UWA’s Machinima competition: beauty and success

On Monday the University of Western Australia in Second Life had a bash to announce the winners of its MachinimUWA Challenge. What started out as a L$10,000 prize ended up as L$215,000 thanks to the entries being viewed by the University’s Vice-Chancellor, Professor Alan Robson.

You can view each of the entries below, with the descriptions all provided by the UWA’s resident dynamo, Jayjay Zifanwe. If you take the time to view each, you’re likely to agree that the overall quality of entries has been very strong. I don’t envy the 12-member international judging panel for the decisions they had to make on the shortlist of thirteen. The final results were:

Winner
CISKO VANDEVERRE, Berlin, Germany
SEEK

“The judges thought that this was an absolute firecracker of a Machinima with a brilliant and very different approach. This had wonderful humour, amazing visual effects, great quality of editing and remarkable camera control.”

Second Prize
BRADLEY CURNOW, Perth, Australia
MachinimUWA: Art Architecture, Research, Teaching

“With Bradley’s work, the judges felt this had wonderful velocity with fantastic cutting to music transients, an epic soundtrack and showed off the “4 main elements” to great effect.”

Third Prize
COLEMARIE SOLEIL, Florida USA
UWA Machinima Challenge Submission

“ColeMarie’s brilliant modern and edgy piece was another favourite. Responding to the announcement, she said, ‘I would like to thank all the artists involved in the creation of the UWA sims,and to UWA in particular, for this terrific opportunity to creatively express myself. To all my friends who gave me my space and understood how much working on this project meant to me, to JayJay for asking me to make this video, and Surrealia Anatine for getting me into machinima to start with. To energy drinks for keep me working late into the night, and Bryn Oh for ‘subtle’ yet threatening encouragements to finish this video.’ ”

Honourable Mention
MASTERDARK FOOTMAN, Dallas, Texas, USA
The Heart of UWA

(video unavailable)

Honourable Mention
CHANTAL HARVEY, Maastricht, Netherlands
University of Western Australia in Second Life

Honourable Mention
LASLOPANTOMIK YAO, Barcelona, Spain
MachinimUWA

Finalist
PYEWACKET BELLMAN, New York City, USA
University of Western Australia in Second Life

Finalist
SOPHIA YATES, Lancaster, Massachusetts, USA
The Challenge – Architecture, Teaching, Research Arts on the UWA sims

Finalist
IONO ALLEN, Paris, France
Seek Wisdom

http://www.youtube.com/watch?v=2knumdykcAE&feature=channel

Finalist
GLASZ DECUIR, San Sebastian, Spain
MachinimUWA: UWA in Second Life, Achieving International Excellence

http://www.youtube.com/watch?v=mK0GQ_kENNI

Finalist
NOVA DYSZEL, Toronto, Canada
UWA in SL Challange

http://www.youtube.com/watch?v=wFkr7wIwZAs

Finalist
MASTERDARK FOOTMAN, Dallas, Texas, USA
UWA Jan 2010

(video unavailable)

Finalist
SOPHIA YATES, Lancaster, Massachusetts, USA
Second Life Virtual University of Western Australia

Details of Judging Panel

1. Professor Alan Robson (RL) – Vice-Chancellor, The University of Western Australia
2. Professor Ted Snell (RL) – Director, Cultural Precinct, The University of Western Australia
3. A/Professor Wade Halvorson (RL) – Lecturing in Marketing, Business and Electronic Commerce, The University of Western Australia
4. Colin Campbell Fraser (RL) – Principal Adviser (External Relations and Advocacy),
Vice-Chancellery, The University of Western Australia
5. Kelly Smith (RL) – Director, International Centre, The University of Western Australia
6. Jon Stubbs (RL) – Director, Student Services, The University of Western Australia
7. Susana Willis-Johnson (RL) – Marketing Manager, The University of Western Australia
8. Dr Carmen Fies (RL) – Assistant Professor, The University of Texas at San Antonio
9. Torley Linden (SL) – Linden Labs
10. White Lebed (SL) – Lead of Burning Life Art Department, Curator
11. Raphaella Nightfire (SL) – CEO SW&MB Fashion Productions, CEO Evane Model Agency, Snr Writer Best of SL Magazine
12. Jayjay Zifanwe (SL) – Owner of The University of Western Australia (SL), Creator & co-host of the UWA 3D Art& Design Challenge

The final word from Jayjay Zifanwe:

“In the words of Torley Linden as he was being TP’ed out at the end of the ceremony to attend to Viewer 2.0 matters, ‘This has been awesometastic!’. Yes Torley. It has indeed.”

