The 2022 SL Renaissance Festival for Making Strides

via SL Renaissance Festival

The 2022 SL Renaissance Festival is currently open to visitors through until the end of Sunday, October 2nd, 2022. Coordinated by the American Cancer Society, the Festival is in support of Making Strides Against Breast Cancer (MSABC), an RFL of SL signature event aimed at raising awareness of the risks of breast cancer and funds to support research into, and treatment of, the disease.

Taking place across multiple regions adjoining the core American Cancer Society’s SL base of operations, the festival carries the theme The Silk Road and presents a range of merchants, activities and entertainments linked to the medieval / renaissance periods, for visitors to peruse, participate in and enjoy.

Please refer to the official SL Renaissance Festival website for:

Making Strides Against Breast Cancer SL Renaissance Festival 2022: entertainment area

The event tournaments include rounds of jousting, archery, mounted archery, and mêlée, all of which are open to anyone who’d like to try their hand at any of them. In particular, and for those who wish to try their hand at jousting there is the added attraction of jousting against staff from Linden Lab and Moles from the Linden Department of Public Works.

Advanced Tickets to joust in this special event, which will be held between 12:00 noon and 14:00 SLT on Thursday, September 29th, cost L$1,000 (proceeds to RFL of SL / Making Strides) and are available via kiosks within the Welcome Regions and at the Joust Arena. Advanced Ticket holders will have priority Joust time, but if time permits, the Joust will be opened to those watching the event, on payment of a L$1,000 donation to Making Strides. Experience in jousting is not required, and mounts and lances are supplied.

If jousting isn’t your thing, then perhaps ensuring the more rambunctious Lindens and Moles are held to account might be, because as the event website notes:

The Lindens & Moles have escaped the hordes who chased them down the Silk Road and have arrived safely at the SL Renaissance Festival.  However, they had a few, shall we say, “incidents” along the way whilst visiting the village taverns and partaking in  local merriment. Some, more so than others it appears. Reports of table dancing, chandelier swinging and loud singing in the streets in the wee hours have reached the Festival Queen. They must be held accountable for their loud and rambunctious behaviour, and have been ordered to the pillory.

By Royal Decree, Second Life Residents are to be the judges as to who spend time in the pillories by voting for the Linden / Mole team they feel should be held to account by making a donation to the kiosk representing that team (all donations to MSABC).

Voting will close at 13:00 SLT on Wednesday, September 28th, 2022, and it is understood those accused will be skulking around the voting kiosks in an attempt to proclaim their innocence and encourage the voting for rival teams to face time in the stocks! Don’t be fooled and vote with your conscience – the pillories will be locked after the final tally has been taken, and the winning – err, losing – team will face the rotten vegetables provided for the purposes of pelting, and (good-natured!) jeering.

If all this sounds like fun, then why not also become a medieval fashion model and walk “Ye Olde Catwalk” in the RenFest Fashion Show? Model your favourite look in any or all of the these categories (L$100 donation to MSABC required for each costume entry): Medieval Royalty; Medieval Dinky; Viking; Pirate. The show will take place at 10:00 SLT on Sunday, October 2nd, and if you wish to participate, sign-up here.

And of course there is the Renaissance Raffle and the special Linden Silent Auction, the latter with some very special prizes, including:

  • Premium Memberships:
    • Bid for one year Premium Membership or Premium Plus Membership (if you are already Premium or Premium Plus, you can bid for a free 12-month renewal).
    • Both bring you all the benefits of Premium / Premium Plus and if you’re feeling generous – the prizes can be gifted!
  • Change your last name for free, using the list of available Last Names available at the time.
  • A one-hour photoshoot with Patch Linden and a chance to chat.
aking Strides Against Breast Cancer SL Renaissance Festival 2022: Linden silent Auction and Jousting entry kiosk

Bid for your Linden Prize here! Note that the auction closes at 13:00 SLT on Sunday, October 2nd, 2022.

All of which adds up to a lot to see and do! So why not follow in the footsteps of Marco Polo et al, and tread the route of The Silk Road? Who knows what marvels you might purchase along the way, the tales of triumph you might later regale your friend with – or a trophies and rewards you might obtain?!

URLs and SLurls

All of the RenFest regions are rated Moderate.

