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Showing posts with label building. Show all posts
Showing posts with label building. Show all posts

Monday, April 28, 2025

Exploring Creativity and Scientific Inquiry Through the Metaverse: Our Journey in the Student Building Challenge

 
By: Marcel Mosswood

As an educator deeply committed to integrating immersive technologies in learning, I had the privilege of guiding a group of students through a transformative experience in the metaverse. Together, we participated in the Student Challenge held by VWEC (Virtual World Education Consortium), a competition that encourages learners to design and build creative, research-based virtual environments. We joined with three dedicated teams under the collective name Ice BeAm Team, each of them bringing unique perspectives and thoughtful designs into the metaverse.

The first team, Blue, developed a project titled The Rise of H2O, which explores the profound impact of global warming on water systems. What made this team’s building especially compelling was their use of extensive literature-based research to inform the entire virtual experience. Their environment provided a comprehensive narrative—from rising sea levels and melting glaciers to disrupted water cycles—presented in an engaging, visually informative format that invited users to explore and reflect.

Blue Team building: The Rise of H2O

The second group, Orange, chose a more futuristic theme with their project, Moon Life: Dream or Reality?. Their virtual space simulated conditions on the moon, examining how lunar phases and environmental factors would affect the possibility of human habitation. The highlight of this project was the Lunar Cycle Interactive Ride, an experiential attraction where avatars could ride through the different phases of the moon while absorbing key facts and scientific insights. This interactive component turned abstract concepts into tangible experiences, making learning both fun and memorable.

Orange Team building: Moon Life: Dream or Reality

Our third team, Red, focused on the very real and pressing issue of natural disaster preparedness. Their project, Earthquake Resistance House, modeled how Japanese architectural strategies are applied to build earthquake-resilient homes. Their virtual environment featured a simulation video of an earthquake, utilizing assets from our metaverse school, Suluh Bangsa Mulia. This simulation provided users with an understanding of how specific structural elements help reduce damage during seismic events—a vital topic for students living in earthquake-prone regions.

Red Team building: Earthquake Resistance Building

Behind each of these projects was a rigorous research process. The students built upon lessons they had previously studied in school, applying them in meaningful ways that demonstrated both comprehension and creativity. We encouraged them to investigate beyond the classroom, seek credible sources, and collaborate intensively as part of their project development.

Participating in the VWEC Student Challenge was more than just a competition for us—it was a milestone in experiential learning. It showed how virtual environments can serve as powerful platforms for scientific exploration, critical thinking, and teamwork. Through the lens of the metaverse, our students not only learned new content but also developed skills that will be essential for their future academic and personal growth.
 
Marcel Mosswood
 
 
 
people

Thursday, September 16, 2021

Interview With Sudane Erato of The CDS And New England

 
By Bixyl Shuftan

The Confederation of Democratic Simulators has a number of noted residents. But among those from it's early days the person active the most would be Sudane Erato. Recently I met up with her to talk about her time here. We met at a rustic building in Neufreistadt, resembling a house built inside what was left of an ancient stone structure. "I've taken a liking to homes in ruins," Sudane explained, "This area of NFS, I took a liking to before we even had parcels, in Anzere, and I've been here ever since."

Of how she came to the CDS, "I arrived in Second Life in November 2004. By early December, I had attended an orientation session here, and had met Gwyneth. And (I) regularly attended discussions that she held in the Church, the Kirke, that was here then. So, essentially from the beginning, since the CDS was formed in Sept of that year." Of what attracted here, "I think it was less the visual environment, which was very primitive then. But rather, this really interesting sense of experimental community, around what really felt like a REAL place. Gwyn's discussions were extraordinary. And the social experiement, that was really interesting. So I got involved. The building (I did) came much later. Ulrika and kendra did all the building (then)."

Of how things went ad a community at the CDS in the early days, "It was intense. By that February, everyone had left except me, Gwyn and Ulrika. And Linden Lab kicked us out of Anzere. Fortunately, they cloned the sim for us, including everything on it. And it was a private island then." When asked why the Lab kicked them out, "They became disillusioned about the goals of the program which had gotten it to us in the first place. But the Lindens decided the goals were not achieved. So they ended it, and set us on this island, that of course we had to pay for." She mentioned that today, Anzere is a snow sim on the mainland, "So, that was the beginning of the normal estate, with parcels and people paying. The population built back (up). So we supported ourselves. But, it became very intense, huge political fights."

Sudane asked me what my impression of early political CDS controversy was. When I answered some were saying only one leader seemed to be controversial to them, she responded that her perspective that the most controversial of all was "Ulrika. ... quite honestly, Urika was truly a genius, the person who conceived of this experiment. But, she was an evil genius, perhaps the most evil person I've ever met. And I've met a lot of people in my 73 years." She would say, "Kendra sided strongly with Ulrika, and almost everyone else sided against them. I wanted some sanity and fairness. We finally pushed her out. So, the controversial people who came later, they were a pale shade of the problems that Ulrika caused."

After Ulrika was gone, "We got the concept of democratic government back on track. That was the major thing. The structure evolved from what she had devised. And, it's easy to point out many remaining flaws. But still, its our best efforts to create something that is really a democracy, where the residents set their own policies. It's a bit of an anomaly, a poor fit in Second Life, since someone has to "own" the estate. But we aim to strike as close to a democracy as we can."

And what did Sudane think were some of the more interesting details of the CDS's system? She thought about it, "Well, the core I think is the Representative Assembly. It's the democracy. And it struggles along, at least everyone understands that concept. Then there's the Scientific Council, which everyone thinks of as the Supreme Court. But it isn't really. So that's a bit harder to understand. It was one of Ulrika's brainstorms. I don't fully understand it. But that's no problem. They wouldn't want me on it anyway (smile). Then there's the Chancellor, which is our own invention. Ulrika never conceived of an Executive. Rather, she had the Guild performing all the administrative functions. But that proved, in my opinion, very impractical. And we devised the Chancellor. But that role is still a work in progress I think. It's VERY hard for the person who holds the role. But, all that said, interesting."

"Probably the most interesting to me," she commented, "Is my own role, and trying to devise ways to hand it off, since my alt is the estate owner and I'm the Treasurer. Both of those functions require a real neutrality, which is often hard to achieve. Treasurer (is) easier probably, since in real-life I'm a bookkeeper. But estate owner, jeez! How many times have I been accused of manipulating affairs in the CDS, just becasue my alt is the EO??!!? So, that's 'interesting.'"

"Oh. Also, I've grown to LOVE building and landscaping. So I could do that eternally (smile)." When asked how many buildings she did, her answer was, "Oh my God, a LOT! Perhaps almost half of the buildings in the CDS. Well, maybe not half, but a LOT! Rosie and I did the Schloss together. She did the Kirche. I did the new Monastery. My current project is 'densifying'  the city, rebuilding the houses within the walls so that they fill the entire space, and you get a better sense of narrow twisty streets. I've done maybe eight or ten of those buildings so far." And how long would this project take? "No set date. I've been doing it simultaneously with other projects. The first houses were on Ulrikastrasse on, and on the Platz, Lil's pub, that was the first. Then one on Catfahrt, and two on Gwynethstrasse. I have in my target three more on Gwynethstrasse, plus a couple on Sudanestrasse. Oh, there were two on Kendrastrasse and on on talenstrasse. Jeez ... Heehee, I really do like building. 

"My Father was a real-life architect who built the hoses he designed. I probably got it from him (smile). Easier building in Second Life. But go visit Amiais. Moon Adamant and I are building dozens of houses there!" But of her buildings, "He wouldn't like them. He was an avid devotee of Frank Lloyd Wright while I like ancient places."

Sudane did mention, "I am in a new, unrelated project now for real-life, a contract for a Portuguese University to create a replica rural village for an anthropology study, called Amiais, on sims by that name. Visit that any time, a work in progress." She also has some land in the New England area, "Do visit New England to, if you have time. It's a beautiful place in the Blake Sea area."

(Click here if the video does not play)

Sudane is staying busy with her many projects, and is happy doing so.

Bixyl Shuftan
 

Monday, January 6, 2020

Dorie Bernstein And The Dreams Sims


By Marcel Mosswood

Good and evil do exist everywhere including Second Life, there are good avatars and evil ones. Dorie Bernstein is one of the many good-hearted avatars I know in Second Life. She manages Dreams sims along with several of her teams to present a safe and comfortable sim for the visitors in community and practice building in Second Life.

“Golda Stein is the rat behind the scenes," Dorie explained, "making sure the finances are in order as well as being the head boss for everything. Kely is a co-manager and ably manages the weekly Texture Contest and Speed Build, as well as many other duties behind the scenes. We have many who contribute time, support and L$ to keep our group thriving. Everyone makes this happen.

Dorie went on, “We have support groups that meet regularly for ShockProof, Brigadoon Explorers, and ADHD. ShockProof is the group for stroke and TBI survivors and their loved ones. Those meetings happen once or twice a month. Brigadoon Explorers is our group for those on the autism spectrum as well as their loved ones. They meet once a week. The ADHD group meets once a week as well.

"Building and texturing contests happen on a weekly, monthly and semi-weekly basis. Speed Build and Texturing Contests happen once a week on the same days and times used since the beginning. A monthly contest for building centers around a theme, often tied to the time of year. Until fairly recently, that contest was a pure building contest. Now, the rules allow for folks to create their vision using objects made by anyone at any time. This change was necessary to maintain engagement in events as mesh hit the grid and changed the relationship between builders and content creation. A semi-weekly building challenge (WBC) maintains a pure build focus, for those who want the challenge of creating something entirely new to meet the theme and particular challenge. Each week, we have our own version of 'Primtionary' for those liking to do quick-draw builds for others to guess the given word.

"Art has always been celebrated at Dreams, with various events through the years focused on different forms of artwork possible in Second Life. Huntress Catteneo rents our third sim, and has created a haven for artists of all sorts. She runs an art festival each year to raise money for charities. One of our members, FionaFei, created a marvelous art installation and gallery 2,000 meters high in Dreams. It has become the site of Friday night concerts with live music each week.

"The Dream Creations store offers a spot for group members to sell their creations. It also is where we have a yard sale and gacha resale area to help bring funds into the sims for paying the tier.”

Dreams are made to help people with disability to explore Second Life. But Dreams also is a safe place for normal people. Have you ever had a problem when protecting the interests of people with disability when they are in the midst of normal people in Second Life?

“While we do have a focus on helping those with disabilities find a safe place to be in Second Life, we don't make that the most visible part of our programming," Dorie answered, "We never require folks to identify if they have any particular disability, or what it is if they have one. Our rules and culture is designed to create the safe place and allow people to choose whether to share what they're dealing with behind the keyboard. Sometimes it helps to let that all go and have a sense of escaping the normal realities. We do expect all of our visitors and members to behave in a respectful and kind manner, regardless of what disability they may or may not have. The health of the whole group is important, and won't be sacrificed to 'save' someone who is causing massive disruptions. When handling difficult situations, I do try to be aware of where someone is coming from in order to figure out the best path forward. I'm only human, of course, and will fall down on that from time to time.” 

You have maintain the Dreams tradition and programs for many years, this is not easy. Do you have tips to stay consistent with these programs?

Dorie answered, “The main thing is to know just what is important about the traditions and programming. Find the essence, and work to maintain that. Embrace the changes that come to the grid and see how they can be worked into the old. I know that our group's founder would have embraced the new and found ways to use it. Trying to stop time doesn't honor the past. We do have nods to tradition sprinkled around the sims. A set of 'drama frogs' made by the founder sit by a pond. A stray micro prim from jewelry a past member is enshrined in the wall of the store. There is always a wall of some sort in the sandbox, as a reminder of our early wall-sitting sessions. We'd gather in the sandbox to chat, play with prims, work on projects, and bond over crazy fun.”

I had two questions about Dorie as a person:

With your very limited time in Second Life and real-life, how can you manage Dreams?

“We have a good team at Dreams," Dorie explained, "Each member runs their part, and that makes life so much easier for all of us. On my own side of it, I am learning how to use the word 'no' better. I do try to determine where I can save time without sacrificing quality. Engagement and participation are more valued in our events than attempting to maintain traditions simply for the sake of tradition.”

You have a unique way of thinking, including when building with basic prims. And I admire your ability to arrange SL's basic prims into new, very symmetrical shapes. What is the basis of your creative thinking?

“I like to challenge myself and see if I can do something different with prims," spoke Dorie, "I've played with them enough to know that there are a lot of shapes hiding with sufficient prim torture. With the new mesh Land Impact accounting system that can be applied to the 'traditional' prims, I'm having fun adding in the details that once were just cost-prohibitive in terms of prim counts. Some builds, I am trying to mimic something from real life. Other times, I am looking for ways to add an off-beat touch to things. This is Second Life, after all. Why stick to 'normal' all the time?”

I’m so in agreement with the last sentence.

Visit Dreams: http://maps.secondlife.com/secondlife/Dreams/108/150/25

Marcel

Monday, November 14, 2016

Commentary: The Pygmalion In Us


By Mylie Foxclaw

I have been reading about the Greek myth of Pygmalion and Galatea recently and I found myself thinking that we all tend to be just like Pygmalion.  For those who are not familiar with this legend, here’s a quick note about it.

Pygmalion was a sculptor who lost interest in women as he started to notice all their various flaws.  He started to fashion a sculpture of the perfect woman which he made out of ivory.  He worked on the sculpture for a long time, polishing every single detail to create a woman devoid of flaws.  Pygmalion fell in love with the statue and started to make offerings at Aphrodite’s temple (Aphrodite is the goddess of love in Greek Mythology).  When he returned home, he realised that Aphrodite had given life to the statue whose name was Galatea.  Pygmalion wed Galatea and they had a son… the typical happy ending.

I feel that we tend to be like Pygmalion in Second Life.  For instance, take a look at our avatars; they are a reflection of what we want to be.  Whether we opt to look like humans, furries, tinies or any other kind of avatar, the idea is to reproduce that perfect version we have in our mind already and try to reproduce it until we become satisfied.  Just like Pygmalion, we will improve the details and make modifications to our avatars to our taste until we reach the ideal avatar.  Hence, while some people look like dark creatures, others go for glamourous looking avatars and others can opt for legendary characters.  That also means, getting the right shape, skin, clothes, hair and accessories. Each person has his own vision of the perfect avatar he wants to be.

Other residents can also suggest ways to improve someone’s avatar and hint out that they need a makeover to look better.  A person can be satisfied with his own avatar’s appearance even though people around him don’t like certain aspects of his avatar.  That’s again because we each have our own idea of the ideal character and it’s the Pygmalion within us that wants to emerge and change that avatar to our own liking.  Let’s take a common example, you meet a newcomer inworld and you notice the default avatar.  You decide that you want to help him improve his looks, get a better shape or skin, buy him a new mesh body or take him to your favourite freebie spots that has the nicest clothes, etc.  Usually this new resident is just going along with your instructions as he’s trying to understand what he is doing.  That’s the Pygmalion within you creating your version of a nice looking avatar.  Your new friend may love it or he may tell you that he preferred his default avatar to this new updated look.  You may feel a little annoyed at that reaction or completely offended and wondering if you just wasted all your time on an ungrateful person.  Well, that’s not the case.  This person may not feel comfortable in this new look because it does not represent him or what he wants to be. 

Sometimes, we agree to look as others deem ideal such as when looking for a job inworld.  In certain jobs, having an updated look is a must.  In the second life modelling industry, generally you need to be very updated on your overall look in order to get selected for a job.  The same goes for other sectors.  For instance, if you want to work in an adult club, you need to look the part as well.  At some clubs or other businesses, you must abide to a specific type of avatar. The boss or the industry becomes your Pygmalion as you adapt yourself to the criteria demanded to work there.  In any case, if you want to work somewhere where looks do matter, you should expect to be told to make certain changes to your avatar when you go to work.

There’s nothing wrong with being a Pygmalion.  We each have our own idea of the ideal avatar and our views will definitely differ from each other.  Thus, we all have a Pygmalion within us, even in this virtual world.   

Image Credit: Razor Cure

Mylie Foxclaw

Friday, January 16, 2015

Beckye Burnstein: Second Life's Visible Woman


By Bixyl Shuftan

Have you ever heard of "The Visible Woman?" In the 1960s and 1970s, these model kits were available for either adults or older kids interested in anatomy. When assembled, they represented a body with transparent skin, allowing one to see the bones and organs inside. I was reminded of these models when I ran into a certain resident in Second Life, Beckye Burnstein.

I ran into Beckey at the Paris 1900 sims. We chatted for a bit, then after a comment about the interesting things people can create in Second Life, she asked, "Wanna see something interesting?" She then began removing items of clothing, but instead of bare skin, what was revealed was a combination of bones, muscle tissue, and organs, "I have (a) full skeleton and most organs attached under my skin. I removed (my) mesh shirt so you can see. ... Last part I found was mesh boobs. I applied a flex/muscle texture to it. Thought you might like to see it. I would love the whole world to see it, but it's kinda hidden. *giggle* When people cam in too close and get their cam inside, I always get some IMs. *giggle*"

Beckye went on, "I started collecting organs about two years ago, adding stuff when I find it. The uterus was a great find. I started to add muscles to the bones too.....takes a while to adjust everything perfect." She told me she had gotten her start at a roleplay sim, Nor, "I  was a machina/cyborg, trying to become human. I got a skeleton and a brain, then a heart." She had been inspired by the movie "Bicentenial Man," and much like the movie's robot hero, her character was eventually considered human. She eventually left the roleplay, but kept on collecting organs.

The organs themselves are worn all the time. But the arm bone and muscle visuals are not usually on as the skeletal hands are a bit large. She had yet to adjust their size down to normal, "Since I started Second Life five years ago, I always try to improve my avatar, make it look as realistic as can be, inside and out. As I like to say, "I logged in one day and felt empty inside.' Ha ha ha." When her see-through appearance is fully on, "no skin at all except for my face. If you cam under my hair, you ll see the skull. Camm deeper...you ll see a brain."

"Building this avatar made me learn some about anatomy. It's really fun to do. She also described some interesting incidents with the avatar, "One time, I was visitng Detroit Sims roleplay, as an observer. I was just walking around, minding my own, being a good observer. And one of the sims admin went totally out of character, stopped the RP and pointed out to everyone that I had organs and skeleton," Becky laughed, "was funny."

"Another time," Beckye described, "I was in a court trial in Nor, as a witness. During my time on the stand, I had to go pee, real bad. I couldn't hold it any longer, and I began to start peeing right there, in the court room. That was the highlight of the evening (laughter). ... Little thing called a 'Tinkler,' makes you need to pee once in a while. Adds to the whole bio thing." I chuckled, "Did it come with a bottle?" She answered, "No, but I can add a script to put inside drinks that would accelerate the pee cycle, and have it rezz a nice pee puddle. Also has some Restrained Life Viewer functions, but I don't use them."

Beckye commented, "I have thought of making a HUD that would include all body functions, with animations, and organs react to all this. Can go from healthy/sick, bone fracture, realistic pregnancy,endless possibilities." She also thought of scripted hair that grew every day, "with a HUD to make a haircut, so you have to wait for long hair, etc. You could have a neglected look. Next think, I'm leading to build hair, and my partner will figure out scripts to make my folly come to life, before 2016 hopefully."

I asked Beckye what did her partner think or her body building. "At first, he didn't get it (laughter). I had to explain it to him, and he told me I was crazy. After explaining it again, he told me, 'there might be a way.' So, he'll have to figure that one out. Hee-hee. I know how scripts work, but I can't write them. Sometimes I find the logic of 'how to,' and he writes the codes. It's a blessing to have a scriptor as a friend. Most builders I know can't write complex scripts. All scriptors I know, they can't build prims (laughter). This is how we met, through building."

Becky says she might pause her building efforts to see what SL 2.0 has in store in regards to avatars with bodily functions, "I hope this is where they are going."

Besides her body building, Beckye is also into Second Life aviation, flying planes such as her personal 737 within Second Life.

Bixyl Shuftan