A Beautiful 4 Seasons in Second Life

Beautiful 4 Seasons; Inara Pey, July 2016, on Flickr Beautiful 4 Seasons – click any image for full size

“This region is my labour of love :D,” Inkie (inkie Loudwater) tells me as I admire the latest iteration of her Homestead region, Beautiful 4 Seasons. “I change  it every season; it’s an ongoing process, so the more people enjoy it, the better it is!”

Looking around the region it’s hard to imagine it not being a staple part of people’s itineraries when exploring Second Life. It sits as a mostly low-slung island in the centre of a lake. Across the water and completely surrounding it, a patchwork quilt of fields recede towards misty, distant hills and rounded, grassy peaks. it’s not quite England’s Lake District – but it could be.

Beautiful 4 Seasons; Inara Pey, July 2016, on Flickr Beautiful 4 Seasons

The island forms a west pointing C, a smaller island nestled within its curving arms. A tiny hamlet sits along one arm of the C, perched on a slender finger of rock facing the waterfront to the south, with rowing boats and small craft drawn in close to the single wooden pier and stone flanks of an old harbour wall. Behind the little row of buildings forming the hamlet, stone stairs offer a way down between the rocks to where wooden bridges hop from the main island over a little nub of land poking above the waters, to the smaller island, occupied by a small summer-house and partially walled garden.

Westward of the hamlet, the land drops away gently to s small circle of standing stones, an elongated henge with lintel stones still in place to connect rough-hewn columns. Eastwards, and the land curves and climbs to its highest point, a rocky shoulder to the north-east. A house shelters in its lee of the hill as the island curls northwards, looking out over the water to the smaller of the two islands.  Below the house, the land slips gently downward and across a grassy tongue lapping at the water’s edge, where sits an intriguing camp site awaiting visitors.

Beautiful 4 Seasons; Inara Pey, July 2016, on Flickr Beautiful 4 Seasons

The entire impression here is of a small, possibly private, holiday island; a place where people can escape the hassle of everyday life, sitting beyond the distant hills, and simply wander and relax. It’s a place where bikes and scooters are popular – but which is best explored on foot. It’s the kind of place where even strangers are on first-name terms within minutes of meeting, and where the entertainment, going by the makeshift outdoor theatre, is as home-made as the bead in the bakery.

There is also subtle mystery of stories awaiting visitors here. The bakery is well-stocked, the summer-house is set for dinner while the deck outside invites people to sit and have a drink; across the water; the camp site shows signs of use, and here and there, washing hangs on the lines. But where are the locals? As busy as the little island seems, the houses sit unfurnished, motor scooters sit deserted, and dogs stand and stare into the distance, as if waiting on someone’s return. Are the locals all off across the water? If so, where might they have gone for the day? Or are we, as a part of our visit, “the locals”? And if so, what might our stories be as a part of this little community?

Beautiful 4 Seasons; Inara Pey, July 2016, on Flickr Beautiful 4 Seasons

Beautiful 4 Seasons is, in a word, charming; the kind of place I could happily holiday within; so much so that I wish I’d seen some of the earlier iterations of the region. It is, however, quite firmly penned-in to my list of regions to revisit in the future. but that’s the join of Second Life, isn’t it? The chance of discovering / hearing about new places to visit, explore and photograph.

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Crossworlds Gallery in Second Life

Crossworlds: famous faces by BryneDarkly Cazalet (can you name them?)
Crossworlds Gallery: famous faces by G.E. JAM (BryneDarkly Cazalet) – (and just for fun: can you name them?)

Crossworlds Gallery, co-owned by Nerd Bert and Fabilene Cortes, is designed as a “bridge between RL and SL art”, presenting – as one might expect – a rich mix of art from both the physical and the virtual / digital.

Spread across seven levels (although one was empty at the time of my visit), Crossworlds comprises four main display areas for six of the levels, with the uppermost given over to the Bryn Oh Garden. Movement between the levels is via teleport stations unmistakably placed in the central hallways which dissect the display areas on each.

