Educating the Presenter

Most residents in virtual reality agree that the learning curve is what may keep these worlds from going mainstream. Learning curves have never stopped technology from progressing—beginning with complexity for the elite and ending with simplicity for the masses. The same will happen with virtual reality; it is just a question of time.

Every medium does require an adjustment. It affects the way we think like a color palette affects a painter. Going into virtual reality with a purpose is needed, but attempting to force a medium to expectations means missing its potential.

The journey is complex to learn, more due to choices than due to technology. Many begin by joining fund raising projects or building exhibits or performing. Many begin is less respectable ways too because people will be people and given such a safe environment, love to let loose on the fantasies! Having a sense of humor is mandatory.

My interests remain exploring this as a presentation medium. Unlike Sketchup or Cad based 3-D programs, in virtual reality we have an audience. Unlike Facebook or Twitter, we can interact with them as if they were in our own living rooms.

Every point in the journey also has its temptations. In retrospect, now that i have been working in SL for getting close to 1.5 years, I was wise to choose role play as a way to learn. Beginning in the Chicago Roaring 20′s sim, I was able to find how publications adapt to a virtual environment—and learn the basics like how to move objects and change clothing!

Chicago 20s

The Chicagoan Magazine that mirrored the real one, ran for about the same length of time online at http://www.slchicagoan.wordpress.com. Having an office in the sim ensured interaction with the residents. Writing collaborative fiction in my own titles has helped me explore new ways to write. The series has become a long-term project. Fiction, even closely tied to history, requires a character development so different than writing nonfiction. It is a good creative stretch.

What I initially hoped to do in the Chicago SIM was represent the Art Institute of the 20s. Having gone to school there, having grown up with the place, I have a loyalty to its cultural contribution. And it would be fun to show people from my past there what I have created. But it didn’t fit in with the SIM owners. What DID, however, was the publication. Still, the last project in Chicago was helping to open a bookstore/gallery with a partner. There, I presented a new kind of publication that responds to online features in ways that traditional media can’t.

Chicago 20s

Presentation receives a boost by scripts that allow pictures to change upon the viewer's click. Therefore, a new kind of publication is born that combines the visual features of the slide show with the visual job of showing art. Posing in front of Winterwolf Bookstore, the logo I designed for the store reads even small.

Somehow I wasn’t done with the role play sims. Going into Serenity Point, I wanted to see how that sim owner operated as compared to the one who owns Chicago. Sure enough though, I got talked into doing a 50′s publication. Producing a format that they can continue, I created the first issue as a way to explore some new visual techniques. Like photography approximates reality—and professionals know how to fool the camera—photography in SL further distorts. It captures a frame of what is more like a video of action. Very few images that I work with come through to publication without Photoshop work. That, to me, elevates it from the realm of the snapshot. The visual principles of balance, enhancement, eliminating the irrelevant, cropping, condensing, and vibrancy all dictate improvements from raw shots. Mirroring reality in setups and timing, the comic nature of SL offers special challenges of expression. It in itself is an expression, as each avatar is its own self-portrait. Capturing the personality of those expressions is the challenge.

Serenity Point

Select Magazine fit the 50's genre and gave a solid portrayal of not only vintage style, but also vintage attitudes. I had a cool office there and made some good friends.

Producing Select Magazine did fulfill the fantasy of being a periodical publisher. Having always been on the production side, I did enjoy being able to direct contributors and distribution. Set up to be a quarterly, what I learned fast is that it isn’t a good idea to tie a publication in SL to sim property. Things change too fast.

Yet that wasn’t enough for me. I had gotten a taste of having a gallery in Chicago and I yearned to express my excitement about vintage presentations. With a generous sim owner for space, I set up an exhibit of paintings created by American artists in 1957. It is a show that could not actually exist in reality due to the complexity of assembly. But it can easily exist in SL and is a vehicle for presenting art history in a new way. This, true to form, led to a book inspired by the show. This book is now for sale at Book Island, the gallery, and soon on Marketplace.

Serenity Point

Vintage gallery shows works created simultaneously but never shown together. The book is like interviews of the artists in their studios

My sim role play in Serenity Point ended with the owner deciding to move and redo the whole place. A periodical or a gallery, whether in RL or SL, needs a solid organization behind it that can sustain. I came in at the end of the first group of players in this vintage sim. I also learned that these settings go through generations of players—not a roller coaster I can ride. Still, I will be watching how it redevelops and wonder if my vintage gallery approach will fit in. Stay tuned, though, because I have some other ideas to explore that fit my own foundation.

