The Drax Files 35: exposing the bones of Project Bento

Project Bento extends the avatar skeleton, adding a significant set of bones (e.g. 30 for the face, 30 for the hands Project Bento - extending the SL avatar skeleton
Project Bento extending the SL avatar skeleton

Project Bento is an ongoing project running as a collaboration between Linden Lab and content creators / animators to extend what is possible with the standard Second Life avatar. It’s also the subject of a series of reports and updates in this blog and, more importantly in this particular context, the subject of segment #35 of The Drax Files World Makers.

At just under 3.5 minutes in length, the segment is somewhat shorter than previous editions of World Makers, but what it lacks in time, it more than makes up for in terms of content. Anyone wishing to grasp the intent of the project, its complexity, and its collaborative nature can do no better than to sit down and watch World Makers 35.

Bento’s roots as a real project go back to around the start of 2015. The Second Life team at the Lab (which is probably larger than many people are prepared to give credit, comprising as it does product managers, engineers, designers, coders, the viewer team, etc.), periodically get together to discuss how and where they might improve Second life and offer new features.

Improvements to the avatar skeleton is one of those things that has long been requested by SL users and content creators, and thanks to work previously undertaken under-the-hood within Second Life, both within the servers and the viewer, it had, by early 2015, reached the point where it was felt it could be undertaken in a manner which would both yield a positive outcome.

Vir Linden, Senior Software Engineer at Linden Lab, and technical project lead for Bento
Vir Linden, Senior Software Engineer at Linden Lab, and technical project lead for Bento

Vir Linden has been the engineering lead in the project, which is by managed from a product perspective by Troy Linden and from an engineering standpoint by Oz Linden. It has over the months involved many from the SL team at the Lab including Aura Linden, Grumpity Linden, Dan Linden, Simon Linden, Rider Linden, and Coyot Linden, many of whom feature in the World Maker’s Video.

Perhaps most importantly of all, from a user’s perspective, is that from very early on, Bento featured – one might say almost driven – by content creators themselves, including Cathy Foil, Siddean Munro, Flea Bussy, Toady Nakamura, and Matrice Laville.

These are the people who focused on what bones should be thought about in order to extend the avatar skeleton, and who undertook a lot of the work testing ideas and feasibility, options for integration into tools already available to support avatar creation (such as Avastar, Mayastar), and so on. Several of the LDPW moles were also involved in the work, offering input and ideas based on their long-term experiences as content creators and developers.

Meetings for the project were held on a weekly basis (transitioning into the public Bento User Group meetings on Aditi once the work had reached to point of being available in a project viewer), and both Drax and I were invited along to witness the collaborative nature of the work between residents and Lab staff (although I admit, my attendance was sporadic, as the scheduled meeting time ended up being awkward for me to make in the latter part of 2015).

Bento project meetings were held in-world, allowing Lab staff and content creators / animators develop the project collaboratively.
Bento project meetings were held in-world, allowing Lab staff and content creators / animators develop the project collaboratively.

The complexity evident in Bento can be summed up in the fact that there are now 106 bones in the SL avatar skeleton, plus the original 26 collision volumes of the basic avatar, giving a total of 132 joints. These new bones include:

  • 11 extra limb bones for wings, additional arms, or extra legs.
  • 6 tail bones
  • 30 bones in the hands (all 10 fingers!)
  • 30 bones for facial expressions
  • 2 other new bones in the head for animating ears or antennae
  • 13 new attachment points associated with the new bones
Bento has huge implications for avatars of all kinds - even bunnies, as Etheria Parrott demonstrates with the facial features on this Bento Bunny . watch the video
Bento has huge implications for avatars of all kinds – even bunnies, as Etheria Parrott demonstrates with the facial features on this Bento Bunny . watch the video

Getting to this point alone took time and effort – and no small amount of testing. How many bones could the avatar realistically support within Second Life? What would be the data load placed on the simulator (allowing for a considerable amount of work the simulator used to do having been moved to the CDN service, something we’ll also be seeing more of in the future)? What happens when you get a lot of animated avatar appendages all operating in the same space?

