The Art of Portraiture in Second Life

Art Korner: Tiya Aura – The Art of Portraiture

Update, June 27th, 2022: Art Korner has Closed.

Currently available at Frank Atisso’s Art Korner is an exhibition of avatar studies by a artist whose work is new to me: Tiya Aura, who presents a series of images under the title The Art of Portraiture, and it is a fascinating collection to view.

Avatar studies are one of – if not the – most popular forms of art and photography produced through Second Life. images take many forms, from straightforward portraiture intended for use within Profiles to complex posed pieces, often with an backdrop of some form and intended to reflect a theme (generally the title of the piece) and / or tell a single-frame story. Sill others focus on the avatar itself, tightly-focused and intended (again) to convey a narrative and / or emotional content, and so on.

Within The Art of Portraiture, Tiya very much focuses on that category of studies intended to convey emotion, offering 21 images of her own avatar and those of her friends (some subjects featured in more than one image), split between the two display spaces within the skybox gallery. Some of the images are captured in the “traditional” style of a portrait image, with the subject looking directly at the camera or in profile. Others are offset in both cropping and angle, suggesting a sudden moment caught by chance. Throughout all of them there is a deep of character.

Art Korner: Tiya Aura – The Art of Portraiture

These are images that not only capture an emotional element, many offer insight into the nature of the subject within the image, and by extension, the persona behind it. This is perhaps more evident within Tiya’s self-portraits, but is also very notable in several of the other pieces as well. Thus, this is a collection where the life – the humanness – of the avatar subjects is prevalent, and with a depth that suggests it was as much captured within the raw image as brought to the fore by considered and practiced post-processing that more than demonstrates Tiya’s artistry with digital tools.

In terms of post-processing, lighting and contrast are perhaps the most powerful tools Tiya uses to complete her work. Several of the pieces utilise lighting overlays and effects to help bright forth the emotional content, either by framing the subject so as to cast illumination around but perhaps not directly on the face, or by providing a seen, a projection of light and softer colours we must look through. Both approaches are utterly effective, as they causes one to focus in on the subject, to study eye, expression, direction of gaze, tilt of head, and thus become drawn into the sentiment Tiya saw when creating each piece.

In this the pictures within The Art of Portraiture not only offer a richness of emotion within the study of an avatar or present a glimpse of the persona projected by an avatar’s looks, they provide a subtle insight into the artist herself and how she responded to these images as she post-processed them.

Art Korner: Tiya Aura – The Art of Portraiture

Rich in form, colour, content and presentation, The Art of Portraiture is a genuinely bewitching collection of images; one that is offered – as is becoming increasingly popular within SL art circles – for sale on the basis of “pay as you feel” – the buyer set the amount they wish to pay for a given piece, rather than the artist setting the price.

SLurl Details

Stories, music and poetry with Seanchai Library

Seanchai Library

It’s time to highlight another week of storytelling in Voice by the staff and volunteers at the Seanchai Library. 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, September 20th 19:00: The Weigher

A world dominated by sentiment big cats where the rule of law is enforced by the Weighers, a combination of judge, peacemaker and accountant through a brutal code of honour and combat. Without their violent intervention in things, all-out war and anarchy would ensue.

When two human explorers – fragile, weak and potentially easy prey – arrive on that world, Slasher, a Weigher of skill and talent in physical combat, finds herself defending them. In doing so, she finds herself a disgraced outcast.

Join Gyro Muggins as he resumes the story by Eric Vinicoff and Marcia Martin.

Tuesday, September 21st

12:00 Noon: Russell Eponym

With music, and poetry in Ceiluradh Glen.

19:00: Nightbird

Twig lives in Sidwell, where people whisper that fairy tales are real. After all, her town is rumoured to hide a monster. And two hundred years ago, a witch placed a curse on Twig’s family that was meant to last forever. But this summer, everything will change when the red moon rises. It’s time to break the spell.

Willow Moonfire read’s Alice Hoffman’s novel.

Wednesday, September 22nd, 19:00 Autumn in Music and Poetry

With Caledonia Skytower and Ktadhn Vesuvino in Ceiluradh Glen.

Thursday, September 23rd

19:00: Selections from Terry Pratchett’s Wyrd Sisters

With Caledonia Skytower.

