Space Sunday: JWST, interstellar communications and Mars sailplanes

The “Pillars of Destruction” (aka Region R44) within the Carina Nebula, 7,600 light-years from Earth, as seen by the MUSE instrument on ESO’s Very Large Telescope. Towering fields of dust, the pillars are slowly being destroyed by the the stars they helped form; while the nebula is one of the focal-points for initial science imaging by the James Webb Space Telescope. Credit: ESO

Our first glimpse through the eyes of the James Webb Space Telescope (JWST) will be unveiled through a live broadcast on Tuesday, July 12th at 14:30 UTC. However, on Friday, July 8th, NASA announced details on what will be featured in the broadcast and the images that will be published during the presentation, promising that the latter will reveal an unprecedented look into some of the deepest views yet of the cosmos.

The targets were selected by an international committee of scientists from NASA, the European Space Agency (ESA), the Canadian Space Agency (CSA) and the Space Telescope Science Institute in Maryland, which manages the observatory. They include:

  • The Carina Nebula (NGC 3372): lying some 7,600 light-years away, and visible in southern hemisphere skies, where it appears to lie within the constellation Carina, this nebula is the home of the famous “Pillars of Destruction”, long finger-like structures of cosmic gas and dust.
  • Southern Ring Nebula (NGC 3132): appearing to lay within the constellation of Vela (also visible in the southern hemisphere sky) this distinctive nebula of gas and material surrounds dying star is some 2,000 light-years from Earth.
  • Stephan’s Quintet: a visual grouping of five galaxies, four of which (called the Hickson Compact Group92) are a genuine grouping of galaxies that are gradually being drawn together by gravity, and will all eventually merge. The fifth member of the quintet is the result of line-of-sight alignment, rather than an actual part of the group.
  • WASP-96 b: a “hot Saturn” exoplanet orbiting the star WASP-96, some 1,120 light-years away, within the southern constellation of Phoenix. With a mass roughly half that of Jupiter, the planet orbits its parent every 3.4 terrestrial days and is the first known planet with an entirely cloudless atmosphere, which has a profoundly strong sodium signature.
  • SMACS J0723.3-7327: an experiment in using gravitational lensing, using the gravity of relatively “nearby” galaxies to “bend” the light from much more distance galaxies to obtain a deep-field view of their stars.
The initial science images from JWST will be part of a science briefing scheduled for 4:30 UTC. on July 12th. Credit: NASA

The presentation and images will mark the first time “operational” data and images relating to scientific targets for the observatory have been made public since the completion of all tests relating to the calibration and commissioning of its four science instruments, all of which allow JWST to operate in a total of 17 different science modes.

It is believed that even though only initial studies of their targets, the images captured by the telescope have stunned science teams and already led to increased understanding of exoplanets, galaxies and the universe itself.

Could Stars be used as Communications Relays?

In June I covered a proposal suggesting the Sun’s gravity could be used to help image exoplanets orbiting other stars using gravitational lensing (see:  Space Sunday: exoplanets, starship and the Sun as a lens). Now a paper accepted for publication in The Astronomical Journal lays out the idea that the lensing effect of the Sun’s gravity, and that of other stars, could be used as some kind of interstellar communications network.

The study discusses the idea that gravitational lensing, involving the bending of light as it passes by massive objects like stars and black holes, could be used to focus communications between one point and another, amplifying the signal like an interstellar cell phone tower.

For the purposes of the paper, a team of students at Penn State University working under Jason Wright, professor of astronomy and astrophysics and the director of the Penn State Extra-terrestrial Intelligence Centre, used the Sun as a model, calculating that the gravitational focus on the solar lensing effect lies some 550 AU out from the Sun – or a distance equitable to roughly half-way between the orbits of Jupiter and Saturn.

Communications across interstellar distances could take advantage of a star’s ability to focus and directing communication signals through an effect called gravitational lensing. A signal from—or passing through—a relay probe would bend due to gravity as it passes by the star. The warped space around the star acts somewhat like a lens or transmitter, focusing the beam towards an itended target. Credit: Dani Zemba / Penn State

This is the point where a communications satellite could be placed such that it could use the Einstein Ring effect of gravitational lensing by the Sun to focus its signals on a distant target – and also receive incoming communications from that target as the Sun’s gravity focuses them down onto the satellite.

