27 February 2016

An update on Rebeca Bashly's "Chronophobia"

I'm pleased to say, Chronophobia was selected as an Editor's Pick on the SL Destination Guide:
https://secondlife.com/destination/chronophobia

Ziki Questi wrote an excellent blog post about the installation: http://zikiquesti.blogspot.com/2016/02/chronophobia.html

And, because many people seemed to get confused at the landing point, Rebecca added a large flying fish skeleton with a sign to point the way:




If visitors still don't understand what to do, the flying fish will eat them. So far everyone seems to be getting the idea :-D

25 February 2016

Rebeca Bashly's "Chronophobia" at (the reopened!) Split Screen Installation Space

Rebeca Bashly is well known for her pensive, sometimes disturbing installations, such as Colour Key and When Life Brings You Apples ... Run! However, she hasn't built anything in Second Life since then -- in fact, not for over a year. She now returns with Chronophobia, open now at Split Screen. It consists of three towering stone pedestals hanging in midair. But they are crumbling away, and every now and then a rock tumbles down to the water below. The top of the pedestals are sundials, each with a different gnomon (the raised column or vane that casts a shadow) -- all of them skeletons. One is simply a torso. Another is a pegasus, rearing up on its hind legs, the skeletons of its wings outspread. The last is a resting couple, the woman reclining in the man's arms.

Rebeca Bashly's Chronophobia
(click to enlarge)

For me, Chronophobia -- the word means "fear of time" -- brings to mind the concepts memento mori ("remember that you shall die"), and tempus fugit ("time flies"). Each gnomon seems symbolic. The meaning of the couple seems fairly obvious. The pegasus has had a range of meanings over the centuries, such as poetry, inspiration, fame, and transcendence from the physical world the spiritual. The torso is a little more uncertain; possibly it represents the heart. But against all these uplifting and loving images comes Time the Destroyer. All that is left are their skeletons, and even the symbols of time (the sundials) are decaying.

Somewhat in keeping with the idea of transcendence, Chronophobia is a "fly" build: instead of walking around, one must fly in order to reach the installation. The recommended windlight is "[NB]-MistyDay-4pm." I recommend playing with the time of day.

This installation also marks the reopening of Split Screen Installation Space as a place for new large art installations, and I'm very pleased that its first new work is also Rebeca's first new build in SL after a long absence.  I'm changing a couple things: I'll only have one rather than two artists at a time, and they'll have three months to build and show instead of only two.

Chronophobia will be open until the end of April.

16 January 2016

Jo Ellsmere's bot performance "Biomechanical" returns to Second Life at Split Screen

For me, the highlight of the Russian Avant-Garde show in April 2014 was Jo Ellsmere's mesmerizing bot performance Biomechanical, inspired by the actor training methods developed by Russian theater director Vsevolod Meyerhold (1874-1940).  It is now returning to Second Life at Split Screen for a limited engagement of roughly six weeks, through February.  Landing point hereBiomechanical is located toward the southwest.


Biomechanical by Jo Ellsmere

One of the videos of the performance online (incorrectly called Biomechanics):




Biomechanical appears among small(ish) works at Split Screen by Alpha Auer, Artee Despres, Bryn Oh, Cherry Manga, Cica Ghost, Eliza Wierwight, Maya Paris, Scottius Polke, Simotron Aquila, Trill Zapatero, and on a sky platform, Miso Susanowa.




Added 18 Jan 2016: There's a new machinima by Tizzy Canucci, embedded below:



03 July 2015

Fest'Avi in FrancoGrid: A Visit to an OpenSim

A friend invited me to go into FrancoGrid (an OpenSim grid) to see a performance called Fest'Avi, created largely by Cherry Manga, who is well known for her surrealistic and often dark installations in Second Life. (She built a piece at Split Screen, part of which is still there now.) Until then the only grid outside SL that I'd been to was InWorldz. OpenSims have technological differences from SL (a bit behind in some ways, ahead of it in others) but they have more flexibility due to their local control and open-source nature, and their cost is decidedly lower. On the other hand, they're also underpopulated. As a result, they're attractive for creating many types of art, but the works can seldom garner a significant audience (Fest'Avi did overcome that). In any case, given what's going on in SL, I went to the performance with somewhat low expectations.

It's a pity that Fest'Avi was a one-time-only event, for the production was extraordinary.

