Seanchai Library: simulations, Celtic stories and movies in Second Life

Seanchai Library

It’s time to highlight another week of storytelling in Voice by the staff and volunteers at the Seanchai Library – and this week previews the launch of a very special event.

As always, all times SLT, and events are held at the Library’s home in Nowhereville, unless otherwise indicated. Note that the schedule below may be subject to change during the week, please refer to the Seanchai Library website for the latest information through the week.

Monday, November 14th, 19:00: Reality Check

The the “age of the ‘metaverse'” (whatever “metaverse” is supposed to be, commercially), and the idea that the physical and the virtual can – “will” – be merged (at least in the eyes of some), Gyro Muggins offers a timely pause for through through a short story by scientist and author, David Brin which, in the words of the publisher:

Contemplates the eventual difficulty of discerning reality as a simulation versus reality as natural phenomena that is so well understood that it could just as well be a simulation. Publication in a serious scientific journal, notwithstanding, the prose is thought provoking.

Tuesday, November 15th:

12:00 Noon: Russell Eponym

With music, and poetry in Ceiluradh Glen.

19:00: Tales from Life: Lesser Known Stories from History that Read like Fiction

With Caledonia Skytower at the fireside.

Wednesday, November 16th, 19:00: Seanchai Flicks

Films, popcorn and fun at the Seanchai cinema space.

Thursday, November 17th, 19:00: Celtic Flash!

With Shandon Loring.

Advanced Notice: The Dickens Project

The Dickens Project has officially announced an opening date of December 8th, 2022 and will run through until January 3rd, 2023. Old favourite guests and features will return along with an exciting new land configuration and new collaborators. Details to be published in due course!

2022 viewer release summaries week #45

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates from the week through to Sunday, November 13th, 2022

This summary is generally published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:

  • It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy. This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.
  • By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
  • Note that for purposes of length, TPV test viewers, preview / beta viewers / nightly builds are generally not recorded in these summaries.

Official LL Viewers

  • Release viewer: version 6.6.7.576223 – MFA and TOS hotfix viewer – November 1 – No change.
  • Release channel cohorts::
    • No updates.
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V6-style

  • No updates.

V1-style

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

9Volt’s Sphereeletrik – music to see in Second Life

Selen’s Gallery: 9Volt Borkotron – Sphereeletrik

Currently open at Selen’s Gallery operated by Selen Love (Selen Minotaur) is an immersive multimedia installation by 9Volt Borkotron (with additional lighting support by Adwehe) entitled Sphereeletrik. It is actually one of three installations within the gallery’s spaces which between them feature the work of four artists (the other artists being Moya Patrick (Moya Janus), Livio Korobase and Bohemio Love (Bohemi0) – the latter two sharing the same exhibition space), and all of which opened on November 3rd, 2022. All of these exhibitions are worth of a visit, and can be reached via the main intra-exhibit teleport at the gallery’s main landing point, but here I want to focus solely on Sphereeletrik.

However, before I get down to discussing it in detail, there are a trio of points that need to be noted by those intending to drop into it if it is to be fully experienced:

  • Advanced Lighting Model should be enabled (Preferences → Graphics → make sure Advanced lighting Model is checked).
  • You should set your local environment to Midnight (to avoid media appearing washed-out).
  • You must enable MEDIA playback in the viewer (chick the movie camera icon in the top right of your viewer (v6) or in the media settings (v1.x) and accept the media stream. Failing to do so means you will not see the greater part of the installation.
Selen’s Gallery: 9Volt Borkotron – Sphereeletrik

The short form description of this installation is that it offers an enclosed space in which a variety of objects sit, hang or float. These range of sculptures to floating cubes and spheres to seating areas to exotic-looking plants. Some of these objects are static others are animated and may, like the walls, feature animated textures (in lieu of the media playback). Ramps slope and spiral into the upper reaches where – if you do not enable media – white prim faces appear to hang.

With media enabled, however, these faces, together with the walls and several other elements within the installation are transformed, becoming media surfaces on which patterns, images and colours are displayed and flow and dance – and not just randomly, as 9Volt explained to me:

It’s music I am streaming that generates the visuals. I created a server which uses a Fourier transform and other mathematical algorithms to measure the stream at 256 frequencies. The results are then displayed in real-time with the music in various ways, with the music offset just enough so it’s displaying exactly as the visuals appear for people in world. The data rate is about 320kbps – about the same as streaming an MP3 into SL, so it shouldn’t cause delay in viewer playback.