21:00: Seanchai Late Night

Contemporary science fiction and fantasy with Finn Zeddmore.

2021 viewer release summaries week #37

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

Updates from the week ending Sunday, September 19th

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 6.4.22.561752, formerly the CEF update viewer, dated July 24th, promoted August 10th – No change.
  • Release channel cohorts:
    • Maintenance RC viewer version 6.4.23.563789, issued on September 16th – combines the Grappa and Happy Hours RCs.
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V6-style

V1-style

Mobile / Other Clients

Additional TPV Resources

Related Links

Wo Qui Non Coin in Second Life

Wo Qui Non Coin, September 2021 – click any image for full size

Update, January 3rd: Wo Qui Non Coin has a new home.

Shawn Shakespeare recently passed on a landmark to me for a Homestead region design by Maasya entitled Wo Qui Non Coin. Given my interest in the orient (and parts of Asia!), the region’s About Land description – simply “Japan” – had me intrigued enough to hop over and take a look to get a start to the week – although admittedly, I was already curious about the name given to the setting.

While I’m very far from an expert in should matters, I gather the name Wo Qui Non Coin belongs to song from Cowboy Bebop, an animated Japanese franchise covering television, movies and assorted media cantered on the adventures of a gang of bounty hunters in space. In particular, the song is sung by Radical Edward (aka Edward Wong Hau Pepelu Tivruski IV as she likes to call herself), originally from Earth and who hacked her way aboard the show’s titular spaceship, the Bebop.

Whether or not the setting is designed as a reflection of the song or Edward’s earthbound origins or because Maasya is a fan of the series or simply likes the term, I have no idea – but the name is certainly catches one’s attention!

Wo Qui Non Coin, September 2021

Although it sits within its own Homestead region, the setting actually takes up perhaps half of the available landmass, forming a central island separated from a surrounding ring of off-region mountains by water. Caught under a default night-time sky, the island forms a long finger pointing west to east, with the landing point – although not enforced – sitting at the western end.

Two routes across the island extend outwards from the landing point. The first runs pretty much due east along a busy street lit by lamps and signs; the second arcs around the northern coast, a paved footpath that follows the line of the land under lights that float in the air like drifting pollen, its waterside edge marked by vertical light posts formed from hollow bamboo.

Wo Qui Non Coin, September 2021

The latter ends in a small shrine – although reaching it to light incense might need a little care, as a small field of katana has been planets on the path and just to either side of it, and a couple of stone cats look like they might make an objection or two should you try to move the blades!

The path though the rows of shops and businesses, however, has no such obstacle blocking it as it proceeds eastward, lit by more of the bamboo posts as well as the lanterns strung overhead and the neon signs on walls and over doorways. Most of the buildings are simple façades, but they do carry a sense of place: seats stand or are folded outside of some, suggesting that when business is slack during the day, the owners might take to sitting outdoors. Others remain tightly shuttered or gated – which is not surprising, given the setting is caught under a night-time sky, suggesting business hours are over for the day.

Wo Qui Non Coin, September 2021

Towards the eastern end of the street the path rises by way of steps to pass between two businesses one might reasonably expect to be open at night. The first of these is a small open-air bar which faces the, second, the local cinema. Going by the posters outside and the wording on the awning over the entrance, the latter is showing a series of films showcasing action movie stars, although the most notable film on offer (or at least featured on a poster) is 1983’s Blow the Night! (more fully: Blow the Night! Let’s Spend the Night Together), a docu-drama exploring the youth street gang culture of Japan in the late 1970s / early 1980s.

Beyond the bar and cinema, further steps lead up to a walled garden, the way barred by a gate (touch the left side to slide it open).  The garden is caught in the colours of autumn (colours that can be found beyond the garden walls as well), the ground carpeted in fallen leaves. A small, lightly-furnished house sits within this garden to offer a reasonably comfortable living space, although the cats in residence might have a say in where you sit and what you do when visiting :). Behind the house, the garden drops quickly to a small beach.