Crossworlds Gallery: Pixivor Allen
Crossworlds Gallery: Pixi (Pixivor Allen)

At the time of my visit, the first level featured art by Hechos, Pixivor Allen, Feathers Boa, Consuela Caldwell and Scottius Polke; the second art by ByrneDarkly Cazalet, MarieLou DeCuir, Walt Ireton and Sabbian Paine; the third Olimpiadelarte (who came to Second Life specifically to display her art in-world), Sheba Blitz, Sil Brandi and Munroe Snook. The fourth level is devoted in part to Eternal Contemplation, an interactive / spiritual exhibition by BellaLuna Xigalia, with separate displays by Hijinks Blaukempt and Ronin1 Shippe; the fifth floor hold art by June Clavenham and MillyWH.

The art on display is amply diverse in style and presentation, ranging from in-world photography through paintings, abstracts, photography, digital art, collages, and drawings, all with an equally diverse range of subject matter. In fact, if there is one thing at all I’d say in general about the art on display, is that in places there is perhaps a little too much; I couldn’t help but feel that some of the display areas might benefit with a little more “wall space” between images so as to allow one to focus more fully on individual works.

Crossworlds Gallery: Feathers Boa
Crossworlds Gallery: Feathers Boa

A case is frequently made that art from the physical world displayed within Second Life “doesn’t work” or isn’t as “successful” as art both produced and displayed in-world, and often the argument is made that it is down to the limitations of upload resolutions. I don’t tend to hold with that view, but sway towards the issue being more a case that we are perhaps more open to viewing art which as it origins in-world than that produced out-world, a bias which perhaps extends into the world of blogging about art in Second Life in general.

Certainly, there are many demonstrations that art from the physical world can be effectively presented in the virtual, a far few of which I’ve attempted to cover in these pages. Crossworlds is very much one of these, bringing together a rich pool of talent from both sides of the physical / virtual “divide” offering an equally rich mix of art. While I may have commented on the volume of art on display in some of the sections, this should be seen as a reason to defer a visit: Crossworlds very much makes for a worthwhile and enjoyable visit.

Crossworld Gallery MiraBelle Artist (MarieLou DeCuir)
Crossworld Gallery MiraBelle Artist (MarieLou DeCuir)

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Crossworlds Gallery (Rated: General)

The famous faces are singers Joan Jett, Neko Case, Kate Bush and Siouxsie.

 

Preiddeu Annwn: immersive education in Second Life

Preiddeu Annwn: “Three fullnesses of Prydwen / we went on the sea.”

Preiddeu Annwn (or Preiddeu Annwfn, “The Spoils of Annwfn“), is one of the most famous gnomic / philosophical poems to be found in the Middle Welsh Book of Taliesin. In just eight irregularly versed stanzas, it records a journey the poet (possibly intended to be the 6th Century poet Taliesin, although the poem itself dates from around the 14th Century), made with King Arthur to the Otherworld (the Annwfn of the title)  – a place of eternal youth and delights, which is common to Welsh mythology (appearing in, for example, the Four Branches of the Mabinogi).

It is also now the subject of an immersive environment itself entitled Preiddeu Annwn, designed by Hypatia Pickens, a professor of English at the University of Rochester,  New York, and her students. Its function is to provide an interactive means by which the poem and its themes can be explored and better understood, both within itself and with regards to broader medieval Welsh mythology and medieval literature. It is also an extraordinary piece of scholarly art.

Preiddeu Annwn: “The cauldron of the chief of Annwfyn: / what is its fashion? / A dark ridge around its border / and pearls.

The arrival point offers a series of notes to visitors, including how to best experience the environment. It is more that worth the time to read these in order to make sure you enjoy the installation fully. Once you have done so, keep the instruction “follow the white dogs to where the boats are going [and] sit when you are asked to sit”, and then touch the teleport disc.