2022 viewer release summaries week #38

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

Updates from the week through to Sunday, September 25th, 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 6.6.4.575022 – hotfix for Crash at ~LLModalDialog() – promoted September 15 – no change.
  • Release channel cohorts::
    • Maintenance 3 RC viewer updated to version 6.6.5.575257 on September 23
    • Maintenance P (Preferences, Position and Paste) RC viewer updated to version 6.6.5.575055 on September 19.
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V6-style

V1-style

Mobile / Other Clients

Additional TPV Resources

Related Links

Alexa’s Art in Second Life

Alexa’s Art Gallery  – Alexa Bouras

In April, I wrote about an exhibition of art featured as the opening exhibit for The Antiquorum Art Gallery within Patch Thibaud’s stunning Hanging Gardens region build. Entitled Landscapes – My Personal View, the exhibition featured the art of long-term Second Life resident Alexa Bouras – although I believe it marked my first full exposure to her work (see Alexa’s personal view of Second Life). I was immediately captivated by Alexa’s work for its reichness of content, style and narrative and noted at the time that I looked forward to seeing more of Alexa’s art.

Well, I’m pleased to say that wish has been granted – for all of us – as Alexa has a new gallery space, one still located within the Hanging Gardens of Babylon region, but occupying its own skybox as provided by the region’s holder, Cristabella Loon. Alexa was kind enough to drop me a line about her new artistic home over the weekend, and as soon as the opportunity arose,  I hopped over to take a look.

Alexa’s Art Gallery  – Alexa Bouras

Offered as a spacious cube with a mezzanine level to one side, the skybox provided to Alexa is of a modern interior design highly suited to her art, with a central water feature on the lower floor and a sweeping, suspended staircase rising above it to reach the mezzanine. This split in floor space allows Alexa to display her work in different formats and sizes, with large pieces displayed along the walls of the more “open” space to the front of the skybox, and smaller more intimately-sized pieces displayed along the walls of the lower floor beneath the mezzanine and around the mezzanine itself.

The art presents a rich mix of styles and subjects, including the Second Life landscapes-processed-as-paintings I found to be so richly evocative with Landscapes back in April 2022, together with pieces which can be regarded as drawings and / or etchings (notably the uttering captivating Anya’s Awakening, which is simply gorgeous), and those which are, by dint of angle, focus and subject, beautifully intimate in their content.

Alexa’s Art Gallery  – Alexa Bouras: Anya’s Awakening

By “intimate” I do not necessarily mean they are avatar studies and / or in any way NSFW;  quite the reverse, in fact. These are pieces focused on what might be regarded as the mundane, the often unnoticed or the everyday, but in a manner which grants them their own unique beauty and story through Alexa’s use of angle, focus, colour and depth of field.

These pieces are most obviously found along the back wall of the mezzanine level, where sit two absolutely delightful pieces captured at Longing Melody (see: Visiting Longing Melody in Second Life) which tell as entire story about the life and work of an artist, together with a third piece from the same region which I guarantee will capture the heart of any piano player (including myself) for the way it captures the story of these majestic instruments.

With their tight focus and unique perspectives, these appear to be part of a further evolution of Alexa’s artistic expressiveness and her growing mastery of a medium which she has come to out of a need to express herself creatively, rather than the application of skills and knowledge initially gained through the physical world. It’s a growth in techniques which I find admirable within a Second Life artist (particularly as my own attempts remain decidedly one-dimensional!), offering as it does new avenues to be explored by both the artist and their audience.

Alexa’s Art Gallery  – Alexa Bouras

Utilising the region’s day / night cycles, with point lights to illuminate the art during the latter (so do make sure you have Advanced Lighting Model (ALM) enabled via the viewer’s Graphics Preferences!), Alexa’s Art Gallery makes for a genuinely engaging visit, presenting the opportunity to view (and purchase, if you’re so taken) the art of a very visual and engaging Second Life artist.

SLurl Details

Seanchai Library: Poirot’s finale, werewolves and shorts 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.

Sunday, September 25th, 13:30: Evil Under the Sun – Finale

A Seanchai Library special event at SLEA.

The are times when even Belgian ex-pat detective Hercule Poirot needs a break from his chosen vocation; so when the opportunity arises for him to enjoy a holiday in Devon at the Jolly Roger Hotel (inspired by the Burgh Island Hotel) located on a tidal island just off the south Devonshire coast, he looks forward to the chance of a little R&R. 

Evil Under the Sun – a Seanchai Library special event

Whilst at the hotel, he encounters the other guests, notably Arlena Marshall who, desire being at the hotel with her husband Kenneth and step-daughter Linda, spends a lot of her time flirting with Patrick Redfern – much to the anger of Redfern’s wife, Christine and the disgust of her step-daughter. Also among the guests is Rosamund Darnley, who was once sweethearts with Kenneth Marshall.