These are just some of the questions which had to be addressed by those initially working on Bento, and are still being considered now in the more open Bento beta. Nor is it just a case of providing the bones and the options for animating them: there’s also the matter of ensuring the data relating to  bone movements, etc., can be reliably managed, tracked, communicated and visualised by both the simulator and the viewer.

All of which adds up to a complex project, but it is one seen as genuinely important by those at the Lab working on it, as Troy, Coyot, Aura, and Vir note in the video:

[Troy] The avatar is an extension of the resident. It’s an extension of their personality in a Very detailed way. [Coyot] Enabling  that imaginative element of ourselves is really important and not to be under-rated. People can go, “ah well, it’s fantasy, whatever,” but the imagination is an expression of who we really are. [Aura] By allowing avatars to have these new expressive modes, we can really increase this visual communication that people have. [Vir]  That’s going to increase the sense of presence in the 3D world.

Continue reading “The Drax Files 35: exposing the bones of Project Bento”

The Drax Files 34: life and love through Second Life

Isla Gealach
Isla Gealach

When you’re in a virtual world, it’s not just your avatar, it’s not just the storyline. It’s the furniture in the room, it’s the building around you, it’s the trees you see. That’s what makes immersion possible; that’s what i create, an environmental space.

These are the words of Isla Gealach, known throughout Second Life for her in-world brand of Cheeky Pea, which open the 34th segment of The Drax Files World Makers. But this is not simply an examination of another’s creator’s on-line life and activities in Second Life; anyone who is familiar with this outstanding series of video shorts by Draxtor Despres will know there is far more of a story to tell here.

While Isla’s creative is a focus of the segment, it shares the time very much with her physical world life, because the two share an inseparable intertwining which demonstrates that – contrary to idea that our on-line lifestyles are increasingly isolating us from the “real” (whatever that is) – there are situations and circumstances which occur every single day where people who know one another on-line are drawn closer together, and that that for some, it evolves into a relationship which spans both the virtual and the physical.

Ewan Mureaux
Ewan Mureaux

For Isla, this is clearly demonstrated in her relationship with Ewan Mureaux. Starting out as colleagues collaborating together on Second Life products, Isla designing and creating them with Ewan scripting them whilst also working on SL land deals, the two of them struck up a friendship which eventually led to a real-life meeting which evolved into a relationship spanning both the physical world and the virtual.

In some ways, their story almost sounds like an office romance, with both Isla and Ewan noting that the time they spent working together was as natural as being colleagues working together in the same environment, even if they were actually miles apart and (at that time) only seeing one another through their digital personas. Like work colleagues, they came to know one another working together and that naturally lead to spending time in-world together at social events, and so things grew between them, just as relationships naturally grow between people in any aspect of the physical world.

Given this background, both Isla and Ewan are keenly aware of how digital relationships inform us differently when compared to those occurring purely in the physical world; a fact which can lead to people reaching a greater depth with one another than might otherwise be the case. “Second Life can cut through societal constraints,” Ewan notes, “And it gets more to the heart of who you are.” Isla then adds, “You get a feel for the personality first.”

Isla's Cheeky Pea brand offers many items for house, garden and environment, and is a favourite among many SL users
Isla’s Cheeky Pea brand offers many items for house, garden and environment, and is a favourite among many SL users

It is this ability to make emotional connections which can be as genuine as anything we experience through any other medium, which Isla sees as the real power behind Second Life. It’s a view I agree with fully, because above everything else – the democratising of content, the freedom of creative expression, the myriad of things we can find to do in-world – ultimately, Second Life brings people together. It doesn’t matter if this is as friends, companions, or lovers, as couples or in groups; the platform allows us to form relationships and connections with other which are quite unique and with the power to outlast anything which might be experience through less immersive on-line social environments.

