Friday, July 24, 2009
RFL Walk: The Really Wild West Exhibit
By Bixyl Shuftan
With so many exhibits on the Relay for Life walk, there just isn’t the time and space to write in detail on each of them. But I did get a sneak peak at one, the “Really Wild West” by the Passionate Redheads.
The exhibit was set in the Old West themed area of the Relay for Life Walk in the southwest corner of the RFL Endure sim (the other west sim was RFL Courage just to the east), the road just on the edge of the RFL Advocacy sim to the south. The place looked like it was set in some mountainous desert, with Native American music in the background. Just behind and to the right of the sign over the entrance was the main building, a two-story adobe structure that served partially as a store, offering a number of items for sale for charity. But the place also had some messages of inspiration. Nearby next to the road were some whimsical “Armadillo Crossing” signs, with armadillo nearby.
Paths and bridges helped one up the mountains. One could walk around to the various sights, but there were also teleports to the more notable ones. There was a mine in which one could hop on a cart and ride down the tracks. There was a river rafting ride, in which one could make their way down the twisting mountain waters. There was an Indian Circle, in which one could sit on a blanket, get a drum and a stick, and beat in rhythm.
The completion of the exhibit was announced in a few group chats a couple nights before the Relay for Life Walk officially started. People headed over, gathering at the adobe building, and having a party around the hot tub. When this reporter checked a few days after the Linden lease ended on Tuesday, it was still up.
Most of the work on the exhibit was done by Lomgren Smalls. Of the theme of the exhibit, “We found out we were on the ‘western’ themed sim already,” he explained, “I thought blending in with what was already there was a good idea.” Others had told me Lomgren had spent so much time on the place, he got only a few nights sleep in the days just before it was finished, “If you count actual hours ... I put in around a day, to a day and a half of work. Others did more as well, with the river, the detailing, the plants, etc. If you count real-life time... it was done in... 4-5 days.” Of the various attractions, “We all contributed toward the ideas. Daaneth loved the mine idea. We were all just spouting out ideas quickly.” Lomgren had no idea how many stepped off the track to look around, but he had a good idea what they felt, “Everyone's loved it.” Although pleased to hear it was still up, he felt it wouldn’t me much longer before it would vanish into the blue, “Anything after (Tuesday) is a bonus.” Despite the temporary results, Lomgren was still happy to have built the place, “That Relay is awesome, and more people should try to get involved. And that building it was fun, if exhausting.”
For his work, the Passionate Readheads awarded him, along with Dusk Griswold, the first Annual Fimi Awards, named after the late Artistic Fimicloud.
On July 21, Daaneth Kivioq announced the Passionate Redheads had raised 2,425,968 L, or over $9,300.
Bixyl Shuftan
Addition: This would be the first Relay track camp of the Passionate Redheads team I would see. It was part of a great introduction for me to the Redheads. The team would do other exhibits in the future, but this was among the most detailed and interactive by it. Despite all of Lomgen's work, and that of those helping him such as Alleara Snoodle, he never did win an official Relay award for the build. Sadly, the team would fold in 2013, but many of the members would come together again under a new team: the Sunbeamers.
Tuesday, September 9, 2008
Emilin Nakamori’s Physical Machines
I was in Second Life Friday night when I got an IM from someone, an Emilin Nakamori, “Good evening :) I believe I may have a story that your newspaper may be interested in.” She told me she had made a machine in Second Life that moved without the need for scripts, “specifically, a weight-driven pendulum clock escapement (an escapement keeps the pendulum swinging).” Curious, I chatted with her for a few minutes via IM before heading to where she told me she was, in the sandbox in the Whitmyre sim.
What she told me sounded familiar, and it was. I had met her at her exhibit during SL5B at her exhibit just across the path from the newspaper’s (Events June 27). Meeting her again, I came across a dark-haired lady wearing a Victorian dress with a necktie and Steampunk-style glasses on her head. We greeted one another, her having added a laptop with a Victorian look to her typing animation. Bringing up our last encounter, she told me, ”Oh, the gear demonstrator I had at the SL5B was driven by a script; the excapement is entirely mechanical. I had to set up a pendulum and time its movement to find the proper length here. I apparently got it wrong nonetheless; Sidewinder Linden said I probably didn't make allowances for time dilation :P ... It’s performance is unfortunately erratic; Sidewinder Linden could not offer a possible reason, but, as the saying goes, ‘The wonder of a dancing bear is not how gracefully it dances, but that it dances at all.’ ;) “
She then rezzed the pendulum machine, which slowly went in motion, “Theoretically, that pendulum should have a period of 6 seconds; the mechanism pushes it into a faster period, however.” She had been working on it since late June, and still had to have it assisted by a script. She rezzed another machine, “That is the mechanical clock movement I have worked up; I need to find a constant supply of power to mate the escapement to the movement to have a complete mechanical clock.” She had heard of sailboat races driven by simulated wind in the sims, and wondered it that could be a possible power source, “if the SL ‘wind’ can move a sailboat, why not a windmill?”
