Art at the Park: six talents in Second Life

Holly Kai Park: Art at the Park
Holly Kai Park: Art at the Park

As I recently reported, Art at the Park, located at Holly Kai Park, re-opened on Thursday, December 17th, 2015 with an exhibition featuring six very talented individuals, some of whom you may be familiar with through their art, and some may be somewhat new to you, given they haven’t widely exhibited their work in-world. They are:  Boudicca Amat, Kess Crystal, Jaydn Firehawk, Johannes1977 Resident, Nico Time and CioTToLiNa Xue.

The re-launch of Art at the Park has been a personal project for me, as regular readers will know, having been asked to take over curating the park’s art events by estate owner Nber Medici. As such, when it comes to previewing this exhibition. Given this, rather than writing a review of the exhibit itself, I thought I’d offer some thoughts on why I wanted these particular six people to be a part of this inaugural exhibition for the re-launch.

Boudicca Amat
Boudicca Amat

Since its original inception in 2008, Art in the Garden / Art at the Park (to give the programme its original and continuing titles) has tended to offer a mix of art from photographers and artists in SL on a rotating basis, with special events added to the mix. In taking over the role of curator, this was very much something I wanted to continue, and it will hopefully be the hallmark of exhibitions and shows at Holly Kai Park going forward.

As a part of reworking the Park, Nber and I also agreed that we wanted to try to focus as much on artists and photographers who may not be “regulars” on the SL exhibition circuit as much as those who might be regarded as “established” exhibiting artists. This decision also played a role in the selection of these six people for the re-opening exhibition.

Kess Crystal
Kess Crystal

This latter point is why I’m especially thrilled that Boudicca Amat and Kess Crystal accepted invitations to display their work at Holly Kai. Both are extraordinary talents in art and photography, but neither has particularly sought to offer their work for in-world exhibition – and i personally feel that SL’s art and photography scene is the poorer for it as a result. I’m sure anyone who has seen either Boudicca’s Flickr stream or Kess’ Flickr stream will agree.

Both ladies present very different styles, and somewhat different approaches to their work, but the end results are unmistakable in the deep of narrative and emotive power evident in their finished pieces. I’ve always found the studies they each produce to be deeply compelling because of this, as well as deeply admiring their individual techniques and skills in developing their images. I also really hope we’ll get to see more of their work in galleries across Second Life.

Johannes1977 Resident
Johannes1977 Resident

Johannes1977 “John” Resident is well-known in the art community as an artist, photographer and entrepreneur. His work has been widely displayed in Second Life and can be found on his Flickr stream and at his in-world gallery.

I first encountered John’s work at Angel Manor, where he was exhibiting a series of images he took while on deployment with the US Marines (in which he is a serving officer). Since then, I’ve never ceased to be drawn to his work, wherever it is displayed. His range of styles and approaches is such that any series of pieces his produces tends to be completely fresh and original in and of itself – as demonstrated in his display at Holly Kai Park, which features six images of his mother’s beloved Germany, which are dedicated to her memory.

Jadyn Firehawk
Jadyn Firehawk

Jaydn Firehawk and Nico Time are two Second Life photographers I’ve admired for a good while, and as such, very much wanted to feature them at Holly Kai Park.

Jadyn’s work covers both the physical world and Second Life, and as she notes in her biography, is often informed by her disability, which she notes has bestowed a mantle of intensity in the way she sees the world. At Holly Kai, she presents two sets of studies to visitors:one in colour, the other in moncohrome. Both demonstrate that photography from the physical world can and does translate into the virtual as a means of artistic study. Be sure to visit her in-world gallery.

Continue reading “Art at the Park: six talents in Second Life”

In the Press: the future of VR with Bloomberg

Emily Chang from Bloomberg Business discusses the future of VR with Ebbe Altberg and AltspaceVR CEO Eric Romo
Emily Chang from Bloomberg Business discusses the future of VR with Ebbe Altberg and AltspaceVR CEO Eric Romo (via Bloomberg Business)

On Monday, December 7th, Linden Lab CEO Ebbe Altberg appeared alongside AltspaceVR’s CEO and founder, Eric Romo  on Bloomberg Business with Emily Chang, to discuss How to Find Realistic Timeline for Virtual Reality. In the interview, which lasts just under 5 minutes, the three discussed the potential of VR including.

