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Showing posts with label editorial. Show all posts
Showing posts with label editorial. Show all posts
Wednesday, July 23, 2014
RFL 2014 Wrap Up – An Editorial
While Editor Bixyl Shuftan was still out getting pictures of the Relay Track, DrFran Babcock went ahead with her own article about it. Her focus was on a few key builds that she felt deserved special attention. Some such as the Steelhead Salmons build were done with a touch of humor. Others such as Alia Baroque were simply good.
Read DrFran's article in Events.
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Wednesday, March 13, 2013
News and Commentary: Relay For Life – Fashion For Life
DrFran Babcock took a look at the first big event in the Relay For Life following the Kickoff, the Fashion For Life. DrFran found much to like and admire, such as the detail of the builds of the Seven Wonders of the World. Unfortunately, there was also much to dislike, notably that in this charity event not everything was being sold with the proceeds going to the Relay.
Read DrFran's editorial in Events.
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Tuesday, December 20, 2011
Opinion: A Look at What Went Wrong With Mesh
Okay, I should have written about this a long time ago, but better late than never.
In Daniel Voyager’s Blog, the launching of Mesh in Second Life was listed at the top of his list of biggest news stories in Second Life for 2011. While certainly an important development, just how big an impact did it have for the average resident
In my opinion, Mesh has been much less important to Second Life than the earlier hype implied. Compared to earlier major updates such as Voice and Windlight, it has been much less important. Blogger Tateru Nino expressed similar views, “the new Mesh content type has had less impact on the Second Life grid than any other new content type that I can recall. In fact, it seems statistically insignificant.”
I haven’t written much about Mesh. This is mainly because Mesh was designed for use by Viewer 2 and 3. My computer cannot use those, as well as the Firestorm third-party viewer which is based on Viewer 2 technology. The viewers I’ve used, mainly Singularity to cut down on lag, have been unable to see Mesh objects as anything but distorted shapes. I once saw a mesh avatar, and to me it looked like a head next to a huge pillow. While Team Phoenix has been working on a mesh-compatible Phoenix Viewer, 1.6.0, I have yet to see anything Mesh. When I tried the Mesh-compatible Phoenix, it kept crashing.
I’m not exactly alone. Someone once stated 90% of Second Life residents are still using either the old Viewer 1.23, or third party viewers. This might be an exaggeration, and doesn’t take into account Firestorm and it’s use of Viewer 2 technology, but this shows the main reason Mesh hasn’t had the impact on the Grid that was earlier predicted: most people are not using the viewers that can see it. Naturally, this would discourage people from building and buying mesh objects.
Another problem is what builder Lomgren Smalls called “Prim Equivalency.” Mesh was touted as making builds that were a more efficient use of computer power. One lady tried making a tree using mesh, and it ended up the Prim Equivalent of 500 prims! Loki Eliot also had a few words on the matter:
“Mesh on the other hand is a weird creature compared to the familiar prim. It does not have a set shape, does not have a set numerical count. You rez a mesh and the viewer tries to calculate a Prim Equivalence (PE) so it can conform to the current system and this PE is effected by a number of factors - Size, Physical Weight, Number of Textures or whether it has a script inside. If you Link two Mesh together the PE may increase or decrease depending on factors of the linked mesh. If you link a normal PRIM to a mesh, it may not even seem to count towards the Mesh's PE.”
“A Mesh Objects PE is not set in stone either. You could have an object made with 5 Prims and have a Mesh version that comes in at 4 PE, if you enlarge the Mesh version by a metre or so, it's PE could jump to 8 PE. The Bigger your mesh the more PE it costs. It's a bit confusing and really kills off mesh for large scale use not to mention griefing potential of an object that takes up prim count when enlarging.”
Although Mesh objects can still have a much smaller Physical Weight than their prim counterparts, Prim Equivalency is another reason most builders are sticking with prims.
Then came another issue, one that sank the hearts of many of those who looked forward to Mesh clothing. Mesh outfits will sometimes be a poor fit with one’s avatar, unless one adjusts the shape to fit it.
Vaki Zenovka had a few words on the matter, “mesh opens up a very significant can of worms that Second Life had never really opened before: that of body image. SL always allowed us to create, within certain limitations, the body that we wanted. We could be slender, youthful, and girlish. We could be stacked, sexy, sensual. We could be wiry, androgynous, angular. We could be voluptuous, curvy, womanly. Men, too: from skinny youths to muscular manly-men to pot-bellied bears, SL allows an amazing range of shapes…and that’s just the humans.”
