Showing posts with label Second Life. Show all posts
Showing posts with label Second Life. Show all posts

Monday, August 27, 2007

Will Machinima filmmakers scout locations in Second Life?

Today, I was catching up on some of my reading and came across an article about a class at the University of Kansas called "New Media and Cyber Culture". Film students in this class are using software to shoot films inside computer games using the game engine's assets to provide scenary, characters, animation sequences, sound and visual effects. This activity is called Machinima and, although initially used by hard core gamers to expand their gaming experience, is rapidly becoming a popular art form that has gained international attention and has potential for the production of educational applications and documentaries.

I had watched the History Channel's presentations about famous ancient battles called "Decisive Battles" and knew that they had used the game Rome: Total War to create the visuals. But, things have progressed quite a ways beyond that, now. I went up to Machinima.com to see what's happening.

At first I was a bit confused because I thought someone had developed a software package that would allow you to manipulate game assets within just about any game. That would be a great idea but would require standards for object types, file formats, etc. What I learned was that people were using built-in game editors with video capture software and audio editing tools to create short films based on a user-created script. Further digging revealed that such films could also be produced in Second Life. I found a post from Linden Labs whose author recommended a capture utility called Fraps to record action within Second Life. They also recommended a camera control object developed by Alt-Zoom Studios although I shot a test sequence just using the regular Second Life camera control tool and it works too. I requested the tool from Alt-Zoom Studios so it will be interesting to test the output from each one.

I also discovered that the Fraps utility does little compression to the captured video to enable it to capture full screen, high frame rates so you can devour a hard drive in pretty short order. I launched Second Life and turned on the video capture and walked my avatar through a couple of rooms of the Dresden Museum of Art and zoomed in on a painting or two then stopped the capture and just that couple of minutes of capture produced a file over 248 Mb in size! I browsed the FAQs on the Frap online help page and saw that the Frap developers recommend a free tool called VirtualDub to compress your video after capture is complete. Then you can work with smaller files in Windows Movie Maker or any other video editing package you may have.

Machinima.com had an interesting article on story and script development using the CQABN technique. An excerpt:

"Step 1 Get a Story Question (Introducing CQABN)

Look at your notes and try to set out the Story Question - the most pressing question posed by your story’s main conflict (sometimes people call this the story arc). It should be as simple and as stark as possible, and should also incorporate an answer. If there isn’t enough material to build a Story Question, make some up!

I use a particular syntax for Story Questions. I call this the CQABN (pronounced "Cabin").

Context, Question, Answer, But, Now... CQANB

Context: ["In"/"When"/"While"/"During"/"After"] [setting/life event/historical movement/etc]
Question: Can [Protagonist] defeat [antagonist*] in order to achieve [goal]? *need not be human.
Answer: ["Yes"/ "No"], [Optional Explanation].
But: ["But"/"However"/"Worse"] [twist].
Now: Now, [consequences].

Here’s an example:

After being abandoned by her husband of 20 years, can Beatrice overcome her inhibitions and find true love in a sleepy New England fishing port? Yes, but it’s with another woman! Now she and her lover must abandon the security of her new home.

Or, since this is Machinma:

In a post-apocalyptic 25th century, can medieval swordmaster Sigmund Ringek rescue his new true love from Crimelord? Yes, but his pragmatic brutality alienates her. Now he is adrift in a new world.

You’ll notice that the Now elements are fairly vague. That’s because they’re looking to the future after the story. We’ll get onto more pressing versions of Now when we get onto Acts and Scenes. But first, some more on the elements of CQABN:

More on CQABN elements

Context

Stories don’t take place in a vacuum (except in SciFi). The setting affects the action. It’s also part of the flavour. It may even be the main interest - perhaps the story exists entirely to enable you to show off the world you’ve created. Also, we’re not playing Snakes & Ladders. We don’t usually join characters on the first square. Sometimes they’re in the middle of something, or reacting to their immediate past – their back story.

