Showing posts with label Alizarin Goldflake. Show all posts
Showing posts with label Alizarin Goldflake. Show all posts

Wednesday, September 22, 2010

Project Hope - A Garden of Hope

I was asked by Arwen Mannonen to do a small garden in a section of her Project Hope sim. I decided to ask a few other "gardeners" if they'd be willing to contribute and was gratified by their openhearted support of this project.

It's just a small garden with sound for people involved in Project Hope to sit, talk with families or friends or just be alone in beauty. I'd like to thank the following artists for their kindness and generosity in helping to make A Garden Of Hope:

Alizarin Goldflake: for her enchanting Lupine Particle Garden and Luna Moths.

Raven Haalan: for the beautiful Chimes of Privilege.

Sabrinaa Nightfire: for one of her best flowers, Daisy Dazed Dots #2.

soror Nishi: for her marvelous and wonderful Happy Tree.

Trill Zapatero: for her painting "Rebirth of the Goddess (sun-moon-lake)"



I am grateful to have such creative and generous friends in Second Life. On behalf of myself, Arwen and Project Hope, thank you. And ty Arwen for the chance to do something for others.

You can read Project Hope's Mission Statement below:

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A Guide to Project Hope

Project Hope is a public island sim privately owned by the Project Hope group, and designed for foster a healing environment for all, including the loved ones who support those on a healing journey. Please feel free to join our group: SLProject Hope

Mission Statement:

SL Project Hope was created to empower and support survivors individually and collectively. We are committed to fostering hope, opportunity, peace, and empowerment for all those who are on a healing journey. SL Project Hope provides a nurturing environment of healing, courage, and strength.

Please feel free to explore some of the places located on Project Hope.

The Meditation Cave: Located in the center of the Sim. Tucked away for you to relax and meditate or do Tai Chi.

The Affirmation Room: Located near the gallery, a round room with affirmations to lift your spirit.

The Discussion/Resource Room: Located in the treehouse near the gallery. RL and video resources and small group meeting area.

The Gallery: Located off the ice cave, a gallery of SL/RL artwork by group members.

Reiki Meditiation area: Located on the SE corner off the gallery for Reiki Meditation and classes.

A Garden of Hope: Located on the south side of the sim at the bottom of the long stairs, for a peaceful place to sit and enjoy the beauty of life.


For more assistance or if you would like to volunteer, please contact Arwen Mannonen.




Friday, August 27, 2010

The Good, the Bad and the Ugly

The Good:

Went to hear Jay Ackroyd and CW Anderson on Virtually Speaking talking about the Wikileaks story; a lively debate and discussion.

I'm happy that the story is getting attention, despite the dog-and-pony shows of salmonella, Obama's birth certificate, the latest act-tress going to jail for being drunk and other ass-sordid magician's media trix designed to distract you from what the right hand is doing ("I said the left hand's diddlin' now... while the right hand goes to work")

'State of Mind', my installation about the politics and propaganda of information, will reopen as a benefit for Wikileaks on Sept. 12 ("What comes after 9/11?") on BORDC (Bill of Rights Defense Committee) land at the 4 Bridges sim.

Regarding propaganda, states of mind and journalism in general, why isn't this story being picked up by major media?

* * * * * * * * * * * * *

More fantastic artwork is on display for the last monthly round of the UWA 3D Art & Design Challenge, including a very atmospheric and haunting piece by Nish Mip, nessuno Myoo's evocative 'As An Angel In Search Of Colors', Ub Yifu's 'Picasso - Don Quixote', Bignorrs Barbos' lovely War of the Worlds spidercraft, Eliza Weirwight's enchanting musical box, soror Nishi's pretty and friendly dragon and... and... and... go see for yourself!

