Tony Dyson: robots, films and Second Life

Tony Dyson
Tony Dyson passed away at his home in Malta

Tony Dyson, the creator of R2-D2 and Emmy-nominated film SFx supervisor who worked on films such as Superman 2 and Moonraker, Dragon Slayer, Saturn 3 and The Empire Strikes Back, has passed away.

Professor, author, educator, and more, Tony Dyson was also keenly interested in Second Life.

He first became involved with the platform, as Azar Shelman, while investigating distance learning mediums, and recognised the Second Life’s potential as a means of creating real-time animation, something he had tried to do outside of the platform without much success.

As a result of getting involved in SL, he was introduced to  machinima producer and publisher Chantal Harvey,  (via Phalen Fairchild), and they found they had much in common. Chantal invited Tony to head the jury in the 2012 48 Hour Film Project for machinima, and thus a working collaboration between the two of them was born.

As well as investigating ways and means to produce better machinima, this collaboration led to the development of Bobbekins, interactive e-books for children which would utilised advanced animation, music, and machinima shot in Second Life, and illustrated by another SL resident, Dawny Daviau.

Bobbekins was developed on the idea that children expect to engage all their senses when involved in a story or learning exercise  – something to which educators can attest. Filming took place in Toy City, created by Tony as a constantly changing place discovered by the alien Bobbekins, who claimed it as their home. The books were developed under the Netdreamer Publications  banner authored by Tony, illustrated by Dawny and edited by Chantal, and the first book in the series, Medieval Farm, is still available through Amazon (and you can read more on the project here).

Bobbekins
Bobbekins

However, it is the builder of R2-D2 that he will be most clearly remembered. A regular guest at science-fiction conventions around the world, he never lost his love of the cylindrical little robot, and used the fame he gained through his involvement in star Wars to talk about creativity and learning and give ene[encouragement to young people to pursue their creative endeavours.

As well as building the original eight R2-D2 units, Tony Dyson was responsible for the design of Hector, the robotic antagonist in Saturn 3, and developed a robotic character modelled on (and voiced by) John  Cleese for a series of television adverts aired in the 1980s for Sony. He also designed robots for Philips and Toshiba.

Tony Dyson had a wonderful view on creativity “Be playful,” he told the The Times of Malta newspaper in 2015. “Never stop playing. If you look at life the way it really should be – enjoyed – then you become very creative”. It’s a view he shared with Shad Engkilterra at the Malta Comic Con in 2015.

Tony Dyson passed away at his home on the island of Gozo, Malta. My condolences to his family, and to Chantal and Dawny, and those who knew him.

In the Press: a potted history of SL and a look at Sansar

Project Sansar screen shot (credit: Linden Lab)
Project Sansar screen shot (credit: Linden Lab)

Writing in Readwrite on March 2nd, Ryan Matthew Pierson looks at Linden Lab’s Project Sansar and the Future of Virtual Reality. It’s an interesting article in that Mr. Pierson is a journalist who likes to research his subject, rather than relying on cliché or the input of jaded pundits.

As such, what is presented is a brief, but fair potted history of Second Life, charting the highs and lows, and pointing out that while it can be “dark” it’s simply not all about the adult naughties and nasties. So it is that Mr. Pierson charts the highs and lows of Second Life, with input from someone who know it well:  Gary Wisniewski (Wiz Nordberg in SL) the founder of Treet.TV.

Starting with the rise in SL’s popularity in 2006/7, thanks to the attention of the media, the reader who might be unfamiliar with Second Life is given glimpses into the platform’s magic which are painted as effectively with words as they might be illustrated by an image:

You could travel quickly from island to island, experiencing a fantasy world filled with a lush forest one minute and a sprawling post-apocalyptic CyberPunk-style city the next. Just about everywhere you went, there were crowds of people taking in the sights, chatting about their experiences, or dancing the night away in one of Second Life’s many nightclubs.

He also touches on the broad appeal of the platform:

This appeal extended well beyond tech-savvy early adopters. Many residents found that you could do things in Second Life that transcended physical disadvantages. For example, someone bound to a wheelchair could dance the night away in Second Life’s nightclubs, or even fly through a mountain range like a superhero.

Ryan Matthew Pierson
Ryan Matthew Pierson

The darker side of SL isn’t shirked, as noted, with Mr. Pierson pointing out the platform did suffer from a reputation for seediness – and that the Lab sought to try to address it as best they could through maturity ratings and safeguards, and without impinging unnecessarily on people’s freedom of choice.