“here’s the mesh problem: so many of us have struggled for years in real life with our body images, for whatever reason. So many of us dread the chore of going shopping for clothes and wading through options that don’t fit, or hang funny, or gap in places they shouldn’t gap. We hate it because society makes clothes for an ideal shape which is not our own. We hate it because it reminds us that our bodies are not easily mutable, and we cannot change the things about us that feel, for whatever reason, alien.”
For some, the Mesh upgrade has meant an uncomfortable detail of real life has crept into Second Life. That is, unless Mesh clothing is not considered an option.
By all means, Mesh is still a useful feature. If nothing else, it's shown the promise for new and better graphics. As some such as Pooky Amsterdam have demonstrated, the detail it allows makes for some great Machinina effects when everything works well. Unfortunately for use by the masses, it still needs work. And because of the bias of many residents against newer official viewers, it will need the assistance of third party viewers to reach the majority.
Bixyl Shuftan
In Daniel Voyager’s Blog, the launching of Mesh in Second Life was listed at the top of his list of biggest news stories in Second Life for 2011. While certainly an important development, just how big an impact did it have for the average resident
In my opinion, Mesh has been much less important to Second Life than the earlier hype implied. Compared to earlier major updates such as Voice and Windlight, it has been much less important. Blogger Tateru Nino expressed similar views, “the new Mesh content type has had less impact on the Second Life grid than any other new content type that I can recall. In fact, it seems statistically insignificant.”
I haven’t written much about Mesh. This is mainly because Mesh was designed for use by Viewer 2 and 3. My computer cannot use those, as well as the Firestorm third-party viewer which is based on Viewer 2 technology. The viewers I’ve used, mainly Singularity to cut down on lag, have been unable to see Mesh objects as anything but distorted shapes. I once saw a mesh avatar, and to me it looked like a head next to a huge pillow. While Team Phoenix has been working on a mesh-compatible Phoenix Viewer, 1.6.0, I have yet to see anything Mesh. When I tried the Mesh-compatible Phoenix, it kept crashing.I’m not exactly alone. Someone once stated 90% of Second Life residents are still using either the old Viewer 1.23, or third party viewers. This might be an exaggeration, and doesn’t take into account Firestorm and it’s use of Viewer 2 technology, but this shows the main reason Mesh hasn’t had the impact on the Grid that was earlier predicted: most people are not using the viewers that can see it. Naturally, this would discourage people from building and buying mesh objects.
Another problem is what builder Lomgren Smalls called “Prim Equivalency.” Mesh was touted as making builds that were a more efficient use of computer power. One lady tried making a tree using mesh, and it ended up the Prim Equivalent of 500 prims! Loki Eliot also had a few words on the matter:
“Mesh on the other hand is a weird creature compared to the familiar prim. It does not have a set shape, does not have a set numerical count. You rez a mesh and the viewer tries to calculate a Prim Equivalence (PE) so it can conform to the current system and this PE is effected by a number of factors - Size, Physical Weight, Number of Textures or whether it has a script inside. If you Link two Mesh together the PE may increase or decrease depending on factors of the linked mesh. If you link a normal PRIM to a mesh, it may not even seem to count towards the Mesh's PE.”
“A Mesh Objects PE is not set in stone either. You could have an object made with 5 Prims and have a Mesh version that comes in at 4 PE, if you enlarge the Mesh version by a metre or so, it's PE could jump to 8 PE. The Bigger your mesh the more PE it costs. It's a bit confusing and really kills off mesh for large scale use not to mention griefing potential of an object that takes up prim count when enlarging.”
Although Mesh objects can still have a much smaller Physical Weight than their prim counterparts, Prim Equivalency is another reason most builders are sticking with prims.
Then came another issue, one that sank the hearts of many of those who looked forward to Mesh clothing. Mesh outfits will sometimes be a poor fit with one’s avatar, unless one adjusts the shape to fit it.
Vaki Zenovka had a few words on the matter, “mesh opens up a very significant can of worms that Second Life had never really opened before: that of body image. SL always allowed us to create, within certain limitations, the body that we wanted. We could be slender, youthful, and girlish. We could be stacked, sexy, sensual. We could be wiry, androgynous, angular. We could be voluptuous, curvy, womanly. Men, too: from skinny youths to muscular manly-men to pot-bellied bears, SL allows an amazing range of shapes…and that’s just the humans.”
“here’s the mesh problem: so many of us have struggled for years in real life with our body images, for whatever reason. So many of us dread the chore of going shopping for clothes and wading through options that don’t fit, or hang funny, or gap in places they shouldn’t gap. We hate it because society makes clothes for an ideal shape which is not our own. We hate it because it reminds us that our bodies are not easily mutable, and we cannot change the things about us that feel, for whatever reason, alien.”
For some, the Mesh upgrade has meant an uncomfortable detail of real life has crept into Second Life. That is, unless Mesh clothing is not considered an option.
