Showing posts with label Maya Paris. Show all posts
Showing posts with label Maya Paris. Show all posts

20 April 2014

"Sauce" by Maya Paris

Contrary to popular belief, Second Life is not a dating site. A lot of people use it as one, but that's not actually what it is. I should know, I've been on Match.com com since forever, and I promise you, you can't build anything there and the fashion sense is less, um, exuberant. But because so many people use Second Life for hooking up, it makes perfect sense that the satirical Second Life artist Maya Paris has created an installation about personal ads, called Sauce: This Time It's Personal.

In her inimitable way, Maya pokes fun at our desperate and sometimes ridiculous efforts to find Someone, so frantically pursued in both the physical and the virtual worlds. Sometimes one just has to laugh at what we do; Sauce is one of those times. The installation has five areas:

"Sauce Factor," where you can try your luck to see just what sort of lover you are (NB -- I don't know what a gobby lover is, and I don't think I want to know):

"Sauce Factor," in Maya Paris's Sauce


The "Saucy Science Lab," where you can learn all about the science of sexual attraction:

"Saucy Science," in Maya Paris's Sauce
(Full disclosure: Maya tells me I'm to blame for one part of the lab; what can I say, whenever I meet Maya, sparks fly, as Francis Picabia can attest.)


"Dr Mildred's Modern Love Bureau," where you'll come across cases of (I think) actual British self-deprecating personal ads (one-liners, probably from the Age of Printed Newspapers), and you'll get very saucy with someone:

"Dr Mildred's Modern Love Bureau" in Maya Paris's Sauce


"The One," where truly, you will find The One (well, possibly two who are The One), and have a ball with him/her/it/them -- but first you have to have a blast:

Entry to "The One," in Maya Paris's Sauce


And finally, the secret seaside resort "Sauce Lido" (groaner pun), where there are lots of fun things to do, including driving around the pool in a beach chair, launching fireworks, throwing a tantrum, taking a very invigorating train ride, and laying about with a whole lotta fish and chips.

"Sauce Lido," in Maya Paris's Sauce

Maya has an obsession with food, usually fruit and fried eggs, but in Sauce the main one is that famous British comfort food, fish and chips. Why this time she's obsessed with fish and chips, I don't know. Maybe it's because fish and chips have a special sauce known as "vinegar," which tells you a lot about British love lives. Maybe fish and chips are a British aphrodisiac. Maybe vinegar is the British version of Love Potion #9 (which Sauce alludes to). Brits are strange.

Maya provides her usual array of fun gifts and an avatar -- all perfect for Date Night.

A number of elements in Sauce involve two people, so I strongly recommend that you see Sauce with a friend. Preferably a friend who likes you.

SLURL for Sauce: http://maps.secondlife.com/secondlife/LEA25/36/176/1801

30 October 2011

"The Path": the ascent beckons

The Path is a collaborative installation organized by Bryn Oh, with Colin Fizgig, Marcus Inkpen, Desdemona Enfield & Douglas Story, Maya Paris, Claudia222 Jewell, Scottius Polke, and Rose Borchovski, working on one of the new sims provided by the Linden Endowment for the Arts (LEA). Taking a break from trying to kill people (Anna's Many Murders, Family Unit) or turning them into target practice (the Avatar Games), Bryn created a scene, and one by one each artist in turn created the subsequent scene and then passed the storyline on to the next artist, an approach to storytelling called an "exquisite corpse" and sometimes used by the Surrealists.
 
The story follows the explorations of The Inventor, who looks like Salvador Dali.** To teleport from each scene to the next, one must find the inventor's head (sometimes you must find the correct head). [Click photos to enlarge.]

Just how The Inventor is an inventor isn't altogether clear: the first scene occurs in his lab (it looks more like a study), where it seems he's primarily engaged in collecting dead specimens, including a grotesque fetus in a jar (which might not be dead). Inventions there are, but they seem neglected or at best, things of his past. The lab is unkempt and in disrepair. There are broken display cases and other equipment. Water either dripping from a slow pipe leak or seeping in from outside has covered the floor with a couple inches of water. Everything speaks of inattention. The Inventor seems to have abandoned everything to its fate. A voice tells us the beginning of the story about an impoverished inventor with a lazy eye.

Scene 1: Bryn Oh

A large hole opens up in one of the walls, with light streaming out. The Inventor climbs up to examine it. It is a portal. He enters. He finds himself in a large space full of holes, dominated by the huge face of The Overseer, who peers through three sets of pince-nez to examine The Inventor, now a specimen himself (albeit a live one). Everywhere there are windows at crazy angles, looking out upon other places, other scenes -- including one with The Inventor and The Overseer, but now at similar proportions, and one opening onto the very scene we're standing in.