From here, and via an all-too-brief mention of Relay for Life (when, oh when will journalists realise the sheer depths of human interest these is to be found within Second Life’s ability to support global fund-raising events in what is – when compared to the physical world costs involved in trying anything nearly so large – so utterly cost-effective? But I digress, as charity isn’t the focus of this article), the piece gently segues into an overview of Project Sansar.

In this, nothing exceptionally new is mentioned regarding the Lab’s new platform, although the parallels with the likes of WordPress and YouTube are avoided. The familiar comments on the VR tech support, the shift in revenue model away from land, and the desire to make it easer for “creators” all get the usual mention, as do the plans to make Sansar more broadly accessible to consumers:

Linden Lab also wants to make Project Sansar more cross-platform accessible. Where Second Life is largely tied to a desktop-only experience, Project Sansar’s users will be able to log in and enjoy the virtual world from various other platforms including mobile devices as well as HMDs.

It’s likely that SL users will find the Readwrite article frustrating for its lack of new information on Project Sansar. However, that more information isn’t provided stems not only from the fact that the Lab isn’t as yet ready to divulge more details – assuming they keep to their desired time scales, I’d expect this to start happening from about the middle of 2016 onwards – but from the fact that Mr. Pierson isn’t actually writing for Second Life users. He’s addressing the audience the Lab is primarily trying to reach: those ready to invest themselves in opportunities presented by the emerging wave of new VR technology.

That said, it’s fair to say the Readwrite piece isn’t perhaps as engaging as Sophie Charara’s recent piece in Wearable, but as an attempt to encapsulate both Second Life and Project Sansar, it’s a pretty good overview of the past and the present – and the Lab’s hoped-for future.

Exploring disability, new cultures and self in a virtual realm

Krissy Sinclair: Virtual Worlds, Disability, and New Cultures of the Embodied Self
Krissy Sinclair: Virtual Worlds, Disability, and New Cultures of the Embodied Self, Ethnographia Island

In January 2016, I wrote about an interview with Tom Boellstorff (Tom Bukowski in Second Life),  a professor of anthropology at the University of California, Irvine, and which appeared in that august body’s newsletter, UCI News.

Within A (virtual) world without Parkinson’s, Heather Ashbach discussed Tom’s work, touching on the fact that it is now part of a National Science Foundation funded study examining how on-line environments affect social interaction and self-understanding as well as physical-world experiences of disability. Having commenced in July 2015, this study will run through run through until June 2018, and one element of the work is currently taking place in Second Life at Ethnographia Island. Jadyn Firehawk, one of the participating artists in the Ethnographia Island study, IM’d me about it, prompting me to hop over and take a look.

The formal title of the research at Ethnographia is Virtual Worlds, Disability, and New Cultures of the Embodied Self,  and Tom is co-Principal Investigator alongside Donna Z Davis (Tredi Felisimo in Second Life), a strategic communications professor at the University of Oregon. Donna specialises in mass media & society, public relations, strategic communication, virtual environments and digital ethnography.  The work they are undertaking focuses on the experiences of people with disabilities who are using immersive virtual spaces to represent themselves free of the shadow of any disability, and do things they may not be able to do in the physical world.

In their introduction to the work, Donna and Tom describe it thus:

Since some early human first picked up a stick to use as a cane, people with disabilities have been at the forefront of technology innovation. What can their creative uses of and adaptions to on-line social interaction teach us? The researchers will explore this question by studying how people with disabilities create and interact socially in virtual worlds, and how they use different kinds of devices in their homes to experience these on-line environments.

Donna Z Davis and Tom Boellstorff (Tredi Felisimo and Tom Bukowski in Second Life), co-researchers in Virtual Worlds, Disability, and New Cultures of the Embodied Self, supported by the University of California, Irvine; the University of Oregon; and the National Science Foundation.
Donna Z Davis and Tom Boellstorff (Tredi Felisimo and Tom Bukowski in Second Life), co-researchers in Virtual Worlds, Disability, and New Cultures of the Embodied Self, supported by the University of California, Irvine; the University of Oregon; and the National Science Foundation.

Twenty 32×32 metre studio parcels have been made available to applicants with disabilities, who have been invited to share their experiences, insights, and thoughts on their disability: what impacts has it had on them in terms of their experiences, social interactions, dreams, and how have they used it? How have they used it to change their  experiences living with that disability?

