Virtual Egyptology: a journey in time in Sansar

Voyages Live: Egypt: people arrive at the cenotaph at Gebel el-Silsila. as recreated in Sansar from a model built by INSIGHT Dr. Phillipe Martinez is centre foreground in the blue jacket

On Wednesday, October 4th, I was one of a number of people who joined a special immersive “voyage” through ancient Egypt, visiting three sites of antiquity which are not open to the public in the physical world, but which have been digitally re-produced in a virtual environment for the purposes of study, and have also been optimised for presentation in Sansar.

Joining us for the journey were Kevin Cain, Director of INSIGHT – the Institute for Study and Implementation of Graphical Heritage Techniques (also sometimes called Insight Digital) and Dr. Philippe Martinez, INSIGHT co-founder and Lead Archaeologist, author, and University of Sorbonne professor.

The cenotaph at Gebel el-Silsila, located on the banks of the river Nile, available to visit in Sansar

INSIGHT, in collaboration with the Egyptian Ministry of Antiquities, has been at the forefront of digitally capturing sites of antiquity in Egypt, and Dr. Martinez himself was one of the earliest exponents of computers and 3D capabilities in archaeology.

In the 1980s, for example, he encoded the decoration of 12000 blocks dating to the time of Amenhotep IV – Akhenaten, discovered reused in the 9th pylon at Karnak. The database was then used under artificial intelligence techniques with the output of hundreds of virtual reconstructions belonging to the first temple dedicated to the god Aten. Also around that time, he spent two years working on a 3D reconstruction of the ancient Egyptian temples of Karnak and Luxor.

Kevin Cain (l) and Dr. Phillipe Martinez (r) and, inset, their respective Sansar avatars (again, left and right)

INSIGHT’s work now involves state-of-the-art techniques such as LiDAR (Light Detection and Ranging), a surveying method that measures distance to a target by illuminating it  with a pulsed laser light and measuring the reflected pulses, and photogrammetry, the science of making measurements from photographs. INSIGHT’s work in recreating sites of anitiquity in 3D was also intriguing revealed during some of the earliest looks inside Sansar prior to the Creator Preview opening, when images of the tomb of Nakhtamon (“TT341”) were used in various promotional talks and demonstrations of the platform (see here for an example).

The tomb of Nakhtamon is one of three locations thus far reproduced in Sansar in a collaboration spanning INSIGHT, the Sansar Studios team, the University of Sorbonne and the Egyptian Ministry of Antiquities. Both it and the cenotaph at Gebel el-Silsila, were scheduled stops on the tour, but such was the interest shown in the tour and in INSIGHT’s work, the tour was  extended to include a reconstruction a section of the Ramesseum “Coronation Wall”.

Tomb of Naktamon (“TT341”) in Sansar – part of the collaboration with INSIGHT and visited on the tour

For the purposes of the event, the two primary destinations together with the Voyage Live: Egypt experience, where people initially gathered, were spun-up in their own special instances. This meant that casual visitors to either Voyages Live: Egypt or the locations on the tour would not feel that they were intruding on a private event or have their own visit spoiled by a group of avatars suddenly crowding them out and getting in the way.

This in itself demonstrated a key strength of Sansar: the ability to spin-up instances of experiences to deal with special events and the like, without necessarily having to close them off from public access / other uses occurring at the same time.

The Ramesseum “Coronation Wall” reproduced as a 2 million poly model in Sansar, optimised from an 800 million poly original.

At Voyages Live: Egypt, attendees were introduced to Kevin Cain and Philippe Martinez, and a little time was spent talking about INSIGHT’s work, the backgrounds of our guides (Mr. Cain, a specialist in computer graphics and imaging worked widely in the film industry before a fascination with preserving sites of antiquity drove him to establish INSIGHT as a non-profit entity specialising in the digital recording and mapping of sites of antiquity, as which has now worked in a dozen countries around the globe).

INSIGHT’s work is not only fascinating from a lay perspective – offering the potential for VR and a platform like Sansar to open-up historical sites for education and learning across all ages without putting the actual site at risk – but because it is of very real benefit in helping to preserve ancient sites from accidental damage, whilst providing archaeological teams an opportunity to effectively study locations even when the locations themselves are not open to study, again to help preserve them.