Emilin went on, “I have been considering a ‘waterwheel’, which uses temporary physical prims as weights on one side of a wheel. I have a proof-of-concept...” She then rezzed a wheel and ball-dropper that dropped metallic balls on the wheel’s cups, spinning it, “As you can see, there is inertia, but it dies out very quickly.”
I asked Emilin, “Has the changing of the Second Life viewer altered the performance of your machines, as it does some AOs?” She told me, “Not that I know of. I believe Havoc 4 was a much greater factor; several people told me at the SL5B that they had tried working with gears, but they were too unstable to hold together long enough to function.”
She then mentioned another physical machine that had been well received by others, and rezzed what she called a Physical Chain Demonstrator Base, “You click on the rotating arm to start or stop its rotation. If you change the orientation of the base, the script malfunctions.” Commenting at one point, “Unfortunately, I am no scriptor; that is why I got into physical machines ... Perhaps I should have gotten fascinated by something that isn't too ephemeral to sell ;) ... Sooner (usually, alas) or later all of these machines break, even if not left running. The important thing, to me, about these machines is that they interact with the SL environment AS AN ENVIRONMENT, not as a computer program, as a script does.”
Going on, “Designing these machines is a constant juggling of a need for precision and having to allow enough space for collision avoidance, with a bit more thrown in to allow for lag. These machines use server physics time; put a few of the chain demonstrators in a sim and start them up all at once and it would probably crash the sim ;) The first version of the clock movement used 10.1ms physics time; I reduced the gear count and it fell to 5.6ms.” The then noticed one of the machines had stopped, “Foo. The clock's already broken :/ “
Emilin then mentioned, “Desmond Shang, founder of Caledon, decided he wanted me to build him a steam engine, so I made him one.” She then rezzed a piston steam engine about 25 - 30 ft high with the name “Desmond’s Folly,” “He liked the name, anyway; he decided it was too small... “ “So he wanted a more massive engine?” I asked. “Yes.” She then brought out a giant of a machine that must’ve been over a hundred feet tall, “He told me to throw it back and bring me its pappy.” “Whoah! Or the Mother of All SLengines.” I commented. Emilin grinned, “Oh, this is probably one of the largest objects ever made in SL that consists of linked parts.” I saw one of it’s two cylinders fly off, taken off my Emilin, “It DOES work better as a single-cylinder, although once it ran for about 45 minutes :)” “Well, the biggest engine like this that I've seen .... yes, I saw the second one coming apart.” “I ran into the limits of how distant parts can be and still be linked.”
At this point a Bubblesort Triskaidekaphobia walked up, “Still working on it, Emilin, or just showing it off?” “Showing this one off. Its successor is too large to move; I am going to try Rez-Foo. It has a 55m diameter piston...” “Wow! That's crazy! Where did you put it?” “3km over Saint Kitt Islands ... It's not open to the public as yet.” She then rezzed a picture of another engine, a single piston one. But the one clue to it’s *massive* size was standing on it’s wheel, “See the little black speck on the flywheel? It is I ;) ” She told is it was, “Somewhere around 100m tall; its base is 100m square. It would JUST BARELY fit into this sandbox ... Actually, it would have to be taller than 100m; the trapezoidal supports are 60m tall, on a base that is 8m thick. So it must be over 150m tall. A small skyscraper.”
Bubblesort asked if a train could be made. Emilin answered, “That is what Desmond Shang wants to do, eventually; he has someone working on scripted physical ‘steam molecules’ that would expand and contract at a set rhythm in the cylinders to push against the piston; it would have to be a multicylinder engine, though, as a flywheel is essential to keep a one-cylinder engine going past dead center, and with inertia as damped as it is in SL, a flywheel is really just a decoration.” “Could it be done without making steam like that?” “Oh, certainly; these engines here are spun by a rotation script, with the pistons and tie rods moving strictly by physics.”
Bubblesort soon left, and Emilin turned back to me, “The big engine is still going, as a single cylinder. ;) Half an hour, now.” She then told, “The main reason I would like your paper to feature this is so others can find out about it and hopefully work on it themselves; I started a group, Virtual Mechanics, for interested people. I am hoping there are people out there who will take the idea and hit the ground running with it ;) Well, the really big one is under development (basically, it doesn't work, and may never do so), but the one here has been shown to the public. ;) “
“But really,” she looked back at the first machine, “I think the escapement is the important thing, as it does not use scripts at all, yet functions.”
