Journeying through The Looking Glass in Second Life

The Looking Glass; Inara Pey, June 2016, on Flickr The Looking Glass – click any image for full size

One of the most eye-catching fantasy realms in Second Life has always been The Looking Glass, by Marcus Inkpen and Sharni Azalee. The home to their store, the region has always offered a warm welcome to guests, and an opportunity to explore and discover. Hence why I have a habit of hopping back to it and re-visiting (although the last time I actually blogged on it was back in 2013).

Recently Marcus and Sharni completely redesigned the region, and what was once something stunning to the eye and wonderful to explore has become something absolutely enchanting.

The Looking Glass; Inara Pey, June 2016, on Flickr The Looking Glass

The new build retains many echoes of the old, whilst also being entirely original and distinct, carrying within it many reflections of the marvellous builds Sharni and Marcus have provided for recent Fantasy Faire events. The great bridge is still there, for example, with huge arches spanning the landscape below and reaching out across the region. Only now it has been made whole, and its once heavy stone pillars re-wrought in iron and stone. Nearby, islands still float serenely in the sky, offering sanctuaries of solitude for visitors.

On the ground, the land looks as if it has been shaken as if it were a blanket, falling into new wrinkles and folds through which waters meander. The old town with its modern stores and wider streets is gone. Instead, and reached via a stony path across bridges and through trees, which leads the visitor to it from the dockside landing, sits a smaller town. This is really a gateway, wrapping about itself echoes of Lucentia (Fantasy Faire 2016), as it climbs upwards to merge into the Great Tower, which in turn ascends into the sky, dominating the landscape like a benevolent Barad-dûr.

The Looking Glass; Inara Pey, June 2016, on Flickr The Looking Glass

Within this mighty tower can be found the Looking Glass store, and above it, the magnificent Flying Eye Gallery, with all the memories of Fantasy Faire as captured by Alisaundra Andel. Also hidden within its lofty heights lay the Library and its courtyard, a bedroom / workplace and eyrie-like perches  where people might sit and cuddle.

Remain outside of the tower, and you might find your way to the ground-level ballroom, within which sits the memory of Ichi-Go, Ichi-E (Fantasy Faire 2015). Across the water from this, and nestled beneath the great tower lies the familiar sweep and rise of The Dark Tower, one of the commercial buildings offered for sale by The looking Glass. It sits perfectly within the new landscape, and in doing so it also harkens back to the previous incarnation of the region, where it also once stood. Close by sits a house which in turn carries a reminder of Blackwater Glenn (Fantasy Faire 2014), further giving the region that feeling of familiarity – and perhaps a smile – to the seasoned explorer.

The Looking Glass; Inara Pey, June 2016, on Flickr The Looking Glass

To help visitors get around, there is a system of teleport boards which highlight the major locations in the region. But exploring The looking Glass really is best done on foot, with the odd bit of flying. I did this by following the path from the docks to the great tower, then up through the tower to cross the great span of the bridge, and thence back to ground level.

This route has the virtue of keeping your feet dry and minimising flying, while offering some superb views out over the region. It also brings the floating islands within easy reach, as well as directing the visitor on their way to the little coves along the coast with their secluded beaches, and also towards the open-air ballroom. The loop can then be completed up winding path and back to the town clustered at the foot of the great tower, then around and through the streets there.

The Looking Glass; Inara Pey, June 2016, on Flickr The Looking Glass

The Looking Glass has always been a marvellous place to visit, full of visual riches and a special hint of magic. This new design for the region beautifully enhances everything which has always made it a place to visit and re-visit, and added to it a depth of memory for anyone who has loved Sharni’s and Macus’ designs for Fantasy Faire which makes it simply irresistible.

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Galerie 17 re-opens in Second Life

June-5_001
Galerie 17 – Rage Darkstone

Thursday, June 9th saw the re-opening of Galerie 17 in Second Life after a three-year gap, featuring an ensemble exhibition with works  by Angelika Corral, SheldonBR,  Rage Darkstone, Christy Underwood and Flor Nachtigal, the gallery’s owner / curator.

Located in a modern 2-storey structure from the Fanatik range, the gallery offers for main display areas split two to a floor, with the lower level also providing a large, airy lobby space which is also used for displaying art, with the upper level also providing a lounge area.