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Sansar gets spooky in Spinnervale

Sansar: Spinnervale

What happens when you’re invited to dinner with friends, only to arrive at their little place in the country as the Sun is setting and the Moon rising and find music playing, the front door open, but no-one home? All you have is a hurriedly written plea for help:

Please help!!

Bob went to the wood this morning saying he’d be back in a few minutes, but he never returned. I’m worried!!

I’ve gone to look for him. Please come help me. Follow the river until you see the rock bridge and cross the river into the woods. I’m going to look at the cave and also lover’s leap. I don’t think he would have gone to Bat Hollow.

You’d hopefully set out to to provide the requested assistance. And thus you’d be drawn into the realm of Spinnervale, the seasonal experience designed by Debi Baskerville.

Sansar: Spinnervale – where are your hosts?

The river you’re asked to follow is located behind the house, a short walk away. “Rock bridge” is perhaps a little bit of a misnomer, as what you’ll actually be looking for is a set of stepping stones fording the water a little way upstream from the house.

On the far bank, the path turns sharply right, running under the shadow of a low cliff and up a shallow rise to where a sign points the way to either Lover’s Leap or to the Great Cavern. The way to Lover’s Leap is marked by steps cut into the rock, offering an easy route up to the plateau above. Before you take either route, however, walk down the far side of the slope and take a torch from the waiting basket (“get light” in chat). The best thing to do from here on is to swap to first-person view, as the light cast by the torch will accurately follow your camera and moves (what appears to be a function error within Sansar prevents it from doing so when in third-person view).

Sansar: Spinnervale – the river crossing

Here the route passes a pergola with benches beneath, strung by the nets and folds of spiders’ webs – a portent, perhaps? Facing the gazebo is a rocky formation weathered to form a set of natural step climbing upwards, inviting you to follow. They lead the way up to a wooden bridge crossing a narrow gorge – the infamous lover’s leap. Beyond this, the route winds up into the trees and shadows, where webs once again become prominent – and larger shadows move within the darkness!

The path to the Great Cavern offer move of a clue that you might find those you’re seeking – the steady beat of slightly ominous music. As you approach the entrance to the cavern, another noise will grow: a strange sucking, hissing sound, coinciding with the appearance of more webs. And inside the cavern you …

Sansar: Spinnervale – Bat Hollow

Well, you’ll have to pay a visit yourself and find out. However, particularly sensitive arachnophobes may want to think twice, both in the cavern and in the hills above Lover’s Leap!

Spinnervale is an entertaining experience given the time of year, and Debi has come up with a handy way of allowing for object interaction (remembering Spinnervale was opened before the Discovery Release made more direct object interaction possible in Desktop mode). It’s a nicely atmospheric build and makes for a fun explore.

Experience URL

The beauty of Digital Arts in Sansar

Digital Arts Gallery: from left to right – Natalie Shau, Ben Heine, Keith Webber Jr (far wall), Grégoire A. Meyer, and Martina Stipan

While it is still gaining form, Sansar is already attracting both artists and those with an interest in art, and I’m slowly working my way through the art-related experiences currently available in the Atlas and dropping into whatever catches my eye. Places such as the Digital Arts Gallery, designed and curated by Mad Max, and which focuses on the work of digital artists from around the globe – which I admit piqued my curiosity for a very specific reason when I saw the Altas entry.

The setting is well conceived and executed. Visitors arrive in a small lobby area with windows to three sides offering a view of a late evening sky – it’s as if we’re high in a skyscraper somewhere, about to enter an exclusive gallery space. A larger hall opens off this foyer space, neatly dissected by a central display area of alcoves, and which offers choice of routes through the gallery: right and through the Featured Artist display, or left through the “collected artists” section.

Digital Arts Gallery: Adam Martinakis – Golden Boy and Materialised

The Featured Artist at the time of my visit was Adam Martinakis. It was seeing his name in the Atlas entry for the experience that caught my eye; I first encountered his digital sculptures in 2012 through a piece written for Don’t Panic. I was immediately struck by the depth of his work: digital it might be, but it carries with it a realism and texture which truly makes it physical and tangible. It’s hard not to look at them and feel you’re looking at a 3D creation, one which if you could touch them, would reward you with the feel of cut stone or slick paint finish beneath your finger tips; there is a marvellous quality to the filigree elements of Golden Boy (featured in this exhibition and seen above left) which is so beautifully rendered it presents a wonderful sense of it own existence in the physical world.