Trying to keep himself apart from the intrigue, Poirot finds himself drawn into the middle of things and in need of his most particular deductive skills when Arlena Marshall is found dead on the sand of a secluded cove across the little island far from the hotel; a place where she apparently had a secret assignation…

Evil Under the Sun – a Seanchai Library special event

Join David Abbott, Corwyn Allen, Gloriana Maertens, Elrik Merlin, Kayden Oconnell, and Caledonia Skytower as they commence a reading of the 23rd adventure for Agatha’s Christie’s hero, first published in 1941, within the setting of the Jolly Roger Hotel. Should you wish, you can also enjoy the hotel’s grounds and facilities, partake of a little fun – and visit the cove which proved fatal for Arlena Marshall.

Note: the setting for Evil Under the Sun will close on Wednesday, September 28th.

Monday, September 26th, 19:00: The Wolfen

Gyro Muggins reads Whitley Strieber’s 1978 debut novel.

Two New York Police Department detectives investigate a series of suspicious deaths across New York City. These are revealed to be the work of a race of intelligent beings descended from canids, called the Wolfen.

The novel is told from the point of view of the human characters as well from the Wolfen themselves. The savage killing of two New York City policemen leads two detectives, a man and a woman bound together by a strange, tough passion, to hunt down the wolfen – once called werewolves.

Tuesday, September 27th

12:00 Noon: Russell Eponym

With music, and poetry in Ceiluradh Glen.

19:00: Howl’s Moving Castle

Sophie has the great misfortune of being the eldest of three daughters, destined to fail miserably should she ever leave home to seek her fate. But when she unwittingly attracts the ire of the Witch of the Waste, Sophie finds herself under a horrid spell that transforms her into an old lady. Her only chance at breaking it lies in the ever-moving castle in the hills: the Wizard Howl’s castle.

To untangle the enchantment, Sophie must handle the heartless Howl, strike a bargain with a fire demon, and meet the Witch of the Waste head-on. Along the way, she discovers that there’s far more to Howl—and herself—than first meets the eye.

Caledonia Skytower reads Diana Wynne Jones novel.

Wednesday, September 28th 19:00: Seanchai Flicks – Spooky Edition

The Seanchai cinema space plays host to videos and throw popcorn around!

Thursday, September 29th, 19:00: The October Country

Stories by Ray Bradbury read by Caledonia Skytower.

Autumn at Mousehole in Second Life

Mousehole, September 2022 – click any image for full size

It’s been over a year since my first (and until now, only) visit to Mousehole, the second of Tolla Crisp’s regions to carry her Cornish theme (mixed with broader flavours from Europe). That visit, in June 2021 (see:  A corner of Cornwall in Second Life), was made notlong after the region had opened,  and saw it feature elements inspired by the ancient Cornish fishing village of Mousehole (pronounced mzəl, or Porthenys in Cornish) – at one time one of the busiest fishing ports, far down towards the very tip of England’s “toe”, on the southern coast of Cornwall.

At  the time of that visit,  Mousehole directly abutted Tolla’s Frogmore (now in its 5th iteration); however, time has passed and now Frogmore Cottage – a region given over mostly to rentals but with public paths winding through it – sits between the two.

Mousehole, September 2022

Now sitting within a Homestead region, Mousehole has perhaps lost its more recognisable links to its physical world namesake – but in doing so it has lost none of its charm or beauty. Built by Dandy Warhlol (Terry Fotherington), in keeping with past builds for both Mousehole and Frogmore – and doubtless with a lot of input from Tolla – the region now presents itself as mix of small, rugged islands of the kind that might be found around the Cornish and Devonshire coasts, and flooded lowlands.

The landing point sits on the main landmass for the region, a squat island marked by a shale shoreline to the south from which rises an impressive rock formation which, from some angles at least, is perhaps mindful of a seal or sea lion sitting on the shore, head raised to the sky. The rest of the island points north from here, taking first the form of a flat-topped shoulder of cliffs before dropping down to lowlands where sits a tiny hamlet.  Far smaller than Mousehole, this  nevertheless recalls both the village and the June 2021 build thanks to the sign from the old pub hanging on the wall of what might have once been a fisherman’s house, but which now looks deserted.

Mousehole, September 2022

This little hamlet, with its mix of houses that suggests both English and European influences, sits with a small harbour facing north and east towards the two Frogrmore regions.However, it is separated from them be a low-lying island which both shelters its moorings and is home to one of the region’s two large sandy beaches – the other sitting under the “sea lion rock” and the table-top cliffs of the main island.

