Hera’s Brutal City AI in Second Life

Brutal City, November 2024 – click any image for full size

In June 2024, I visited Blade Runner, Brutal City 2060, another of the outstanding region builds by Hera (Zee9), and somewhat based on her Blade Runner-esque region designs. In that particular instance, which I covered in Hera’s Blade Runner Brutal City in Second Life,), I noted that the setting encompassed:

The familiar, whilst offering some tidy little twists and turns for lovers of science fiction (and potentially obscure TV series of that genre), as well as other references, it is again a highly visual environment which spreads the Blade Runner elements more broadly, folding into it elements of Blade Runner 2049, whilst also drawing on 2012’s Dredd.
Brutal City, November 2024 – conversations with Poe

Well, as of early November 2024, Brutal City is back for a time, offering a further take on the original themes of Hera’s Blade Runner builds and Brutal City, complete with further dips of the toes into various other sci-fi series – and something more besides, as Here notes in her introductory notecard:

I was re-building Brutal City trying to add more OTT sex stuff etc 🙂 and Kacey said, I have been trying out some things and I think I can link up an AI model to SL. Day later it was there :). She has done a fantastic job. We have had a load of fun sorting it out, me on the dumb user side and her at the sharp tech end, learning a lot about AI as we went.
I guess the big deal is this. Online games have NPC’s that are programmed to say what the game company wants them to, multiple choice questions with hard wired answers. These Bots in Brutal City are doing their own thing, Try them, they get stuff wrong like we do, but ALL you hear is them RP-ing their characters.
Brutal City, November 2024

This is not the first time that AI has been hooked up to NPCs within Second Life; various people have been working on similar for a while – but I admit to finding the work that Hera and Kacey Stratton (KaceyStratton) particularly attractive, as the environment in which they’ve employed the AI encompasses sci-fi references that have a personal appeal – notably in this case, Blade Runner films (obviously) and the Altered Carbon TV series.

As an update to the original Brutal City, which in turn carried forward elements from previous Blade Runner-esque designs by Hera, there is much within the setting that will be familiar to those who visited the June 2024 iteration of the build. Also as is typical for Hera’s builds, the Landing Point is separate from the setting, and offers an onward teleport together with the opportunity to obtain the above-mentioned notecard. The teleport here will again deliver arrivals to a subway station, which in turn offers a choice of routes up to street level.

Brutal City, November 2024

Here again, the layout follows a design familiar to anyone who has spent time in Hera’s city build; one that is both forced upon her by the limitations of region space and size, and one which instantly give the sense of coming back to a neighbourhood that is both familiar and new. Many of the hints towards various film franchises and TV series are to be found still – the BCPD / LAPD police HQ with its echoes of total Recall 2070, the spinner-like police cars and decommissioned spinners as road cars; the sea of neon advertising – even the noodle bar reminiscent of Deckard’s initial encounter with Gaff – although it’s now under the ownership of Tony.

Which is not to say this is a simple re-run of Blade Runner: Brutal City; there is much that has changed that awaits discovery. Gone, for the example are the overt references to Judge Dredd, whilst in come more noticeable references to Altered Carbon. Whilst the re-sleeved Takeshi Kovacs (in the form of actor Joel Kinnaman) remains displayed on a screen within the BCPD building, a broader reference to the show can be found in the presence of The Raven Hotel and its proprietor, one Poe, an AI modelled after Edgar Alan Poe.

Brutal City, November 2024 “(Monsieur, azonnal kövessen engem bitte.”; “He say you under arrest, Mr. Deckard.”; “You got the wrong guy, pal.”; “Lófaszt, nehogy már. Te vagy a Blade … Blade Runner.”; “He say you Blade Runner…”)

The Raven replaces one of the three gang-related clubs of the previous Brutal City build, and Poe became the first AI NPC within the setting with whom I interacted – and I was instantly impressed. Care has been taken to imbue the AIs with parameters which match their nature / character. With Poe, for example, I was able to converse on his nature compared to that of the Poe AI from Altered Carbon and on Takeshi Kovacs himself (also, whilst visiting the hotel, check-out the Poe Suite). Similarly, at the noodle bar, Tony was aware of Deckard’s preferred dish and was able to offer it to me a we discussed the day and “played” a round of cards.