This delivers you to ground level, where waters ebb and flow over the eight stanzas of the poem beneath a beautiful sky, representing the start of Arthur’s expedition, and far on the horizon stand his three ships, white dogs pointing the way to them. In turn, the ships stand over the entrance to the Otherworld, on which your are to sit.

Preiddeu Annwn: They do not know the brindled ox, / thick his headband. / Seven score links / on his collar.
Preiddeu Annwn: They do not know the brindled ox, / thick his headband. / Seven score links / on his collar.

Doing so will deliver you to the Otherworld, in which the stanzas of the poem are presented through words and vignettes as an endless cycle, requiring considered exploration (the order in which you do so is yours to choose). As well as the poem, broader aspects of Welsh mythology are touched upon, such as the aforementioned Mabinogi. Do make sure you have media enabled (again, via the movie camera icon, top right of the viewer) to enjoy a reading of the poem by  Blake Harriman, set to music and vocals by Hypatia herself.

Eventually, however, you must make your way to Yyns Wair (“Gwair’s Island”, referred to in the poem as Cair Sidi – the Glass Fortress / “Fortress of Four-Peaks” encountered by Arthur and his men -, and believed to be modern-day Lundy in the Bristol Channel), in order to free Gwair / Gwier. This involves passing through the Door of Hell to explore the tower of Gwair’s imprisonment. which in turn gives you the opportunity to collect the poem, hear it recited in the original Middle Welsh by Hypathia herself, and read the thoughts of her students about the use of virtual environments in study.

Preiddeu Annwn: “into the heavy blue/gray chain; / a faithful servant it held”

Preiddeu Annwn has been made possible through the support of the Russell Hope Robbins Library at the University of Rochester. A medieval studies library containing holding in all aspects of medieval literature, history, art and theology, the Library is also represented in Second Life, and can be visited directly, or by “following the waves” once you have reached Yyns Wair within the Preiddeu Annwn installation.

All told, this is an extraordinary demonstration of the power of virtual spaces as a tool for education and the exploration of art, history, mythology and language, with the virtual Russell Hope Robbins Library equally so. I spent in excess of four hours in exploration and contemplation of both; anyone with any interest in medieval literature, Arthurian mythology, Middle Welsh or medieval history in general cannot help but be enthralled by both.

Preiddeu Annwn: “Monks pack together / like young wolves”

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The Singularity of Kumiko: the film

TSK-27_001
The Singularity of Kumiko by Bryn Oh

In January, I relayed the news that Bryn Oh was one of 17 recipients of grants from the Ontario Arts Council. At the time she received news of the grant, Bryn indicated that some of it would be used in recreating and filming her outstanding The Singularity of Kumiko (which I wrote about here). On July 24th, and following a premier at Indie Teepee on July 21st, she formally released the finished machinima on YouTube.

In rebuilding the installation for the filming, Bryn has made a few changes, and as she notes in her post on the film (which I’m actually unable to link to directly, due to her post not having a title of its own, so I can only direct you to her home page),  she’s also incorporated scenes in the film which are not present in the in-world installation. None of these changes in any way alter the narrative arc of the piece; rather they allow the film to further stand as a valid and independent artistic interpretation of the installation.

This is the third grant Bryn has received from the Ontario Arts Council with respect to her work in Second Life, noting, “I also would like to thank the Ontario Arts Council for their continued support over the years … It is very rewarding and encouraging for me to know that such an establishment sees the virtual space as a powerful and unique tool for creating art.”

The Singularity of Kumiko was, and remains an extraordinary demonstration of immersive art and storytelling in Second Life, and one fully deserving to be preserved within this film. The installation itself remains open on Bryn’s home region of Immersiva. Regardless as to whether you have visited it before, please do take this opportunity to visit it in person whilst it is available.