– 9Volt Borkotron

Selen’s Gallery: 9Volt Borkotron – Sphereeletrik

In addition to the external server handling the transforms and other calculations, the installation features an in-world script utilising sine wave controllers to count the prims and change some of their traits in iterative stages. This results in media played across some elements being staggered; for example, a pattern plating on one prim reaches a certain point in media playback, so it starts on the next, and on that playback reaching the same point, so the next starts, like a singing canon-in-the-round.

When taken as a whole, the results are – as noted – entrancing, and while walking around the installation is possible, I suggest sitting in one of the cushions and trying the installation in Mouselook and simply looking around at the different elements to see the play for media and patterns, images and colour and the way they chance over time in response to the music.

It’s likely that some of the latter may not be to everyone’s liking, as varied as it is (I’m admittedly not a great fan of EDM, which showed up on a couple of the tracks while I was visiting). However, there is a purpose to the mix of music within the installation (which incorporates instrumentals, pop songs, etc., as well), as 9Volt again noted to me during my visit:

My Gran, who was a music lover her whole life, was going deaf, so I thought that using images and light would allow her to appreciate her music using tunes she knows well, and letting her “see” the notes she could not hear, playing them back through SL and onto her TV screen. My hope is that this installation will give those in SL with hearing impairments a visual expression of music when otherwise they might only hear the bass parts of the music.

– 9Volt Borkotron

Selen’s Gallery: 9Volt Borkotron – Sphereeletrik

As a part of this, 9Volt is interested in gaining feedback from SL users with hearing impairments about this aspect of the installation, and in possibly working with them to further refine the technique to help those with hearing difficulties further enjoy music in alternate ways.

Intriguing as a concept, engaging as a visually immersive installation, and richly varied as a multimedia arts piece,  Sphereeletrik makes for an engaging visit.

SLurl Details

Royale is rated Moderate

The Snowy look of Monverdun in Second Life

Monverdun, November 2022 – click any image for full size

November has rolled around once more, and in the northern hemisphere, winter is wrapping its arms slowly around us, prompting thoughts to turn towards thoughts of white Chirstmases, snowy holidays, skating, jingling bells, a chubby chappie with a bushy white beard (as he has become, courtesy of Haddon Sundblom), and more.

All of these “traditions” tend to come to the fore in Second Life as the end of the year rolls rapidly closer, with regions across the grid being re-dressed with snow and decorated trees to offer the opportunity for winter walks and /or romance, winter fun and photography. These regions take many forms, so much so that we are often spoiled for choice in terms of where to visit, what to see and do, so I’m getting this one in early, after taking the recommendation of my “sim sleuth”, Shawn Shakespeare.

Monverdun, November 2022

Monverdun is a Homestead region designed by yoyo Collas with the support of AmyDenise which offers, as the About Land description notes, a variety of winter / seasonal offerings liable to suit anyone, no matter what their wintertime preferences. And for me, that description is not wrong, as I’ll get too shortly.

Whilst describing itself as a “city”, the setting is really far more rural than that. Cut through from east to west by a broad river bordered on one side by a major road which does suggest it is a major artery leading to / from a major conurbation, and beyond which lie high snowy peaks suggesting this is a place sitting within a broad (and possibly formerly glacial) valley.

Monverdun, November 2022

Between the river and road and the mountain slopes, the landscape is largely wooded, the southern side of the setting dominated by a large country-style house. Across the frozen waters of the river are two former boathouses, now converted into riverside cabins with plenty of cosy warmth within them. Sitting between the two cabins is a large skating rink, blazing braziers and a hot chocolate kiosk offering the chance to warm both hands and insides for those who find the air and setting a little cold.

The rink – which offers the visitors the chance to skate – and cabins have attracted the attention of a string (or stud) or horses, the line of which passes behind them to stretch across the river and back through the woods near the country house. Okay, so maybe the rink and cabins aren’t the attraction for the horses; they are more likely moving to find pastures that are possibly easier to reach through the snow to be found on the north side of the region. However, their passage past the cabin and rink offers an additional sense of magic to both rink and cabins.

Monverdun, November 2022

However, these horses, making their way over the frozen water, form a rounded pointer back towards the large country house on the south side of the region suggesting they may have come from it – a suggestion possibly supported by the fact the house has stables along one wing. And it is this country house that actually attracted me to the region – although the reason for this is slightly convoluted and has little to do with Second Life.

This is because – a fair while ago now – the Christmas period for me was a time spent away from home at a country house hotel that offered a complete “non-Christmas, Christmas” – good company among friends, warm fires, wonderful meals, the opportunity to go to the local parish church services for those who wished, and most of all (as selfish as it might sound) the chance to just escape the rest of the world for a few days.

Monverdun, November 2022

Whilst that country house did not feature a Christmas market sitting before its main entrance, nor does it sit alongside a major road, there is something about the looks and styling of the house within Monverdun which carried me back to those days of Christmas getaways. For others, the region’s setting might offer different attractions and memories.

