Tag Archives: Art in SL

A Petrovsky Flux to continue

A Petrovsky Flux, April 2014 by Inara PeyA Petrovsky Flux, April 2014

Back at the start of April 2014, and following Ziki’s lead, I wrote about A Petrovsky Flux, the amazing living installation created by Cutea Benelli and blotto Epsilon and curated by the Spencer Museum of Art at the University of Kansas.

At the time I originally covered the piece, there was some confusion over whether or not the Flux would be able to continue at the Spencer Art Museum. This being the case, I opted to write to Stephen Goddard, the Spencer’s Associate Director/Senior Curator of Prints & Drawings on the matter, in order to better understand where the problems lie, and what, if anything could be done to help in ensuring the Flux could remain open.

As a result of that contact, and as I indicated in my original post, it appeared that any decisions on the future of the Flux appeared to reside largely with Cutea and blotto (both of whom indicated through other channels that they’d like to see the piece continue), and the Spencer Art Museum.

A Petrovsky Flux, April 2014 by Inara PeyA Petrovsky Flux, April 2014

It’s taken a little bit of time for the rest of the pieces to fall into place, but Stephen has e-mailed both Ziki and myself with the following update:

We will be able to keep Petrovsky going, thanks to good communication and clarity with Linden Lab and to the generosity of those who have been contributing to the tip jar near the landing point  … I’ve decided to just have the one tip jar near the rest of our propaganda so as not to muck up the experience any more than that. I’ll send along any updates about changes to the sim. Again, many thanks for your support. Let me know if you have ideas for events on the sim.

So it looks like A Petrovsky Flux is now set to continue in its accustomed home, complete with an updated tip jar (the total can now be reset each month). I’m personally glad that this did get sorted out OK, as the piece really is a staple of Second Life and quite amazing to witness.

If you’ve not visited it before, now’s the time to do so, and by tipping the jar, you’ll be helping to ensure this piece continues to be enjoyed by Second Life residents in future months and years.

My thanks to Stephen for the update.

A Petrovsky Flux, April 2014 by Inara PeyA Petrovsky Flux, April 2014

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A Starfall at Twilight

Starfall's Twilight's Edge, April 2014 by Inara PeyStarfall’s Twilight’s Edge, April 2014

I came across Starfall’s Twilight’s Edge after poking my nose into Caminante De Suenos, which I’m prone to do from time-to-time. The region caught my eye due to its use of water – regular readers of this blog know I’m always fascinated by such regions, so having a relatively quiet couple of hours on an Easter Monday afternoon ahead of an Open-source Developer Meeting, I jumped over to take a look.

A homestead region, Starfall’s Twilight’s Edge is maintained by the Starfall Creative Group, who describe themselves as, “a  group of avatars dedicated promoting the artistic growth of virtual world art and communing on a full-sim co-op dedicated to virtual world art in all its forms.” Their description of the region goes on:

We have voice performance nights with poetry/ live music/ readings/ particle shows weekly – individual particle artists and group events scheduled. All we ask in return is that you help others grow in their art.  We promote artistic endeavors and do not criticize individual efforts. Thank you &  Welcome!  

Starfall's Twilight's Edge, April 2014 by Inara PeyStarfall’s Twilight’s Edge, April 2014

This is very much a region of two parts and hidden secrets. One arrives in the watery environment designed by group members Nezzy (inez pennell) and imp (cinderr resident). Overhead is a burnished sky. Rocks and denuded trees form the major elements of the landscape, forming several distinct areas. Alongside some of these sit tall wooden enclosures or low wooden platforms with space to sit and relax. Here and there, hardy grass pokes its head above the water, and around the outer reaches of the region stand a number of trees looking somewhat healthier than those sharing space with the rocks. Off in the north-west corner sits a tall, flat-topped rocky outcrop, where sits a mud house and an open-air live performance area.

Starfall's Twilight's Edge, April 2014 by Inara PeyStarfall’s Twilight’s Edge, April 2014

If all this sounds desolate, don’t be fooled. The minimalist approach is highly effective and gives the region a pleasing look and feel, while the various little groups of rocks and trees offers one or more art pieces by the likes of Weno Xeno, Garvie Garzo and Andred Qinan, waiting to be discovered as one explores.

At the centre of the region sit two oversize Koi carp, marking the entrance to the second half of the region – the underwater gardens. Here can be found some of Elicio Ember’s remarkable creations, as well as other flora by Imp and others, together with ancient, flooded ruins and more, inviting exploration.

Starfall's Twilight's Edge, April 2014 by Inara PeyStarfall’s Twilight’s Edge, April 2014

Keep an eye-out for the notice board at ground level as well; not only does it include a greeting for visitors to the region, it also provides the means to reach a couple of the hidden secrets up in the sky.

Those wishing to keep abreast of events run by the Starlight Creative Group or who wish to have rezzing rights in the region, are invited to join the group. The latter are asked to kindly make sure they collect their prims after use.