SLurl: UWA 3D Art and Design Challenge


* * * * * * * * * * * * *


Alizarin Goldflake threw a lovely Summer Garden Party Tuesday in a build designed to show sim builders how her artwork/installations can be used to create a magical environment. All the elements of the build worked together to bring a sense of peace and reflection to the viewer/inhabitants... and many there were! Old friends and admirers turned out to enjoy Ali's work and my own humble attempt at dancing geisha (photo courtesy of Corcosman Voom). Despite the transient interruption in the flow engendered by an ill-tempered child, the event was a marvelous melange of beauty, peace and friendship.



* * * * * * * * * * * * *

The Bad:


Emeraldgate: *sigh* when Emerald was released, I listened to some well-respected coders, not slamming but questioning, some of the code in the browser; on the strength of that information and those recommendations I didn't use Emerald, despite all the wonderful things being said about it.

Well, this past weekend a volcano erupted surrounding the browser; you can read alllllll about it (several hours worth) and make up your own mind regarding the charges, accusations, obfuscations and cast of characters by clicking the link above (just follow the money links). Suffice it to say, until there is total transparency in the code, I won't be using it.


* * * * * * * * * * * * *

Inworldz was hit Tuesday night/Wednesday morning by a botnet which took down the grid there. The contrast in the LL Boy's approach and IWs showed in the immediate appearance of Elenia Llewellyn on the Inworldz forums, giving us continual progress updates and Legion Hienrichs and Tranquillity Dexler working feverishly to restore the grid. This is the kind of support of the community that LL would be wise to pay attention to if they really wanted SL to succeed.

I'm happy to wait for services; being intimate with the web, the net and computer technology, I do understand that things happen. What I do not understand is a lame, lacking and arrogant response to such problems. The Inworldz Team shows how it can be done. Kudos and props to that crew for their continued hard work and most of all, for their contact with their userbase.


On another hand... hey botnet feebs: attacking Inworldz is like running over a kitten in a Cadillac; no skillz need apply. You want me to admire yer dastardly ch0pz? Hack mil.net or something really hard. Until then, yer small potatos. Any monkey or toddler can break a thing.

On the same note, users: Disable i-frames in your browser; CompSec 101. That would have saved you from Emeraldgate, among other things.



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The Ugly:

'nuff said.

Wednesday, November 11, 2009

Interactive - The Vanishing

Interactive is open, so now I can talk about it. Without giving too many clues and hints, I'd like to write a bit about the project, give my thoughts about the creation process and the underlying structure.



Arrival

When you arrive, you arrive in a replica of the Second Life Help Island, almost the first place any noobie arrives after the tutorial (that is, if they aren't an alt). You are given an opportunity to choose your shape and gender just like in the tutorial. You are also given some nice freebie clothes to begin your adventure. Continuing down the path, you are introduced to the storyline... and then you encounter my Maze.



The Maze

I have had many comments on this structure, so I will explain not only about the Maze itself, but about the meaning behind it.

When you approach the Maze, you see several things: the "sculpture" of translucent columns on the roof, the opening of the Maze featuring the very platform you just stepped off of and a series of footprints.

The Maze was designed as a microcosm of the Second Life experience, particularly that of a noobie. It's hard to cam around in. The "artwork" on the rising columns are photos from SL itself, the most common first exposure to this world: Freebies... Free Lindens... Free Sex...

Kinda dull isn't it? It's supposed to be. Because at first login, SL looks bland, dated, boring; it's difficult to use the cam, lousy textures... we all know this. But we fool ourselves into forgetting it.

The decor on the walls and floor should be a huge clue: stylized computer circuits and motherboards. The artwork is what you encountered countless times when first finding your way around SL. You see "Dating" and "Shopping" and "Dance Party!" and "Camping" and... all the dull, stupid, surface-level AOL-chatroom type junk that makes the casual sampler say, "ooo this is fun for like, two days ok i'm outta here gotta go play WoW." In the words of one avatar, "I've played a lot of games, so when I first logged on I was like what is this BS?"