It is cathartic to wrap up this phase of mine in SL. I move on to apply all the skills and develop the threads from these projects that have the most relevance. Offshoots from these beginnings could keep me busy for years—writing vintage publications, presentations, and exhibits. I continue with a few because of the potential I think they have. What impresses me in this process is the amazing educational value of role play. I can’t think of a better way to learn about history than to experience it. As a reporter, publisher, and presenter, the lessons I have learned color everything I do now. I am affected thus by the past and draw from times I did not live!

Out of the Gallery Part One

Everyone comes into virtual reality with expectations. There has to be a reason to undertake such an exploration. Examining motivations for why “residents” are in virtual worlds is a observational study! There are categories of these—from game-players to entertainment audiences to fund raisers to therapists to creatives to sex-seekers. And there are emotional situations—from the handicapped to the bored to the unemployed to the relationship-needy to the self-sufficient to the social misfits—it is a world of mix and match.

I initially embarked into Second Life for creative reasons. The surprise became the kinds of deep relationships that formed. Yet my initial impressions still hold. I had joined the Chicago Roaring 20′s role play with an open mind to see possibilities. The very first thing I wanted to do there was reproduce the Art Institute in its early days. That is a project I could have fun with in research and display as I developed skills. But the owner of the sim wanted a publication, so I became a reporter and did that for a year. At the same time, my partner encouraged and even built for me a gallery and hence, rather than do this for someone else, I develop it for myself.

But a gallery feels limited. Art should really be viewed where it belongs: not in a display, but in homes. Nothing affects the mood or the style or the feeling of a room more than the artwork hanging. Nothing engages imagination, contemplation, or emotion the way a compelling image can. Art can even change the world! Music brings people together. Satirical comics can stir uprisings. Novels often help fuel revolutions. And paintings can shake up intellectual circles internationally. Expecting effects from the arts in virtual reality is a given! Yet it is a new way to see visuals—to leave the gallery and become part of experiential environments!

With two successful shows under my belt, I met Doc Droverson who is building a sim of Grand Haven Michigan for the surfing association. Having vacationed in the real Dunes often, I was excited to see his design. There, I discovered he is trying to rent houses and they desperately needed furnishing. He hadn’t really figured that out yet, so I proposed to hang art in them, then get photographs for my gallery. He sure liked the idea of having art in his houses! So as I was happily placing pictures on empty walls, I realized how dominant the floors are! So much visual space under-utilized! That isn’t tolerable to a visually-demanding person. Waste is a tragedy and an opportunity lost!

This led to designing rugs for the floors that carry the theme of the artwork and then, of course, the wall pattern behind the art. The three elements work together! Rooms can have themes! Furniture can be chosen to accent art rather than typically the other way around!

living room

Living room of the Huron House. Series: Teal and Purple Tango. Paintings: Harmonic Moment and Dejá Vu. Rugs: Squares Shuffle and Square Strings. Accent walls: Squares Weave and Squares Stripe. Furniture by Selo Wozniak, Cullan Suntzu, and Peterly Weezles.

Because Doc’s theme is the future, circa 2034, I chose artwork that fits a sleek, efficient, and elegant potential. Looking through my body of work, I had done some cell vinyl paintings on plexiglas. They are quite futuristic because they use high-tech materials. Cell vinyl is animator’s paint formulated for movies and video, so this seemed an obvious choice. Also the soft geometry lends itself particularly well to pixelization and translation into complementary patterns.

Blue and Red Square Dance

Den from the Huron House. Series: Blue and Red Square Dance. Paintings: Chromatic Convergence and Spectrum Shuffle. Rug: Squares Shuffle. Accent Wall: Squares Stripes. Furniture by Peterly Weezles, Omegamus Janus, Wulf Kierstrider, and Furr Burt

Three sample rooms resulted from this series. Doc’s benefit is to show the houses with furnishings. My benefit is to develop the products and shoot photos of them. Little did I know that this direction would blossom into new tentacles of creativity!

Red and Blue Seranade

Apartment from the Michigan House. Series: Red and Blue Seranade. Painting: Squares Shuffle. Rug: Squares Dance. Accent wall: Squares Weave. Furniture by Selo Wozniak, Zion Volos, Ambber Enzo, Daffy Proto, Adi Weirsider, and Dyslexia Jinx.