Rage Darkstone’s vivid abstracts (top image) occupy the lobby area, together two of her very striking portraits. Naturally lit by windlight, these are superb pieces well suited to the display space, enticing the visitor to step forward and explore.

Gallerie 17 - Angelika and SheldonBR
Galerie 17 – Angelika and SheldonBR

The two gallery spaces on the ground floor are given over to a shared exhibition by Angelika Corral and SheldonBR – two artists I greatly admire. One again, Sheldon’s penmanship and Angelika’s photography powerfully contrast and perfectly complement one another, presenting a series of monochrome studies of the female form, which have been beautifully set against the gallery’s lighting, and to a quote from Shakespeare’s Troilus and Cressida.

Upstairs, the two display spaces are split between Christy Underwood and Flor Nachtigal. Christy presents a set of her entirely computer-generated paintings, which she produces with pen tablet and painter software, much as an artist may use paints and canvas. The results, abstract in nature are striking to both the eye and wall.

Gallerie 17 - Christy Underwood
Galerie 17 – Christy Underwood

Flor’s images comprise two sets of nude or semi-nude monochrome avatar studies. The firs comprises two images taken from a series entitled Adriana, which I assume refers to the model’s name.   These stand on either side of the entrance to the display room, and are quite distinct from the remaining four images, drawn (or forming) a set called Odalisque.

This is a term generally taken to mean a chambermaid or a female attendant in a Turkish harem, particularly the court ladies in the household of the Ottoman sultan, but who were not themselves concubines. However, it can also mean, “an exotic, sexually attractive woman”, and it is perhaps into this latter category that the four images offered here would fall, offering a hint of submission within them, together with an echo of the days of Ottoman.

Gallerie 17 - Flor Nachtigal
Galerie 17 – Flor Nachtigal

Taken individually, each of the displays at Galerie 17 offers excellent viewing; taken as a whole, and as indicated by the positioning of Rage’s images in the lobby area, they form a complementary theme of avatar studies and abstracts which carries the visitor through the gallery.  My congratulations to Flor on the re-opening, and on such a superb exhibition to mark it!

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SL project updates 16 23/2: server, viewer, Avatar Complexity

Snuggles Forest
Snuggles Forestblog post

Server Deployments – Recap

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

  • On Tuesday, June 7th, the Main (SLS) channel was updated with the same server maintenance package, comprising the addition of mnemonic names to be used in LSL scripts when attaching to the new attachment points on the Bento skeleton extensions and minor internal changes
  • On Wednesday, June 8th, all three RCs were updated with a new server maintenance package comprising “minor internal changes”.

SL Viewer

There have been no further changes on the viewer front since part 1 of this update, leaving the official viewer channels as follows:

Remaining Viewers

All other viewers currently remain unchanged from week #22:

  • Current Release version: 4.0.5.315117, dated May 11th, promoted  May 18th, and formerly the Quick Graphics RC viewer
  • RC viewers:
    • Maintenance RC viewer, version 4.0.6.315924, dated June 2nd. Includes fixes for the recent release of the Avatar complexity / Graphics Presets viewer release
    • 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:
    • The Visual Outfits Browser (VOB) project viewer, version 4.0.6.316123, dated June 6th. See my overview of the viewer for further details
    • VLC Media Plugin viewer, version 4.0.6.316087, dated June 3rd. Sees the Quicktime for Windows media plugin for the playback of media types such as MP3 MPEG-4 and MOV, replaced by one based on LibVLC (https://wiki.videolan.org/LibVLC/) Mac viewer currently unaffected.
    • Project Bento (avatar skeleton extensions), version 5.0.0.315657, dated May 26th – includes the “reset Skeleton” option and additional slider updates
    • Oculus Rift project viewer, version 3.7.18.295296, dated October 13, 2014 – Oculus Rift DK2 support
  • Obsolete Platform viewer, version 3.7.28.300847, dated May 8th, 2015 – provided for users on Windows XP and OS X versions below 10.7.

Avatar Complexity

There are some issues with Avatar Complexity which have been noted, but have yet to be addressed, One is that a “dirty” install the viewer (i.e. not removing the previous version + its supporting files from a computer will default avatar complexity to No Limit (BUG-18199).