By all means, Mesh is still a useful feature. If nothing else, it's shown the promise for new and better graphics. As some such as Pooky Amsterdam have demonstrated, the detail it allows makes for some great Machinina effects when everything works well. Unfortunately for use by the masses, it still needs work. And because of the bias of many residents against newer official viewers, it will need the assistance of third party viewers to reach the majority.
Bixyl Shuftan
Labels:
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Sunday, June 13, 2010
What a Week
It’s been quite a time for us at Second Life Newser, dealing with not just one, but two major events on our hands. One mainly for us, the other felt by just about every resident I met.
The first was, well, the paper we used to work for closing, and Second Life Newser beginning as it folded. Starting up a new media company would be no easy task. Thankfully, people have again and again expressed their well wishes, as well as expressing their thanks there will be a new paper to read. Thank you very much for the kind words, and your support. It meant a lot.
And so, on with our mission, to bring you the readers the news across the grid big and small. From the mega-events such as SL7 and Burning Life to the personal experiences of various residents. We will soon be introducing new sections to the paper to keep the front page from becoming too cluttered, especially on busy days. The newspaper site will also be tweaked a bit to be easier to read.
We are also in the process of getting an office for a physical location in Second Life. Once everything is all set, the address will be posted online.
It's been a promising beginning.
Even before the dust was beginning to settle, wham! The heavy hand of M Linden struck again as it never had before, with about a third of the staff up and dismissed. In a press release, even in an e-mail released to the residents, M Linden insisted Linden Labs was healthy and this was necessary streamlining. But as has been mentioned in various commentaries, such as here and here, this kind of cutback is not a sign of a company prospering.
There has been plenty of speculation about what this might mean, notably as it comes alongside the news of Linden Lab developing a browser-based client. Among them, that this was done to prepare Second Life for being sold. Others wonder if the Metaverse is going to be downscaled in graphics and flexibility, turned into a primitive version of itself, in order to become “Yoville2.” Somehow, the joke I made on April 1 in the old newspaper about the Lindens selling Second Life to China to concentrate on making a “Farmvile” sequel doesn’t seem so funny now.
One Columnist in Computerworld didn’t think Second Life was about to be sold or made into a graphical shadow of what it once was, but he did feel the best days of the Metaverse were behind it as Linden Labs takes it into “maintenance mode” to try and keep residents from slowly leaving. Goodbye to the hopes that it could find a mainstream audience, and heading for a slow decline.
In my opinion, Second Life can reverse this downward course and rise in numbers again. But as long as M Linden is in charge, Linden Labs’ history of bumbling and stumbling will continue.
Bixyl Shuftan
The first was, well, the paper we used to work for closing, and Second Life Newser beginning as it folded. Starting up a new media company would be no easy task. Thankfully, people have again and again expressed their well wishes, as well as expressing their thanks there will be a new paper to read. Thank you very much for the kind words, and your support. It meant a lot.
And so, on with our mission, to bring you the readers the news across the grid big and small. From the mega-events such as SL7 and Burning Life to the personal experiences of various residents. We will soon be introducing new sections to the paper to keep the front page from becoming too cluttered, especially on busy days. The newspaper site will also be tweaked a bit to be easier to read.
We are also in the process of getting an office for a physical location in Second Life. Once everything is all set, the address will be posted online.
It's been a promising beginning.
Even before the dust was beginning to settle, wham! The heavy hand of M Linden struck again as it never had before, with about a third of the staff up and dismissed. In a press release, even in an e-mail released to the residents, M Linden insisted Linden Labs was healthy and this was necessary streamlining. But as has been mentioned in various commentaries, such as here and here, this kind of cutback is not a sign of a company prospering.
There has been plenty of speculation about what this might mean, notably as it comes alongside the news of Linden Lab developing a browser-based client. Among them, that this was done to prepare Second Life for being sold. Others wonder if the Metaverse is going to be downscaled in graphics and flexibility, turned into a primitive version of itself, in order to become “Yoville2.” Somehow, the joke I made on April 1 in the old newspaper about the Lindens selling Second Life to China to concentrate on making a “Farmvile” sequel doesn’t seem so funny now.
One Columnist in Computerworld didn’t think Second Life was about to be sold or made into a graphical shadow of what it once was, but he did feel the best days of the Metaverse were behind it as Linden Labs takes it into “maintenance mode” to try and keep residents from slowly leaving. Goodbye to the hopes that it could find a mainstream audience, and heading for a slow decline.
In my opinion, Second Life can reverse this downward course and rise in numbers again. But as long as M Linden is in charge, Linden Labs’ history of bumbling and stumbling will continue.
Bixyl Shuftan
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