Fest'Avi was fundamentally a dance piece consisting of intense, driving music and rapidly changing scenery and avatars. The sweep of settings and avatars was fascinating, ranging from tiny fairies fluttering on flowers, to mechanical insects, to cyber figures, to demons in hell, to a rumpled elderly couple dancing around the world as tourists, and much more. Both the avatars and the sets were well-designed and executed. It was a particular pleasure to see some of Cherry's work become a stage. My photos scarcely do the performance justice, partly because it was constantly in motion, and so photographing on-the-fly sometimes obscures was happening and of course makes good positioning impossible; also I didn't start photographing until perhaps ten minutes into the show. I took nearly 80 photos, so I can give only a sampling here, but I've tried to indicate how some of the transitions looked. Click the photos to enlarge.

















One interesting aspect technically is that other than (I think) Cherry, the performers were not live people, but rather NPCs (nonplayer characters). These are different from bots: the latter need to be run by somebody logged in with a viewer, who must sit the avatars on animating prims and coordinate the timing, whereas NPCs are programmable and operate through the sim without anyone logged in. This is one way in which OpenSims are actually preferable to Second Life. I'm sure Jo Ellsmere, who has to run over a dozen viewers in order to run her performance piece at "Obedience," would have appreciated that alternative (especially when the power went out at her house).

Fest'Avi makes it crystal clear that anyone interested in the arts should pay attention to what happens in the OpenSim grids. Given the cost of land and uploads into Second Life, many artists have moved to the OpenSims, and I think we can expect that to continue. I hope they'll publicize their work through the Second Life arts groups so that they get the audiences they deserve. In the meantime, there is a group called Hypergrid Safari, which people may be interested in joining or at least following. (Regrettably, their expeditions are usually at a time when I'm not free.)

26 May 2015

"Obedience" by Bryn Oh and Jo Ellsmere

The Jüdisches Museum in Berlin recently opened Obedience, an art installation about the biblical Abraham and Isaac story (produced by film director Peter Greenaway and multimedia artist Saskia Boddeke – Rose Borchovski in SL). In conjunction with this show, Boddeke and Greenaway asked Bryn Oh and Jo Ellsmere to create installations in Second Life. Their contribution to Obedience is at LEA1. For anyone unfamiliar with the Abraham and Isaac story, there is a telling of it on one of the walls at the entry point. There is a larger story, however: the tale of Abraham and Isaac is the founding moment of the three monotheistic religions – Judaism, Christianity, and Islam (consequently known as the Abrahamic religions). The story often attracts artists interested in the complex relationships between the three religions, the conflict between religious faith and earthly duties, father/son relationships, or societies' sacrifices of their young (as in war). For example, in 1993 composer Steve Reich and multimedia artist Beryl Korot produced The Cave, which incorporated recordings of Israelis, Palestinians, and Americans talking about Abraham and his family. As an essay accompanying the RL exhibition observes, in 1969 Leonard Cohen released a song with his own version of the story, focused on the paternal relationship. (The essay is well worth reading for background on the story's interpretation within the three Abrahamic religions.)

The Second Life installation begins with Bryn's work. It tells the Abraham and Isaac story, but setting it in modern times. We see Abraham caring for Isaac as an infant; later, his television gives him an order from God to sacrifice his son. The mountaintop to which the original Abraham took Isaac for sacrifice becomes an apartment building. On its roof, Abraham pulls Isaac onto his lap and, horrifyingly, puts a gun in his mouth. At the last moment, an angel stops Abraham, as God is now convinced of his faith. In the final scene, accessed by a teleport hidden in the rooftop stairway, Bryn shows us Abraham trying to ease his terrified child. One wonders whether the boy could ever forgive his father. One wonders how the original Issac ever did; many interpretations evade the question by saying he was a willing sacrifice.





Click photos to enlarge

Just before these two last scenes, we come to a bot performance created by Jo Ellsmere. It is linked artistically to Bryn's portion through the appearance of the angel in a grouping to the side of the bot performance. That group, created by Bryn, consists of God surrounded by a lion, an eagle, an ox, and an angel – the symbols of the Four Evangelists (Mark, John, Luke, and Matthew, respectively, although the angel here is female). In this part of the installation, we shift from the Old Testament to the New. The 24 bots, arranged in two rows, represent the 24 elders in Revelations, the last of the New Testament books. The elders, however, seem quite bored as they wait for something; they shift their bodies, stretch, or read to pass the time. The thematic connection between Bryn's and Jo's sections lies in the fact that the Abraham and Isaac tale prefigures the New Testament story of God's sacrifice of Jesus. In addition, one at a time each of the elders in the first row rises from his chair, walks over to God, and bows, kneels or supplicates – bodily enactments of Obedience.