I thanked her, then noticed she had changed the title over her name to “Madgirl.” Being a reader of online comics, I asked her if she was a reader of “Girl Genius” by Phil Foglio. She smiled, and after talking a little about the comic, she gave me a replica of the Heterodyne trilobite emblem.
It was then that the two of us parted ways, presumably the maker of these physical machines, part science and part work of art, going back to business.
Bixyl Shuftan
* * * * *
This remains a favorite article of mine of my SL Newspaper days as I hadn't seen anything like Emilin's monster machines before, or since. She was clearly one who sought to see how far she could push the limits. I never did come across her again, but did hear she was the Winner of the June 2011 UWA 3D Art Challenge. Whereever she is now, no doubt she's staying busy.
Monday, August 4, 2008
Michi Lumin: New Luskwood Avatars In Development
Dropping by Luskwood the other day, I found a couple of changes to the place. One was that the rest poseball rug at one side of the platform had been replaced by a few beanbags and a couple couches. Next to them was a vertical chess game. On another side, a small bar had been set up, with two inside acting as bartenders.
After a while, Michi Lumin, one of the four Luskwood founders, showed up. She was not in her Lusk purple dragon avatar, but a skunkgirl avie in a top hat and a dark tomboyish outfit, "... not sure if I want to show anyone ... but, I also want to let people know that 'we're not dead, only resting.' " Michi then rezzed a picture of two avatar heads: hyenas.
Although Luskwood has made some avatars this year, they have been all of the "Bunkies" line. The older "Luskwood Creatures" company's last products were the fruit and vampire bats. Michi commented the "peanut gallery" was saying Luskwood had stopped making avatars, "we're not intending to comply with it. ... This av, the hyena, is also not the only one we're working on."
Of claims by some that the crowd at Lusk could be a little dead, Michi answered there were some upcoming changes that should help the social scene at the Luskwood tree.
Bixyl Shuftan
Friday, March 28, 2008
Real Life Businesses in Second Life
My honest opinion? Considering I am a non driver in RL I had a great deal of fun! Zipping around the tracks trying out the huge loop-the-loop on Nissan island, finding the code to get your own free car or answering the challenge of Mazda, jump the gap and keep the car :) (It took James 3 tries LOL)
From what we saw Nissan have certainly got the right idea of how to show their product to its best advantage with plenty of information and a lot of fun activities which had kept people coming to the sim even though there were no staff on hand at any time we visited, there were still avatars having fun. The only disappointment was the boxy look of the virtual model, with sculpties nowadays a better model could be constructed although the internal detail was good. Mazda also was populated and set in beautiful surroundings too. The Mazda Hakaze was also one of the best built representations we saw, although, only having a simple drive script it may have limited real drivers enjoyment.
Peugeot disappointingly were actually selling their models rather than giving them away and we were quickly bored, very much set out as a RL showroom - yes there was a road but if you wanted to see it you had to get a bike since you couldn't Rez your car to get around. All in all a disappointment they obviously had spent no time in SL and had no idea how to best use it to sell their product.
How should Real businesses set about using Second Life? Well I am no marketing expert but if you don't make it fun and give people something to do then you are unlikely to succeed. You need to provide the information in a fun and interesting way, I believe Nissan have seen the possibilities the best out of the ones we visited, closely followed by Mazda.
To an extent it's the same as browsing the Internet for information on cars, BUT its much more fun and relaxed, Why go to a stuffy showroom if you can walk on a tropical beach and and enjoy the looks of your new car at sunset?
Can Second Life be used to sell real products? I believe it can if it is done in the right way. Just don't take us all for suckers and give us some real info to go with the free models!
Dana
* * * *
Addition : Second Life was much more in the public eye than it is now, seen as the darling of the tech media, and attracting attention among those whom would ordinarily dismiss such things as "geeky." It was to the point real life businesses wondered if they could use Second Life as a means to make money. I myself saw numerous companies such as Circuit City, Manpower, IBM, and many others here. Among these were car companies.
Real life companies more often than not found Second Life a confusing
place. It didn't help that most didn't try to recruit local talent, but
try and learn and do things on their own. As James and Dana wrote, the
results were often disappointing for Second Life residents and real life
companies themselves as they didn't get the results they desired.
Eventually, the car companies would move on, leaving the Second Life
auto market to local talent.
(Bixyl Shuftan)