Question

This is what keeps the viewer hooked. It has to have a protagonist (the person trying to do something) and an antagonist (the person trying to stop them). The protagonist must have agency, which is a short way of saying "They must be able to do stuff". The protagonist can’t just observe the action, nor can they spend the entire story having things done to them. Actually, they can, but then your story will be somewhat dull. The antagonist doesn’t have to be human, or even animate. But she/he/it absolutely must be named. Typical antagonists include: the Bad Guy; Inner Fears; Angst; Society; the System; the Mountain; the Shark; and Writers Block. The protagonist must have a goal, otherwise the struggle is as meaningless as a drunken bar fight. It must be as tangible as possible; something which we can see them achieve or fail to achieve.

Answer

The Story Question needs a clear answer: a Yes or a No. Leaving things hanging may be smart, but - like the end of The Italian Job - it’s ultimately annoying. It’s OK for the answer to be predictable. Let’s face it, in a heroic tale, the bad guy pretty much has to lose. However, the explanation may well be unexpected. An unpredictable answer is also good, as long as you have an effective But and Now.

But

The answer to the Story Question might be predictable, but serve it with an unexpected twist; something which makes sense in hindsight. A twist can be almost anything: e.g. a change of perspective making the original goal seem pointless, or an unexpected result, such as the protagonist being mortally wounded.

Now

So, we know what happened, including the twist. Now we need to know how the story ends– the consequences. Does the hero ride off into the sunset, older and wiser? Do the couple discard their illusions and renew their love? Does Uzi Girl renounce violence? It’s your story."

The website also contains many posts about producing films using particular game engines. I also discovered that there is commercial machinima software available with its own built in collections of characters, costumes, props, and sets if you want to venture outside specific game environments. One such package is called iClone 2 from Reallusion.

"iClone 2.0 advances the technology of storytelling, introducing entirely new features designed to enhance both film creation and viewing. G2 (Second Generation) characters with 'Clone Cloth' provide natural character movement and creative custom actor clothing and fashions. Command control of Particle SFX with over 40 presets and Special EFX editor provides custom special effects. LivePlants add natural movement for forests and trees, grass, and flowers, providing natural movement, providing professional level productivity tools for iClone users, and a fresh filmmaking experience.

Filmmakers can now direct dynamic films in real-time, allowing anyone to 'cast a movie' with customized avatars, build custom sets, arrange prop placement, control lighting, camera animation, and more. iClone 2.0 lets you film your scenes inside a fully functioning video studio that evolves with the needs of your production.

Simplified timeline control gives users easy access to scene composition and directing with a 'what-you-see-is-what-you-get' real-time camera view and key-frame assignment."

The possibilities for this technology are truly infinite, especially in combination with Second Life. You could have students work as a group to script, film, and act out a drama (or comedy) using the beautifully rendered environments in Second Life and each actor controlling an avatar. You could also produce an online virtual tour where your avatar navigates an environment and discusses the art, history, science, etc. behind a particular painting, statue, plant, building, etc. I suppose someone will create a virtual "back lot" in Second Life and start charging machinima producers to enter their area for filming!

Thursday, August 16, 2007

Dresden State Museum of Art Comes to Second Life


My friend Kent Loobey sent me an article about the new Dresden State Museum of Art in Second Life and, of course, I had to go see it!

"The Dresden State Museum is one of Europe's oldest. Saxon kings began collecting art in the 1560s, but it wasn't until the reign of August the Strong, Elector of Saxony and King of Poland, in the early 1700s that art collection began in earnest. Augustus believed in putting his wealth on display. He and his heirs effectively created the first public museums in an effort to impress their subjects and fellow royals. In 1855, the Zwinger was expanded to create a gallery for the state art collection." - Wired

I launched Second Life and searched on Dresden under Art and Culture and clicked Teleport. In a few seconds my avatar was standing in the beautiful plaza surrounding the gallery. I walked over to the beautiful fountain and sat on the edge to look around and take in the beauty of my surroundings. Of course I couldn't help but have my picture taken there. Although Second Life has an in-world Snapshot tool, I prefer to use a simple Print Screen because the resulting frame is sharper and more detailed.