Starfall's Twilight's Edge, April 2014 by Inara PeyStarfall’s Twilight’s Edge, April 2014

With one of the best music streams I’ve come across in a long time (inasmuch as throughout my stay, much of the music I tend to have on in the background at home was played), Starfall Twilight’s Edge is a gem that has gone onto my list of regions to keep an eye on!

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Raglan Shire 2014 Artwalk: call for artists

The Raglan Shire Artwalk is  one of the staples of the SL art calendar. With 2014 marking the Walk’s ninth year, it will take place between Sunday May 4th and Sunday May 25, 2014  (inclusive).

Every year over 100 artists and residents in Second Life display 2D and 3D art across a number of exhibition spaces across all the regions of the Raglan Shire cluster. 2D art is displayed on hedgerows in and around the regions, offering visitors the chance to view pieces as they explore the Shire, while sculptures and 3D art is displayed in a number of designated areas across the regions.

Those wishing to exhibit their work at the 2014 Artwalk are invited to complete the  Artist Registration Form, which should be submitted for inclusion no later than 21:00 SLT on Sunday April 27th.

A part of the Raglan Shire Art Walk 2013

A part of the Raglan Shire Art Walk 2013

There is a full set of guidelines and requirements for participation in the event, but in brief:

  • The event is a non-juried show
  • Artists can display more than one piece if they wish
      • 2D (“flat” art pieces will be awarded a maximum of 15 prims, and individual pictures should be 1 prim, including the frame (a kit for 1-prim framing can be obtained at the Raglan Shire Welcome Centre)
      • 3D art (sculptures, etc.), will be awarded a maximum of 500 prims for up to three pieces of work. Artists are requested to state the number of prims per piece in their application
      • Sales of works are allowed
  • All the above art forms are welcome, but should be rated PG / G – so no nudity, please!
  • Group membership will be required in order to display work
  • Questions and enquiries should be forwarded via note card to Artwalk Director Karmagirl Avro, or Artwalk Assistants Dagmar Klaar & Liandras Jameson.
The arrival point for Art Walk 2012

The arrival point for Art Walk 2012

Key Dates

  • Sunday April 27th: Applications close at 21:00 SLT
  • Thursday, May 1st: Notification of exhibit space location issued to artists
  • Friday, May 2nd / Saturday May 3rd: Artist set-up days
  • Sunday, May 4th: ARTWALK OPENS
  • Sunday, May 25th: Artwalk closes
  • Sunday, May 25th (after 18:00 SLT) / Monday, May 26th: Takedown of works.

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The ghosts of castles past

Ghost Castle

During my SL travels, I may have mentioned I have a love of castles. So when I learned that Fuschia Nightfire, in association with Italian Square Gallery & Tanalois Art, was opening a new installation which takes England’s once mighty Corfe Castle as its inspiration, I was immediately intrigued.

Corfe Castle was established by William the Conquer in the 11th Century to command a gap in the Purbeck hills of Dorset (where Fuschia also lives in RL), and it was one of the earliest castles in England to be built using stone when the majority were built with earth and timber.

During a long and distinguished history, it served as both a royal fortress and later as a private residence. However, loyal to the crown in the English Civil War, the castle was besieged by Parliamentarian forces and eventually betrayed from within in 1645. Following its capture, Parliament voted to have it demolished, leaving a striking set of ruins atop the hill where it once stood.

Corfe Castle, Dorset (image: The National Trust)

Ghost Castle, Fuschia’s new installation, which opened on Wednesday April 16th, presents an interactive means of exploring a Norman castle. From the landing point, the visitor – assuming not too many people are already exploring – is presented with the castle ruins much as Corfe is seen today.

Ghost Castle as it appears in ruins

Ghost Castle as it appears in ruins

However, as you draw close to the ruins, things start to happen, with the gate house and curtain walls materializing before you, presenting vistas of the castle as it may have appeared in its heyday. As you pass by them, climbing up towards the keep, they fade away again, new sections of the castle appearing as you pass over or through them.

But as you approach, parts of it are slowly restored as they materise before you

But as you approach, parts of it are slowly restored as they materialize before you

The nature of the installation does make navigation a little difficult, as elements of the castle are necessarily phantom. This being the case, I recommend walking up to the curtain walls and then flying up to and around Henry 1′s great keep. Make sure – as the introductory notes at the landing point advise – that you have draw distance up relatively high and have set RenderVolumeLod (debug settings in the viewer) to around 4.00; both will be necessary for camming out to get good views of the castle.

Work with other visitors, or go in a small group, and you can reveal more of the oritinal structure

Work with other visitors, or go in a small group, and you can reveal more of the original structure

This is a novel and interaction way at viewing historical pieces in Second Life, one which could offer significant opportunities for things like educational recreations. It’s also an installation worth getting a small group together to visit, or while spending time working in cooperation with other visitors is worthwhile, so that you can work together to render more of the various elements of the castle simultaneously and so get more of a feel for how it might once have looked.

If there are enough of you, the full reichness of the castle might eventually be revealed

If there are enough of you, the full richness of the castle might eventually be revealed

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