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A Starship Enterprise in Second Life big enough for an avatar crew

"Space. The Final Frontier..."
“Space. The Final Frontier…”

Cathy Foil is a creator of note. Among her many talents, she was the first to introduce fully sculpted foot in SL and put it in a high heel; she is the creator of the MayaStar mesh rigging plug-in for Maya, and she is, alongside the AvaStar folk, one of the prime movers in the Bento project. She is also a huge fan of The Original Series of Star TrekTM.

How big a fan, you ask? Well, let me put it to you this way: in 2008, before the birth of mesh in Second Life, she start started building an avatar-sized, scale replica of the Enterprise itself.  Almost two regions in length, with interiors from the Bridge to Engineering, it was a huge undertaking – albeit unfinished.

"These are the voyages..."
“These are the voyages…”

Part of the ship is currently once again rezzed in-world, although unfortunately in a location that is not open for public access. However, given July is being used to mark the 50th anniversary of Star TrekTM with the release of the 3rd film instalment from the “Abramaverse”, I took the opportunity to join Cathy on a tour of the original starship Enterprise NCC-1701.

“You best be in Mouselook when we beam up to her,” Cathy informed me as we arrived at two innocent-looking transporter disks lying in the sand. Following her instructions I stood on a pad, brought up the menu and slipped into Mouselook before alt-clicking my destination: Mr. Kylie’s Transporter Room 6. For a second, nothing happened; then a familiar hum filling the air, the beach before me started to sparkle, my universe flickered for a second, then the sparkling and noise faded and the transporter room emerged out of the glow.

Beaming aboard the Enterprise
Beaming aboard the Enterprise: the transporter room materialises before my eyes

Never have I felt quite so “on” the Enterprise as I did at that moment; stepping off the pad, I expected to see Mr. Kylie himself behind the transporter station and then hear that magical high-pitched hiss of the doors as Kirk and Spock arrived.

“The entire project took about eighteen months to get this far,” Cathy said as I admired the transporter, the control console and monitoring station, all beautifully re-created in prims and sculpts. “Most of the ship is rendered as sculpts with prim walls and floors,” Cathy said, leading me to the door which did give that squeaky hiss of opening at we approached. “That way we could reduce the prim count and make things manageable.” Sculpts they may be, but sculpts designed with care: no waiting for things to pop into existence in my view at all during the tour.

"Captain Kirk to the bridge!"
“Captain Kirk to the Bridge!”

The corridors outside were equally marvels: the familiar bold colours born of 1960s colour television programming, the intercoms at junctions, the gaudy doors (behind which, and depending upon which deck you’re on, sit crew quarters, officers quarters, the sickbay,  briefing rooms, offices, and main engineering), doors hissing in greeting or departure as you enter / leave. At the end of many of the corridors sit the familiar triangle archway of a turbolift station.

“These are all a single sculpt,” Cathy told me, as we walked to one of the arches, triggering an automatic call for a turbolift. “It includes the walls that connect the archway to the sides of the corridor so everything blends.” The car arrived and we stepped in. Touching the familiar handles gave a choice of destination. We headed for the Bridge.

The Bridge
The Bridge

“Most of the ship, including the textures, I made,” Cathy said in answer to my question as another spine-tingling sound – that of a turbolift in operation – filled the air. “Lora Chadbourne also contributed the shuttlecraft bay and some of the consoles like the monitoring console in the transporter room, another builder produced the interiors of the warp nacelles.”

The detail is extraordinary. The bridge stations are all painstakingly reproduced, the centre seat has the expected wood trim, Spock’s science station has the familiar scanner. Elements within the bridge are interactive. Touch the helm console, and up come a range of options – go to warp, fire phasers or photon torpedoes, accelerate to warp 8, etc., while the viewscreen offers a range of images, including that of the destroyed USS Constellation, as seen in the episode The Doomsday Machine and the Romulan Warbird from Balance of Terror. And all around are the familiar background noises.

"Spock, analysis!" - a close-up of Spock's library computer station
“Analysis, Mister Spock?” – a close-up of Spock’s library computer station

This level of detail and interaction is present throughout the ship – as are the ambient sounds. Back in the transporter room for example, you can toggle switches and operate the famous transporter activation sliders, while in Engineering, you can examine the ship’s dilithium crystals in their rack. A clever “stacked” use of textures gives an excellent a 3D effect in grilles and grates.