Within this broader story, we do also gain insight into what it means to be an effective successful creator in Second Life. And contrary to the hype which spread about the platform being a place of instant riches which grew up around Second Life back in 2006/7 and which did much to fuel its rapid growth, the reality is far different – as every content creator knows, and Isla encapsulates perfectly:

The illusion that I sit around in my pyjamas all day and eat cake and look at the sky and get inspiration is … not true. My job requires a lot of self-discipline, which I never thought I was capable of. I’m working from the time my daughter goes to school to the time she gets home, when i have to spend the time with her, doing her homework. Sometimes, when I’m on a deadline, I’m working until she wakes up! I don’t have that luxury of not completing things.

Second Life can greatly enrich our virtual lives and our physical lives
Second Life can greatly enrich our virtual lives and our physical lives

However, it is in the way in which Second Life has the power and ability to hugely enrich both our virtual and physical lives where this segment retains its power. Isla and Ewan’s relationship is almost a personification of the ideal that Second Life is a “shared experience” – although not at all in the manner the Lab might have imagined when applying the term to the platform.

Between them, and with Isla’s daughter, who gets to participate in the creative process as well, Isla and Ewan demonstrate very clearly home the platform can bring people together, presenting new opportunities for them to grow on both sides of the digital divide. In this, they are not unique among Second Life users, and there will be others watching this segment and identifying fully with it.

Such is the power of Second Life, that it really shouldn’t be seen as a substitute for the physical world as some who fail to understand the platform and those like it would all to quickly opt to dismiss it. The truth is that Second Life actually does more to eradicate the digital divide for many of us, allowing us free motion, from the physical to the virtual and back again, enhancing our lives in both. This is something Isla clearly understands and appreciates, as she notes in closing out the segment::

I think that in a world where virtual goods and services are becoming more and more important, we shouldn’t neglect excitement for the physical world in our kids. There are so many things you can do in your community; simple family walks, explore your town [and] its history.

At the same time, it’s not helpful to frame virtual reality as an escape. Because look, i live near Edinburgh, which is one of the most beautiful cities in the world, and I still love to go into Second Life, have fun and express my creativity. You can have a balance of both, right?

Absolutely.

Second Life presents so many ways for us to share in experiences and activities together, on both sides of the screen
Second Life presents so many ways for us to share in experiences and activities together, on both sides of the screen

Given the subject matter of the segment, The Drax Files World Makers #34 takes a slight departure from previous segments. In part, it reverts to the approach to the early shows in the series in which he appears in his digital self, asking questions and providing an initial thrust to the video. However, with this segment, we also see a very subtle shift, as digital Drax is also joined by physical Drax.

By doing this, he adds a gently underlining of the central theme to the piece, again indicating how, for many of us, our identities – physical and virtual – are one in the same, with each informing and enriching the other.

Note: apologies to subscribers who may have received multiple notices about this post, some of which may have had invalid links when clicked. WordPress SNAFU’d on me when first published, and caused additional issues when trying to correct.

The Drax Files 33: visiting the past through Second Life

Hauptmann Weydert (aka Cyberpiper
Hauptmann Weydert (aka Cyberpiper Roelefs in SL and Pit Vinandy in the physical world), the driving force behind the virtual Luxembourg work, sharing time in-world at Fort Thüngen with his daughter (image: The Drax Files World Makers)

I admit to having something of a personal bias towards The Drax Files World Makers episode #33, which premiered on Friday, October 30th, as it focuses on the work of Hauptmann Weydert (Weydert – also known as Cyberpiper Roelefs within Second Life and Pit Vinandy in the physical world) and his team and their work with the 1867 Project, which recreations elements of the City of Luxembourg as they were at a pivotal point in its history in the 19th century.