The most obvious use of such a system would be to enable communications with deep-space probes we might eventually send to nearby stars (assuming they could be accelerated to reach said stars in a reasonably time-frame). However, the students also noted that if the Sun were to be a part of so alien communications network, then we now have a sphere around it where we might detect any relay, which we might try to eavesdrop on.

Whilst a pretty far-fetched idea in terms of an “alien relay station” sitting in our own back yard, the study does offer some food for thought in how signals from ET (if they exist) might leverage stellar objects, and thus offers a potential new avenue to be explored within SETI and CETI (as in Communications) research.

Exploring Mars by Air: the Case for the Sailplane

The success of the Mars Ingenuity helicopter has been encouraging engineers to consider and reconsider all options for remote aerial observations of the Red Planet over the course of the past year. Additional methods for birds-eye views of Mars would not only provide higher resolution data on the landscapes where rovers can’t go — such as canyons and volcanoes — but also could include studying atmospheric and climate processes that current orbiters and rovers aren’t outfitted to observe.

Once such option that had been considered years ago and is now coming back into focus is that of a sailplane. In particular, students at the University of Arizona have been investigating the possible use of small, relatively lightweight (just 5 kg) unpowered sailplanes that could be carried to Mars as secondary payloads alongside larger missions.

Aerospace engineering doctoral student Adrien Bouskela (left) and aerospace and mechanical engineering professor Sergey Shkarayev hold an experimental Mars sailplane. They hope to one day send a custom version of a similar plane to Mars. Credit: Emily Dieckman/College of Engineering.

Protected through their entry into the Martian atmosphere, these sailplanes would fall free from their aeroshells to unfold their 3-metre wingspan to use the so-call boundary layer of atmosphere known to exist around Mars and which is of considerable interest to scientists.

You have this really important, critical piece in this planetary boundary layer, like in the first few kilometres above the ground. This is where all the exchanges between the surface and atmosphere happen. This is where the dust is picked up and sent into the atmosphere, where trace gases are mixed, where the modulation of large-scale winds by mountain-valley flows happen. And we just don’t have very much data about it.

– Alexandre Kling, NASA’s Mars Climate Modelling Centre

Potentially also using fully or partially inflatable fuselage, such sailplanes could ride the wind and air pressure, gathering data whilst exploiting atmospheric wind gradients for dynamic soaring to extend their gradual descent to the ground.

Despite their relatively light weight, the students believe the sailplanes would be capable of carrying an array of navigation sensors, a camera system to images the terrain below it, and temperature and gas sensors to gather information about the Martian atmosphere. As a part of their studies, the students have experimented with radio-controlled sailplanes adjusted to fly themselves and which have been lifted to altitude under weather balloons before being released to see how they manage the dynamics of a descent through Earth’s atmosphere.

he Mars sailplanes will contain a custom-designed array of navigation sensors, as well as a camera and temperature and gas sensors to gather information about the Martian atmosphere and landscape. Credit: Emily Dieckman/College of Engineering

In addition, the students have used computer modelling to research general vehicle handling within the far more tenuous Martian atmosphere. A particular technique used in sailplaning is to use updrafts and thermals in which a pilot can circle and gain lift to increase altitude. Mars is known to have similar phenomena, and the modelling shows that they could be used in a manner akin to sailplaning on Earth – with the added advantage that the higher effective wind speeds often recorded with such updrafts on Mars have the potential to help carry the sailplanes over much greater distances.

If such vehicles were released over terrain features such as Gale Crater (home of the Mars Science Laboratory rover Curiosity or Jezero Crater, home to the Perseverance Mars 2020 rover, they could be used for detailed high-altitude surveys of the craters, using updrafts as the crater walls to regain momentum whilst mapping the crater floors for surface exploration. However, they could also be used in the first highly-details studies of the nature of Vallis Marineris, the 5,000-km long “Grand Canyon” of Mars.