Scene 2: Colin Fizgig

The Inventor leaps through one of the portals and finds himself in an austere old hotel (or perhaps office building?), with several long hallways extending outwards; they feel almost infinite, and infinitely closed, as every door (but one) is locked. The Overseer is talking with a repairman called The Doozer ("Fraggle Rock," anyone??) and tries to remind The Inventor of the key in his pocket. The Doozer wryly remarks, "He never remembers."

Scene 3: Markus Inkpen

One of the doors is a portal leading to placeless white space where we follow the key the next scene, where a swarm of spheres surround you, swooping in with an electronic hum like science fiction alien beings. A voice urges you to click them into order to remove them, but more take their place. They contain images, which constantly transform. The voice also remarks on some of images that well up in the spheres.

Scene 4: Douglas Story & Desdemona Enfield

From there we land in a more placid but decidedly not safer realm, ruled over by enormous mechanical spiders with boxlike bodies and a strong dedication to optometry. Beware what you click on. In typically cheeky Maya Paris style, there are brain-warping surprises, such as a barrage of fried eggs. You'll need a wash after that. But think twice about getting one.

Scene 5: Maya Paris

We were slyly warned of this place in the previous scene: the voice sometimes describes the images in the spheres, and observes of one, "A spider safe? Now that's a secure web site!" (That's one of the most dreadful puns I've heard in SL -- below even my own wretched standards. I'm pretty certain Doug is to blame. Or maybe he and Maya cooked it up together. Appalling. I'm so jealous. [EDIT: I have it from a knowledgeable source that the culprit was actually Desde. The source is Doug, so I have my doubts.])

We next find ourselves in an astonishing landscape dominated by a small city of turrets and death's-head plants; in the bay reside giant fish. The city is simultaneously disturbing because of the death's-heads, and utterly wondrous.  Like virtually all of Claudia's work, the city has an organic quality; it feels like it might be alive, indeed the death's-head flowers do as well.  Flores, flores por los muertos.

Scene 6: Claudia222 Jewell

The next stop along the path is another lab ... but this time, it looms over us in gigantic proportions, with The Inventor's face peering onto the beaker and its experiment. The scene is far more dimly lit than most of Scotti's work, but there are still a couple of little jokes: the 64 megaliter beaker was made in the L.E.A., and there are bottles of "foraminifers" scattered about -- foraminifera being a type of plankton called "hole bearers," recalling the space of holes in Scene 2. (Thank you, Wikipedia.)

Scene 7: Scottius Polke

At last we reach the final scene, the most surreal of all. On a sky platform, hundreds of eyeballs reach up like a wave over a suspended, somewhat disassembled figure of The Inventor. Other eyeballs have arms and legs, and a couple of eyeballs follow you around. A Susa Bubble, mustachioed like a Dali, holds another figure of The Inventor like a dolly. In a sort of well, there are beds with numbers on them; one will take you back to the start. Figures from previous scenes, like The Overseer, The Doozer, spiders and some fish, are pinned to some beds a bit like specimens. On another is a suitcase, a pair of red shoes, and a note to remind us that "There's no place like home": is The Inventor, like Dorothy in The Wizard of Oz, in reality asleep? Underneath, holding up the platform is a huge eyeball, with skeleton legs (one ringed with a key) standing on yet another eyeball. The well is in fact inside this eye. Far below is yet another eye and bed, accompanied by a pig.

Scene 8: Rose Borchovski

Artistic collaborations don't always work. Every part needs to be pretty good, which even selecting good artists can't guarantee. Also sometimes the artists just work completely on their own, rather than build a collective whole. Frankly, I came to see The Path with doubts about the project.

But ... taken as a whole The Path is truly a success. First, each scene works very well on its own, and some are outright superb. The starting scene is filled with classic Bryn Oh imagery, but its core purpose is to provide a launching point for a story, and it does that well. I wasn't acquainted with Colin's work (at least to my knowledge), and his scene is wonderfully disorienting. The only previous piece I know by Marcus (for the Shanghai World Expo) didn't engage me, but this one is far more dynamic in the way it draws one's eyes down the corridors. Doug & Desde's swarm of spheres are nightmarish yet tinged with the secretive magic of the crystal ball. Maya maintains her trademark wit and penchant for practical jokes, this time mixed with a bit of the sinister. Claudia's scene is breathtaking -- literally. Scotti's colossal lab is scary but also makes you feel like a little kid on an adventure. And Rose's scene is deep in strangest dreamland. The only markedly weak element is the voiceover storyteller. It contributes to Colin's scene, but its presence is unnecessary and slightly patronizing in the opening scene, and annoying in Doug & Desde's (although I suppose necessary so that visitors know they should click the spheres); fortunately that's the last time we hear it. From then on, with no voiceover to force a interpretation, we are left to our imaginations, and The Path becomes the better for it.