I had the pleasure of visiting Fort Thüngen, which forms a part of the project, and then touring  The Virtual Pfaffenthal alongside Hauptmann Weydert (looking resplendent in his period uniform), as we discussed the project in July 2015  – see my article Luxembourg 1867: exploring virtual history in Second Life. So to witness almost first hand through this video just how faithful a reproduction the 1867 Project presents, and gain a greater insight into the Project’s collaboration with Luxembourg City History Museum, comes as an absolute pleasure.

The Virtual Pfaffenthal; Inara Pey, July 2015, on FlickrThe Virtual Pfaffenthal, (Flickr)

Second Life and environments like it have always been recognised as having a powerful role to play in both education and historical recreation, and this is once again brought home in this segment of the World Maker’s series. In it, viewers are invited to explore the immersive, educational and creative powers inherent in the platform and to catch a glimpse of a fascinating period in European history as well, one which is in turn being shared with the general public in that city through the collaboration with City History Museum.

The immersive power of the platform is marvellously presented through footage filmed in the physical world which has been carefully matched with footage filmed in-world. These differing scenes are then beautifully transitioned between, carrying the viewer seamlessly from one to the other, visually conveying the richness of content and opportunity within the virtual in a manner no amount of narrative could convey. Kudos to Drax for both the filming in Luxembourg and the editing.

The creative power of the platform is beautifully encompassed in just 25 seconds starting at the 1:50 mark, when Pit provides a simple description of the various options for design and building, both in-world and through external tools, as he works on a part of the fort in-world.

Continue reading “The Drax Files 33: visiting the past through Second Life”

The Drax Files 32: facilitating art and machinima in Second Life

Jay Jay Jegathesan (Jayjay Zifanwe in SL) patron to the arts in Second Life and founder of the University of Western Australia's presence in Second Life
Jay Jay Jegathesan (Jayjay Zifanwe in SL) patron to the arts in Second Life and founder of the University of Western Australia’s presence in Second Life

With machinima, you are getting a glimpse into the soul of the artist. They’re not making this film so they can sell tickets at the movies. They are making this to show you who they are.

– Jayjay Jegathesan

The above statement comes at the start of The Drax Files World Makers episode 32, and perhaps perfectly encapsulates a good part of the message offered within it. It also encompasses much of what Second Life is for so many of us: a means of expressing ourselves fully and freely and without the burdens we often face in the physical world – a point Jay Jay also makes later in the film.

This segment is a slight departure from previous episodes, in that it could be said to cover two different, if related, themes. On the one hand, it offers insight into the amazing world of Second Life machinima and the ways in which the platform  offers many unique ways of artistic freedom for film-makers. On the other it is a personal look at Jay Jay’s own role within the platform, both at founder and manager of the University of Western Australia’s presence in-world and through it  a patron and champion of the arts and machinima through his in-world alter-ego, Jayjay Zifanwe.

Natascha Randt and Karima Hoisan are two of the featured machinima-makers in segment #32 of The Drax Files, their work helping to illustrate both the rich diversity of machinima films made in SL and the unique opportunities for collaboration across the world offered by the platform
Natascha Randt and Karima Hoisan are two of the featured machinima-makers in segment #32 of The Drax Files, their work helping to illustrate both the rich diversity of machinima films made in SL and the unique opportunities for collaboration across the world offered by the platform

These two threads, woven together through the UWA’s ongoing series of art and machinima challenges, make for one of the most complex pieces yet produced by Drax as a part of the World Maker series. In it, he precisely balances insight and understanding into the appeal of machinima and the creative potential Second Life offers the medium with a clearly understandable examination of Jay Jay’s and the UWA’s work in-world, presenting audiences not necessarily well-versed in Second Life with a narrative flow combining both elements into a cohesive whole.