The foundation for the interview is a report by TrendForce which proclaims the VR market will be worth around US $70 billion by 2020, with some US $20 billion coming from hardware purchases and US $50 billion from software and applications. It’s the latest in a bullish series of predictions on the future of the technology, many of which have gone unchallenged – and even then, TrendForce believe their prediction is an “understatement”. But how likely is it?

The Trend Force prediction for VR growth (via Bloomberg Business)
The Trend Force prediction for VR growth (via Bloomberg Business)

US $70 billion represents a tenfold increase in market worth for an industry slated to generate around US $6.7 billion in 2016. However you look at it, that’s a pretty steep growth curve. Both Ebbe and Eric see it as “reasonable”, with the latter citing the idea that a lot of companies which might not be considered as “VR companies” seeing a value proposition in the technology and leveraging it within their business model. In particular, he refers to the expected upsurge in VR as a paradigm shift comparable to that witnessed with the smartphone revolution.

Others are more cautious, as is the case with Oculus VR CEO Brendan Iribe, who is shown commenting:

We definitely believe the mass market … there’s going to be a lot of adopters, early adopters, of VR. but if you’re looking at the kind of smartphone scale, you know, billions of users out there, that’s going to take a long time.

While not nay-saying the potential of VR, other analysts view the TrendForce report as being unhelpful. When approached by Tweak Town, for example, Moor Insights & Strategy’s VR Analyst Anshel Sag, had this to say:

$70 billion by 2020 is more than extremely ambitious, $70 billion assumes that VR is a mature and mainstream market. There is no way that VR will explode into such a mature market within effectively 4 years. While I am extremely optimistic about the future of VR, such projections do nothing but hurt the future of VR by setting unrealistic expectations. There are no players in any part of the market that could turn this industry into a $70 billion industry in 4 years.

During the Bloomberg discussion, there is an acceptance that VR needs to overcome certain technical hurdles to gain more of a mass-market appeal. Certainly, these issues – cost, reliance on high-end supporting technology, etc. – are real, and doubtless will be overcome. But they aren’t the single issue facing VR in terms of its adoption.

Like it or not, VR is actually an isolating experience. Sure, you can in theory see anything, go anywhere, etc., while using it. But you do so at the expense of pretty much cutting you off from the rest of the world around you. It curtails your ability to properly interact with the things around you, to multi-task, etc. For many people and situations, even those seen as potential VR use-cases, that could curb the appeal.

There’s something else as well to be considered when discussing VR and its potential; what might be called the elephant in the room: augmented reality.

While AR is off to a slower start that VR, it is fair to say that it has the potential to reach into many of those markets and use-cases as seen to be ideal for VR, and offer a more attractive option in doing so. Initial AR systems are far more self-contained and portable; those on the horizon promise a wealth of capabilities (up to and including VR). More to the point, they do not isolate users from the world around them, something which could make AR far more practical and appealing for everyday use in the house, at work, on the street, etc.

By the time VR is really in a position to offer low-cost, lightweight systems freed from requiring high-end computing power, it could be facing stiff competition from AR for many of the markets seen as "ideal" for its use
By the time VR is really in a position to offer low-cost, lightweight systems freed from requiring high-end computing power, it could be facing stiff competition from AR for many of the markets seen as “ideal” for its use (image via CastAR)

So, it could be said that AR appears to be a far more natural proposition for widespread adoption and use, becoming a far more natural evolution from (and with) mobile and smartphone technologies. Hence why some put AR’s market worth as being in excess for US $100 billion by 2020.

Which is not to say that VR doesn’t have a place in the future. There are very niche and compelling cases where it will gain momentum. But whether it will ever reach the level of adoption comparable to the smartphone, as is so often cited, is questionable. There is no reason why, that for many of those potentially uses of VR outside of entertainment and gaming, AR might not offer a far better value proposition for take-up when compared to VR, leading to the latter being subsumed by it well before it has the opportunity to reach the scale of growth predicted for it.

You can catch the Bloomberg video by flowing the link towards the top of this piece, or you can catch the audio below.