For example, with the hints of the 1940s in some of the traffic together the snow and lights, it’s not too hard to imagine Jimmy Stewart as George Bailey rushing along one side of the road, running back to town and home to face his future in It’s A Wonderful Life; while the hansom cab outside the gates leading to the country house offer a suggestion of Victorian Christmases (something not entirely unconnected to Capra’s 1946 film mentioned above).

Monverdun, November 2022

Richly photogenic and engaging Monverdun makes for a visit that will likely sit one’s imagination, offering much of the seasonal spirit without being overbearing.

SLurl Details

Like Blood, Like Fire, Like Passions in Second Life

Vibes Gallery: Like Blood, Like Fire, Like Passions in Second Life – Difficult Conundrum (l) and Dae Fangs (r)

Now open at Vibes Gallery, curated by Eviana Robbiani, is a further ensemble exhibition featuring the work of a dozen artists from across Second Life entitled Like Blood, Like Fire, Like Passions. It is an exhibition focused on the colour red, as the introductory notes for the exhibition explain:

Red is the colour of extremes. It’s the colour of passionate love, seduction, violence, danger, anger, and adventure. Our prehistoric ancestors saw red as the colour of fire and blood – energy and primal life forces – and most of red’s symbolism today arises from its powerful associations in the past.
A deep immersion in the magical sensuality of the colour red , which brushes vibrant images.

– from the introduction to Like Blood, like fire, like passions

Vibes Gallery: Like Blood, Like Fire, Like Passions in Second Life – Tutsy Navarathna

The participating artists comprise: Dae Fangs, Difficult Conundrum, Joanna Kitten and Peuxswau (Theatre 7); Dragonangelus, Exzoo McDonnel and Tutsy Navarathna (Theatre 8); and Amberly, Apple Roses, Jo Molinaro, Milhailsk Syros and The Base of Bad Ideas (Theatre 9).

Together, these are very different artists, some of whom I am familiar with, whilst the exhibition formed my first acquaintance with others, and whilst the number of pieces presented by each artist is variable, it cannot be denied that all of the pieces offered are striking in tone and content.

Vibes Gallery: Like Blood, Like Fire, Like Passions in Second Life – Amberly (l) and The Base of Bad Ideas (r)

Given the description of the exhibition, it should come as no surprise that the primary focus of most of the images is that of avatars; but the sheer richness and variance in the art – and the use of red within them is striking. As such, picking individual pieces or artists seems narrow-minded; but the fact is I have to admit I found myself heavily drawn to the work of Difficult Conundrum – one the artists whose work I had not encountered prior to this exhibition.

Offered as two sets of images – Tension, Back to You and Seeing Red, together with -08358 and Voyage – these piece are striking for their very different styles, with the formal presented as a trio of painting-like pieces which reflect a modern approach to physical world artistic statement.

Vibes Gallery: Like Blood, Like Fire, Like Passions in Second Life – Exzoo McDonnel (l) and Dragonangelus (r)

How well individual pieces reflect the central themes (passion, love, danger, anger, the representation of fire and blood) is a matter of personal responsiveness to the individual pieces, but again, I found myself drawn to those pieces with a more subtle suggestiveness / narrative within them – such as the images by Apple Roses and Amberly. But again, picking out individual pieces / artist within this exhibition would be unfair – all of the works offered are extraordinary in their sheer vibrancy and depth.

SLurl Details

2022 Puppetry project week #45 summary

Puppetry demonstration via Linden Lab – see below.  Demos video with the LL comment “We have some basic things working with a webcam and Second Life but there’s more to do before it’s as animated as we want.”

The following notes have been taken from chat logs and audio recording of the Thursday, November 10th Puppetry Project meetings held at the Castelet Puppetry Theatre on Aditi. These meetings are generally held on alternate weeks to the Content Creation User Group (CCUG), on same day / time (Thursdays at 13:00 SLT).

Notes in these summaries are not intended to be a full transcript of every meeting, but to highlight project progress / major topics of discussion.