How applicants use their space has deliberately been left open, although some pointers were given as to how they might think about using it: for expression through 2D or 3D art, thought media presentations / displays, as a space in which they can develop art or expression through external media such as blogs, or the creation of interactive spaces designed to give others insight into their experience or as a game – or any combination of these ideas.

Jadyn Firehawk at her installation, Reconstructing Identity After Disability, Virtual Worlds, Disability, and New Cultures of the Embodied Self
Jadyn Firehawk at her installation, Reconstructing Identity After Disability, Virtual Worlds, Disability, and New Cultures of the Embodied Self, Ethnographia Island

The result is a series of studies, widely varied in nature and content, some of which – such as Jadyn’s own Reconstructing Identity After Disability. This is a beautifully presented and moving story of how she has come to deal with her bipolar disorder after the condition left her unable to continue in her career as an assistant professor at the University of Texas, Austin, and how the use of virtual spaces in Second Life and the friends she has made here have empowered her creativity in both the digital and physical realms.

“When I sent in my application to participate in the project, I did not know yet what I wanted to build,” Jadyn says of the installation. “All I knew was, I wanted to create an installation that somehow represents the many-faceted, (re)enabled life that SL has made possible for me, but I had no idea exactly what I was going to build.

“I started looking back in my inventory to things that dated back to my earliest days in SL, and realised it essentially documents my entire time in SL. From that I got the idea of perhaps doing my build as a sort of museum exhibit, telling the story of my time in SL.”

Involvement in the project has been both cathartic and insightful for Jadyn, providing her with a clearer view of the last fifteen years of her life, the changes her condition has wrought and  a understanding of ow she has come to terms with it.

Solas NaGealai: Virtual Worlds, Disability, and New Cultures of the Embodied Self
Solas NaGealai chose to produce a 3D representation of Edmund Blair Leighton’s 1901 painting The accolade, allowing visitors to become a part of the setting, sharing in both her creativity and her love of nostalgia.

“I met Tom and Donna through the Parkinson’s disease support group at Creations Park four years ago, and I’m thrilled to be taking part,” Solas NaGaelai says of her involvement in Ethnographia. “Not just for the creative aspect but to be amongst others that have disability. I have a hunger for learning and adapting, and from what I see so does each individual involved in the project. The insight of dealing with their life challenges to me is a very enlightened experience, and helpful one.”

Solas was diagnosed with a particular form of Parkinson’s Disease known as Young Onset Parkinson’s Disease (YOPD) – the same form of the disease which struck Michael J. Fox. When first diagnosed, she was a full-time fashion designer. However, as the illness progressed, she was forced to leave that career behind. Fortunately, her discovery of Second Life provided Solas with a means to re-engage in her passion for design, notably through her Blue Moon Enterprise label.

For her piece, Solas has created a model based on Edmund Blair Leighton’s 1901 painting The Accolade. It’s an interactive piece in which visitors will be able take free costumes she has designed and dress as either the queen or the knight and take their places within the scene. As such it reflects both the creative freedom Solas has found in Second Life, and offered her the mean to present visitors with the opportunity to share in her love for a bygone era, as depicted by Leighton and his peers.

Slatan Dryke: Virtual Worlds, Disability, and New Cultures of the Embodied Self, Ethnographia Island
Slatan Dryke: Virtual Worlds, Disability, and New Cultures of the Embodied Self, Ethnographia Island

Virtual worlds, as Tom and Donna note, are just a part of the much larger domain of internet technology and on-line presence which we can use to define ourselves and potentially reach beyond our personal limitations, whatever form they may take. But studying the “whole” of the digital environment really isn’t that possible; as such, smaller scale studies like Virtual Worlds, Disability, and New Cultures of the Embodied Self allow researchers to focus down on smaller communities and groups and investigate specifics.

Through it, and the involvement of those participating in it, both Donna and Tom are confident they will be able to present a better understanding about how new on-line technologies influence how we think about our bodies, how we think about social interaction, and how we think about the role of the internet in everyday life, all of which will have implications for improving health care and social support for people with disabilities.

Visitors are welcome to tour the installations, and I recommend taking a look at the accompanying website when doing so – the links are given again below for convenience.