According to the modelling completed by the students, a sailplane could use the rugged, deep base of the canyon, rich in mesas and plateaus to regularly recover 6-11%  lift energy on a cyclic basis, which together with the higher atmospheric pressure within the canyon system could allow each sailplane to fly for “days”, offering unparalleled opportunities to study this unique environment.

A further attraction with sailplanes is that of cost: development of a suitable glider vehicle could be measured in years rather than decades, utilising common off-the-shelf parts, particularly where instruments are concerned, with most of the effort going into the delivery / deployment system, gaining a better understanding of the Martian atmosphere and its thermal qualities in order to better determine vehicle flight characteristics, and in how to develop the means to recharge the sailplane’s batteries to power its instruments and controls without relying on a potentially cumbersome solar array system.

Currently, the work by the students has been a project largely internal to the university; however, Kling has worked with the team, and he and professor Sergey Shkarayev from the university who has overseen the work, hope that a formal proposal to extend the research might yield NASA funding.

America the Crumbling: a statement in art in Second Life

Kondor Arts Centre; Chuck Clip – America The Crumbling

Art is a powerful tool, offering as it dos the ability for many things from extraordinary creativity, self-expression through to hard-hitting social and political commentary. In this latter regard, art has the ability to prick our conscience and force us, often quite unexpectedly, to confront thoughts and reactions we might otherwise want to try to avoid -and it can also of a means to express pent-up feelings and work through concern and fears. It can thus be both challenging for the audience  and cathartic for the artist.

Such is the case with America The Crumbling, an exhibition of visually stunning and socially expressive paintings by Chuck Clip, which opened on July 7th, 2022 at the Kondor Arts Centre, operated and curated by Hermes Kondor. Chuck has, in recent years, perhaps been best known for hosting and promoting art in Second Life through his Sinful Retreat regions or for providing music and entertainment as DJ Matrix. However, he is also a 2D and 3D artist, and with America The Crumbling he returns to theme exhibitions of his own work in-world for the first time in eight years.

Kondor Arts Centre; Chuck Clip – America The Crumbling

Described as being intended to “shine a light on society in America” that is “colourful, disturbing, maybe even offensive”, America The Crumbling tackles head-on the rising threats to democracy and personal freedoms that are being witnessed both in America and around the world, in paintings that are intensely evocative and a veritable tour de force of an artist’s ability to convey thoughts and feelings through the curation of a specific approach to his paintings and the use of a thematic palette (notably the use of red, white and blue both as colours and tones) to convey his sentiments.

From the militarization of the police (which is actually the root concern of the Defund the Police movement, rather than an outright attempt to strip police forces of their abilities to perform their core functions, as some pundits would like people to believe), through the wholesale assault on democracy (most visibly the attempted January 6th, 2020, insurrection in the United States and also the war in the Ukraine), to the more “subtle” attacks on rights and freedoms such as the persistent assault on social care in the US and the erosion of the traditional barrier between church and state that has allowed a radical religious right to embark on what could well become a wholesale assault on the individual rights of those they deem as undeserving of such rights.

Kondor Arts Centre; Chuck Clip – America The Crumbling

As the introductory notes point out, some of these paintings could well outrage some – but I would suspect those who do react so might not full appreciate the existential tripartite threat the American Experiment currently faces politically, religiously and even through its own judicial system.

For my part, I can only admire Chuck’s ability to challenge and evoke through images that are first and foremost expressions of art, and which do not, for the most part, belabour their point, but work far more subtly: Liberty on her sick bed; the splash of yellow in an otherwise monochrome piece that points to the source of the referenced “Evil”, and so on. Which is not to say Chuck has tried to wrap his comments in a “softness” of presentation: his pieces on the state of US policing pull no punches, whilst And the Magats’ Red Glare… carries an emotional power that can result in the sting of tears being felt behind the eyes.

Kondor Arts Centre; Chuck Clip – America The Crumbling

Richly presented and layered, America The Crumbling is a genuinely startling and evocative presentation and not one to be missed.