UWA's Winthrop Clock Tower & Reflection Pond as reproduced in Second Life and a landmark frequenctly featured in UWA machinima contest entries
UWA’s Winthrop Clock Tower & Reflection Pond as reproduced in Second Life and a landmark frequently featured in UWA machinima contest entries

From Jay Jay’s opening comment, we see machinima initially framed through the UWA’s ongoing series of art and machinima competitions (such as Pursue Impossible, which is currently underway), and which serves also to underline the fact that just about every kind of film genre and type known in the physical world can be produced within the virtual – and to extremely high standards.

This richness of opportunity is further underlined with brief statements on their art by some of second Life’s top machinima makers such as Rysan Fall (long a personal favourite), with clips from films by others such as Tutsy Navarathna (ditto). Through this comments, albeit  individually brief, the audience gains a well-rounded view of machinima and its creative power and value, as well as into way so many find it so personally satisfying.

And just in case there are any doubts over machinima’s position as a genuine form or artistic and creative expression, I’d at least point to Rysan Fall’s short film Invisible City. This not only topped-out the machinima category for the Project Homeless competition sponsored by the City of Parramatta, new South Wales, it took second position overall in the competition, beating many films made solely in the physical world with its context, narrative and production quality.


Rysan Fall’s brilliant Invisible City

Art and machinima serve many purposes in Second Life, just as they do in the real world, and it is to the UWA’s credit that they have sought to embrace this as much as possible through their promotion of virtual arts – such as with their involvement in Project Homeless, as mentioned above.

Continue reading “The Drax Files 32: facilitating art and machinima in Second Life”

The Drax Files 31: digitising ethnography in Second Life

Tom Boellstorff: digital ethnographer extraordinaire - and the focus of World Makers #31
Tom Boellstorff: digital ethnographer extraordinaire – and the focus of World Makers #31

It is directly because of Tom Boellstorff‘s influence that I have tended to cease referring to what goes on the physical world as “real life” and use the term “physical world” instead – as regular readers here may have noticed. As Tom once pointed out to me, such are the complexities of our digital activities and interactions, they are in fact no less “real” than almost everything we do in the “real” world.

I mention this because Tom is the subject of episode #31 of the Drax Files World Makers, and within it, he excellently expands upon this idea. Around half-way through the segment, he focuses down onto the issue of the artificial divide that is consciously established in the mind when one employs the term “real world” to differentiate between physical world interaction and digital interactions. As he points out, given the nature of both, is one any the more “real” than the other? Not really; both have multiple levels of activity and interaction which freely encompass both.

Really, the only thing the use of the term “real” does is perhaps instil a subconscious or active bias against anything related to immersive digital space interactions. As evidence of this, we need only look back as far as  Pamela in the 8th segment of The Drax Files Radio Hour. She is openly dismissive of Second Life for a number of reasons, not the least of which is that it is “not real”.

Tom openly challenges the the use of the world "real" to differentiate between our physical world and digital world activities and interactions
Tom openly challenges the use of the world “real” to differentiate between our physical world and digital world activities and interactions

As an ethnographer and professor at the Department of Anthropology at the University of California, Irvine, Tom has devoted a solid portion of his time to digital ethnography within Second Life. He signed-up to the platform in 2004 – when, as he notes, there were only around 2,500 total users, with an average concurrency of a couple of hundred, and you could fly over every region across the grid and witness what was going on in each of them in a the space of a week.

Since then, he has studied social interactions through Second Life at length, and has written two books on the subject as a result: Coming of Age in Second Life: An Anthropologist Explores the Virtually Human, (Princeton University Press, 2008), and Ethnography and Virtual Worlds: A Handbook of Method (Princeton University Press, 2012, co-authored with Bonnie Nardi, Celia Pearce & T. L. Taylor).  So when it comes to matter of social interaction, interpersonal relationships, the exploration of self and issues of identity, Tom has a lot to say that is directly relevant to today’s world – and not just in terms of virtual spaces like Second Life.