Yes, as the introductory notecard states, the AI can occasionally glitch (Tony got rather hung-up on offering to prepare a specific dish for me, for example, despite the fact I had “Deckard’s favourite” in front of me!), but the level of natural exchange in conversations meant that when it comes to free-form role-play, there’s much in the way of potential to be found throughout the setting. In this, the notecard available from the Landing Point is invaluable in helping to understand the framework set for the various types of AI NPC you’re likely to encounter, and the setting as whole and what might go on.

Brutal City, November 2024

Elsewhere in the setting, the other clubs have been altered to offer new venues (although the Snake Pit remains tucked inside the Dream Palace), whilst the Tyrell Corporation building (which became the Wallace Building in Blade Runner 2949) is now owned by the Warlock Corporation, which also happens to run this sector – Sector Six, the most dangerous sector of Brutal City. The corporation’s CEO, Max Wallace can be found inside, and it would appear that – going by the portrait dominating one wall of his office, he’s quite enamoured of Tyrell’s legacy.

Visitors might also find a fairly strong Aliens franchise reference whilst wandering; something hardly out of place, given Ridley Scott saw both Alien and Blade Runner as existing in the same universe. Within it might be found a further AI in the form of Mr. Giger, who will confirm he is something of a personification of Hans Ruedi Giger, albeit one (perhaps fittingly) offered as a hologram-like form, rather than a three-dimensional figure.

Brutal City, November 2024

There is much more to be said for Brutal City AI; through might be found Hera’s attention to detail – itself deserving of careful observation of the small as well as the large, and which can be found in unexpected places. There are other nods towards the likes of Altered Carbon awaiting discovery, but rather than ramble on, I will stop here. Instead, I’ll simply suggest you pay a visit for yourself – and as a final point, do remember that Hera’s builds are as dreams: vividly alive and present for perhaps only a short time before vanishing into memory; so if you do intend to visit, then “soon rather than later” should perhaps be your watchwords.

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Moni’s Oblivion in Second Life

Kondor Art Centre: Monique Beebe – Oblivion

As I’ve said a number of times in this blog, I’ve been an admirer of Monique Beebe’s work ever since her first exhibition in Second Life in 2017, and have since covered many of her exhibitions in-world. Over the years Moni has shown herself to be expressively rich through her art, and a growing experimentalist when it comes to medium and form. Her work generally carries a sense of narrative and is often subtle in subtext, as well as often containing a highly sensual nature. Individual exhibitions often thematically driven, and she has worked both entirely with images captured in-world which have then been carefully digitally enhanced and processed, whilst more recently has been experimenting with the use of AI driven tools as an adjunct to her art.

With regards to the latter, in October 2023 at the Kondor Art Centre, operated and curated by Hermes Kondor, Moni presented a fascinating series of AI images combined with video editing to provide On the Move, 14 captivating images-in-motion (see: Artistic digital fusions in motion in Second Life). For November 2024, she is once again back at the Kondor Art Centre with a further exhibit utilising this combined AI / video loop approach in an exhibition she has called Oblivion.

Kondor Art Centre: Monique Beebe – Oblivion

Comprising some 20 2D pieces on the gallery’s walls, supported by a series of free-standing and mobile pieces, Oblivion comes without liner notes from the artist, leaving the visitor free to interpret the images without any potential bias towards meaning. Further, whilst the techniques used are much the same as those witnessed in On the Move (for those who recall that exhibition), this is not what I’d call a “sequel” to that exhibition per se; rather I’d suggest that Oblivion is an expansion of the idea of generative art in motion as presented through On the Move, but one in which there is perhaps no singular theme but rather an interweaving of idea sand reflections.

On first inspection, the images might trick you into believing they are static in nature. However, when you enable media playback in your viewer (if not already enabled or autoplay is not set) by clicking the “motion picture” camera icon in the top right of the viewer window as it sit between the volume control button and the audio streaming button, and then click any one of the images, then it will come to life in a looping playback.