STOP PRESS NEWS

Having opened its doors in November 2015, Ethnographia Island had originally been set to run through until March 2016. However, as I worked on this article, Tom and Donna were in discussions concerning additional funding for the work.

On Friday, February 19th, they were able to tell me that the funding had been confirmed, and that as a result, Ethnographia Island is set to double in size with the addition of a second region.

“This means not only more spaces for individual disabled folks to have parcels for some creative building, but also some larger, collaborative parcels where groups of people with disabilities can let their imaginations run free!” Tom said as they passed on the news to me.

So, if you have a disability of any kind and would be interested in a parcel, please IM Donna (Tredi Felisimo in SL) or Tom (Tom Bukowski in SL), or email them at dzdavis@uoregon.edu or tboellst@uci.edu. They would love to have you participate!

SLurl and Website Details

This article is a joint presentation with the March Edition of Windlight Magazine.

Dalai Lama addresses Mayo Clinic – and Second Life

Avatars representing the Dalai Lama and TV Radio personality Cathy W
Avatars representing the Dalai Lama and TV Radio personality Cathy Wurzer in Second Life during the Dalai Lama’s address to Mayo Clinic staff, Monday, February 29th

Monday, February 29th saw a special event take place at the chapel of Saint Marys Hospital in down town Rochester, Minnesota, when the Dalai Lama addressed Mayo Clinic staff in a special event which was livestreamed on the Internet and into Second Life, using the Mayo clinic’s in-world facilities.

The address, entitled Compassion in Healthcare, followed on from the 80-year old spiritual leader, who has been undergoing period treatment for prostate cancer at the clinic,  speaking for 3 hours – twice what had been planned – before a crowd of 3,000 people in Minneapolis on Sunday, February 21st. That event was to mark the Tibetan New Year, and his Holiness’ address, delivered in English and Tibetan,  focused on valuing education and compassion.

The Dalai Lama at the chapel of Saint Marys Hospital, Rochester, Minnesota, where he addressed Mayo Clinic staff (via event livestream)
The Dalai Lama at the chapel of Saint Marys Hospital, Rochester, Minnesota, where he addressed Mayo Clinic staff, with his words streamed to an audience in Second Life (image credit: event livestream)

The February 29th address was introduced by Mayo Clinic President and CEO John Noseworthy, and moderated by Minnesota TV and radio host Cathy Wurzer. As the address began, both Ms. Wurzer and the Dalai Lama were represented in-world by avatars at the Mayo clinic’s Second Life conference centre. In both cases, care had been taken to ensure the avatars resembled their flesh-and-blood counterparts.

While I missed the first part of the session, when I did arrive, some 80 people from across Second Life were in attendance, and the Dalai Lama himself sounded energised and related stories with good humour and aplomb through his address, and responded to questions from the audience at the venue, it was not clear to me if any questions were taken from the in-world audience.

The Dalai Lama "addresses" the audience in Second Life
The Dalai Lama “addresses” the audience in Second Life

While some be tempted to critique the event on the basis that the avatar in-world was not actually operated by the Dalai Lama, they would actually be missing the point. While his holiness may not have been operating the avatar, being seated in the chapel of Saint Marys Hospital, the thoughts and words steaming into Second Life were his, and as such, the event offered a means for people who might never otherwise get to hear him speak, listen to and appreciate his wisdom in an almost first-hand way.

The address, with a question and answer session, lasted a little over 90 minutes. The livestream is currently being archived by the Mayo Clinic, and the event was also filmed in-world. I’ll update this article when either video is publicly available.

with thanks to Maxwell Graf for the nod!

Teager requests: “please do not buy from my MP store – for now”

Update, Tuesday February 23rd, 01:15 GMT  / 17:15 SLT, Monday February 22nd: Agent86, Teager’s husband, has been able to confirm that her account(s) have been unbanned by the the Lab. “There is news regarding Teager,” AgentEightyEix announced via the * Breeders Choice * in-world group. “She has been unbanned. She’s not home right now, she got the email on her phone, but I’m sure she’ll be on a little later. For everyone who donated at the donation box, thank you.  No need to do any more.  We’ll take it down tonight, and everything can get back to normal around here.” 

I’ve been asked to help spread the word on the following. If you are a Breeder’s Choice or Teegle customer, please take a moment to read.

Teager
Teager

Second Life content creator Teager has issued a request via Facebook that people wishing to buy her products – sold through her Breeder’s Choice and Teegle brands –  should, until further notice, do so via her in-world store and not from her Marketplace presence.