Digital environments like Second Life are unique in the added depth of interaction, self-identity and self-awareness and presentation they offer us
Digital environments like Second Life are unique in the added depth of interaction, self-identity and self-awareness and presentation they offer us

Ethnography, be it studied in either the physical or the digital, is a huge topic to try to encapsulate in just five minutes – and it is to Tom’s credit and Draxtor’s post-production skills that so much is encompassed within the time frame, given this is a very different – and potentially (with no disrespect to the content creators generally features in the series) a lot deeper subject into which to plunge.

Thus it is that as well as an intriguing exploration as to the validity of the word “real” when applied to the digital, we get a measured look at the virtual and all it can encompass to empower us in many ways. Tom encourages us to consider the social and personal interactions we have, which can be as rich and engaging as anything we might experience elsewhere; he highlights the emotional depth offered through even the most simple of digital interactions such as texting one another; and he opens the door to much broader aspects of self and identity, such as in matters of gender. This latter aspect is beautifully underlined with a fine reference to Cecilia D’Anastasio’s Motherboard piece from April 2015, Avatar IRL (which I reviewed here).

a powerful aspect of virtual spaces like Second Life is the power they give individuals to explore matters of their own identity, including issues of gender - as explored with Veronica in Avatar IRL, touched upon visually in World Makers #31
a powerful aspect of virtual spaces like Second Life is the power they give individuals to explore matters of their own identity, including issues of gender – as explored with Veronica in Avatar IRL, touched upon visually in World Makers #31

In discussion matters of identity, there’s also a reflection on the likes of Google, Facebook and other companies who wish monetise everything they can possibly learn about us. The activities of these companies do highlight the importance of identity, and of the need for us to have a freedom to choose how we represent ourselves to the digital world.

Certainly, Second Life stands to give the lie to the idea that anonymity is “about” deception and questionable activities, as some have in the recent past have tried to project. If anything, as a Tom points out, the anonymity embodied in Second Life in terms of user-to-user interactions is a major contributor to people’s willingness to be creatively expressive, and  their ability to establish their own digital business and revenue streams.

Tom participates in, and observes, a group of us engaged in a Digital Cultures Chat
Tom participates in, and observes, a group of us engaged in a Digital Cultures Chat

This is another outstanding segment in a series which has never faltered through the 31 episodes to date deliver a relevant commentary on our digital lives and activities. It is also one that perhaps has a somewhat different audience among those outside of Second Life from past segments, highlighting as it does the extreme relevance of the platform to the likes of researchers, academics, etc. It might also, for those willing to listen, offer food for thought to businesses on the benefits of allowing us greater freedom in how we represent ourselves to one another through their platforms and services – and in allowing use to have more say in how the personal information we provide to them directly might be used.

I could prattle on, but really, Tom says everything so clearly and succinctly, that any further observations or interjections I might have are superfluous. Better to watch the segment yourself!

P.S. Tom, if you get to read this – you still owe me a round of golf! 🙂

The Drax Files 30: The Secret of success in Second Life

“When you mention Second Life to people,” Maylee Oh, the subject of segment #30 of The Drax Files World Makers says, “they picture the noob avatar from 2007. So what I do is, I show them what creative people can do today.”

There’s probably one pundit out there who may well view this as a “distorted” view of Second Life, as Maylee’s vision of creativity in the platform does not mention a certain three-letter word starting in “s” and ending in “x”. However, for the rest of us, Maylee’s words open the door to another fascinating 5-minute exploration of the creative richness Second Life offers anyone willing to set aside prejudices and simply watch.

Maylee Oh
Maylee Oh

Maylee is, without a doubt one of the more interesting success stories to come out of SL’s 12-year history. Indeed, she’s been a part of the platform’s unfolding story for eight of those 12 years, using the time to build up her brand Secret Store to become one of the leading creative lights in Second Life – and a business fully capable of supporting her in the physical world.

“I quit art school during the third year because I wanted to try something different, Maylee adds a little later in the video. “I still don’t regret [it], because Second Life is still my main income. To me, this is being successful.”