Kondor Art Centre: Monique Beebe – Oblivion

As noted, the themes / ideas expressed in the pieces do vary. Some appear to offer fairly direct commentary on the human condition (Sheep, Maze, Time, for example) others might appear to be more abstracted whilst still having reflections on life and / or times (Mind Fuck, Trip through Years, Big Mouth, for example). Yet others touch on science-fiction/fantasy laced (perhaps) with quiet whispers on our stewardship of the planet; one in particular (Dutch Tulips) seems to offer an link back to On the Move in terms of its presentation and motion.

However, those are just my thoughts on the pieces, and as such, they are entirely subjective and swayed by my personal outlook; how you might view them might be worlds away, the lack of liner notes from Moni leaving us entirely free to view and interpret, as noted. This also extends to the free-standing pieces occupying the floors of the gallery; clues to their intent might be found in their titles, but how we respond to them and regard them is down to each of us.

Kondor Art Centre: Monique Beebe – Oblivion

All of which makes for a richly engaging – and at times almost mesmerising – selection of art, one that offers a considered further exploration as to how rich and unique art produced with the assistance of AI tools (as opposed to solely through the use of such tools) can actually be. As such Oblivion is well worth the time taken in visiting it. Oh – and if you find you end up with multiple pieces playing, with some distracting your focus, just toggle the media playback button off/on.

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A visit to Loktak Lake in Second Life

Loktak Lake, November 2024 – click any image for full size

Located in Manipur, north-eastern India, and close to the town of Moirang is the remarkable Loktak (“stream end”) Lake. Covering between 250 km² and 500 km² in area (depending on the season), the lake is freshwater in nature and referred to as a “pulsating” lake after the way in which is surface area expands and contracts as a result of the region’s rainy / dry seasons.

What makes this lake particularly famous are the phumdi scattered across it. Looking like islands of various sizes, these Phumdi are in fact floating masses of vegetation, soil and organic matter in different stages of decay, ranging in size from the very small to the largest, which covers an area of 40 km². Located the south-east shore of the lake, this massive phumdi is the home of the Keibul Lamjao National Park, the world’s only floating national park and wildlife reserve.

Loktak Lake, November 2024

The lake is a richly biodiverse body of water, with 57 species of waterbirds and another 14 species of wetland associated birds being recorded within its bounds and 425 species of animals, comprising 249 vertebrates (including the brow-antlered deer Cervus eldi eldi, or sangai, which had been thought to be extinct, and for which (in part) the Keibul Lamjao National Park was established).

Further, the lake is also home to 176 species invertebrates and some 233 species of aquatic macrophytes (vascular plants that have adapted to live in aquatic environments), whilst the annual fish yield from its waters is said to be 1,500 tonnes, with a variety of fish species introduced to the lake to assist with the natural capture fishing “industry” of the region. It is also a centre of hydropower generation and irrigation, water from it feeding into wetlands used for paddies, with water from the lake also used to provide drinking water for the nearby hamlets and towns.

Loktak Lake, November 2024

The latter aspects of its use has all placed considerable pressure on the lake, another factor in it being designated a wetland of international importance. In particular, issues of over-irrigation and deforestation are an increasing theat. Also, given its location, the lake has become a destination for tourism, with two of the phumdi being largely devoted to tourist facilities, including the Sendra Tourist Home.

However, it is the lake as a beauty spot and home to local flora, fauna and natural living, which is celebrated in a build in Second Life. Designed by Iska (Sablina) on behalf of region holder Sominel Edelman (who also worked on the setting), Loktak Lake occupies a Full region, and showcases some of Som’s products in the form of the region surround and an upcoming new product, the Weather Dome.

Loktak Lake, November 2024

In this, the surround beautifully encapsulates the region, with off-region elements continuing the theme of phumdi stretching out across the waters of the lake towards the distant hills, with the region itself offering two large islands and smaller phumdi awaiting exploration. A further layer of natural beauty has been added through the use of the Weather Dome and EEP settings which allow for not only a 24-hour day / night cycle, but also changing weather.

During one of my visits, for example, – the one in which the photos here were taken – the setting was in the middle of Manipur’s monsoon season; rain fell, the clouds roiled over heavy, and one felt the need to seek shelter within the huts and cabins.