There is an additional figure, Colubrum – the name means "snake" or "serpent" – played by two different avatars who merge and transform into each other. From time to time he steps into the scene with Abraham about to kill Isaac and the setting with God and the elders. His name associates him with Satan, in one of his two versions he has horns, and he frequently hulks, crawls and crouch-walks. I haven't quite figured out why he's there, but he introduces a strong dynamic note into the scenes; when he watches the scenes he appears less a figure of evil than of skepticism, willing to question both the lessons we should learn from the story of Abraham and Isaac, and the elders' rote obedience to God the Father. He himself salutes God.

The entire performance is fascinating, even hypnotizing (as Jo's work so often is), and one must watch it at least long enough to see both versions of Colubrum, if not many times after. Also it's richer with details than first meets the eye. Examine the elders' skin: each one has a different pattern, which shimmers or moves. They wear golden crowns adorned with religious and secular symbols. Beneath their feet, rows of letters in apparently random order slowly scroll downward; the letters are G, A, T, and C, which represent the four main components of the DNA molecule. (In this regard, consider the fact that in many cultures, snakes represent life or the birth of the universe.) And in both parts of Obedience, there are globes or astrolabes, which in this context serve as symbols of God's dominion over earth.



Click photos to enlarge

(Arguably, since this part of the installation concerns the New Testament and its connection to the Old, a representation of the crucifixion as the image of God sacrificing his son would underscore the parallel; but it would surely raise pointless hackles because of the possible impression of proselytizing, it could make the theme heavy-handed, and the section is quite successful without it – probably more so.)

Obedience makes some technical demands. Visitors are asked to use a particular windlight and adjust a few other settings in order to create the enveloping darkness; Firestorm is implicitly the preferred viewer. In addition, visitors should turn on shadows and projectors. People who don't have powerful graphics may have difficulty operating with the shadows/projectors setting. If at all possible, try to work with it because the light and shadows contribute enormously to the installation's aesthetic effect. But if that's simply impossible, at least apply the windlight and other small adjustments, for those are crucial. It's also extremely important to set sound levels as high as possible. Unfortunately the recordings were made a low volume, so I had to set not only the sound slider to max, but also the master slider, and sometimes even my computer's. When watching the bot performance, I recommend turning name tags off (in Firestorm, you can do this either through the Preferences–General tab, or through the Quick Prefs button if you have it).

Also, visitors in the RL installation are able to see the SL installation and walk through it using avatars named Isaak001 (male) and Ishmael001 (female). So you may see those two avatars when you visit LEA1, but you won't make much headway if you try to chat them up.

There are machinimas of the installation by Bryn and Iono Allen.

Obedience runs through 13 September.

14 May 2015

How Not to Choose a Theme

For Second Life's 12th birthday celebration, the organizing committee chose the theme "What Dreams May Come," a quotation from the play Hamlet. As so often, it seems nobody thought to check the source, which is Hamlet's famous "To be or not to be" soliloquy.  Here's the line in which the phrase appears:
To die, to sleep--
To sleep--perchance to dream: ay, there's the rub,
For in that sleep of death what dreams may come
When we have shuffled off this mortal coil,
Must give us pause.
"Must give us pause," indeed. Hamlet is discussing the nightmares that may attend the afterlife, and his fear of those nightmares persuades him not to undertake the act he is contemplating: suicide.  So the SL12B theme pertains to death.  I wonder … maybe the organizing committee agrees with Wagner James Au that "Second Life is a dying world."  Interestingly enough, his av's name in Second Life is Hamlet Au.  Coincidence?  I think not!

06 April 2015

To Haveit and Haveit Not

Haveit Neox currently has two large installations on show in Second Life. One, The Centaurs' Hall, has been open for about two months. The other, City Inside Out, opened recently on one of the LEA sims. These are major works; but they're also very different – in some ways, quite opposite.