Given Maylee made this decision when just 20 years old, one cannot help but wonder how her parents reacted at the time; the idea that one’s son / daughter is pushing away a good college qualification to spend time making imaginary clothes for a “game” probably isn’t something that would have most parents jumping for joy.

In fairness to Maylee’s mother however, and as illustrated in  wonderful series of hand-drawn images in the video, she is now clearly enthusiastic about her daughter’s choice and acts very much as Maylee’s physical world promoter – even if, again as shown in the drawings, explanations of Maylee’s chosen profession does generate sideways glances from those outside of the platform who are being told her story. Nor does the very important element of physical world support end there: Maylee has also had the firm encouragement of both her best friend and her boyfriend.

Having the support of those around you is important for anyone going into business for themselves; Maylee has been blessed in her endeavours by the support and encouragement of her best friend (l) and byofriend
Having the support of those around you is important for anyone going into business for themselves; Maylee has been blessed in her endeavours by the support and encouragement of her best friend (l) and boyfriend

Another fascinating angle in this piece is the manner in which Maylee demonstrates another way in which the real and virtual can combine to present another fascinating potential – and one which Maylee has perhaps been one of the first to creatively explore. This is through her use of the platform, together with external tools to creating highly effective adverts which stand as much as a demonstration of the sheer versatility offered by Second Life for such work as they do as a vivid visual promotion of Maylee’s secret store.

The sheer creative power presented by Maylee’s ads speaks volumes; one wonders what might have been had those companies who flocked to Second Life had actually recognised the creative potential offered within the platform and leveraged it accordingly, rather than simply trying to translate their brand and goods into digital offerings. Outside of this question, Maylee’s work demonstrates how Second Life can be used to enormous effect within mixed media presentations that go well beyond “simple” advertising.

As is often the case in these segments, the show touches upon the collaborative nature of the platform, and its ability to cross social and geographic divides. In terms of collaboration, Maylee both demonstrates how she contributes to this as well as overcome much of the “secrecy” she encountered when starting-out as a content creator in SL, through the expedient of sharing her workflow on-line as well as more directly collaborating with others in her work,

“Second Life is full of creative minds and talents people,” Maylee also observes of SL’s cultural melting pot, although layer of the platform so often missed by commentators looking in from the sidelines. “Everyone has their own culture and we exchange a lot [of] feedback from all around the world.” This also links into matters of identity, which in turn loop back to people’s reaction to the idea of clothing a virtual character in a virtual world; as she points out, the clothes we choose and wear are as much a statement of our in-world identity as the avatar we use.

Identity is also far more the driving force behind Maylee’s creativity than physical world fashions – which might come as a surprise, given she lives in one of the great fashion centres of the world.

“What I enjoy about Paris is the diversity of people,” she notes. “I love to look at everyone, and everyone’s styles and identity; it keeps getting me inspired. Paris is somehow a bit like Second Life. because it’s a huge mess but it’s also full of amazing things.”

There is no reasons why our phsyical and virtual lives cannot complement one another - a point often missed by those all too eager to point to foibles and perceived failings of Second Life and its users
There is no reasons why our physical and virtual lives cannot complement one another – a point often missed by those all too eager to point to foibles and perceived failings of Second Life and its users

Once again Drax challenges perceptions of Second Life by presenting a story that is – as this continuing series of videos demonstrates – very much the “norm” for those of us engaged in the platform. Maylee is no basement dwelling individual without a “first life” as the media and SL’s critics seem to be ever-willing to believe. She is a young woman who has set-up a successful business which is generating an solid income for her and which is teaching her the fundamentals of good business practice: customer relationships, team management and so on.

Hopefully, in watching her story unfolding in these five short minutes, those from outside the platform will find Maylee’s story challenging their preconceptions on the value of virtual spaces like Second Life, and be more prepared to approach SL with a more open mind, rather than merely looking for the stereotypical memes, or those wishing to peddle them to whoever will listen.