The request comes as a result of Teager having her accounts banned from Second Life. This first became apparent on Tuesday, February 16th, Subsequent to this, on February 19th, she was able to ascertain the reason for the ban, which in turn prompted her request for people not to use her Marketplace store.

In making the request, Teager explains why:

So, here is the situation as it stands right now. I have been banned. As of right now, I, including all of my accounts present or future, are permanently banned from Second Life. I AM still fighting this ban and I DO have a legal leg to stand on. Don’t lose faith just yet.

The purpose for the ban was an old alt account of mine, which sold animations on marketplace, including some animations of an adult nature. I am told that I am in violation of the TOS section 6.1 subsection vi, which states that you shall not “(vi) Post, display or transmit any Content or conduct or host any activity that is sexually explicit, or intensely violent.”

Teager, who has been one of the content creators involved in the Lab’s Project Bento work,  believes that the listings in question were actually rated as Adult, and therefore in compliance with section 6.3.iv of the Terms of Service and the associated Maturity Ratings. She is therefore pursuing matters through the Lab’s appeal process. However, the situation might take time to resolve, leaving her with a problem in meeting her tier, as she goes on to explain:

My marketplace store, which is still online, funnels all profit into the Teager account, to which I have no access. That means I CANNOT withdraw any money from purchases made on marketplace right now and I CANNOT place those funds towards the preservation of the sims.

While I argue my case, profits from my rent boxes and from all major items in my store will be forwarded to my husband’s account, agenteightysix. For now, this includes all items costing 900L or more, but I will notify you of additional items as time goes on. Please do your best to assure that any first time buyers purchase through my in world shop, not my marketplace store, so that I can funnel that money into keeping the sims running while I am without access to my account. I have also transferred all of the mall’s rental boxes to pay towards my husband’s account as well, so all payments towards mall rent boxes from this moment forward will also go towards keeping the sims running.

For further information on the situation, plus any updates from Teager, please refer to either her explanatory Facebook post  or her Facebook page timeline. I’ll also update this post and / or follow-up on it as I receive further news from Teager or agenteightysix.

Note: subsequent to this article, I received news that two other SL content creators have also received recent bans: ~ Ladies Pleasure ~, and Warm Animations. See here and here for more.

Follow-up article: Sundry thoughts on recent bans in Second Life.

Lab Chat #2: Ebbe Altberg – transcript and audio

Lab Chat #2, January 21st, 2016 - Jo Yardley, Ebbe Altberg and Saffia Widdershins
Lab Chat #2, January 21st, 2016 – Jo Yardley, Ebbe Altberg and Saffia Widdershins

Update Wednesday, January 27th: The official Lab Chat #2 video is now on-line, and is embedded at the end of this article.

Thursday, January 21st saw the  second in a series of discussions called Lab Chat, billed as “an opportunity for you to ask Lindens your questions during a live taping that will be recorded and archived for everyone to view.”

As with the first show, the session featured the Lab’s CEO, Ebbe Altberg in his alter ego of Ebbe Linden. In preparation for the recording, Second Life users were invited to ask questions about the Lab, Second Life, “Project Sansar”, etc on a forum thread.

Over 80 questions were asked, all of which were reviewed by the Lab Chat production team, and from which the list of question to put to Ebbe was drawn. The questions select were those the production team thought would be of most interest to the attending audience, or represented those questions which were asked multiple times by different people.

The following pages offer a transcript of the show’s recording session, which has been split into three parts:

  • Those questions and answers those related to Second Life
  • Those focused more on Project Sansar
  • Additional questions & audience Q&A.

The first two sections are presented in chronological order – as the questions were asked during the recording of the show. The additional questions have been grouped together (where possible) by subject matter, for ease of reference.

The Quick Links below will take you directly to each of these three sections, or to any of the individual discussion points within them. Each question / answer includes an audio extract of that question and response for those who wish to listen rather than read.

Quick Links

Concerning Second Life

Concerning Sansar

Additional Questions

Closing Comments

Note: this is not a transcript of the entire recording session. The focus is on the questions asked and responses given. Also, the audio extracts are from a recording which was cleaned-up following the show to remove repetitions, pauses, trailing comments which otherwise break the flow / context of replies. However, no attempt has been made to editorialise or in any way alter the context of any response given to questions.