Loktak Lake, November 2024

From the landing point sitting towards the south-west of the region, it is possible to explore on foot. A bridge links two islands one to the other, one end of it forming the actual landing point and the southern end of the smaller, finger-like region. From here is it possible to descend stone steps and make one’s way around some of the phumdi, or follow the track around the larger island. Both offer their own attractions, from bars to houseboats to romantic-leaning retreats where time might be passed – so exploration is more than warranted.

In places, bridges connect to islands a little further afield whilst elsewhere a little wading might be required (I didn’t note any boats available for rowing / boat rezzers, but I may well have missed them). Throughout all of this are many more places to sit and appreciate the sitting and watch the local wildlife (including several SL breeds of deer representing the local sangai) and waterfowl.

Loktak Lake, November 2024

With flora carefully chosen to fit with the climate of the region’s physical-world namesake, and with numerous details to be found throughout, Loktak Lake is a beautifully conceived and executed setting ideal for exploration, appreciation and photography.

Thoroughly recommended.

Loktak Lake, November 2024

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CTL ALT Delete: the struggle for creativity, in Second Life

Nitroglobus Roof Gallery Annex: Traci Ultsch – CTL ALT Delete

Four years ago to the month, Dido Haas invited me to visit a new exhibition at her Nitroglobus Roof Gallery. Entitled Camouflage, it was a double first for the gallery: the first time art produced outside of Second Life had been displayed at the gallery, and it was the first Second Life exhibition by an artist known in-world as Traci Ultsch.

It was an exhibition which immediately captivated me, as I noted in Camouflage and questions in Second Life. The style of the art was visually engaging to the point of exhibiting a sense of being tactile, whilst the questions within them served to encourage us to both peel away the layers present within the images to bring forth thoughts on both the artist’s own introspections and on the relationship between our virtual and physical identities.

Nitroglobus Roof Gallery Annex: Traci Ultsch – CTL ALT Delete

Since that time, Traci has exhibited her work across Second Life, and I’ve frequently covered her work in these pages. I’ve continued to be fascinated by her work, both in the manner in which it has evolved, and for the depth of expression and interpretation it contains. Her art has always been deeply personal, reflecting thoughts on life, the impermanent nature of all things, and the importance of capturing of moments in time.

Traci is now back at Nitroglobus for November / December 2024, where she is exhibiting what might be her last exhibition of art in SL, CTL ALT Delete, within the gallery’s Annex. And one again it combines many of the elements noted above as it explores matters of inspiration, procrastination, fragmentation of thinking, the desire to create – and the confluence of these opposing streams which leads to the creative drive to stall, turning it from what should itself flow through a process to become a struggle to move from half-formed, shadows of ideas to what might be called a finished piece without simply cancelling it (hence CTL ALT Delete).

Nitroglobus Roof Gallery Annex: Traci Ultsch – CTL ALT Delete

Framing the exhibit, Traci uses a quote by Philip Larkin, variously called England’s most miserable genius, the voice of post-war England (and more besides!):

I dreamt of a beach, of the sun in my eyes and your hands in mine. Instead I still just see these dark fucking trees.

It’s an ideal quote in terms of CTL ALT Delete, in that it both reflects the blocks that come between desire – be it in wishing for visions of love and warmth or in the desire to create – only to become mired in darker moods / feelings; and in the way we use trees to express our inability to see something clearly because the details get in the way: I can’t see the woods for the trees –  which can so often be the case when it comes to creativity, be it in art, writing, music, or whatever.

Nitroglobus Roof Gallery Annex: Traci Ultsch – CTL ALT Delete

Trees also feature in the first elements of CTL ALT Delete, which offered an enumerated passage through its images, starting to the immediate right of the entrance tunnel  connecting the Annex with the main gallery when you arrive at the landing point in The Annex. Their use, against an overcast / foggy sky serve to lead us into the ideas contained within the images, expressed through fragments of thought given as text; fragments which demonstrate how the creative process can be interrupted and distracted. These continue through the rest of the series, becoming less and less coherent as the images themselves also become less and less coherent, underscoring, as Traci notes, the essential role of both within the exhibition:

The absence of a defined subject becomes the subject itself … The images and text invite viewers to witness the act of this failing creative endeavour as a dialogue between presence and absence, construction and deconstruction … In embracing this state, the works magnify the struggle to make something out of nothing.