SLurl Details

2022 TPVD meetings week #27

Village of Ahiru, April 2022 – blog post

The following notes were taken from the video recording by Pantera (embedded at the end of this piece, my thanks to her as always for recording the meetings) of the Third-Party Viewer Developer (TPVD) meeting on Friday, July 8th, 2022 at 13:00  SLT.

Please note that this is a summary of the key topics discussed during the meeting and is not intended to be a full transcript of either. However, the video does provide a complete recording of the TPVD meeting, and timestamps to the relevant points within it are included in the notes below.

Available Viewers

[Video: 0:08-2:30]

  • Maintenance Optimisations RC version 6.6.2.573065 issued on Thursday, July 7th, This viewer:
    • Incorporates the Build Copy / Paste capability (also found in the Copy / Paste Project viewer).
    • Assorted UI improvements / clean-up (e.g. such as with the Build Edit folder).
    • Apparently includes the ability to hide the World Map Legend
    • Is likely to be fast-tracked to release status “in the next couple of weeks”.

The rest of the current crop of official viewers remains as follows:

  • Release viewer: version 6.6.1.572458 – formerly the Maintenance M(akgeolli) RC viewer, promoted June 29th.
  • Release channel cohorts:
    • Nomayo Maintenance RC (Maintenance N) viewer, version 6.6.1.572179, June 1.
  • Project viewers:
    • Performance Floater project viewer, version 6.5.4.571296, May 10.
    • Mesh Optimizer project viewer, version 6.5.2.566858, dated January 5, issued after January 10.
    • Legacy Profiles viewer, version 6.4.11.550519, dated October 26, 2020.

General Viewer Notes

  • Following the promotion of the Maintenance Optimisation RC viewer, the focus will be on the Legacy Profile viewer to get that to RC status.
  • There are some crash-on-exit issues with the official viewer the Lab is attempting to fix.

RequestImage UDP Message

[Video: 2:50-4:44]

  • Since 2015, assets have been delivered to the viewer via HTTP using CDN capabilities.
  • However, the RequestImage UDP messaging capability for delivering textures has remained in place on the simulator, and it has been noted that some viewers continue to use it directly or as a fallback, requiring the simulator to carry out checks with the CDN service when textures cannot be found.
  • LL would like to completely remove all reliance on the simulator for texture fetching / checking, and have everything via HTTP and the viewer / asset system / CDN.
  • To this end the RequestImage message will be deprecated and removed “very soon”.
  • Viewer that us (or actually rely on) it are therefore asked to ensure they only use the HTTP route.
  • [Video: 6:55-7:24] Going forward, the simulator code will track deprecated messaging that TPVs may or may not be using, allowing LL to them TPV where such message paths are still being used and which have been earmarked for removal from the simulator.

In Brief

  • [Video 5:42-6:25] A bug introduced into one of the upload paths this week resulted in the CDN service delivering PNG data in place of JPEG2000 (primarily for profile pictures), which resulted in some viewers experiencing clogging of their texture processing pipes. This issue has now been fixed.
  • As a part of general discussions, Alexa Linden indicated she’d like to start reducing the time it takes for code contributions from TPVs and third-party developers to be integrated into the core SL viewer code. This includes receiving reminders about old code contributions that may have fallen by the wayside.

Mojo’s Wishlist Ideas

[Video: 8:21-pretty much to the end]

There are not currently project, by Mojo Linden continues to seek feedback on them.