Here's the words of one reviewer -


"People just don't have that kind of patience in SL. 99% of the time, "art lovers" are looking to be entertained and also to experience fantastic visuals, so when presented with an obstacle at the very beginning of a sim-wide show, and unless they know you and don't want to disappoint you, they are just going to TP out, or fly past it or..."

or LOG OFF AND GO PLAY WOW. Yep. And that is the heart of the matter we are addressing in Interactive.

[btw - First day opening: 120 unique visitors - Average time of stay: 2 hours - Longest time of stay: 5 hrs - Minimal time of visit: 70 minutes - Repeats: 62 separate avatars. Most positive feedback: from the mother of an autistic child who was ecstatic over the "game." Most negative feedback: "I am going to have to come back several times; there is so much to explore here!" (from many avatars)]



The Environment

I was helping to create and creating in the grandmothers of Second Life in 1996-1999 [ Alphaworld and Black Sun, among others] and come from a huge RP and gaming background. The VR worlds sprang from this background, so don't be so fast to discount it. When interest flagged in virtual worlds, it was the game community that held the line and was most instrumental in the progress of 3D virtual spaces and environments. And through the game worlds and the role-playing community the concept of a living world, a digital universe, was expanded and knitted together and grown. If you don't believe this, you don't know the history of digital worlds.

The first worlds were extremely interactive, as are many game worlds. They were not passive worlds. Everything was new. What most people think of as "SL" stuff was present 13 years ago: changing visuals on "prim surfaces," audio sounds linked to spaces and objects, even primitive video feeds; web page links were quite common; the entire space was loaded with tie-ins and cross-referencing and information transmission. This was the promise of VR (virtual reality); not to mimic some terrestrial billboard or gallery presentation but to transcend it, using the strengths and peculiarities of this new medium. After all, the strength and uniqueness of the network is in its' cross-connections and routing.

Remember, this is not a physical world where you might be surrounded by randomness and accidental object left by the passage of years or 10,000 people - every single element you see on a computer monitor has been deliberately crafted and placed. There are no "insignificant" elements. Objects and textures have been painstakingly placed, either to assist the storyline, provide sensual feedback, confirmation, stimulation or atmosphere. The making and positioning of them has taken many hours of work.

So when you encounter something in such a digital reality, the first thing you need to do is the exact same thing you do when visiting a new city or environment: pay attention! Look around! (er, that is if mutant alien beings or zombies aren't shooting at you).




Back To The Maze

At the very beginning of the Maze is a series of footprints. Hmmm. If this was a mystery (and we tell you it is at the very beginning), such footprints would be a glaring, nay, hackneyed and obvious clue. Since this is Second Life, and in SL many things react to you, you'd probably want to CLICK THEM.

Or, if you didn't, and you went through the Maze with only surface attention, impatient to get through it and get to something else without regarding the Maze as a work of art, to be pondered and thought about... you'd exit at the rear by the (relatively simple) pathway. At that point, if you were actively engaged in the artwork, you'd notice that the footprints changed color. You'd probably investigate them for sure at that point. You might find something quite helpful also.

At another point in the Maze, you can go down a hallway that has a transparent wall in it, which shows you a space beyond the wall, with a rather pointed sign on the wall, almost a "hey silly!" clue to remind you of where you are... and what you are doing. Both audio and chat feedback (along with the ever-helpful Mysterious Footprints) will give you some hints, but it is your own willingness to engage yourself which will help you out best (this is a rather good approach to use with any artwork).

If you, however, pay minimal attention to where you are and to the fact that this is an art installation called "Interactive" and not a movie or a walk in some sunny virtual park with birdies tweeting merrily amidst golden (laggy) sunbeams, you will eventually find a hallway with representative works of the collaboration's artists that leads to a treasure room filled with fun interactive toys and artwork. Most importantly, you will find the first Journal, which will give you the full backstory and provide other clues for the continuation of your adventure. Since it is titled "Vol. I" you'd naturally assume there is a Vol. II...