– Traci Ultsch

A fascinating exhibition, one I hope will not be Traci’s last in Second Life, even if there is a pause between this and the next.

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A Place Between Trailers in Second Life

A Place Between Trailers, November 2024 – click any image for full size

A Place Between appears to be turning into something of a theme for Bella (BellaSwan Blackheart); in June I had the pleasure of visiting her A Place Between The Rocks, inspired by the house at Castel Meur, a physical world location within the department of Côtes-d’Armor, France (and about which you can read more here). More recently, and within the same Homestead region, Bella has created A Place Between Trailers, which I believe opened in late September / early October (I could be wrong in that estimate), and which I finally managed to ger to visit at the start of November 2024.

Whilst carrying forward the Place Between theme, this is a very different location to that of A Place Between the Rocks, in that appears born entirely of Bella imagination – an imagination which has given birth to multiple settings and iterations of settings (such as Bella’s Lullaby), many of which I’ve recorded in these pages.

A Place Between Trailers, November 2024

In this instance, Bella invites us to visit a a trailer park, which I’ve liked to images ins on a coastal headland somewhere, even if it is entirely surrounded by water; your own imagination may disagree, but that’s fine; life would be boring if our imaginations all ran along the same tracks.

The skies are grey, the weeds are thick and on the horizon looms decrepit trailers in the shadows. Welcome at a Place between trailers, enjoy your stay!

– A Place Between Trailers About Land description

A Place Between Trailers, November 2024
This is a setting pretty much centred in the region’s low-lying grassland, taking the form of the above-mentioned trailer park; a place which has perhaps seen better days as it runs south-to-north through the land, surrounded by a smattering of trees too loosely spread to be called a woodland, but also perhaps too large and too mature a group to comfortably be called a copse. The landing point sits at the southern end of the park, where what appears to be a site office and entrance spans the main track through the place – although admittedly, the sign on the roof suggests the trailer park is in fact on the waterside of the building, rather than on the inland side!

There’s a lot to see here even before setting out to explore; the office is furnished – if basically so – and evidences someone connected with the park has been in receipt of postcards from abroad, suggesting they have well-travelled friends. Outside, a magazine stand offers puzzle and entertainment magazines to help pass the time, together with – amusingly for me, the London edition of Time Out, celebrating the city where that publication started its long life.

A Place Between Trailers, November 2024

This magazine stand will also provide a notecard for visitors on being touched. Among other things, this provides guidelines on behaviour in the region and also notes on joining the local group for rezzing props for photography. It concludes with a firm but fair warning from Bella:

If you just follow these simple guidelines, I’m sure we will all get along just fine and if not, I’m sending you home without further notice 😀

So, make sure you familiarise yourself with the rules!

A Place Between Trailers, November 2024

Further into the park stands what appears to be a washhouse of dubious hygiene. Facing this is a large trailer home packed with details that help bring it to life both indoors and out; touches which help give clues about whoever his living there – and their sense of humour! Further along the track still is the local general store whilst further caravans and trailers mark the northern extent of the park.

This is a place which has seen better days, to be sure; but it also carries hints of modern living; microwave transmitters sit at the top of a mast, suggesting the place has good cellular reception; computers hint as Internet connectivity, and someone is attempting to go green with a PV panel – even if it does appear to be purely for powering their television, itself turned to an interesting choice of channels…

A Place Between Trailers, November 2024

The latter sits in one of the elevated parts of the setting and alongside a greenhouse of industrial size that has clearly seen better days. Curiously, and despite being elevated, it has also been subject to flooding at some point, with the floor still an inch or two under water which has apparently spawned the growth of surface weeds.

Quite what caused this to happen is unclear; perhaps the sprinkler system once used to water whatever was grown here malfunctioned, leading to to the greenhouse being abandoned, the water left within it too shallow to reach over sills and drain away. However, the place looks like it might well have been converted to use as an entertainment hall, so perhaps it was simply abandoned through lack of use, and the rain as been steadily finding its way inside. Either way, the greenhouse is now the home of a worn armchair and sofa, rubber ducks and the bloodied “corpse” of a video surveillance  teddy bear floating in the water, hinting at a mystery here.