Medical education in Second Life: it works

(This story originally appeared over at Metaverse Health)

The Journal of Medical Internet Research has published a study on the outcomes of a a pilot postgraduate medical education program at the Boston University School of Medicine presence in Second Life.

You can read the full paper here, but the synopsis of the study is:

1. Fourteen physicians participated in the pilot, with twelve providing feedback.

2. The learning exercise was related to Type 2 diabetes, with participants surveyed on any change in confidence and performance, as well as attitudes toward the virtual learning environment itself.

3. Confidence increased after the Second Life event, in respect to selecting insulin for patients with type 2 diabetes, initiating insulin and adjusting insulin dosing.

4. There was an increase to 90% (from 60%) of participants initiating correct insulin dosages.

5. The percentage of participants who provided correct initiation of mealtime insulin increased from 40% to 80%.

6. All twelve participants surveyed agreed that their experience in Second Life was an effective method of medical education.

7. All twelve also agreed that “the virtual world approach to CME was superior to other methods of online CME, that they would enroll in another such event in SL, and that they would recommend that their colleagues participate in an SL CME course.”

8. Two of the twelve disagreed with the statement that Second Life provided a superior to face-to-face option for continuing medical education.

The take-home message? Nothing new really: virtual environments can be very useful for education. The small sample size is obviously worth noting. Additionally, I remain amazed at the positive feedback garnered for education sessions held in Second Life given the rudimentary aspects of the platform itself i.e. the need to type responses in chat and viewing what’s essentially a Powerpoint presentation (as shown in the picture above). That’s not to take away from the work the University of Boston have done, it’s just one key aspect for future studies: how much of the positive feedback on virtual environments is the ‘wow’ factor experienced by newer users versus the well-established data on immersion and its benefits?

Another key point for me was this:

Our search of English language peer-reviewed publication databases did not identify any formal evaluation of the educational effectiveness of health professional training in SL or other virtual worlds.

Studies like this one are helping to address that gap, but there’s plenty more to be done. What’s fairly certain is that work is underway and within 12-18 months there’s likely to be a significant body of work pointing out the opportunities and challenges virtual worlds present for health-related training and education.

Immersive environments and the enterprise: new report

Erica and Sam Driver from ThinkBalm have released a new report. Titled The Enterprise Immersive Software Decision-Making Guide, the focus is obviously virtual environments suitable for business applications. For those not aware of ThinkBalm, they have a growing stable of reports on the state of play in virtual worlds industry, particularly from a business perspective.

Aside from detailing nineteen vendors out there, the guide provides some useful strategies to assist in choosing a virtual environment for an enterprise. It’s pretty standard project governance and needs analysis stuff, but tailored well to the topic.

One of the key points from the guide for me revolves around the regular question of “which platform is best?”:

The vendors come from a variety of backgrounds and have different specializations and strengths and weaknesses. They are not all targeting the same use cases. Just as office productivity suites today now include separate-yet-integrated applications for word processing, spreadsheets, presentations, and more, immersive software product suites will evolve to focus on groups of related business problems. Eventually, we envision an immersion layer developing that will integrate with multiple enterprise systems and applications. But this is years away.

I’m a little more bullish on the ‘years away’ aspect. Two to three years, sure, but I’d be surprised if more widespread adoption took longer than that.

Overall, the guide appears to be a rigourous, well-researched piece of work that should provide a useful base for enterprises looking at integrating immersive environments into their operations.

You can view the full report here

National Portrait Gallery in Second Life

There hasn’t been an enormous fanfare about the launch of the National Portrait Gallery’s doppelganger exhibition in Second Life, but there probably deserves to be. For its first foray into virtual worlds, the Gallery has created an impressive exhibition that beautifully showcases the power of digital artwork.