Wo Qui Non Coin, September 2021

The island is a cosy, inviting setting that encourages exploration, and while it is by default sitting under a night sky, it does allow itself to be imaged under different environment settings – as I hope one of the images here shows. There is also a a local sound scape, but it is not the usual sounds of birds, waves and the like. Rather, it is a low hum mixed with a repeatedly whistling sound that fades in and out of hearing. It’s an unnatural sound that sits at odds with the rest of the setting. Whether it is intended to represent power humming along the overhead power lines or give a sense of alienness to the setting (or indeed has something to do with Cowboy Bebop, I’ve no idea; what I will say is that for me, it was the one distraction in a setting I enjoyed visiting – but one easily solved by turning off local sounds, and not something that should deter a visit.

SLurl Details

Cica’s Waiting in Second Life

Cica Ghost: Waiting

It seems like only a few days since I was writing about Cica’s Sandcastles, so I was surprised to receive an invitation to return to her installation region and witness Waiting, which opened on September 19th.

This is a very different environment to Cica’s most recent installations – Sandcastles, Lollipop, Summer Day – in that the theme here is darker, both in tone and potential meaning. However, before going into specifics, while Cica’s environment settings are always central to her work, it is particularly important that Waiting is viewed under its intended environment settings, or an important detail will be lost.

On the one hand, this is a setting where the orientation seems clear: across a desolate, parched landscape with desiccated trees hills rise hump-like or broad and flat, and on which what might be the remnants of a town stand: tall, aging buildings that stand without glass in windows or roofs on top. This all seems straightforward enough. But then there is the sky.

Cica Ghost: Waiting

Stretching from horizon to horizon, the sky is a frozen expanse of flat, parched ground hanging over the setting. And while it may be difficult to initially discern, not only are the trees towards the centre of the land stretching up towards this desolate sky – they also appear to be reaching down from it, branches interwoven like bony fingers. It is a disquieting sight, once noticed, but its and the desolate land below (or is that above, if you flip your perspective to match the “sky”?) are just the start.

As well as the empty buildings and dried-out trees, this is a setting that is home to tall figures. Stone-like grey, emaciated and with faces largely caught in shadows frowns, they are almost golem-like, looking as if they have been formed out of the clay of the Earth beneath the feet of the majority as they sit atop of the central hill (although individuals might be found elsewhere). Why they are huddled together is unclear, but they sit under the tangle of branches “growing” down from the sky – but whether the latter are trying to grasp them or simply form a canopy over them?

Thus, this is a setting with many potential interpretations. These might be aided by consideration of the quote Cica includes with the installation: time waits for no-one. It’s a truism we’re all familiar with, but how might it be applied here? Could it be a reference to the idea that while we have been caught within the worry of the pandemic, life and the world have continued to move forward without us, or might the installation reflect the idea that life is something that happens whilst we sit around waiting for something to happen, or might it mean something more personal, is a matter for how the installation speaks to you as a visitor.

Cica Ghost: Waiting

However, when visiting, do be sure to look around carefully and mouse-over things: there are some interesting characters awaiting discovery – check the trees for a couple of them; and there are the expected sit points and dances that mark Cica’s settings, but which many also not always been easy to spot (but as a clue: when all you have is a hammer…).

SLurl Details

  • Waiting (Luna Sea, rated Moderate)

Mojo Linden, the Lab’s new Engineering VP discusses SL at TPVD meeting

Andrew Kertesz

Linden Lab’s new Vice President of Engineering, Mojo Linden (aka Andrew Kertesz) dropped into the Third party Viewer Developer meeting on Friday, September 17th, both to say a few words and field some questions. These notes offer a summary of his  comments, together with some audio extracts.

When reading / listening to the following please note:

  • The bullet points within the topics are designed to help provide context to the audio.
  • Unlike my usual approach, I have not attempted to group comments by topic per se, but have ordered things as they were discussed through the TPVD meeting, so that the notes and audio extracts here do parallel the video recording of the TPV meeting, which is embedded at the end of this piece.
  • The audio extracts have been edited to remove pauses, repetitions, etc., and to remove break-in comments from others at the meeting. However, in doing this, every attempt has been made to maintain the actual context and meaning of Mojo’s comments.