Another (BUG-18195) is that initial default values for Avatar Maximum Avatar Complexity (defined by the graphics benchmarking) are not applying. These should be: Low: 35k; Low-Mid: 100k; Mid: 200k; Mid-High: 250k; High: 300k and High-Ultra / Ultra: 350k. Instead, the bug means that all graphics settings above Low are defaulted to 80k. This also means the Rest button for Avatar Complexity reverts the setting to 80K for all settings, rather than applying the correct default.

Visiting an eternal corner of Second Life

Khaled; Inara Pey, June 2016, on Flickr Khaled – click any image for full size

Not so long ago – March 2016 to be precise – I wrote about my visit to [G]aio, the charming homestead region designed by cambiamento Radikal which beautifully lived up to its name (“cheerful”).

Now Cambiamento is finishing a new region to showcase – Khaled (Arabic for “eternal”) – and he graciously invited me to hop over and take a look. “For me, it’s better that [G]aio!” he informed me as we chatted about the new region, and I have to say, there is an elegance and rugged beauty to Khaled which does make it as memorable as [G]aio – although I would suggest the landing point needs slight adjustment! 🙂 .

Khaled; Inara Pey, June 2016, on Flickr Khaled

Surrounded by tall, steep peaks partially hidden in the misty windlight, Khaled is broadly split into two. The landing point places new arrivals towards (or perhaps on, if the landing point is adjusted!) a rugged tongue of an island.

A single ribbon of beach on one side of the island faces the rest of the region, a curved set of stone steps providing a gentle ascent up the rocky shoulder of the isle to its flat top. Here, a sandy, rugged path cuts west to eat, connecting a small cabin house close to one end of the island with a sturdy stone bridge at the other. Tall and slender Scots pines point skyward across the island, and surround the old Victorian folly standing on the highest point of the island – just a scant couple of metes about the main track.

Khaled; Inara Pey, June 2016, on Flickr Khaled

Across the bridge, the landscape is seamlessly blended with the region surround to present a low-lowing headland thrusting gently out into the water of a lake. This is the home of a small farmstead and a rural railway station. A freight train is passing through, emerging briefly from one tunnel before dipping into the next as it makes its way through the tall mountains. Facing the station, at the water’s edge, sits a landing stage, a rideable motor boat alongside. The dirt road between landing stage and station passes an oval of market stalls.

Rural and serene, with a perfect ambient sound scape, Khaled is also a place with a secret – one that might easily be missed without proper exploration. I’m not going to say too much more on this, as it’s worth discovering for yourself. All I will do is offer a photo and say a trip out on the water is required to reveal it.

Khaled; Inara Pey, June 2016, on Flickr Khaled

I visited Khaled at a time when Cambiamento was still working on the region; he was considering adding further Wildlife and one or two other nips and tucks in order to finish things off.  Event so, at the time of my visit, the region was already eye-catching and suited to a wide range of Windlight settings. I can definitely say that anyone who enjoyed visiting [G]aio is bound to enjoy and appreciate Khaled. Should you do so, please consider making a donation towards the upkeep of the region so that others might enjoy it also.

My thanks to Cambiamento for inviting me to visit 🙂 .

Khaled; Inara Pey, June 2016, on Flickr Khaled

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Register for Windlight’s virtual book fair and learn new skills

book fairFrom Monday, June 13th through Sunday, June 19th, Windlight Magazine will be host a special virtual book fair, offering Second Life residents the opportunity to learn new skills, and for those who reside in the United States the opportunity to obtain Amazon e-gift cards.

Announcing the fair through the Windlight website, Windlight Magazine’s founder and owner John (johannes1977 Resident) said:

One of the main goals of Windlight Magazine is to provide free and/or low-cost training and resources to our readers in the areas of the arts. To further this goal, we have created a virtual book fair, where you can obtain free e-books* on the following subjects: art, photography, Adobe products, GIMP, Blender, 3D creation, fashion, fiction, non-fiction, and more!

The fair will take place entirely outside of Second Life, and made available through the following mediums:

  • A Facebook group
  • A Google group
  • A web page link.

Each day of the fair will focus on a specific theme:

  • Monday, June 13th: Manic Art Monday
  • Tuesday, June 14th: Terrific Photography Tuesday
  • Wednesday, June 15th: Adobe Madness
  • Thursday, June 16th: Gimp, Blender, and 3D Oh My
  • Friday, June 17th: Friday Fashion Fetish
  • Saturday, June 18th: Saturday Pot Luck
  • Sunday, June 19th: Lazy Sunday Good Reads.