I asked the architect of the exhibition, Greg More (SL: Dynamo Zanetti) to explain each of the exhibits, which he kindly agreed to do. Greg is a Senior Lecturer in the School of Architecture and Design at RMIT. Since 2002 he’s been primarily engaged in the use of 3D, realtime environments for architecture design visualisation. The RMIT’s island in SL, for RMIT architecture and interior design students, came into existence in early 2007. Greg also happens to be the driving force behind OOM Creative, a local virtual worlds design consultancy

iMirror

Artist: Cao Fei

It seems natural for an exhibition like this to feature machinima, and it’s certainly a striking one that is being shown. Superficially, it’s a montage of Second Life residents’ faces, but the overall effect is much greater.

Greg: “Developed for the Venice Bienale 2007, this is the only work in the show that wasn’t developed specifically for Portrait Island. Space designed to envelope the viewer into a screen experience, and also marks the limits of the landparcel supporting the streaming video.”

CodePortraits

Artist: Patrick Lichty

Aside from the vivid ‘Last Supper’ portrait, which is alone worth a visit, there are also QR codes for each of the portrait subjects, readable by smart phones with the appropriate software installed.

In CodePortraits we can extract these representations from their native environment via Quick Response codes which enable us to watch his archive of footage on our own mobile devices. Viewing these videos on a portable device, that can be played anywhere, at any time, reminds us of the photographs of loved ones and family that we may keep in our wallets, or the earlier tradition of the cameo.

Another fascinating mix of digital media with more traditional imagery.

temporary self portrait in preparation for the singularity

Artist: Andrew Burrell.

The largest work in the exhibition, it’s difficult to provide an explanation of its scope and purpose that’s better than the one provided by the artist himself. In short, the exhibit is a virtual device offering a glimpse of the narratives of the artist’s life, “both remembered and imagined”:

Each of the cubic nodes within the device can forge new connections with its neighbours creating a navigable network of narratives to which the viewer is given access through text and image. The work questions the site of the self and its relationship to the narratives of memory.

Autoscopia

Artists: Adam Nash, Christopher Dodds and Justin Clemens

I have to admit this was probably the exhibit that fascinated me the most. The Autoscopia website explains it nicely, but essentially you enter a phrase such as your Second Life name, and you receive (after a wait) a link to a detailed profile of yourself as found on the internet more widely. Try it for yourself and you’ll likely be surprised with the results.

Autoscopia’s portraits are built using data from internet-based ‘vanity searches’ conducted within the Second Life installation. Each name creates a unique outcome composed of 27 ‘limbs’. Each limb is fed data from websites such as Google, Facebook, Twitter etc, with colours, geometry and audio affected by variations in search volume. Data is then re-published via discrete web pages automatically composed through snippets of text and images collected during the search

iGods

Artist: Gazira Babeli

The experience of entering iGods can be a little disconcerting. The Greek temple exterior contrasts against the impressive experience of having your avatar transposed onto one of the seven ‘sins’ on the inside:

Move a little closer and the clones come to life, morphing into the appearance of the observer’s avatar; replicating their image back at them. Gaz’s hall of mirrors reminds us that, in Second Life, DNA is code and in virtual worlds this code can be replicated or borrowed. This unnerving experience exposes fears associated with identity theft and the often reluctant realisation of personal identification with one’s avatar.

The Wrap

According to Greg, the main approach for the exhibition, and the build, is not to replicate existing notions of portraiture or exhibition space. “Gill Raymond, the curator, set a really open brief for the project, and luckily on my advice we developed the space over a couple of phases, allowing for the environment to evolve, accomodate the artists developing the work, and tie things together with the website content”.

Feedback from visitors to date has apparently been enthusiastic, with a significant cohort of visitors spending more than an hour interacting with the exhibits. Kudos to the National Portrait Gallery for their investment in the exhibition. Alongside the ACVA initiative and the momentum built by the University of Western Australia’s Art competitions in Second Life, it’s fair to say that Australian art in the virtual world is an incredibly lively part of the wider art community.

Check it out in-world

Body image and virtual worlds: call for study participants

Jon-Paul Cacioli is a Doctor of Clinical Psychology student at Deakin University, and he’s currently conducting a study on body image in virtual worlds. In his words:

“I am looking for participants, male and 18+ to complete a survey regarding both their real world and virtual world body images and psychological states.”

He needs 300 or so participants to take the survey. It’s a fairly intensive process, which takes around 15-20 minutes. If you have that time to give, then go make a contribution toward the increased understanding of how we perceive ourselves in the virtual and real worlds.

Link to the survey

The reverse argument for virtual worlds in the enterprise

With thanks to Tateru Nino for the heads up, this machinima just about perfectly encapsulates the tug-of-war within the enterprise in regards to adoption of virtual worlds as a collaborative tool. It’s an incisive piece that strips bare some of the stereotypes and barriers put forward by business as ‘arguments’ against utilising virtual worlds in their operations.

It’s the sort of piece that may be useful after some initial discussions have been had within an enterprise. It would probably make some people defensive if used up front, but its power is likely to be found after the stereotypical arguments have been made by those less convinced of the opportunities virtual worlds provide.

Watch and enjoy:

UWA Art 3D Art and Design competition: December 2009 winners

The University of WA’s 3D Art and Design competition continues its significant momentum, with the December 2009 winners now announced. The full announcement below, plus you can view pictures of all the entrants on the UWA in SL blog.

As on of the finalist judges, each month makes me more nervous as I realise the depth of talent amongst the artists that have submitted so far. As always, have a look for yourself – the range of art and sculpture is astounding. The December round saw more than 70 entries across the different categories, so it’s an understatement to say there’s lots of interest.

The winners announced:

Igor Ballyhoo & Patch Thibaud truimph in DECEMBER ROUND of UWA 3D Art & Design

Two incredible works took out top honours in the December Round of the UWA 3D Art & Design Challenge announced on the 10th of January at the University of Western Australia’s IMAGINE Challenge Art Platform. On the tie-breaker ‘Chaos In Order’ by Igor Ballyhoo took the top IMAGINE art prize over Anyunie Daviau’s ‘Araucaria Artist Book’ (which won the Artist Book Prize), and renowned architect Patch Thibaud’s submission called ‘UWA Cultural Precinct Nexus’ beat all comers and set a new standard for the FLAGSHIP Challenge.

Igor also took the People’s Choice Award in another close battle that saw over 300 votes cast. This time it was neck and neck with ‘The Cub Rescue’ by Really Scrabblebat and came down to the final hour of voting. An amazing double by Igor, becoming the first to top both categories!

Stunned by the awards win, Igor said, ” I thank all people that voted for my work and I thank the amazing J.S. Bach for inspiration”

The Flagship Build of Patch Thibaud is true masterpiece and has already received a lot of attention in architecture circles. Frolic Mills, a judge for the Grand Prize and CEO of BOSL & CO said, “Patch has been an inspiration to many here in Second Life: From his first build, ‘The Best of SL Boulevard’ to ‘Ciudad de Mexico’ he has received outstanding critics even from people like SL CEO: Mr. M Linden. But what is trully remarkable about his University of Western Australia enty is that Patch was able to build something that can totally be executed in Real Life and that fits right in with the purposes of the University. I would love to see this art gallery come to life in the real world some day! Well done Patch and congratulations!”

Commenting after his win, Patch said, “The University of Western Australia is doing a wonderful thing, in their Flagship Challenge, for architecture in Second Life. The idea of encouraging creations in SL that could be used for a real world building is an innovative and exciting use of Second Life as a design tool, and further strenghthens the relationship of SL with real world applications. And I think the inclusiveness and openness of the process is an inspired and fertile platform for encourageing the arts in SL in general.”

The build can be seen here through the end of January: http://slurl.com/secondlife/University%20of%20WA/70/128/1999

A record total of 69 entries were submitted for the IMAGINE challenge for December and 5 entries to the FLAGSHIP. Professor Ted Snell, Director of the UWA Cultural Precinct (RL), Chair of the judging panel, had this to say about the entries this month:

“The range of works submitted in December was extremely impressive with a much larger number of entries moving on from technical competence in rendering images and objects to speak with an original voice and engage audiences in a conceptually challenging and intellectually rewarding encounter. The winning works were reflective and thought provoking, using the medium as a means of exploring ideas and concepts rather than merely re-presenting borrowed images or reworking existing concepts. They remain vividly in your memory after the screen has been switched off.