  • He reiterated the idea mentioned at the week #27 CCUG meeting of using low-poly bakes to help “increase” visibility across Mainland regions to try an instil a greater sense of scale of the continents.
    • Mojo noted this could perhaps leverage the Map service in some manner (a problem being that the Map service currently doesn’t know about mesh geometry).
    • In raising the Map service, he also noted LL is also aware of the issues within that service that need to be addressed, and that this is really down to determining the optimum time to doe so, rather than having technical reasons why it cannot be improved.
  • He floated the idea of introducing some means of hidden surface removal, particularly for avatars to remove the need for alpha layers, etc., to hide body parts, the idea being to reduce the complexity of avatar rendering.
    • There are edge cases with this – such as an item of clothing with both an “outside” and “inside” texture (such as a lining on a jacket) – what happens to the “inside” texture, does it get culled?
  • He also floated the idea of fully baking the avatar’s appearance such that avatar and clothing are baked as one as a final step of changing appearance, reducing the overall render cost and complexity.
    • It is not clear if this would allow avatar appearance to be changed in “real time” or not (e.g. Sansar bakes avatars, but does so using a separate environment in which to modify an avatar’s appearance).
    • The fact that rigging can be variable between clothing and bodies, etc., might also need to be worked around, as baking would likely require committing to a single set of weights.
  • It is possible the use of baked avatars would allow for an alternative form of avatar impostor for use within large events with a lot of avatars in a single space, the bakes – whilst lower poly than would be the case in less-crowded environments – offering a better visual result than the current impostor system.
  • A lot of technical questions were through out by those at the meeting as to how LL see baked avatars, etc., “working”. However, as Mojo notes, he’s putting ideas forward to see if there is interest in pursuing them rather than presenting any actual projects; as such answers would be sought collaboratively if it were deemed something that should be looked at more formally / in-depth.

Date of Next Meeting

Friday, August 5th, 2022.

2022 CCUG meeting week #27 summary: materials, avatars, general notes

Tilheyra, May 2022 – blog post

The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, July 7th 2022 at 13:00 SLT. These meetings are chaired by Vir Linden, and their dates and times can be obtained from the SL Public Calendar.

This is a summary of the key topics discussed in the meeting and is not intended to be a full transcript.

Materials and PBR Work

Please also see previous CCUG meeting summaries for further background on this project.

Outline of Work

  • Work on an implementation of reflection probes which can be used both with PDR shading and with legacy content.
    • The overall aim of this work is to provide a means to support more physically accurate reflections in SL than can be currently generated (seen as a requirement for PBR support).
    • It applies to both PBR generated content, once available, and to legacy content.
  • Creating a materials type with an associated inventory asset. This will initially comprise the ability to copy a texture entry (with its specific parameters) to inventory, to be followed by initial work to work implement a PBR graphics pipe in the viewer.
  • Normals will likely be MikkTSpace, as per the glTF specification, but work needs to be done to see if supporting this could lead to clashes with the current normal maps rendering. This does mean that current Normal maps will not work on PBR materials.
  • The initially supported capabilities are:
    • RGB albedo + transparency.
    • RGB Occlusion/Roughness/Metalness: R = occlusion, G = roughness; Blue = metalness.
    • RGB emissive.
    • RGB normal (- alpha).
    • Double-sized supported (disables backface calling before issuing the draw call).
    • Two-sided lighting (so if the back of a triangle is visible, it flips the normal around).
  • In addition:
    • There will be an ability to “preview” materials on an item within your own viewer (similar in nature to Local Textures) before actually uploading them.
    • LSL support is still being defined, but should at least allow individual texture UUIDs to be replaced under script control.
    • The approach being taken is to may the system extensible so that further capabilities / plug-ins / options can be added with relative ease in the future.
    • However, Displacement maps will not initially be supported due to not being defined in the core of glTF 2.0; nor will any extensions that are not adopted into the core glTF standard (either glTF 2.0 or 3.0).

Current Progress – PBR Rendering

  • Progress has been made on both the back-end and within the viewer, the latter elements being focused on hooking up EEP to work with PBR.
  • There is currently an issue with Mac OSX due to the cube map being used at present, but this will be addressed.
  • Given the work is still on-going, there is nothing as yet directly visible viewer-wise for users to test (on Aditi).

New Starter Avatars

There was some discussion of the new all-mesh starter avatars (see: SL19B MTL – the Moles (new starter avatars + Linden Homes)), reiterating / stating:

  • This is not a re-working of the avatar system; it is aimed towards providing incoming new users with:
    • A selection of mesh avatars with which they can gain familiarity in terms of using / customising.
    • A supporting ecosystem of clothing / accessories rigged to work with the avatars / existing slider system.
    • A “stepping stone to allow them to more readily move towards more complex mesh avatar bodies / heads.
  • It is hoped that as the system starts to mature, avatar clothing / accessory makers can be encouraged to support these new avatars by providing clothing / accessories of their own (and also adding to their income stream by doing so).
  • There is a concern that the new avatars will be rejected by the existing community, so information will be made available to creators, etc., as the system reaches a point where reliable information can be shared.