To participate in the fair, you must register your interest. There is no requirement be on-line all day when attending; you can simply log on and view the provided links from your preferred attendance medium. After you’ve registered you’ll be sent a note card in-world with information on how to access the fair through your preferred medium.

*Note that due to copyright restrictions not all of the selected titles may be available in your country of residence.

The Drax Files 38: economic empowerment in Second Life

Eboni Khan in Second Life
Eboni Khan in Second Life

The 38th video of The Drax Files World Makers arrived on Wednesday, June 8th, focusing on fashion designer Eboni Khan, who has been designing women’s apparel for the last decade, marketing it through her Hucci brand. However, this segment isn’t simply another examination of the creative and income generation opportunities offered by Second Life. While Eboni’s experience is very much central to the video, there is a lot packed into the three-and-a-half-minute running time, which makes this another fascinating piece.

As we learn in the video, Eboni’s ability to use Second Life as a viable means of income generation wasn’t entirely a conscious decision; trained in information management and employed as an IT manager, Eboni’s world was turned upside down when she was laid off. Second Life offered her the means to work for herself and earn an income which would enable her to raise her son (now in his 20s and attending college) – all through the power of her own creativity and that of the micro transaction.

Entering into a virtual business from a physical world business background provides Eboni with a keen awareness of the real power of virtual environments – as spearheaded by Second Life – which is worth considering when looking at things like Project Sansar and understanding where the Lab is coming from with that platform.

Eboni in the physical world
Eboni in the physical world

“Second Life has such a low barrier to market entry,” she notes early on in the video. “You don’t have that with any other kind of business; you can come in on your first day and set-up shop. It’s basically the perfect proving ground for international business  – the GDP, the amount of residents – Second Life is not a game.”

Of course, setting-up shop does not guarantee anyone of automatic success. Eboni mentions some of the secrets to building a successful brand within the platform, but there is also much more that cannot be packed into 3.5 minutes. Just like real life, running a business in SL requires not just time and effort, but forethought, planning and an evolving strategy.

This is something perhaps demonstrated in 2006-2008, when business from around the world rushed into Second Life without any definitive idea of what they were trying achieve in terms of basic marketing, leave alone trying to generate any revenue. Thus, they ended up tripping over themselves and leaving, dismissing SL as a viable proposition as they went.

The fact that effort and strategy are required is also why I tend to shy away from using the term “democratising” when referring to original content creation as a business enterprise in SL. The term suggest the platform offers a level playing field for everyone, but the reality is it doesn’t; there are skills and requirements involved which, with the best will in the world, not all of us either have or can learn well enough to succeed.

But creativity also doesn’t have to be about generating revenue and income. It’s worked for Eboni and others, because this is the path they chose to take; however, it’s important to remember that Second Life is as much about fun and freedom – escapism, if you will – as it is about anything else. This is something Eboni notes in the video.

“The world will be a better place if more people had a little escapism in their life,” she correctly observes. “Because real life is hard, and your Second Life should definitely be fun.” It’s an outlook those who sit outside SL and sneer at the platform would do well to consider.

Eboni's Hucci store
Eboni’s Hucci store

She also freely embraces the “sexier” (some  – even those who report on SL – might prefer the term “sleazier”) aspects of SL both directly and indirectly. Her designs are  unashamedly sexy, whilst her brand name is an open play on the name of a famous design brand and the fact that some dismiss SL as the home of hoochies. This approach, coupled with her views on escapism are refreshing. Second Life offers a huge freedom for people to positively express their individuality away from the constraints which might otherwise be imposed upon us in the physical world, so why not embrace it?

All told, this another fascinating and insightful piece, one which – as with every World Makers segment – but pushed into from the media. I say this not only because of what it says about Second life as a platform, but for what it reveals about virtual spaces being a genuine social environments and being both a melting pot and barrier breaking in the way they bring people together from all of the globe, from all walks of life and social backgrounds. It’s been a massively important (and oft overlooked) aspect of Second Life, and as Linden Lab and other have identified, it will be a significant part of the more immersive VR / AR / MR era we’re about to enter.

It’s’ also, I’m pleased to say, the perfect vehicle by which Drax and I have been able to re-engage in our conversations about each episode of World Makers, which tend to take place as they are being put together, or shortly before going to press with them. Catch our chat on this episode below the video.

Continue reading “The Drax Files 38: economic empowerment in Second Life”