Lab offer 50% off Marvelous Designer training with CG Elves

In something of an unusual promotion, Linden Lab is offering Second Life creators with a 50% discount on a training course for learning how to use a tool suite called Marvelous Designer – and to be honest, I’m scratching my head a little over it.

Marvelous Designer is billed as a software package which:

Allows you to create beautiful 3D virtual clothing … with tools that enhance quality while saving you time. From basic shirts to intricately pleated dresses and rugged uniforms, Marvellous Designer can virtually replicate fabric textures and physical properties to the last button, fold, and accessory.

The product boasts use in a wide range of environments include 3D and the world of film, where the results can apparently be seen effects created by Weta Workshop  for The Hobbit and The Adventures of Tin-Tin.

The Lab’s offer specifically focuses on Mastering Marvelous Designer: Beginners Course & Advanced Workshops, video-based training supplied by CG Elves, with the blog post stating:

Visit the CG Elves site through this link, opt in to the “Mastering Marvelous Designer: Beginners Course & Advanced Workshops,”  select any add-ons you may want, then use secondlife-special in the coupon code section of the checkout cart to receive your discount.

This offer is only good until December 30th, 2015 – so find out more about the training course and if it’s right for you by visiting the CG ELves website today!

I don’t pretend to be a clothing content creator, so I know little about what tools are in use by SL content creators, how useful this offer might be or how widely Marvellous Designer may be used by SL content creators.

However, given that Marvelous Designer has a pricing structure which starts at a monthly subscription of Us $59.00 and runs through an annual subscription of US $360.00 or a one-off payment of US $550.00 (with no option to switch between perpetual and subscription options), part of me suspect the tool might be seeing widespread use by SL designers. However, there is a 15-day free trial for those wishing to give it a poke.

The training course itself totals some 52.5 hours of video training, delivered in 1080p quality. It comes at a full cost of US $399.00 – so the discount offer will reduce this to US $199.50 – something which again may not have even the curious knocking down the door.  However, to find out more, follow the links to the CG Elves website, above and below.

As noted, this is something of a curious offer for the Lab to roll out, and I’m not overly convinced at to how well it might be received or taken up. Is this also some vague pointer that Marvellous Designer is a tool set that will be supported by “Project Sansar”? Your guess is as good as mine. In the meantime here  are the links again.

Related Links

Bright Canopy now a part of Frame

Bright CanopyBright Canopy, the streaming service which allows users on low-end computers to access both Second Life and OpenSim, has announced it is effectively being absorbed by Frame, the cloud service provider which has been a technology partner with Bright Canopy from almost the beginning.

Bright Canopy came into existence after the demise of the SL Go service provided by the former Onlive games streaming company, after that company opted to offer itself for sale, only to have Sony Computer Entertainment buy out its IP and patents, ending the company as a going concern.

However, the going has been a little rough at times for Bright Canopy, particularly as no-one has attempted to provide access to Second Life and OpenSim in quite this way before (OnLive utilised their own dedicated servers and data centres), so it has been a journey into uncharted territory.

The most important things to note is that under the new arrangement, Bright Canopy will continue uninterrupted as a service for both Second Life and OpenSim, and the company’s founder, Bill Glover, will be joining Frame as Product Manager for Virtual Worlds.

Bill and Jeri Glover: creators of the Bright Canopy service
Bill and Jerri Glover: creators of the Bright Canopy service

Bright Canopy largely came into existence as a result of a partnership between Bill and Frame. At the time of SL Go’s demise, I ruminated on the potential of a streamed service for accessing Second Life being provided through Amazon Appstream. This time was enough to get Bill seriously thinking on the idea and looking into ways of achieving it. A follow-up article  prompted an invitation from Frame’s founder, Nikola Bozinovic, to try his service as a means to deliver a streamed viewer solution, and so the partnership was born.

Already with the technical expertise to manage and deliver high-end applications on a streaming basis through Amazon’s cloud services, and with the potential to leverage Microsoft’s Azure services in the future, Frame were an ideal partner for Bright Canopy. The synergy between the two companies allowed Bill to quickly establish a proof of concept for streaming the Second Life viewer. This rapidly developed into a closed alpha, which in turn rolled into a pre-lunch test beta. Thus, in just four months, Bright Canopy went from nascent idea to a service ready for launch.