When I visit museums in real life I like to take pictures of the facade and any interesting architectural details that I see. Second Life's Camera Control tool lets me do the same thing - allowing me to pan and zoom in and zoom out to get a better look at anything that catches my eye.

Camera controls is not normally visible by default but if you click on View -> Camera Controls then you get a small interface that looks like two virtual joystick controllers with a ruler running vertically between them with a + at the top and a - at the bottom. Clicking on the + zooms in. If you reach the maximum zoom, try moving your avatar just a little closer to the object you are examinging to zoom in even more. Then use the joystick on the right to adjust the angle of your camera up, down, left, or right, and the joystick on the left to move the camera itself up, down, left, or right to eliminate any angular distortion.

I entered the main gallery and stopped at the desk and picked up a guest book SDK so I could record my impressions. The reception area is magnificent with its ornate domed ceilings, bas reliefs and sparkling chandeliers. It truly gives you the authentic feeling that you have entered a world-class museum!

Then I walked down the entryway and entered a room that featured some spectacular tapestries. Again I used my Camera Controls and my MouseLook view to pan around the room and zoom in on each piece of art to examine it more closely. The room had chairs arranged in it so you could sit and contemplate the art just like you would in the "real" gallery.


The tapestry room also featured a piano with a little script attached that you could click on to "play" it. My sound wasn't working right today but I think normally you would hear it. I crashed the Second Life application because I think I had too many applications open and probably should have rebooted. I'll have to try it again when I get a few spare moments. I had piano lessons when I was a child but haven't played in years. Based on my avatar's motions, the piano must have been magical as she appeared to play as well as a concert pianist!

I moved on to the next room where a number of interesting historical cityscapes captured my attention. I normally prefer images of people, both portraits and paintings of people engaged in interesting activities, but these scenes of 18th century city life were quite colorful and intriguing. I particularly liked this painting of the Marketplace at Pirna by Bernardo Bellotto (nephew of Canaletto) painted from 1753-1754 CE. (This image was taken using the Camera Controls and the PrintScreen key on my computer. Yes, the quality of the experience is that good!)

"Bernardo Bellotto, an Italian painter, was from Venice and the nephew and pupil of Canaletto. He was known for his townscapes (vedute). He is listed in the fraglia (Venetian painters' guild) from 1738 to 1743, by which latter date he had established his reputation. In 1747 he left Venice for Dresden and there in 1748 was appointed court painter to Frederick Augustus 11 of Saxony; in c1758 he was at Vienna working for Empress Maria Theresa; in 1761 he was working in Munich, after which he returned for a while to Dresden, before moving in 1767 to Warsaw to work for King Stanislas Poniatowski, staying there for the remainder of his life." - From "The Bulfinch Guide to Art History".

I then wandered into the next room and was rewarded by the vision of a beautiful portrait of
Princess Lubomirska, one time mistress of Augustus II (The Strong), Elector of Saxony and King of Poland, by Louis De Silvestre painted in 1724 CE.

"Louis de Silvestre was the son of Israël Silvestre. He was first apprenticed to his father, going on to study under Charles Le Brun and then Bon Boullogne. In 1694 he competed unsuccessfully for the Prix de Rome but left nevertheless for Italy. In Rome he met Carlo Maratti; he also visited Venice and Piedmont. On his return to Paris he was received (reçu) in 1702 into the Académie Royale, presenting the Creation of Man by Prometheus (Montpellier, Mus. Fabre). He embarked on a successful career, earning academic honours (he was appointed an assistant professor in 1704 and a full professor in 1706) and commissions from both the Church and the court. In 1703 he was commissioned by the guild of Paris goldsmiths to execute the May of Notre-Dame (Healing of the Sick, Arras, Mus. B.-A.). In 1709 he painted a Last Supper for the chapel at Versailles (in situ). This was followed by nine scenes from the Life of St Benedict (1709; examples in Paris, Louvre, see fig.; Béziers, Mus. B.-A.; Perpignan, Mus. Rigaud; Brussels, Mus. A. Anc.) for St Martin-des-Champs, and a St Matthew (1710; destr. 1748) for the cupola of St Roch, both in Paris. Among the secular works of his early career are the paintings originally intended for the Pavillon de la Ménagerie at Versailles, including Arion Playing the Lyre (1701; Compiègne, Château), and Hector Taking Leave of Andromache with its pendant Ulysses Taking Astyanax away from Andromache (both untraced), painted in 1708 for Armand-Gaston I de Rohan-Soubise (1674–1749); he also painted contemporary historical subjects (e.g. Battle of Kassel, Siege of Saint Omer; both untraced) for the funeral of Philippe I, Duc d’Orléans (d 1701)." - ArtNet.