If you elect to skip the Maze as somehow being insignificant, you can always follow the footprints that lead up a slanted door at the entrance to the roof and wander amidst the columns of light... which will then sing due to your presence. This may provide some clue to you that things possibly might not be what they seem, and it would be helpful to start thinking about what you are doing and what the point of the installation is...

The roof of the Maze also makes a moving sculpture based on the movements of people inside the Maze. Those inside the Maze cannot see the sculpture but an outside observer can. The roof also sings better when several people join in to play, reinforcing the idea that interaction and collaboration produces fun and interesting effects.



Reflections and Metaphors

You might also want to take a sharp look around after exiting the Maze by either Way before you ascend the path. The seemingly-scenic Well by FreeWee Ling should jolt your brain into considering its message of reflection and depth.

The same "wandering around" metaphor of the Maze is reflected in Ali's Forest area, although in this case Ali has opened the area up and provided you with a taste of the mystery and enchantment that is possible in SL by digging and going a little further along the road of exploration. Such exploration is an active process, not a passive viewing.

[When you first come to SL, it may take you some time of wading through DJ clubs and acres of faux-townhouses before you encounter something like "The Far Away" by AM Radio or a work by Adam Ramona, Glyph Graves, White Lebed or... Alizarin Goldflake]

Around the path, a small offshoot leads to a mysterious house. Prominently displayed on the wall over an altar/shrine, is a picture of a guru. Interacting with this guru will provide you with a glaring and major clue, as will interacting with the simple-seeming wooden block hovering outside and the hilariously-funny Twister board by FreeWee, who also helpfully provides a heavy wake-up call along the path to the forest *laughing*

If you merely view it... it might not seem so interesting, in the same way a book seems a pretty dull thing - two pasteboard covers enclosing a mass of crushed and pressed wood pulp stained with ink. Without opening the book, you have no idea what is inside: the mind-numbing and lulling bodice-ripping prose of Danielle Steel or the electrifying and stimulating mirrors of James Joyce.



Engagement


Interaction up until this point has been mostly up to the traveler and many elements will react to the mere passing or proximity of the viewer, leaving deeper and more meaningful displays hidden or unremarked unless actively engaged. But past the forest and the Cabaret is a crossroads: three paths diverge. One goes high, one low, the other straight on. The traveler is confronted by the first forced choice of pathways in the installation and must choose.

This is the midway point in the adventure and a comment on Second Life and VR worlds in particular; if one is not to remain a passive consumer of stimuli, reducing the metaverse to just another television show or eye-candy billboard, one must participate in choices, and not just of what outfit to buy or what shoes to wear. Treating the metaverse in this way is a reduction and a lessening of the potential inherent in the medium. This is not a duplication of physical reality in clever pixels: the metaverse is a new universe and needs to be treated as such.



Crossroads

From this Crossroads, the "action" speeds up and many more opportunities are presented to the traveler to actively participate in jostling, touching, acting upon and changing the environment and thus their perception of themselves as a mere sightseer to one of an active intelligence investigating and manipulating the surrounding environment.
The metaphor of virtual reality is underscored and emphasised.


Artistides' SeaDome demands you make the effort to find a way in (and a way out) and her Musician's Chair exposes you as a Creator. FreeWee's Tower provides you with a choice that can have grave consequences and her marvelous miniature village, with Art Laxness' gigantic figures peering over the surrounding mountains while you play god to the little people show you the microcosm again - worlds within worlds. Such is the metaverse.

Almost everything in the undersea Mine will react to the presence of the traveler. Many more things will give the traveler storybook clues as to hir real situation: one may enter a picture, give permission to be loved by a giant, gain a magic storied sword, have a gumball, be Venus for a photo-op. Shakespeare floats in the depths just out of reach; the Playwright's presence is revealed. The typical questions of noobs float over your head, reminding you that you are in Second Life, not under the sea.



Apotheosis

At the end of the ocean plain, James Bond, Man of Adventure, guards the Intake Pipe of Lollito's Factory, sucking the traveler up into the machinery of the build. At the top landing, one may still choose the tourists' life, sitting for a picnic, going fishing with a rather apologetic avatar or talking to the seals and the teddy bear... "Tra la la," as David Bowie playing Jareth in 'The Labyrinth' would say.