Nikola Bozinovic, founder of Frame, has remained convinced of Bright Canopy's viability since extending his initial invitation to use Frame's infrastructure in April 2015.
Nikola Bozinovic, founder of Frame, has remained convinced of Bright Canopy’s viability since extending his initial invitation to use Frame’s infrastructure in April 2015.

Unfortunately, and as I reported at the time, a combination of very positive response to Bright Canopy’s launch and some drastic and unexpected fluctuations in Amazon’s Spot Instance pricing, meant that the original pricing model planned for the service could not be maintained, and Bill and Jerri had to reluctantly had to suspend Bright Canopy operations while alternatives were considered.

Although the service was relaunched in September 2015 with an alternative pricing model, both Bright Canopy and Frame have been seeking ways and means to make the service more appealing to users, particularly in the area of cost.

It is these explorations which have late to this latest situation, as Bill notes in the press release:

After brainstorming about some of the many things we could do together, I have accepted an offer to join Frame as Product Manager for Virtual Worlds.  The Bright Canopy service will continue uninterrupted as it already runs on the Frame platform, and we will be looking to expand and improve it with new options and flexibility.  Jerri will also continue supporting Bright Canopy as a community volunteer.

The news will not see any immediate change in Bright Canopy pricing – those avenues are still being explored.

However, one immediate benefit is that Bright Canopy’s support activities will be folded into those provided by Frame, streamlining issue management. What’s more, the move should also allow the Bright Canopy service to extend its reach into mobile devices: Frame already has a native iOS client, and can provide services to a number of Android devices through Chrome. Finally, the move might also allow further viewer options to be added to Bright Canopy’s stable alongside the Second Life viewer and Firestorm.

Running Bright Canopy on my Asus PCEE 1201N notebook with the graphics turned up to Ultra and everything enabled. The FPS was admittedly hovering just under 20, but given the Asus normally only manages low single-digit FPs nowadays with everything turned-off in the viewer - this is impressive
Running Bright Canopy on my Asus PCEE 1201N notebook with the graphics turned up to Ultra and everything enabled. The FPS was admittedly hovering just under 20, but given the Asus normally only manages low single-digit FPs nowadays with everything turned-off in the viewer – this is impressive

As well as announcing Frame’s direct involvement in Bright Canopy, which will see Jerri Glover continue her involvement in the project as a community volunteer, the press release also confirmed that there will be a special celebratory party at the company’s in-world location in Second Life to both celebrate the re-launch of the service back in September, and this latest news:

To celebrate, we will finally have that big relaunch party we’ve been promising with awesome gifts created just for the event. Come join us to celebrate.  Where: Bright Canopy Island. Time: December 12 at noon SLT (That’s 12/12 at 12:00).

For my own part, and having been privileged to have played a small role in Bright Canopy’s initial start-up and development, I’d like to offer my congratulations to Jerri and Bill, and also to Nikola.

You can read more about Bright Canopy, as I’ve covered developments in this blog, by following this link.

Lab updates Terms of Service

LL logoUpdate, December 1st: Following my line to the Lab, the ToS was re-issued with Section 10.1 corrected to reference Section 11.5 instead of the incorrect Section 10.2, which had been removed with the original December 1st update. This article has been amended to reflect the update.

On Tuesday, December 1st, 2015, Linden Lab issued an updated Terms of Service (ToS) covering their Second Life and Blocksworld products – and for the first time, at least in recent updates, outline the specific changes which have occurred within the ToS, defining them as:

  • Removal of references to Desura (sold to Bad Juju Games in November 2014) and the Linden Dollar Authorised Reseller programme (discontinued as of August 2015)
  • Explicitly addressing the Lab’s intolerance of harassment of Linden Lab employees
  • Clarifying of the arbitration provision in accordance with applicable Californian law.

In addition, and in light of the formation of Tilia Inc., the Lab’s virtual currency subsidiary, the Terms of Service have been expressly expanded to define “the terms on which Linden Research, Inc. and its wholly owned subsidiaries (“Linden Lab”) offer you access to its interactive entertainment products and services.”

The alterations to reflect the fact the at the Linden Dollar Authorised Reseller programme is no more can seen in the massively foreshortened Section 4.7 of the revised Terms of Service, which once again make it clear that the only point of reference for the exchange of Linden Dollars for physical world currency may not occur anywhere outside of the LindeX, nor may Linden dollars be purchased other than via the LindeX.