Mojo’s Background

  • Mojo started his career at Microsoft, spending over 16 years working on a variety of products and services: Visual Studio, the DirectX API, XBox development (technology and game development). This also saw him help establish the Forza Motorsport Studio and work on a lot of the major Microsoft games like Halo.
  • Joined a former CTO for XBox at IGT (International Game Technology), a company producing slot machines, where he worked in a highly regulated software environment.
  • Moved on to Double Down, another gambling / gaming group, where he worked on mobile apps.
  • Thereafter moved to Level Ex, a company specialising in making games specifically aimed helping doctors face the challenges of modern medical practice.
  • Developed a significant interest in virtual worlds and virtual spaces, which led him to join Linden Lab.

On performance and General Improvements

Mojo Linden

Following his comments about working on DirectX APIs, Mojo was asked if enhancing the viewer’s rendering capabilities would be a focus for him in terms of determining projects at the Lab, and also responding to comments about the value of working to fix issues and properly polish features and capabilities, rather than trying to push “big” new features.

  • As he was unclear on all the the Lab’s preferences regarding mentioning specific projects and times lines, was understandably cautious about talking in detail about specific projects.
  • Having had exposure to graphics APIs has an interest in improving rendering in Second Life.
  • However, has a broader interest in improving overall performance, which he sees as much a part of the platform’s feature set as any new features.
  • Agrees with the view that many users would prefer to see fixes and improvements to current capabilities rather than a massive push for new shiny features, and notes that the Lab is looking to “delight” its user community.
  • Acknowledges the point-of-view that functionality isn’t always delivered in a manner users were expecting it to work and that capabilities can be delivered / added, but then fail to receive the degree of polish that would make them more fully usable.
  • Indicated that LL have been discussing different lighting models  – and in doing so mentioned he has been made fully aware of the expectation among many users that whatever is introduced does not “break” existing content, etc.
  • Recognises that SL has a lot of users with a deep understanding of the platform, and is already thinking on ways that could be leveraged to help expand the platform and give practical improvements.
  • In this latter regard, he realises that TPVs have done a lot of work in the area of performance for themselves, and is keen to explore how this work can be better leveraged.

About Avatars, Complexity and Performance

  • Recognises that unbounded avatars with high complexity are not good for performance.
  • Questioned whether it is better to throw controls and options at users for them to deal with performance issues they hit, or whether it would be better for the viewer to deal with matters more inherently, based on the user’s system.
    • An example of this might be the viewer being able to more intuitive handle very complex avatars though automated imposter, etc., based on the capabilities of the system being used to run the viewer, etc.
  • During the discussion, Vir gave a brief recap on project ARCTan (the work to realign complexity calculations, starting with avatars), and Mojo questioned whether the user community is offering potential solutions (Beq Janus and Elizabeth Jarvinen (polysail) have been looking extensively at the question of avatar meshes – see my CCUG / TVPD meeting notes for more on this).
  • Is aware of the issues of avatar customisation, and is open to hearing back from those who directly face the issues new users have with their avatar looks, etc., on what might be done to improve things.

(My apologies for the sound balance in the extract below – the recording software went slightly wonky during the mid-point of recording the meeting, and attempts to re-balance after the fact didn’t exactly work…)

On Making Changes and Bringing New Users to the Platform

  • (Alexa Linden pointed out that Mojo has been through the avatar selection / customisation and experiencing its pinch-points, and since joining the Lab has been spending time in-world exploring.)
  • In terms of changes and improvements, Mojo is very aware that users can be resistant to change, particularly around things like the UI, where muscle memory plays a big role and people are simply unwilling to learn how to do things differently.
    • Alexa noted that Lindens are not immune to this, and the push-to-talk change in the current RC viewer has resulted in much internal grumbling about having to change behaviour.
  • He is very aware that the viewer has to address (broadly speaking at least) two different audiences: those who simply want to come aboard Second Life and grip to grips with the basics, and those who are more experienced in using the platform and want to carry out more advanced activities.
  • In this, he (again) recognises the value of TPVs and the commitment of the user base as a whole to Second Life and its growth, and so is interested in exploring opportunities for his own engagement with assorted parties via meetings and other possible forums of exchange / engagement. As such, he intends to drop into things like the TPVD meetings as often as he can – particularly if there is specific news to announce.

For completeness, here’s the video of the TPVD Developer meeting with Mojo’s input: