Zonja Capalini

Three islands by Omurtag Milev

0837 - New, fantastic islands by Omurtag Milev

I’m proud to announce that we have three new islands in Condensation Land: Temple (secondlife://condensationland.com:9000:Temple), AngelicoMiguelis (secondlife://condensationland.com:9000:AngelicoMiguelis) and Conceptior (secondlife://condensationland.com:9000:Conceptior).

0840 - Temple 1

Temple

0849 - Conceptior 2

Conceptior

0845 - AngelicoMiguelis 1

Angelico Miguelis

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August 24, 2010 Posted by | Condensation Land | , , , , , , , | 3 Comments

Mirror Worlds: a hypergridded eternal art exhib

0695 - Mirror Worlds - Update - Florence Babenco

In this long overdue post, I introduce “Mirror Worlds”, an eternal (I will explain what I understand by ‘eternal’ in a minute) art exhibition located in the Opensim-based, hypergrid accesible, Condensation Land grid. The exhibition features pictures from Florence Babenco, Monika Finchy, Shoshisn Shilova, and Senna (SennaSpirit) Coronet, and from the Condensation Land residents Ludmilla Writer, Mikil Tiki and myself. Shoshisn also has contributed several of her wonderful sculptures for the exhibition.

Art exhibitions of all sorts are very common in Second Life, but unfortunately they are more unusual in the Opensim-based worlds — and, in case they exist at all, they get little or no publicity. Which is a real pity, because, contrary to the general lack of content for avatar clothing and embellishment in Opensim, for example, there is nothing which prevents Opensim-based worlds from hosting beautiful exhibitions. Nobody will ask where did you take a picture, after all — and texture uploads can’t be cheaper :-)

In this post I’ll present the exhibition and explain some of its more unusual features.  I’ll also describe some of the difficulties that I encountered in my work as an amateur curator — some of these difficulties may be due to my inexperience at the task, but I think that the other ones may help as a diagnosis of some problems the Opensim movement is facing. Continue reading

January 17, 2010 Posted by | Mirror Worlds, OpenSim, SL Exodus | , , , , | 7 Comments

An interview by Alyne Dagger (with some final remarks)

At the end of June 2009 I was interviewed by Alyne Dagger for the online magazine Bad Girls Magazine (BG Magazine). The interview was planned around may, and I received a draft questionnaire by email at the end of June. I wrote a first working draft with my replies, and we interchanged some emails until we both were satisfied with the results. Working with Alyne was fantastically easy, and the interview, first appeared on the portuguese edition of BG Magazine, no. 19, and later in the english edition, no. 19, was very nicely presented; big thanks to Alyne for her wonderful, careful work :-) I reproduce the interview here in its entirety, with permission. Text in italics is from BG Magazine, while my replies use a normal font; image subtitles, when present, are also from BG magazine. The images are all mine; some of them where proposed by me, and some of them were chosen by the interviewer.

Most of the material covered in the interview can also be found here and here, but the presentation is different — being in an interview format, the reading is probably more agile. You’ll also find two arguments about why Second Life cannot scale; these were previously published, in a similar form, as comments on other people’s blogs.

When speaking about virtual worlds, two months are like two years in RL. That’s why I include, at the end of the post, a small section with some corrective remarks; these were not part of the original interview.

The interview

HERALD OF DIGITAL FREEDOM

Intense and passionate in every project she’s got herself involved, ZONJA CAPALINI was a mix between muse and investor of the Metaverse when the Openspaces crisis blew up in 2008.

Revolted, she’s began to try to revert the price policy through mobilization and protest, but seeing doesn’t worry with the investors and residents like her, she went to the fight and had searched for solutions for her business in other metaverses, before to begin her own grid, using the Opensim as a tool.

She tells us with exclusivity how was this painful process which can have opened horizons and frontiers for the age of the free metaverses.


0369 - Second Life needs YOU!

BG Magazine: How did you come to SL and what you did in your first SL year?

Zonja Capalini: I was captured, as many other people were, by the hype about Second Life at the end of 2006 and the beginning of 2007. I first created an avatar in december of 2006, but I had some difficulties with it and did never log in. Zonja first rezzed on february the first, 2007. It was a pure adventure. Complete immersion from the first second.

At the time the process was more complicated than it is today, and it was almost not localized. I spent several days at Orientation Island, then Help Island, until I found a way to get to the mainland. I first teleported into a german-speaking infohub (all europeans seemed to be routed to that hub at the moment), and started to socialize.

I was feeling awkward, was very shy, and besides I didn’t control my avie properly, I was crashing against all the walls I found, flying unexpectedly, etc. — as everybody else. I had the impression to have landed in the recovery area of a hospital specialized in brain injuries :-)

One of my main customers is a company dedicated, amongst other things, to education.

I saw that LL was announcing voice in SL, and I thought that creating a campus for that company in SL could be a great way to allow them to have students from all over the world. I talked to the executives of the company and showed them SL, and they agreed that it looked as an interesting platform to evaluate. So that from the beginning my SL experience was dual: on the one hand I was living my own second life, experiencing the universe as a “resident”; on the other hand, I was learning to master SL as a technological platform.

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September 2, 2009 Posted by | Abuse, OpenSim, Second Life, SL Exodus | , , , , , , , , , , | Leave a comment

2889: Working with very large linksets in Opensim

[Update 20090721:] Added links to source code and a reference, corrected some typos.

[Update 20090723:] You can download an OAR with the sample bottle and the generator at rexxed.com: http://www.rexxed.com/2009/07/klein-bottle/

[Update 20090725:] OSGrid users: the sample bottle and the generator are now available at my store in OSGrid.