The update to reflect the Lab’s intolerance of staff harassment can be found in a revision to Section 6.1. iv, to whit:

(iv) Post, display, or transmit Content (including any communication(s) with employees of Linden Lab) that is harmful, threatening or harassing, defamatory, libelous, false, inaccurate, misleading, or invades another person’s privacy; [my emphasis]

There has been speculation this relates to certain personal attacks directed towards Ebbe Altberg through the likes of Twitter. However, it would seem more likely (I would hope) that this section is intended to address similar attacks which have been made through the Lab’s own forums, etc., over which they have full jurisdiction.

Section 10 contains the changes to the arbitration process, with section 10.1 being greatly streamlined in content and focused directly on the requirements of the Commercial Arbitration Rules of the American Arbitration Association (“AAA”).

While I am not a lawyer – and so the following statement is purely speculative on my part – it would appear that included in these changes is an attempt to prevent class action suits from being bought against Linden Lab as a part of the arbitration process:

Should either you or Linden Lab elect to resolve the Dispute by way of binding arbitration, the arbitration shall proceed in accordance with the then-current Commercial Arbitration Rules of the American Arbitration Association (“AAA”), except that in no event shall the arbitration proceed as a class or representative action. [my emphasis]

One error with these latter updates is that they still reference section 10.2, which has in fact been removed from the ToS as a part of the updates; something that has been raised with the Lab. Section 10.1 now correctly references Section 11.5.

A further change, not mentioned at the head of the ToS can be found in Section 4.1, where the final paragraph has been revised to read:

You may not sell, transfer or assign your Account or its contractual rights, licenses and obligations, to any third-party (including, for the avoidance of doubt, permitting another individual to access your Account) without the prior written consent of Linden Lab.
[my emphasis]

This raises an interesting question around the subject of shared accounts – often used by groups where an account might be used by more than one person for administrative purposes, etc. While the sharing of account passwords has always been frowned upon, the revision to section 4.1 tends to suggest that these accounts could now be deemed as a violation of the ToS unless the Lab’s written consent is granted. I’ve written to the Lab on this point and am awaiting a reply.

Those hoping this update might see a further improvement to the wording in Section 2.3 relating to IP rights will be disappointed. The section is untouched and remains as much a mess of a word salad now as it did following the “clarification” of July 2014.

HealthlinkNY: health education through Second Life

HealthlinkNY: using Second Life for healthcare education and patient welfare since 2008
HealthlinkNY: using Second Life for healthcare education and patient welfare since 2008

New York state’s Health Information Exchange (HIE), is an initiative intended to gather patient records from across participating healthcare districts and make them available to doctors, hospitals and healthcare specialists – and the patients themselves – as and when required, in order to greatly improve patient healthcare and treatment in all situations, including emergencies.

However, getting people give their consent to having their personal records and histories to be electronically stored and available isn’t easy. There is often a natural distrust of “big brother” type record systems, even when they are intended for the betterment of those whom they serve.

So how do you persuade people to give their consent to having their records stored and shared at the push of a button? HealthlinkNY has chosen to do so by in part using an infomercial filmed entirely within Second Life.

At under three minutes in length and produced by Pooky Amsterdam’s Pooky Media, with graphics support by Skylar Smythe, Consent and the HIE clearly and concisely spells out the benefits of the HIE programme and how it works. As you can see for yourself here.

Why use Second Life for a project like this? Because it is a proven, cost-effective means of presenting to facilitate qualitative patient education to those who might otherwise be unable or unwilling to access that information due to mobility or other difficulties. This work has been spearheaded under the HealthScape NY programme, initiated by Southern Tier HealthLink New York (now a part of HealthlinkNY) and which has been in operation in Second Life since 2008.

Over the years, this programme, which centres on a 20-region presence in Second Life representing various locations in New York State, has not only allowed HealthlinkNY to produce a range of videos on a number of healthcare issues, but also to reach out directly to patients by staging presentations on chronic illnesses, fitness events, and health assessments, and even interactive, health-based quest.

You can find out more HealthScapeNY and the New York regions in Second Life by reading my articles from June 2011, and January 2015.