The strongest element, however, is how the scenes link together. As hinted above, some scenes contain images foreshadowing later scenes. A few of Colin's windows open onto upcoming scenes (and even look recursively out upon his own scene). The images in Doug & Desde's crystal balls all foretell places to come. There are eyeballs and eyeglasses aplenty in various scenes. There's even an inconspicuous foretoken in Bryn's scene: a normal-sized version of Scotti's gargantuan beaker. Rose's scene in turn recalls the previous ones. These echoes and foreshadows create a vital coherence.

The Path bears comparison with Dekka Raymaker's excellent We Are Not In The World from about a year ago (as it happens, one of Bryn's Ten Best Builds in 2010), in which a inventor has vanished, leaving various clues behind that show he was looking for an entry into some other dimension; eventually you discover the portal where he departed into some fantastical world, but you can't follow him, wherever he is now. The Path instead provides no explanation for the portal, and the story for us is in where he travels after entering it.

For some reason lately William Carlos Williams's poem The Descent has been on my mind, particularly its opening lines:

          The descent beckons
                        as the ascent beckoned.                 
                                         Memory is a kind      
          of accomplishment,                          
                        a sort of renewal
                                         even
          an initiation [...]

His better days behind him, Williams meditates on what memory now offers. The Inventor's better days seem to be behind him too. But as the images foreshadowing subsequent scenes show, The Path's temporal element is not memory, but futurity. As if to say: at the end, there may be new beginnings.


**Last year I revealed that Bryn's RL identity is Salvador Dali, or Dali 2.0, so I take this artistic decision as either a coy exercise in self-referentiality, or a thoroughly improbable demonstration that even the most minor critic may affect art. Or maybe Bryn's just messing with me. Or it has nothing to do with me. No, that's not possible ... is it?

16 April 2011

Maya Paris and Oberon Onmura at Split Screen: Some Thoughts

The two current installations at Split Screen, Maya Paris's "Mind the Gap" and Oberon Onmura's "Second Pool," are connected in physical, interactive, and tonal ways. This is not to say that they are similar works, but that they create a balance, maybe even a sense of completeness.

Most of the physical links are visual or structural. The obvious one is that they both use large pools of water (Oberon's is square, Maya's circular), where much -- or in Oberon's case, most -- of the build is located. There is also a commonality in their use of underwater lights around their walls. The two installations actually have a bridge between them, and a shared landing point; previous builds at Split Screen were more discrete, with separate landing points and a TP for transit. They are quasi-physically connected as well: there is a "tunnel" using a TP between them.* And in a more directly interactive relationship, if you closely watch the wing of Maya's giant dandelion seed that somewhat overhangs Oberon's build, you'll see that when a shaft of light bursts from the water of "Second Pool," a pin in the wing turns briefly blue.

The pool of "Second Pool" is unmistakably urban: a square structure surrounded by park benches, with underwater lights around its perimeter and grilles on the pool floor emitting gasses. There's even a corner fenced off surrounding a dug out area into which some sort of outlet pipe. Strange fish or eels come out of that pipe. But ... what are they doing there? If you bump into one, they'll knock you out of the way, sometimes with quite a wallop: occasionally people have been knocked out of the sim entirely. No city park would permit such creatures. But they aren't aggressive. People have stood on the pool bottom for half an hour or more and never been touched. And where are the fish-eels going? They all swim toward the other side of the pool. Some die in the process; others burrow into the sand, to be seen no more. I don't think any actually reach their destination, whatever it is. One can ask similar questions about the balls and bolts of light that suddenly appear in the water, and the flattish white or light green blob creatures that skim about just under the surface of the water, and sometimes take off en masse into the air, going ... somewhere. The large, rectilinear, translucent "seaweed," which one might at first view as urban public art, begins to look increasingly alien. Has our city been colonized by species from afar, or are we on some other world entirely? But for all its burgeoning strangeness, this pool is at heart a calm, contemplative place.