Introduction

Most objects in Opensim and Second Life are made of prims. Indeed, if we exceptuate avies, wearables (i.e., non-attachable clothes and body parts), Linden trees and particles, everything you see is made of prims. Prims are small, often uncomplicated geometrical shapes, like a cube, a sphere or a cylinder. By combining (“linking”) prims, builders create more complex objects like houses, vehicles, shoes, hair, jewellery, etc. When prims are linked, the resulting object remembers the order in which they were linked (which is important, for example when an object is scripted) and some other properties; the set comprised of the linked prims and these additional properties is called a link set or linkset.

Linksets in Second Life have several limitations: two prims can’t be linked if they are too far apart, and an object cannot contain more than 256 prims. This is the cause all kind of problems. For example, if you buy a big house, i.e., a house that has more than 256 prims or that it is very large (and therefore its prims are very far apart), the house can’t be assembled into a single object, because of the above rules. Then the house is normally packaged with a rezzer, a scripted assistant that helps you to position the house; once the house is positioned to your liking, you normally ask the rezzer to freeze the house in place, and then delete the rezzer.

0628 - A Klein bottle of 2889 prims (2)

Opensim (when used with an appropriate viewer, like the Hippo viewer) supports large linksets, i.e., objects comprising more than 256 prims. In this post I’ll describe some experiments I made with large and very large linksets. In one of these experiments, I created a single object consisting of 2889 prims. Such extremely large linksets are difficult to manage and create, but once you get them built they work wonderfully.

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July 20, 2009 Posted by | OpenSim, Second Life, SL Exodus, Tech News | , , , , , , | 16 Comments

The Openspace fiasco: six months later

0499 - There's a better world ahead

The Openspace fiasco

Six months ago, I blogged about the Openspace fiasco and how it made business customers and creative residents equally angry

In case you’ve not read the post, let me make a quick summary: I work for a company which we will call “C”; C owned a standard sim C1 and three openspaces C2, C3 and C4; at the same time, I was the owner of the Condensation Land archipielago (the Condensation Land, Condensation North, Condensation Beach., Condensation South and Condensation Southwest sims); all the islands were Openspaces, except Condensation Land. When the unjustifiable increase of 66% in the price of Openspaces was announced, C’s executives asked me to start researching for an alternative to Second Life, because they had lost their confidence in Linden Lab. I was also forced to look elsewhere for my own islands, because most of my tenants were not able to afford the price increase, got fed up, and left Second Life.

In this post I’ll describe the alternatives that were considered, the decisions that were taken, and what we learned in the process. Although the experience has been bitter in many aspects (having to abandon land which you have carefully created and helped to make beautiful is awful; Second Life customer service is a disaster; etc), the final results are quite interesting. I’ve though to share them, in case somebody can find them of interest and profit from our experience.

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April 30, 2009 Posted by | Abuse, OpenSim, Second Life, SL Exodus | , , , , , , | 96 Comments

Dynamic hypergrid links: the new Metaverse

Would you like to have your own SL-like micro-world in-house, to be able to make backup copies of your islands and your inventory at will, to be able to clone your avatar with all your inventory into your friend’s micro-world when needed, to be able to pack a whole island and share it with friends or with the world, to be able to use fantastic buildings and landscapes others have created, to be able to add an island instantly, to decide how much computer power you’re going to allocate to your regions, to be able to run 10+ islands with 20+ avatars in a single computer, …?

“Sure,” you’ll say, “all these things are very nice, but this has to come at a price, right? Everybody will be isolated in their own micro-world, and what’s the fun of that?”

Up to recently, that was it. Either you were in a “big” world (Second Life, Open Life, OSGrid, etc), or you had your own micro-world, and then you were isolated in it. This started to change when Christa “Diva” Lopes, from the OpenSim dev team, implemented the first phase of the Hypergrid concept, what we can now call static hypergrid. I blogged about it one month ago; here’s an older article from Vint Falken; of course it all started with Justin Clark-Casey‘s seminal post “Could there be a future without big grids?”.

With static hypergrid, grid owners decide whether their grids will be accesible from outside (i.e., if they’ll run their grid in hypergrid mode) and if so they inform other grids; other grid’ operators then use a simple command to link their grid to the first. This architecture gets complemented with the possibility to use prebuilt .xml files to link several (potentially thousands) of new regions at once with a single command.

That’s a great architecture, but it puts the power of jumping from one grid to another into the grid owner’s hands. And it’s good that it is so, because the foreign regions appear on the origin grid’s map, and if I were a grid operator I’d love to be able to control what appears on my map. However, it has several disadvantages for the end-user: it precludes the possibility to jump to an arbitrary grid; if grid A links to grid B and grid B links to grid C but grid A does not link to grid C, you have to jump to B to get to C, which is preposterous; in general, the major problem is that you’re limited in where you can teleport to by your grid owners. Of course SL works that way, but SL is not an open grid, at least for the moment. And if OpenSim has to become the 3D web, you have to be able to teleport, to jump, anywhere. The very same notion of your ISP determining which web pages you can visit and which you can’t visit is against the fundamental idea of the internet.

Ideally, what I’d love to be able to do would be something similar to the following: assume that I’m working in my soon-to-be-opened OpenSim Condensation grid, I get tired of building, and I decide to teleport to my friend’s Ludmilla grid (note: to another grid, not to an island inside my grid) to see whether she’s available to go exploring, so that I tp to her world, and, lo!, there she is; I greet her, and we both tp to OSGrid (the free OpenSim grid) and start exploring from there… Impossible? No! Here’s a video that demonstrates exactly that:

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February 8, 2009 Posted by | OpenSim, SL Exodus, Tech News | , , | 7 Comments