The images selected for this exhibition span Martinakis’ work from 2011 through to the present. Alongside of Golden Boy, and among his more established works offered here are Love for Light,  The Departure of Innocense [sic] and The Remains of a Memory. His more recent work is also represented, and I found myself strongly drawn to Adam, rich in substance and metaphor, while Last Kiss is simply mesmerising. I do admit to hoping to see Baptised by Fire – Prometheus or The Divisions of Pleasure offered here, but only because both pieces made such an impression on me when seeing them for the first time five years ago. However, their absence in no way detracts from the exhibition.

Digital Arts Gallery: Adam Martinakis

To the left of the entrance the gallery displays selected works by Keith Webber Jr., with a focus on his Abstract Fractal series, the remarkable and simple absorbing, Martina Stipan, who at just 19 years of age is already renowned for her digital landscapes, Natalie Shau,and  the remarkable Ben Heine with a trio of his remarkable digital portraits. To the rear of the gallery is art from famous music albums and series of panels by Zoran Cvetkovic and Zdravko Girov, tracing the history of Skopje from earliest times to the 20th century.

Digital Arts Gallery is beautifully minimalist in approach, offering the perfect environment in which to showcase the work of these artists. The lighting is almost perfect, thanks to the considered use of emitters (“almost” because Ben Heine’s Marilyn Monroe was unlit at the time of my visit). Even the looped music track feels appropriate to the gallery (although I’m admittedly biased towards music with a new age Celtic leaning, particularly when a Bear McCreary like hint weaves through a part of the music, as it does here).

Digital Arts Gallery: Grégoire A. Meyer

This is an exhibition which can be visited and appreciated with or without a VR headset. When visiting in Desktop mode, I would suggest moving to first-person mode (F3) and touring the gallery to more fully appreciate the art. If you’re adept with Sansar’s (still basic) camera controls, then F4 and flycamming offers another good way to appreciate the art here (in fact, I admit to spending a lot more time flycamming in Sansar than walking or running at the moment!).

Mad Max is open to feedback on the gallery, and to suggestions for future artists he might exhibit there. I have a couple of names I’ll endeavour to get to him for consideration. Should you visit and think of an artist you’d like to offer to Max, contact details are on the rear wall of the gallery.

Digital Arts Gallery: Martina Stipan

Experience URL

Catching a little Zen in Sansar

Sansar: Zen Garden

The Zen Garden in Sansar is one of the experience produced by the Lab’s Sansar Studios team, and has been one of the more frequented locations, visitor-wise. One of the reasons for this has possibly been because the Zen Garden has opportunities for interaction with things within the scene – particularly for those using VR headsets and controllers.

A visit begins on the upper level of a large artificial structure floating in the sky. The top of this  – split into two levels – comprises a rectangular (non-accessible) building, a swimming pool, a games area and, on the lower level, an observation ring surrounding the sunken zen garden of the scene’s title. Steps connect the two main outdoor levels and provide access up to the building, where a set  of stairs zig-zag their way up the side, almost like a fire escape, providing access to and from the roof.

Sansar: Zen Garden

The games on the greensward in front of the building are playable by those with VR headsets, although those in Desktop mode might try their feet at kicking around one of the large beach balls. However, it may not be these or the immediate surroundings which hold the new arrival’s attention; this structure is far from alone in the sky. It is orbited by a number of rocky islands, some near, some seemingly far. These are home to a variety of building, from blocky buildings similar to the towers and buildings resembling mosques or orthodox churches, topped by minarets and spires. Others are simply the home of trees and little else. Around and between all of them, smaller rocks tumble or rotate along their own orbits.

The sky is also occupied by two vehicles – sky taxis, if you will. One buzzes like an industrious bee from rocky island to rocky island, apparently carrying passengers back and forth. Alas, it doesn’t come to the central structure, so there is no real opportunity to go island hopping. The second vehicle follows a more leisurely path, gently flying around the main structure, carefully descending to hover near the swimming pool once per circuit, giving people an opportunity to climb aboard and take a ride. This is surprisingly smooth – if a little disconcerting as the vehicle turns beneath you and you remain solid as a rock, staring in the same direction unless you opt to move. It’s also a little one-dimensional: a single circuit on the taxi is enough to suffice.