In Brief

  • llSetEnvironment (for scripted EEP changes) should start being deployed in an upcoming simulator maintenance updates.
  • Currently, there are no plans to extend materials support to Bakes on Mesh; current materials or PBR.
  • Additional avatar slider discussion:
    • A further request was made for a global scaling slider for the avatar. This was described as being harder to implement that might appear – although not impossible.
      • Part of the problem is the complexity involved in adding a new slider to work within the existing system, and the impact it has on other back-end systems (such as the Bake Service) which then also need to be tested / updated.
      • It is also unclear how the animation graph could be impacted / adjusted to allow for realistic, size-based strides with walking (e.g. so very large avatars don’t appear to be taking disproportionately small steps or tiny avatars are zipping along like they are jet-propelled -although given what is currently possible, it’s not clear if trying to address issues like these would be seen as a requirement by users.
      • As such, while the request has been noted (and has been subject to feature request Jira, it is described as being on the “back burner” of work LL would like to get to at some point.
    • Gender: a request was made to make the Gender slider less of a binary male / female choice. A modification to TPVs helps to provide this – for which LL now has the details – but it would be better to have official support.
  • The inverse kinematics system as a whole is being looked at as a part of the avatar puppeteering (formerly avatar expressiveness) project.
  • Larger prim sizes than 64m: currently not under consideration; however, LL interested in learning more about how-where they would be used, so they might better determine size ranges, etc., and in preventing Land Impact making structures created by large-scale prims becoming unaffordable.
  • Non-physical region surrounds (e.g. by using environment settings to create a 360-degree panorama): still more in the discussion stage internally at the Lab rather than anything likely to be implemented in the foreseeable future.
  • Mojo Linden indicated he would like to be able to give some kind of a representative low-poly bakes that would be vertex-shaded, the idea being to give a greater sense of the “vastness” of Mainland than can be gained from extending Draw Distance (which would also have a viewer performance hit in trying to render everything within DD range). These would then someone “fade away” and be replaced by the “real thing” as an avatar moves towards them, with further low-poly bakes appearing in the distance.
    • This is not an immediate project, but something Mojo would like feedback on, in terms of being something worth time in the LL considering.
    • If this were to become a project, the emphasis would be on the bakes being very low-poly, and the progress from a bake to actual objects would not be seamless.
  • Terrain texture update: this has been previously discussed, but was put on hold as creators favoured PBR support. However, it is something the Lab will be getting back to in the future – with the potential for PBR support to potentially be extended to the terrain as a future PBR project, with possible PBR texture painting (grass, plants, dirt, etc.).
  • There was a general discussion on land: pricing, products, instancing regions (e.g. event / experience regions) being able to spin-up / down regions when in use / not in use.
    • All of these ideas are subject to internal LL discussions, and some have their own inherent challenges (e.g. how do you account for spinning-down regions in which there are scripts running that have an expectation the region will be available 24/7, such as breedables?; how do you offer variable sized regions (e.g. 128mx128m or 1024x1024m) when the system is built around the expectation of a uniform region size (256x256m)?).
    • Beyond ideas being discussed internally and seeking feedback from users, nothing is on the current roadmap in terms of new land products.

Next Meeting

  • Thursday August 4th, 2022.

A visit to a Split Mountain in Second Life

La Montagna Spaccata, July 2022 – click any image for full size

Occupying a quarter-region parcel, La Montagna Spaccata is a personal interpretation by Lana (Svetlana Pexie) of a place she refers to as being “close to home” in Italy; a place which in English is called The Split Mountain, and which forms the location of the Sanctuary of the Most Holy Trinity.