I ran out of time for today's visit so I completed my comments statement in the space provided at the bottom of the Guestbook SDK I had received by touching the guest book in the reception area and returned to the guest book and dragged the SDK from my inventory over on top of the Guestbook on the table as instructed. Hopefully my comments were wisked away to the Dresden Gallery developers. I think this 3D experience gives the visitor much more of a feeling of "visiting" the museum than simply browsing through a well-illustrated book about the gallery. I hope other museums will follow Dresden's lead and provide many more such virtual galleries accessible to everyone (with access to a computer somewhere) regardless of their physical or financial ability to travel. I was certainly impressed!

Friday, August 10, 2007

Gartner sees security risks with businesses in virtual worlds like Second Life

I see Gartner is cautioning businesses about potential risks with launching activities in virtual worlds like Second Life. I couldn't help but think about the reports I have heard from colleagues and students that friends and family from other countries are asking what it is like to live under a repressive regime. The last statement in this excerpt really makes it look that way.

"Companies need to think about security and risk management before they get too excited about virtual worlds, according to analyst group Gartner.

The risks businesses face as a result of getting involved in virtual worlds can be significant, according to Gartner vice president Steve Prentice. These risks shouldn't be ignored, he said--but neither should the potential opportunities and benefits that arise from using these new environments for corporate collaboration and communications.

Gartner said the issues facing corporations fall into five categories:

IT risks
According to the analyst group, the IT risks of virtual worlds concern the applications needed to run virtual worlds being downloaded to desktop systems. And while there are no indications that these client applications represent a higher risk than other comparable applications, Gartner said that, at this time, the high frequency of updates makes the control of a large application difficult.

Identity and access management
It's difficult--if not impossible--to ensure that any avatar is an online version of the real-life person it claims to be, according to Garter.

This lack of verifiable identity control or access management is a "major deficiency" in public virtual worlds and is having a significant impact on the potential use of virtual worlds for internal-collaboration purposes, the analyst house said.

As a result, companies should seriously evaluate the availability of private virtual-world environments, hosted internally and existing entirely inside the enterprise firewall.

Confidentiality
Discussions involving confidential and commercially sensitive information shouldn't take place inside Second Life or any other virtual world--or in an open, Internet-supported social-networking site, Gartner warned.

But by moving to a private virtual world, the issues of privacy, confidentiality and identity can be controlled. The analyst also says non-U.S. organizations may wish to avoid virtual worlds that are subject to U.S. jurisdiction because this may result in stored information being subject to legal scrutiny."

Friday, June 22, 2007

Nonprofits stage virtual events in Second Life


Once again, the virtual world Second Life is the center of innovative ways to share information. I guess I'm going to have to get serious about exploring Second Life more intensely. The cost kind of turned me off. Second Life is advertised as free but the bottom line is if you want to be able to "do" anything in the virtual environment (like save information, create anything permanent, etc.) you need to pay at least $9.95 per month for a minimum account and "purchasing" virtual real estate gets really expensive fast.


"Charities and other nonprofit groups are also beginning to migrate into the so-called metaverse, seeking ways of attracting new donors and hoping to educate a broader audience about the issues they address.

Adventure Ecology, a British group, staged a virtual flood in Second Life to show what global warming might bring, and a psychiatry professor at the University of California, Davis, created a way for his students to experience in Second Life what a person with schizophrenic hallucinations experiences.

"It’s a wonderful awareness-building tool,” said Beth Kanter, a nonprofit consultant. "You can walk someone through an experience there or sit down with them to discuss the work you’re doing in a way that you can’t in the real world or on the Web."