In a post some time ago, I criticized artists who strive to impart a message but produce banal art. Haveit often has a message, but he also has the artistic skills to support it. City Inside Out concerns the homeless, or more precisely, the experiences of the homeless. This is a highly complex work, with three levels and many locations at each, all of them exteriors. The ground level is perhaps the most straightforwardly representational, dominated by a highway speeding underfoot, a huge network of footbridges rising impossibly into the sky, road signs, and billboards. But there are also a few oddities, like a small pile of giant, somewhat ghostly distorted chairs.



City Inside Out -- ground level

There is a huge gouge in the ground, and walking (or falling) down it leads to the entrance to the lower level, guarded by two ominous serpents – as medieval maps say, "Here there be dragons." Down the path one reaches what appears to be a welcoming house, but when you enter the open door you find yourself in a large city (with Haveit's characteristic nineteenth-century façades). Although the edifices initially give a realistic feel to the setting, the entire level has many symbolic elements, some of them on the buildings themselves. Overhead, a huge ship is going to pieces, like the shipwreck that is most homeless people's lives; the hulk of another ship already lies at the bottom. A pack of dogs roams the street. The large, classically-styled front of a building (a bank, courthouse or City Hall) faces the street, but the emblem on its pediment is a devil, and although one can peer in, one cannot actually go inside, and what one actually sees there is yet another exterior. Elsewhere a porch has another open door, but through it there's a completely modern urban seating area, marred by graffiti, warped streetlamps, and benches built to prevent sleeping. Welcome to the unwelcoming city.





City Inside Out -- underground level

The upper level (one can get there from the stairways at the ground level) is the most phantasmagorical. Dogs tug at leashes while others are already running loose. Shrimp are flying in the sky. Misshapen towers loom overhead, leaning precariously. A ship sails in the air, split fore and aft, its sails torn to tatters. Billboards and telephone poles are scattered around. Devils survey the action. There are some enclosed spaces but once again they present exterior scenes. And then there are the bugs. As in a painting by Hieronymus Bosch (recalled by other aspects of this scene), inanimate objects have sprouted legs and scurry about as new torments. The locusts of homelessness are wine bottles and handguns; what should be a warm coat is infested with spiders and whirling debris.





City Inside Out -- sky level

I have described only some of the locations in City Inside Out; one can easily explore this complex work for an hour, and one should spend at least that long.

What a contrast, then, to The Centaurs' Hall. Centaurs are a frequent motif in Haveit's work. These elegant and majestic creatures, as a book in the building explains, are able to fly by the sheer force of absorbing air into their lungs and rapidly breathing. These are creatures of the spirit. Here he presents their mansion – their home, and a monument to themselves. Unlike the city of City Inside Out, the hall literally welcomes visitors inside. Two telescopes stand along a walkway, testaments to the centaurs' intelligence and ingenuity. Inside a greenhouse, tables are spread with fine foods and drink free for the taking, to be accompanied by a violin and the soft tinkling of a blue centaur-shaped fountain. Golden-robed statues line the main hallway. Reflecting the centaurs' spirit, this is a place of beauty and sensitivity – but also opulence. There is, I think, a dark side to this installation. The Centaur's Hall is the noble castle of the Haves, a contrast to urban environment of City Inside Out, the acidic non-home of the Have-Nots.





The Centaur's Hall

And something seems awry. Those deer wandering down the hall – are they symbols of the centaurs' unity with nature, or signs that the building is being abandoned? Is that a devil pointing upwards to where spirits seemed to be swirling about, perhaps trying to escape? And most of all, who are those human-like figures struggling on the ground? There is something desolate about this place, something decaying, and even though the food still has steam rising from it, one gets the feeling that it has stood on those tables for a long time.

I don't know if Haveit intended these two installations to contrast each other; I tend to doubt it, but contrast they do. The question underlying these works is "Who lives in what way?" On the bottom floor of The Centaurs' Hall, he has installed a small version of The Miniature Goal from about a year ago, a work about the worldwide depletion of resources. The phrase "living in reduced circumstances" takes a new meaning here as city buildings shrink to uninhabitability. If we continue to live this way, the installation seems to say, soon we shall all of us be homeless.

The Centaurs' Hallhttp://maps.secondlife.com/secondlife/Verdigris/180/69/56
City Inside Out: http://maps.secondlife.com/secondlife/LEA20/138/129/22