Located near the city of Gaeta in the province of Latina, Lazio, Southern Italy, the original Montagna Spaccata lies within the Monte Orlando natural park. It comprises three sea clefts that cut into the coastal mountain, which local legend would have were created by a lightning bolt hurled to Earth by a distraught God on the crucifixion of Christ on the Cross; its a place where, to honour the legend, Benedictine monks built the Sanctuary in the 11th Century.

La Montagna Spaccata, July 2022

A place steeped in religious significance – it is said the St. Philip Neri, the “Second Apostle of Rome” would visit the Sanctuary for periods of quiet reflection and contemplation, as would Bernardino of Siena – it is a place today fabled for its primary gorge, down which – for a fee – visitors can travel the 300 stairs to where the water ebbs and flows within the Grotta del Turco, the water turned to a brilliant turquoise by the light of the Sun.

The Grotto is perhaps the centre piece for Lana’s design. I have no idea as to how reflective the build is in regards to the original – but frankly, that’s not important; this is after all and interpretation, not a representation. As such it has a beauty entirely of its own.

La Montagna Spaccata, July 2022

What I will say is that fortunately for visitors, Lana has reduced those 300 steps to something a lot more manageable for avatar legs that may still tire under the stress of descending climbing (!) from and to where the water can, under the right EEP settings, offer colours that whilst not necessarily turquoise, may still be as eye=catching, as I hope some of the pictures here demonstrate.

Even this is a design representative of deep coastal gorges, the land itself is understandably elevated and sits as a high plateau  into which the main grotto gorge and a second cut to varying degrees, with the second gorge being much shallower and home to a sheer waterfall at its head.

La Montagna Spaccata, July 2022

As to the third cleft from the original, visitors can take their pick: to the south the land falls away to the sea, presenting what might be a further stretch of coast near to Gaeta – or might be taken as one side of the third gorge, should the parcel to the south come to be rented. Alternatively, the north parcel is given over to Lana’s private home and is landscaped in a manner in keeping with La Montagna Spaccata, and so might again might be imagined as a part of the local coastline or where, beyond the rock wall separating the two parcels, the imagination might like to picture the remaining gorge as being.

To the west of the plateau is both the landing point and what remains of ancient fortifications. Again, whether the latter are part of the actual Montagna Spaccata or intended to evoke some of the fortifications of Gaeta itself, I’ve no idea; but they serve as a perfect backdrop to the eastern extreme of the parcel, where people can finding seating at the local café and also the entrance to the steps leading down to the grotto. The latter switch-back their way down a set of terraces built into the cliff and the rocky foot of the gorge. Meanwhile, two finger-like promontories extend eastward, the main gorge set between them. These can be wandered as well, offering heady views down into the two gorges and excellent views back to the fortifications.

La Montagna Spaccata

Lana feels that sitting within a quarter region perhaps doesn’t do the actual Montagna Spaccata, and hopes that one day to be able to build something bigger and more reflective of the original. For my part, I’d say that while I’d love to see such an expansion, the current build has a beauty and charm of it’s own; yes, there are a couple of elements of texture overlap, and I would suggest experimenting with daytime settings when taking photos, but none of these points detract from the whole in any way.

My thanks to Shawn Shakespeare for the pointer and the landmark.

La Montagna Spaccata

SLurl Details

July 2022 Web User Group: Premium Plus, MP and more

The Web User Group meeting venue, Denby

The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday, July 6th, 2022.

These meetings are generally held in-world on the first Wednesday of the month, with dates and venue details available via the SL public calendar. They are usually chaired by Reed Linden, who is the Lab’s Product Manager for the Second Life front-end web properties (Marketplace, secondlife.com, the sign-up pages, the Lab’s corporate pages, etc.).

A video of the meeting, courtesy of Pantera, can be found embedded at the end of this article (my thanks to her as always!), and subject timestamps to the relevant points in the video are provided. Again, the following is a summary of key topics / discussions, not a full transcript of everything mentioned.