Drop into the briefing room, and you can flick individual rocker switches, call up images on the tri-screen, or use the intercom to call someone elsewhere in the ship. Down the corridor at the ship’s medical facilities you can work out to “Bones” McCoy’s satisfaction or pop into his lab where he has one of the parasites from Operation: Annihilate! under observation – although the little bugger is not averse to getting loose! Against the back wall of the lab sits the decompression chamber from Space Seed nearby. With working food replicators in the mess hall (fortunately tribble-free) and all the ambient sounds from the original, this is s ship that is really alive.

"Ma poor bairns!" Scotty's Engineering - note the floor plans marking the layout
“Ma poor bairns!” Scotty’s Engineering – note the floor plans marking the layout

To ensure accuracy, Cathy used a mix of the Franz Joseph blueprints from the ship, together with plans from the studio in laying out the interior spaces, although as she notes, she had to upscale things a little. “The whole ship is like 115% to scale, she said. “Had to be bigger than 100% because average male avatar in SL is like 7 feet tall, and then there is the camera position on top of that!”

As note above, the ship isn’t a completed model. Circumstance brought the project to a halt in 2009 when the two regions over which the Enterprise was located were let go, ending all Trek role-play there. When touring the ship, signs that it is still a work-in-progress can be found on the floors, some of which are textured with copies of the original Desilu Studio set plans from the show. Rather than detracting from the model, these add a further layer of authenticity and care in its construction.

The shuttlecraft bay is awash with detail
The shuttlecraft bay

Continue reading “A Starship Enterprise in Second Life big enough for an avatar crew”

Small World Art: lend a helping hand

Small World Art Gallery - sky galleries
Small World Art Gallery – sky galleries

Update, August 2016: Regrettably, and as a result of illness, Small World Arts Gallery has closed.

In May I wrote about the Small World Art gallery in Second Life. Operated by Mikey Jefford (mikeythai), Small World Art (SWA) is a region-wide complex featuring two large gallery complexes on both the ground level of the region and also overhead (where there are a number of satellite galleries.

The main galleries are host to displays by many Second Life photographers and artists, including (but not limited to) Silas Merlin, Mistero Hifeng, Giovanna Cerise, Toy Soldier Thor, Nino Vichan, Gem Preiz, ieko Catnap,  Kayly Iali, StarZ (StarZ33 McCullough), Gita Aura, Barret Darkfold, Harter Fall, Artée (Artistide Despres), Fafner Hofmann, Maghda – the list goes on.

Small World Art Gallery - Silas Merlin
Small World Art Gallery – Silas Merlin

Such is the extent of the art on display in and around the galleries, that more than one visit is needed to take everything in. However, Mikey Jefford was recently taken ill in the physical world, and is currently unable to log-in to SL to cover the cost of the region tier, thus putting the galleries at risk.

In order to avoid this and ensure that tier continues to be paid, the gallery’s designer, Addi Tachikawa (Adrienne Falconer) and Mikey in-world partner, Mrs candy  Jefford (candy68) have put out donation kiosks around the gallery. These record both total donated, and the amounts paid out in tier in respect of keeping the region open.

Small World Art Gallery featured artist Elin Egoyan
Small World Art Gallery featured artist Elin Egoyan

SWA has a lot to offer anyone with an interest in art, and represents a significant commitment to art is Second Life. I therefore have no hesitation in once again in recommending a visit, and urge all those who do to consider donating towards its continued existence. Even if you are donation box averse, remember a percentage of to price of all art sold in the galleries also goes towards maintaining the region – so even buying copies of the art your particularly like during a visit can help.

Should you like to help with keeping the region open in any other way, please IM Candy or Addie in-world.

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The SWA region (Sardegna) is rated Adult.