Three further isles help complete this little archipelago.  Two sit side-by-side astride a narrow channel to the north of the main island. Linked be a wooden bridge spanning the separating gorge, they are repectively the home of a smattering of further houses and buildings, and a single little pavilion.

Mousehole, September 2022

Westwards sits a rugged blob of an island, its flat top home to ancient ruins  whilst carrying a hint of Cornish moorlands even whilst a tall white lighthouse rises from their southern extent. Little bridges connect these latter isles to the hamlet, presetting the means for visitors to explore all of them on foot, despite the swirling waters churning the channels between them.

Throughout all of this there is, as one would expect, a wealth of detail both on land and on the water. In the case of the latter and despite the visible turbulence of white-capped foam suggesting shallows and rocks beneath, it is clear that the channels separating the islands are an important part of life here. Rowing boats are moored throughout, and Dandy has made clever use of a farmhouse design to incorporate water and moorings neatly into its layout, the overall design of the house offering that twist of European influence mentioned earlier without making with house feel out-of-place in this setting.

Mousehole, September 2022

Those wishing to reach the Frogmore regions – or get to Mousehole from them – can do so via low wooden bridges which connect with a rocky spine rising from between Mousehole and Frogmore Cottage (and indeed, straddling the two regions). When coming from Frogmore Cottage, this slender island, windswept and battered by the tide, offers a warm greeting, a small cafe and a familiar sight across Cornwall in the form of hardy little ponies.

As always with Mousehole / Frogmore there are many opportunities for photography here, and the default EEP setting does much to help reinforce the idea that this is a part of Cornwall which is saying “goodbye” to summer skies and sunny days, and preparing itself for the arrival of the harsher days of winter. Well worth a visit.

Mousehole, September 2022

SLurl Details

2022 Puppetry Project weeks #36 and #38 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 recordings of the September 8th and September 22nd 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).
  • A mixed Voice / text chat format – attendees are not obligated to use voice when asking questions, but will need to listen to voice to hear the entire meeting.

Notes in these summaries are not intended to be a full transcript of every meeting.

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).

Further Information

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.
  • Those wishing to submit code (plug-ins or other) or who wish to offer a specific feature that might be used with Puppetry should:

Summary of September 8th Meeting

Note: timing issues on my part meant I was unable to attend the first third of this meeting.

  • It is acknowledged that the current Puppetry viewer (viewer branch DRTVWR-558) is somewhat crashy and subject to some looping issues.
  • One aspect of Puppetry that should be highlighted is the ability for it to work alongside / in concert with existing SL animations – so you can be running a dance animation and still wave to a friend using puppeteering without the two animations clashing.
  • It is acknowledged that to ensure some reasonable smoothness of movement and to prevent things like movement conflicts between joints, there will need to be a more formalised animation constraints system. The current plan is to make this configurable via XML.
  • It is also acknowledged that tracking in general needs to be tightened within the plug-in code.
  • Puppetry does not currently interact with the Havok physics system (puppetry is largely viewer-side; physics – with the exception of some special use sub-libraries – is largely simulator-side).
  • The protocols which are used server-side to support Puppetry are not set in stone at this point; cases which require additional messaging, etc. can be discussed with the Puppetry team members from the simulator / server side of LL (e.g. Rider and Simon Linden).
  • Direct avatar interactions (e.g. shaking / holding hands, swinging a tennis racket to strike a ball, etc.): the IK system could help enable this, but it would also require a lot more work on the avatar / world mapping system to be fully possible, and this work has yet to be tackled (if it is to be tackled as a part of this initial Puppetry work).
  • The project is, at this point, fairly open as to where it might go: these initial project meetings are geared towards developers who may be interested in contributing and pushing elements of the project forward (e.g. support for full body tracking, etc.). Obviously, at some point, constraints will be placed on what is to be initially delivered.

Plugins (Pros and Cons)

  • Requests were made for the Puppetry system to support OpenXR (as well as LEAP). It was indicated that OpenXR would be considered as a default if a suitable plug-in were to be developed and contributed to Linden Lab for proper vetting and formal inclusion in the viewer.
  • The fact that the Puppetry project is using plug-ins raised concerns over system security. Plug-ins are executable, and so if accepted to run, a malicious plug-in could do considerable harm to a person’s system.
    • LL is aware of this, and is actively trying to minimise risk as far as possible.
    • However, safety also lay with users – do not download viewers from unofficial sites / sites that cannot be trusted; do not accept and run plug-ins that are passed around through forums, etc.
  • The benefits of using plug-ins was summarised as:
    • Speed of internal development / testing: there is no need to run a complete viewer build process simply because a couple on lines of code have been changed in testing; only the plug-in needs to be updated.
    • Extensibility: plugs-ins allow for more flexible support of additional creation tools or to add support for additional data formats (e.g. as with OpenXR) / hardware / programming languages (e.g. Python, C++, etc.).
    • Performance: using plug-ins allows the required additional processing such as webcam capture, processing and translation to be handed-off the separate processing threads within a computer from the viewer, thus preventing the latter losing performance by having to do the processing itself.
    • User assurance: removing things like the webcam controls to a plug-in that is not run by default as a de facto part of the viewer’s processing will (hopefully) remove fears about webcams somehow being used to “spy” on users.