Premium Plus – Quarterly Membership

[Video: 2:55-6:42]

  • There has been what LL regard as a “positive” response to the Premium Plus launch on June 23rd, with take-up being “ahead of the curve”.
  • Quarterly accounts:
    • These were Grandfathered for Premium in 2018 (so those on Quarterly could continue, but those upgrading after the grandfathering could only opt for Monthly or Annual). As such, Quarterly was not listed as part of the original Premium Plus offering.
    • I raised the question through the Meet the Moles session at SL18B (via Saffia as host).
    • Quarterly has now bee added to Premium Plus – but only for those upgrading from Quarterly Premium. If you are not already on Quarterly Premium billing, you will only see the Monthly / Annual prices.
  • Coming soon: the ability to directly pick a Linden Home parcel (one that is available but not part of the allocation system as per my Premium Plus notes) that is currently offered via filing a support ticket will be moving to a web-based ability.
  • Still under discussion / in development for Premium Plus:
    • Reduced mesh upload fees.
    • Premium Plus linden Homes.
    • Premium Plus “VIP areas”.
  • The Premium offering will also continue to be updated.

Future Subscription Levels

[Video: 42:29-end]

  • Are their plans to offer more Premium subscription levels? Plans, no. There is nothing definitive being planned or in the works for further levels of Premium at this time.
  • Are the discussions about / interest in possible permutations of subscription options? Yes.
  • It is certainly true that the system is now set-up to support different subscription offerings if more levels were to be added.
    • This latter point sparked a discussion of what people saw as “ala carte”, which largely came down to people wanting only pay for something specific – such as Linden Home or free tier – rather than picking a range of options – please refer to the video for details.

Name Changes – Pricing Updates

[Video: 4:25-4:45]

Currently being worked on but not implemented at the time of writing:

  • The promised lower cost for Name Changes for Premium Plus.
  • A reduction (unspecified at this time) cost to Premium members, to be introduced alongside the new Premium Plus pricing.

“Land Journey” Refresh

[Video: 7:15-8:20]

  • Work is now in progress for this.
  • Will involve a complete overhaul of obtaining land – from private islands through Mainland to rentals.
  • Intended to be a tool for all who are seeking or selling land.
  • The Lab is open to suggestions as to how the overhaul of the “Land Journey” can better serve land rental businesses across SL – those with ideas should file a Feature Request Jira.

Marketplace

[Video: 8:20-16:36]

  • Work on Marketplace variances (e.g. multiple colour options for an item available from a single listing) was placed on hold as a result of the work on Search and Premium Plus, and so is now Unlikely to be deployed until the autumn / fall period.
  • Currently for the MP, the focus is on taking the work for Search relevance that has been carried out and implementing it within Marketplace search, plus updated capabilities including Boolean searches, exact matching, fuzzy matching, etc., plus better relevance ranking, better filtering, better sorting, support for special characters.

Marketplace Rebuild

  • This was mentioned at the June 2022 meeting as a potential project – rebuilding the Marketplace from the ground up.
  • The project is still in the discussion stage, and feedback is being sought – again please refer to the June meeting notes to see what was discussed and forward ideas to LL via Feature Request Jira.
  • This is a long-term project that will not be ready for ant form of surfacing until some time in 2023 at the earliest.
  • It is possible that as and when roll-out does commence, it will be in stages until such time as parity is reached with the current MP / sufficient store owners have move across, it makes sense to complete a migration and shut down the current MP.
  • Equally, an iterative approach allows any work to be halt and reconsidered if things do not go well / do not meet with a positive response from users.
  • The new MP will be built to support mobile device access.

In Brief

  • No major news on SL Mobile, other than “avenues are being investigated”. Also see Mojo Linden’s comments from SL19B.
  • There have also been discussions on “how to engage” with the core SL product (outside of the Marketplace) via the web. Things under consideration include:
    • Group chat.
    • Inventory access / management – although this is noted as being problematic (e.g. reflecting updates on the web whilst also logged-in).
  • Also in the works are more landing pages to help promote Second Life to potential users / groups who might be interested in using the platform.
  • The future of Place Pages is uncertain. They need attention, but it is not clear how valuable they might be.

Next Meeting

  • Wednesday, August 3rd, 2022. Venue and time per top of this summary.