A Place Between Trailers, November 2024

Beyond this, the setting lies open to exploration, the trees scatter far enough apart so as to not required paths through them as they stand like sentinels around the park, the coastline sloping gently down to the surrounding waters. Several places to sit and pass the time can also be found throughout, but one of the things I particularly enjoy about the location is the local wildlife and animals, all of which bring further life to the setting throughout.

In all, another superb location from Bella.

A Place Between Trailers, November 2024

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Art and Mortal Engines in Second Life

Tractionist World, November 2024 – click any image for full size

I dropped into SLEA 6 recently to visit a quite stunning installation / environment, mixing art, film and literature and events, all brought together by Asah (AsahelVerne Absinthe).

Entitled Tractionist World, it offers a visualisation / recreation of a pivotal scene from both the first volume of Philip Reeves’ quartet of novels, collectively known as the Mortal Engines Quartet (the first volume being Mortal Engines) and – more particularly  – the 2018 film Mortal Engines, produced by The Lord of the Rings trio of Peter Jackson, Fran Walsh and Philippa Boyens, and based on their screenplay adaptation of the first book in the series.

Tractionist World, November 2024
Whilst the film received a mixed audience and critical response, there is no doubting the strength of its visual effects – notably in the presentation of the mighty city of London, the undisputed king of the “traction cities” rumbling around the Great Hunting Plains of Europe and Central Europe, as it chases down lesser cities in a cycle of “municipal Darwinism”.

And it is London, complete with its pair of massive bronze lions resembling the (much smaller) Landseer Lions of Trafalgar Square, topped by the gleaming beauty of St. Paul’s Cathedral and fronted by its massive union flag doors, which forms one of the focal points of Tractionist World.

Tractionist World, November 2024

The scale of London is impressive, despite the limitations of scale and size imposed on it by a Second Life region; throughout Asah has fully captures the multi-level nature of London, crowned by the cathedral and its hidden menace, neatly surrounded by gardens and footpaths, with streets and buildings stacked one above the other from the bulk of the great engine room at its base, where captured lesser cities are ingested for materials and power.

Outside of area such as the control centre, the engine room, and the Cathedral, the buildings within the city are mostly empty – but with good reason: not only is London a representation of the the machine city from the world of Mortal Engines, it also provides gallery spaces for art exhibitions.

Tractionist World, November 2024 – the Steampunk Goddesses exhibition

At the time of my visit, the city was hosting two such exhibitions – although Asah informed me more are in the planning stage and will be appearing soon. The one of these exhibitions is hosted – appropriately enough – in the city’s Museum, a place where artefacts of the “old tech” are revered and studied. Entitled Steampunk Goddesses, it features AI art by TaccaExotic and Princess Soobania (Soobania).

Above this, and in the room behind the city’s control room, is an further exhibition of AI generated art, this one by Lalie Sorbet. Entitled Anima, it presents – in Lalie’s own words – an exploration of “the expression of the passionate relationship between humans and animals through time.”

Tractionist World, November 2024 – the Anima Exhibition

Also located within the city’s engine room is a stage for hosting music events (with a further such space up in one of the airships overhead). In terms of getting around London, there are a number of stairways and walks linking various levels, but by far the easiest route down (and up!) is the elevator at the back of the control centre.

The city is part of a larger scene making up region, one depicting the climatic show-down between it and the Shield Wall of Batmunkh Gompa, as it protects the anti-tractionists of Shan Guo – a place Thaddeus Valentine is determined to over-run – with the great airship station of Airhaven floating above. It is within Batmunkh Gompa that the main landing point for the setting resides, complete with teleporters to carry visitors around (simply walk onto a teleport disk to activate it and right-click the beams).

Tractionist World, November 2024

There are a number of points of interest within the Shield Wall to explore – and the opportunity to find a little air car rezzer available to scoot around in. Beyond the wall, meanwhile, is the beauty and peace of Shan Gao, together with floating islands of rock, such as the Lighthouse. The best way to visit the latter, Shan Gao, and Airhaven is, as noted, the teleports at the landing point.

As both a place to visit, and an art / events venue, Tractionist World is an absorbing and engaging visit.

Tractionist World, November 2024

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SLEA is rated Moderate