Summary of September 22nd Meeting

  • It is hoped an updated version of the Puppetry Project Viewer will be available via the Alternate Viewers page in week #39 (commencing Monday, September 26th). This includes fixes and updates to the motion logic that should make avatar motion more predictable.
  • In terms of device support for puppeteering, any device that can be recognised as a joystick should be supportable within the Puppetry viewer (utilising the existing Joystick support options through Preferences) – although some refinement to the controls may be required via LL.
  • LSL support for puppeteering: nothing has been defined at present, but there are some ideas as to what might be needed / nice to have. It has been suggested LSL support is a subject for discussion at the next meeting.
  • Simon Linden has pushed a couple of capabilities:
    • A simple poser contained in a side branch of the LEAP repository. This reads a basic JSON file with bone positions (rotations)  for all 133 bones in the avatar skeleton and sends it as LEAP data to the viewer for animating the avatar. Thisfile can be live-edited, and is desgined to help those working with puppeteering  to experiment with it in an easy format – it will not be an end feature for the project.
    • Added a further branch to the Puppetry viewer repository called DRTVWR-558 Data Packing. This converts the data going from the viewer to the server onwards to a more efficient format, allowing the full animation data set to be contained in  a single packet for transmission.
      • However, this format is incompatible with the existing data format used within viewers built via DRTVWR-558; so as viewers are built using the newer code, this will not be able to show puppeteering using the older format, and vice-versa.
      • Those involved in experimenting with Puppetry should therefore switch to the viewer using the updated data format, once this is made available through the Alternate Viewer page, as it will be replacing the current data format going forward.
  • Leviathan Linden has suggested that if LL can transmit all bone data in compressed format, then they may not need to send IK targets and have the viewer manage the IK for all avatars in a scene, but rather have the viewer run the IK for a user’s avatar and then stream the avatar’s entire state, reducing the load on the viewer.

Pelvis Movement / Full Body Tracking / OpenXR Support

  • There was initial discussion about supporting local joint offsets and particularly off-setting the avatar pelvis to allow for subtle movements without actually moving the avatar.
    • This is somewhat similar to scripted animations, such as stands with an AO system – the avatar appears to step forward / back / walk in circle, but it is not physically moving as far as the simulator is concerned – the motions are the result of the avatar pelvis being offset from it’s actual position as seen by the simulator, and the animations running based on that offset.
    • There was some initial confusion over this and physically moving the avatar, as such, it was suggested this be referred to as “pelvis movement, rather than “offsetting joints / bones”.
  • Part of the reason for this discussion is because several non-Linden developers have been experimenting with partial and full-body tracking via OpenXR, and have found that not being able to move the pelvis within Puppetry can lead to issues of floating, etc., when an avatar kneels or crouches (as seen within existing SL animations) – the result of the legs being pulled up towards the pelvis, rather than the pelvis being moved towards the ground.
  • In addition this work has noted:
    • If Second Life were to return the “full” appearance data for an avatar (i.e. after allmesh transforms, slider data,, baked appearance information, etc.) has been applied, rather than the “raw” skeletal appearance, better calculations could be made around the pelvis height from the floor.
    • The approach works equally well with partially body tracking via a Rift S headset, and fully body tracking using alve headsets and Kinect devices.
    • However, it currently uses Blender as a conduit for translating movement within an OpenXR rig to the Second Life puppeteering rig, and would benefit enormously from a dedicated OpenXR plug-in, and the developers are willing to provide data data gathered from the work they’ve thus far completed to help facilitate this.
    • Separately to this, OPEN-363 “[Puppetry] [LEAP]: Add native OpenXR plugin” has been raised, but is (at the time of writing) awaiting review.
  • The above formed a nucleus of the discussion for much of the meeting with the ability to move the avatar pelvis now being seen as more of a priority requirement, with Leviathan Linden indicating they will try to look specifically at this between now and the next meeting.

Date of Next Meeting