Sansar: Zen Garden

The Zen Garden is designed to be reached in two ways: via one of the two staircases which curve down through the rock into which the garden has been built, or via an open-topped elevator located to one side of the structure surrounding the garden. Those adept at teleporting could attempt a “jump” down to the floor area of the “foyer” cavern just to the front of the garden, if they are so minded – but a walk down the stairs is just as easy.

The garden, sitting in a circular well open to the sky, is a simple, elegant affair. Surrounded by a curtain of bamboo, it is open to the sky above while descending in three tiers from the cavern it faces. The lowest of these is water-filled, the two above it covered in raked sand. Floating above the innermost tier is a series of disks, with lotus leaves floating around them, which seem to form a path leading up to a mysterious red door sitting slightly ajar upon a rock.

Sansar: Zen Garden

The door beckons invitingly. Is it a portal to another place? I’m sure many have attempted to climb or teleport up the floating disks to reach it (or simply teleported directly up onto its rock). But sadly, the promise is an empty one. No gateway to another scene awaits; perhaps in the future, this may change.

Another promise which will hopefully be fulfilled within this scene (as well as elsewhere in Sansar) is the ability to sit down. Zen Garden offers a lot of seating – out in the sun, in rocky corners or in the shade of the building or at the bar – but sadly, the ability to sit isn’t something that has as yet been granted to avatars – although it will be coming.

Bumping into Papp, Tina and Gin (that’s me in the white) at Sansar’s Zen Garden

Zen Garden is perhaps one of the easier places to start with when first joining Sansar. There is enough to see and (potentially) do to keep the novice moderately occupied and  gain familiarity with their preferred mode of using Sansar, by it VR or Desktop.

Experience URL

A Reverse Perspective on art in Sansar

Sansar: Reverse Perspective Gallery

Art is a popular aspect of Second Life, and as anyone who reads this blog regularly knows, I enjoy following elements of the SL art world. So I’ve been curious to see just what might pop-up in terms of art within Sansar, and wasn’t at all surprised to see many SL 3D artists applying for the Creator Preview – among them Livio Korobase, Cica Ghost, Moya, and Bryn Oh. However, I was recently drawn to one 3D art exhibition in particular, which has  – literally – a most unusual perspective.

The Reverse Perspective Art gallery popped into my consciousness on Friday, September 1st, when I noticed it sitting high up in the Atlas listings. My interest was further piqued when, chatting at one of the Product meet-ups that same day,  Sansar user Gindipple stated how much he had enjoyed a visit, and offered it as a possible venue for a future Sansar social meet-up. So, off I went to have a look.

Sansar / Patrick Hughes: Reverse perspective: the doorway at the “end” of the tunnel is actually nearest to the observer

Designed by JackTheRipper, the gallery features reproductions of eye-crossing 3D art by Patrick Hughes of the UK. Hughes is famous for his “reverspective” art – 3D pieces in which the parts of which seem farthest away are actually physically the nearest to the observer.

He achieves this by using one or more 4-sided pyramids, ranged side-by-side and with their tops cut flat. These protrude outward from their picture frame, and have the points “closest” to the observer painted or placed on the sloping sides of the pyramid(s) and the points the furthest from the observer painted or placed on the flat tops.

This results in the described optical illusion: the parts of the art on the tops of pyramid appear to be furthest away from the observer, while the elements of the pictures on the sloping sides of the pyramids appear to be much closer to the observer – as if the complete image is inset into the frame holding it, rather than protruding outward from it. A further optical effect can be achieved by moving from side-to-side in front of one of Hughes’ works (or by turning one’s head gently from side to side), which results in the picture appearing to “move” and change perspective from the observer’s viewpoint.

All of this is perfectly recaptured within the Reverse Perspective Art gallery, where  some sixteen pieces are arranged in a minimalist, but effective, setting of four corridors arranged into a square, the images displayed on either wall of each hall. Ideally viewed using a VR headset (where only slight head movements are required to witness the optical effects of the images), the gallery can also be enjoyed in Desktop mode in one of two ways.

