during the session; to maintain a sense of flow, I have grouped some items together. However, for those who would like to hear things chronologically, the video the session  is embedded at the end of this article.

About Oz and Brandon

Oz Linden
Oz Linden

Oz Linden is perhaps best known for his work with the viewer and open-source communities in Second Life. He joined the company in 2010, and is perhaps one of Second life’s most unabashed and proud promoters.

Starting in support of the Lab / open-source community relations, Oz moved upwards and forwards in the company, managing the relationship between the Lab and the third-party viewer community, and thence on to Director of Engineering, and lobbying for the post of Technical Director for Second Life  when the Lab commenced re-aligning itself to manage two large-scale core products: Second Life and Project Sansar.

He has a strong background in open-source development and in web technologies, including voice applications, communications protocols and defining industry standards definition. He notes of working for the Lab:

Working on Second Life comes with some odd benefits… you get to pick your own avatar name, and it turns out that’s what everyone at work calls you by. So I became Oz Linden. Four years later, I’m the Director responsible for Second Life core product engineering, and having more fun than a barrel of virtual monkeys.

Landon Linden is the Lab’s VP Operations and Platform Engineering, a post he has held since December 2013. Originally a research chemist with a long-term involvement in MUDDs and MMOs, he decided that there were probably saner pastures in which to work than research chemistry (he relates with a smile), and so hopped over into IT, working in consultancy prior to telecommunications before joining Linden Lab in August 2008 as a Lead Systems Engineer.

Landon Linden
Landon Linden

Since that time, he’s been literally at the heart of Linden lab and Second Life, initially leading the engineering team that designs and implements the network, infrastructure, and low-level systems on which Second Life runs as well as managing the team responsible for creating all the Lab’s internal applications:  support tools, service administration apps, and continuous integration systems including test automation.

In October 2011 he became Director of Systems Engineering and Operations, responsible for technical operations and platform engineering (data centre, network, system infrastructure, build systems, internal tools, and application security) as well integrating some of the Lab’s third-parties service (Amazon AWS, CDN providers). From here he moved on to Senior Director Platform Engineering and Operations, overseeing the team which creates the platform for all Linden Lab products (e.g. platforms, payments, virtual currency, data warehouse) and ensuring  production services run as smoothly as possible. With his move to VP Operations and Platform Engineering, Landon now also oversees the  foundational infrastructure and services being developed for Project Sansar.

It’s interesting you have this cross-over between chemistry and virtual worlds. do you see any kind of common ground, apart from the madness?!

Landon: I think about this a lot, and I really wish I could come up with a really interesting answer, but I don’t. In terms of what I was doing in chemistry and what we do in Linden Lab; I don’t see a lot of base overlap. One of the things that I used every day in chemistry and what I tend to use in my job today is the underlying methods can be similar, particularly with regards to statistics.

… One of the things that fascinates me about virtual worlds is that it is a human-created space but it’s also part of the machine; it’s in the computer. And so we have lots of information, just like social networks, about what is happening, how people are behaving. So, one of the things that has always fascinated me is sociology, psychology and economics. What frustrated me about those disciplines back in my hard science days, back working as a chemist, it was very difficult, and it remains very difficult, to do hard science research on that. And in virtual worlds, there’s this kind of perfect collision of the kind-of fuzzier side of science and the things you can directly measure.

Economics in particular is something that I’ve been desperately interested in, and I think most economists would just drool to see what is happening, directly measure what’s happening, in the Second Life economy.

Oz: I think those disciplines are not as far apart as you think they are; at least based on my experience. I have a whole bunch of former chemists that I’ve worked with in programming over the years, and I think the thought processes are very similar.

Landon:  I think it’s worth pointing out though, that I think that virtual worlds and Second Life in particular can be tremendous tools in teaching people about chemistry. In fact I have a story – I will spare you the gory details – but I had a professor in college who just put it quite plainly that everything you needed to know about organic chemistry is summed-up in two kinds of principles.

Texas A&M interactive learning environment demonstrating how Second Life can be used for teaching chemistry
Texas A&M interactive learning environment demonstrating how Second Life can be used for teaching chemistry

One is electronic effects, and that essentially means that negative or opposite charges are attracted to each other, or like charges repel each other. And stereoelectronic effect, which essentially means you can’t fit a square peg through a round hole. And if you can visualise what is happening in a chemical reaction, it will help you understand whether or not something’s going to work, or at what rate it will work. So virtual worlds can be a really powerful educational tool for chemists, to help them understand that, “Oh these things actually have physical size, and they willing fit together if they want.” And we’ve seen some of that.

Continue reading “SL13B talks: Oz and Landon inside Second Life”

SL13B: Ebbe on the Lab, Second Life, Sansar and more

Jo Yardley, Ebbe Linden and Zander Greene
Jo Yardley, Ebbe Linden and Zander Greene

Update: Pey’s law came into effect. 45 minutes after I published this report, the video of the discussion appeared on YouTube. I’ve therefore embedded it at the foot of this introduction.

Meet the Lindens is a series of conversations / Q&A session with staff from Linden Lab, held as a part of the SL Birthday celebrations in-world. These are opportunities for Second Life users to get to know something about the staff at the Lab: who they are, what they do, what drew them to Second Life and the company, what they do, what they find interesting / inspirational about the platform, and so on.

Tuesday, June 21st saw Zander Greene and Jo Yardley putting audience questions to Linden Lab CEO Ebbe Altberg, in his persona of Ebbe Linden. The following is a transcript of the session, focusing on the questions and answers, including audio extracts from my own recording of the event.

The discussion started with a brief re-cap of Ebbe’s background prior to his arrival at the Lab in February 2014. You can read my own short profile on him, and also his own feedback on that profile and the comments which followed it.

This transcript picks up with questions around Ebbe’s times at linden Lab, and I’ve attempted to split topics logically between those between Ebbe and linden Lab, Project Sansar and Second Life. As such, the questions in the following sections are not in the order presented during the discussion, and may not reflect any video of the event which is produced.

Please use the links below to jump directly to topics of interest.

Quick Links