Perhaps contemplation is not what some would seek in a work by Maya Paris. Whereas "Second Pool" departs from quotidian life, "Mind the Gap" takes pleasure in the most ordinary of things, that common but magnificent weed, the dandelion. Oh, and dunking people into water. And wearing amazing hats. While we're at it, also from floating in the air, though in RL that tends to be metaphoric. There's also a light touch of punning satire, as the words "Off [with their] heads" bursting from some dandelion globes allude to both blowing away dandelion seeds and -- scathingly -- the upcoming royal wedding in the UK. One does blow thick clouds of dandelion seeds everywhere by wearing the "crown" of a super-sized dandelion globe (sealing the satiric link between dandelions and royalty). There is also TP up to a small sky platform with a couple of spheres to sit on and be dropped to pool level, with a safe landing, until you walk away and ... mind the gap! Splash you go into the water. The build isn't "loopy," which is how I described Maya's "Veparella," but it's definitely fun. And yet ... when I'm there, I spend most of my time standing underwater, where there's another feeling. A friend experienced it even more fully: "When the chain took me down," she told me, "I had this feeling of complete relaxation. I don't know why, it just felt very ... relaxing. My mind just suddenly felt like everything else was far away and all that existed was this world that was enveloping me. I actually think it was after the splash that I first felt that. It was just a real out of body kinda experience. I felt so relaxed when I was done exploring, it just really agreed with me." Perhaps there's another connection between "Mind the Gap" and "Second Pool"?

I try to pair artists at Split Screen so that they contrast yet somehow fit together, but I don't ask them to collaborate or coordinate in any way, even though I've thought it might be interesting if they did. Maya and Oberon decided to on their own, after having already started building. I don't know how often that happens, but the results in this case are richly subtle, in a way that allows the visitor's own imagination to create part of the work.





*Truth in commentary: the tunnel idea arose during a conversation I had with Maya when the builds were almost finished, when I wistfully remarked that it would be fun if they could be connected by an underwater tunnel. She and Oberon ran with the idea, using a TP as the closest option.

25 March 2011

Playing Pool with Maya Paris and Oberon Onmura at Split Screen, now through 30 April

Opening today at the Split Screen Installation Space are two new works, "Mind the Gap" by Maya Paris, and "Second Pool" by Oberon Onmura. Most obviously, they both use large pools of water as part of the installation, but they also share other elements ... including a certain mischievousness!

Maya, of course, is renowned for the mischievousness and often outright loopiness of her builds. "Mind the Gap" in part recalls the joy of exuberantly blowing off dandelion heads, seeds scattering into the air, and punningly connects that to things one might do with royalty. Indeed, the centerpiece is the universe's largest dandelion seed. There is lots to interact with interact with here. Touch things, sit on things, get your crown.  As Maya's notecard will tell you, the build has three levels, be sure to explore both above ground and underwater. And do mind the gap....


"Second Pool" is dedicated to the late Sabrinaa Nightfire, but that doesn't make it a somber piece, nor bar it from a little cheek. The build is park-like: a large square pool with restful benches surrounding it. At the corners are light blue rotating cubes: click one to get a ride into the pool. Here is where most of the build resides -- a strange ocean world with mammoth rectilinear seaweed, bolts and pools of sudden light, eel-like creatures swimming about, and at the surface, flat white spheroids that from time to time decide to float off into the sky. I mentioned mischievousness? Watch out for those eel-like critters....



There are many interconnections between the two installations, ranging from similarities to interactions to actual pathways (more than one!). They reward thorough exploration, so give yourself time to play!

Misprint Thursday's "Digital Glove" (a multiple award winner) will continue to be on display at the sky platform, accessible via the TP on the Split Screen kiosk.

The opening party will be Sunday, 27 March, at 2:00 PM SLT. The DJ will again be the exceptional and eclectic Isabelle Mavendorf. You may need to be persistent: at the last party, we filled the sim! Yes, it's a homestead so the limit is only 20 avatars, but I can tell you, it was a great party.

If you like what Split Screen is doing, please join the group!

14 February 2011

Veparella! or, Aren't Capers a Garnish?

The second loopy build this month! Maya Paris has a new one called Veparella. As she tells us, a "scissor-wielding superheroine created in a freak sewing accident invites you to join her in a Fairytale Caper."

When you arrive, pick up the costume and instructions from the basket of bones.

(Click photos to enlarge.)

The Veparella costume

Full view of the build

What happens when you say "snip"

Dancing on an apple

Making angels on the bed

Ummm ... I have no idea
Turn on the media stream for musical accompaniment reminiscent of old cartoon shows.  Really, the whole thing seems to be channeling Chuck Jones and Jay Ward.

There's probably a serious meaning to all this (maybe something about the philosophical significance of seamstressing, red high heels, and sew on and sew forth), but I'm not that smart so I'm going to take it as a fun treat.

To those of you who feel uncomfortable about wearing women's clothes, just a reminder: this is SL, you're looking at a bunch of pixels, so please -- get over it.  That goes for the males among you, too.