Sansar: Reverse Perspective Gallery– the stores appear to be close to the camera, the high-rise buildings further away

The first is to follow the instructions provided next to the experience spawn point: switch to first-person mode (F3) and walk to the red triangle before an image, face it, and then walk to the left and right. The camera will move smoothly left/right across the picture as you do so, revealing its optical illusion.

The second, if you are reasonably proficient in free-flying the camera, is to tap F4 and do so, advancing down the corridor, turning to face each picture and then sliding left/right – remember you can fine tune (slow down) your camera motion speed using the numeric pad minus (-) key. When viewing the pictures, it’s best to move left/right in front of them in one fluid movement, rather than via repeatedly tapping either arrow key or A/D. This will reveal the optical effects of each image more perfectly.

Sansar: Reverse Perspective Gallery – showing how the image is produced, the “foreground” shops are painted on the sides of the pyramids. The “far away” high-rise buildings on the pyramid tops

Simple in presentation, this is nevertheless an effective demonstration of Hughes’ art, and demonstrates yet another way in which an artist’s work can potentially reach a much wider audience and be enjoyed as intended, than might otherwise be the case.

Experience URL

Seven Wonders in Sansar

Sansar: Seven Wonders

I’ve often commented on Sansar’s potential for historical recreation, and there are  number of fledging experiences cultivating this idea: Sansar Studio’s Egyptian Tomb and Ortli Villa, for example or the builds by IDIA Lab’s Mencius Watts. Another example, which approaches things from an  imaginative angle, is Seven Wonders, which I visited just before the Creator Beta was launched.

Designed by Ancient (of SL’s Mole fame), Seven Wonders presents the novel idea of a theme park in which have been gathered together the Seven Wonders of the Ancient World. From the spawn point –  a little rocky amphitheatre caught under a bright, sunny sky – a brick paved path points the way through an ivy-lined tunnel. Walking through this brings visitors to a coastal walk raised above  golden sands. A broad wooden pier runs out over the sand – but this is not what catches the eye. Standing off-shore is the gigantic figure of the Colossus of Rhodes.

Sansar: Seven Wonders

As the path reaches the pier, so to does it branch, one arm rising inland, the other forming a gentle incline over a more rocky part of the coast, skirting the unmistakable stepped foot of the Great Pyramid of Giza. At the top of this coastal rise, the path splits again. To one side, the arch of a great bridge spans a small inlet to where the Lighthouse of Alexandria stands on a broad rocky promontory. The bridge itself offers excellent views of the lighthouse, the Colossus and the rising peak of the Great Pyramid.

Beyond the bridge, the path dips through another rocky tunnel before rising and turning inland, passing the lighthouse to lead the way first to the Mausoleum at Halicarnassus then to the Hanging Gardens of Babylon, again by way of the Great Pyramid. The latter sits in a desert-like setting, complete with a small Sphinx and a number of obelisks gathered around it, with palm trees offering shade. It is from this sandy setting that paths may also be found to the remaining two Wonders: the Temple of Artemis and the Statue of Zeus at Olympia.

Sansar: Seven Wonders

Set under a bright summer’s sky, Seven Wonders presents each of the Seven Ancient Wonders of the World in its own mini-setting.  The walks around and through the park are pleasant and offer a very fair feeling of being in a theme park, with bench seating, balloons, rubbish bins – and even detritus of human passage where the bins have been ignored. However, this is a static experience – at least for those in Desktop mode. This may lead to a temptation to dismiss it as something that could just as easily be built within Second Life (space permitting). It’s also true the structures aren’t all accessible.

Nevertheless, the experience does stand as a demonstration of what might be achieved as Sansar’s capabilities grow and people become more adept at using it and presenting models and information within their scenes and experiences. It’s not that hard to imagine visiting somewhere like this immersively in the future and gaining a virtual tour of each of these ancient monuments, complete with audio tour and visual aids, and the chance to witness what some of them may have looked like from within.

Sansar: Seven Wonders

In the meantime, Seven Wonders offers an interesting diversion and the chance to spend a pleasant time wandering under the virtual Sun.

Experience URL