Project Summary

  • Previously referred to as “avatar expressiveness”, Puppetry is intended to provide a means by which avatars can mimic physical world actions by their owners (e.g. head, hand, arm movements) through tools such as a webcam and using technologies like inverse kinematics (IK) and the  LLSD Event API Plug-in (LEAP) system.
    • Note that facial expressions and finger movements are not currently enabled.
    • Most movement is in the 2D plain (e.g., hand movements from side-to-side but not forward / back), due to limitations with things like depth of field tracking through a webcam, which has yet to be addressed.
  • The back-end support for the capability is only available on Aditi (the Beta grid) and within the following regions: Bunraku, Marionette, and Castelet.
  • Puppetry requires the use of a dedicated viewer, the Project Puppetry viewer, available through the official Second Life Alternate Viewers page.
  • No other special needs beyond the project viewer are required to “see” Puppetry animations. However, to use the capability to animate your own avatar and broadcast the results, requires additional work – refer to the links below.
  • There is now a Puppetry Discord channel – those wishing to join it should contact members of LL’s puppetry team, e.g. Aura Linden, Simon Linden, Rider Linden, Leviathan Linden (not a full list of names at this time – my apologies to those involved whom I have missed).

Bugs, Feature Requests and Code Submissions

  • For those experimenting with Puppetry, Jiras (bug reports / fixes or feature requests) should be filed with “[Puppetry]” at the start of the Jira title.
  • There is also a public facing Kanban board with public issues – those experiencing issues can also contact Wulf Linden.
  • Those wishing to submit code (plug-ins or other) or who wish to offer a specific feature that might be used with Puppetry should:

Further Information

Meeting Notes

Viewer and Plug-in Updates

  • The puppetry team is working on updating the viewer and LEAP plug-in, and an update to the project viewer is liable to be released in week #46.
  • This viewer includes:
    • The ability to move the avatar pelvis.
    • Ability to stretch other bones – although this is awaiting testing at the time of writing. However, the reference frame scale is that of the normal puppetry targets, so you would have to scale the data correctly; therefore additional work on this is required to provide a way for the plug-in to get the data necessary to know now to scale individual joint bones (e.g. change their parent-relative positions).
  • It still won’t be possible to clear puppetry target/config data, which remains on the teams “to do” list.
  • Aura Linden noted the new LEAP module it initialises on-demand rather than via instantiation (as with puppetry). LL will provide demos of using the new module.

Kincect v2 Support

  • Simon Linden has been working on an experimental plug-in taking inputs from a Kincect v2 device.
  • He describes the the code as being “pretty rough”  and using only basic geometry, but it allows avatar elbows / arms to be moved around.
  • This work in part utilises the data syntax described in OPEN-366 “Simplify Puppetry Configuration Through LEAP”, the new protocol proposed by Leviathan Linden as per previous meeting notes.
  • The code is not ready to be pushed to a public branch as let, and doing so is somewhat dependent on feedback from developers /creators.

Avatar Constraints / Interactions

  • OPEN-368 “[Puppetry] [LEAP]: Location Constraints” – LL have indicated there is “much” within this Jira they would like to support “eventually”.
  • The feeling at the Lab is that constraints can “definitely” be improved  – although what this may look like has yet to be properly determined. However, the general feeling is that there should be constraint data associated with a given skeleton, for example, so we’re not just imposing a human-centric model on the SL avatar.
  • A  good portion of the meeting was given over to a general discussion of how best to handle puppetry and avatar animations – and the potential to need to move away from canned animations and provide a more direct means of avatar animation.
  • Avatar-object interactions are potentially complex issue (e.g. how can an avatar accurately take and hold an in-world object – say an apple) through puppetry? If the apple is a physical object, does it collide when held? Does it become an attachment? If  the latter, how is this registered, together with hold is it properly released from the attachment system? etc.).
    • A suggestion for handling avatar’s handling objects is to have some for of temp-attach system or to use a key frame motion (KFM) system to match the position to the avatar’s hand, allowing the avatar can hold the object without directly “owning” it (thus also avoiding permission system issues).
  • Collisions also raise questions: avatar arms currently do not collide, and so would not under puppetry. So what about cases of simple interactions – flicking a light switch or similar. These are not “proper” collisions per se, but are rather event-triggered; how can this be managed if there is no actual collision between the scripted object and an avatar’s arm / hand to trigger the associated event?

In Brief

  • It has been suggested that a version number is included in puppetry-related messaging, so that changes to message formats are not read by versions of the viewer unable to do so, thus reducing the risk of crashes during development / testing.
  • It has been indicated that puppetry will eventually have LSL support for LEAP. Although what form this will take and how the simulator will track things is  still TBD, as currently animations are entirely viewer-side and untracked by the simulator.
  • There is concern that understanding of the potential of the puppetry project isn’t being fully understood by creators (and others) as it is being seen more as a “VR thing” than an ability to much improve avatar animations and their supporting systems / constraints, including the IK system.
  • How to manage network latency also formed a core discussion, together with making better use of the Havok physics sub-licence to allow the viewer do a lot more of the work, and simply stream the results through the simulator to other viewers.

Date of Next Meeting

  • Thursday, December 8th, 2022, 13:00 SLT.