If one continues into the (square) Factory, s/he may sit in the Controller's Chair (echoes of "The Wizard Of Oz") and wreak havoc among the machinery. A hidden (but clearly marked) Open Sesame (fairytale) door leads to a passageway beneath the sim (surface) to an Alice In Wonderland (storybook) room. A bed in the room transports the traveler into the Dream, which reveales the Dream Master (puppetmaster) pulling the strings (the reflection of Shakespeare in the depths of the sea). The ascending stairway echoes the moving barrier walls of the Maze, but this time the prims are stable and lead not into conflicting passageways but circle the Dream Master (recalling the circular structure of the Forest and the very beginning Welcome Area) and lead upward to the final destination. The Square has become the Circle.




Dénouement

A magical sphere takes the traveler on a god-like ride high above the sim, tethered to a star. The sim is shown as what it truly is: a small island in a sea of emptiness; a self-contained story consisting of "chapters" and "characters" made up of "prims" which are actually made up of data - representations of code given form on a computer screen by the shifting of light on a computer monitor.

At the end of this ride, the traveler is deposited in a giant sphere (echoing FreeWee's little snowglobe in the Maze's treasure room) filled with the true treasures of Second Life (and the metaverse) - links to groups, information, artworks; people, places and activities to interact with. The End Game Sphere (gumball) is the higher reflection of the humble Maze which began the traveler's journey and also provides the final clue and resolution of our story. All is revealed - the artists themselves, the final Journal, the story structure. Our main point of engagement is made clear:

A virtual world is a world indeed, and a living world demands participation and interaction. Virtual reality is not "television in 3d" where you are a passive consumer of what is presented to you; the possibilities for significant interaction and choice are wide-open and only wait for your hand to wield a creator's brush and reveal yourself as Artist and Playwright.



"If we shadows have offended,
Think but this, and all is mended,
That you have but slumber'd here
While these visions did appear.
And this weak and idle theme,
No more yielding but a dream,
Gentles, do not reprehend:
if you pardon, we will mend:
And, as I am an honest Puck,
If we have unearned luck
Now to 'scape the serpent's tongue,
We will make amends ere long;
Else the Puck a liar call;
So, good night unto you all.
Give me your hands, if we be friends,
And Robin shall restore amends."

- William Shakespeare, "A Midsummer Night's Dream"

^_^

Saturday, November 7, 2009

The Vanishing - An Interactive Collaboration




The Vanishing - Grand Opening Sunday, Nov. 8 @1pmSLT

A Noob enters the virtual world and vanishes... it is up to you to find the clues to hir disappearance and determine hir fate...

A major collaborative work months in the making, Interactive is a sim-wide adventure-story engaging sight, sound and touch, leading the explorer through many areas and types of interaction with the virtual world. The Vanishing explores the role that interaction plays in a virtual environment, presented as a story and allegory of how we all began in Second Life.

You are encouraged and required to INTERACT! The overall design discourages mere passive viewing and is designed to place YOU in the central role of the story. Along the way you will meet with mystery, danger, thoughtful situations, sublime beauty, humorous engagements, dancing, musical structures and treasures.

Can you solve the mystery of the missing Noob?

Caerleon artists Alizarin Goldflake, Artistide Despres, FreeWee Ling, Lollito Larkham, Mencius Watts, Miso Susanowa, Pete Jiminy and Pixels Sideways, with contributions by Art Laxness, Artemiss Luminos, Cae Sands, Feathers Boa, Goose Wycliffe, Kolor Fall, Physeter Nicholls, Sabrinaa Nightfire & Thoth Jantzen unite to present this journey through the possibilities of virtual reality.

URL: Koinup Storyboard


You can also take a look at the Journals I made to be found within the sim and maybe get some clues...


Have fun! ^_^