The architectural winner displayed a high level of sophistication and combined extraordinary technical competence with intellectual rigour and practicality. ”

At this point, the Challenge has reached 6 continents of the world, with only Antarctica out of the mix. Canada, the USA, the UK, Scotland, England, Spain, Italy, France, Brazil, Chile, Denmark, Holland, Ireland, Portugal, Austria, Serbia, Tunisia, Germany, Japan and Australia are all represented!

A number of other awards were also presented including the the ‘Best Non-Scripted Art’ prize taken by Sistagrlro Wei with ‘Black Soils Plains Running Through My Veins’. Other winners included Miso Susanowa, Jedda Zenovka, Nyx Breen, Scottius Polke, LollyPop Congrejo, Asmita Duranjaya and Oldoak Merlin.

The competition is now receiving entries for the month of January. Location is http://slurl.com/secondlife/UWA/64/132/250

A new prize has also been added to the IMAGINE Challlenge, and this is ‘The Casey Cultural Award’, which encourages artists and builders in all disciplines to research Western Australian historic OR contemporary Culture and present a piece which demonstrates aspects of Western Australian culture, ecomony or society.

A Machinima Challenge with a L$60,000 1st prize, closing on the 31st of January has also been announced.
http://uwainsl.blogspot.com/2009/12/machiniuwa-uwa-machinima-challenge.html

WINNERS FOR THE DECEMBER ROUND

Imagine Challenge 1st Prize: ($L5,000 + Custom T-Shirt)
CHAOS IN ORDER by Igor Ballyhoo

Imagine Challenge 2nd Prize: ($L1,250)
AURACARIA ARTIST BOOK by Anyunie Daviau

Best Non-Scripted Entry: ($L1,250 + Custom T-Shirt)
BLACK SOIL PLAINS RUNNING THROUGH MY VEINS by Sistagrlro Wei

Honourable Mention Prize for TECHNICAL BRILLIANCE (L$500)
VECTOR BEEHIVE by Scottius Polke

Honourable Mention Prize for SERENITY (L$500)
RADIANT STALLIONS by Miso Susanowa

Honourable Mention Prize for MESSAGE (L$500)
SPRAY ADDICT by LollyPop Congrejo

Honourable Mention Prize for BODY OF WORK (L$500)
WORKING FOR YOU & ME, DEVOTIONAL TRINITY & MECHANICAL BIRDS by Oldoak Merlin

Honourable Mention Prize for IMMERSION (L$500)
HEART SEED by Jedda Zenovka

FLAGSHIP CHALLENGE – BUILDING DESIGN

Flagship Challenge 1st Prize : ($L5,000)
UWA CULTURAL PRECINCT NEXUS by Patch Thibaud

Flagship Challenge 2nd Prize: ($L1,250)
FUTURELab by Nyx Breen

ARTIST BOOK PRIZE

Artist Book 1st Prize : ($L2,000)
AURACARIA ARTIST BOOK by Anyunie Daviau

Artist Book 2nd Prize: ($L500)
ASMITA’s PHILOSOPHICAL BOOK DISPLAY by Asmita Duranjaya

PEOPLE’S CHOICE AWARD (L$500)
CHAOS IN ORDER by Igor Ballyhoo

UWA 3D Art and Design Challenge – November round winners

uwa-nov2009-winnerThe latest round of winners in the University of Western Australia’s 3D Art and Design Challenge have been announced. The momentum of this competition continues to grow, with a huge number of entries and the addition of Linden Lab CEO Mark Kingdon to the final judging panel.

All the details on the November winner from Jayjay Zifanwe:

Glyph Graves & Silene Christen take the NOVEMBER Awards by Storm

A sublime submission called ‘Tendrils‘ by the jewel in the crown of Australia, Glyph Graves took out top spot for the IMAGINE Challenge for the november round of the UWA 3D Art & Design Competiton. Not to be outdone, some incredible work by Silene Christen of the Balears Islands in Spain saw her winning the top non-scripted IMAGINE entry for ‘Jackob’s Stairs’ as well as the FLAGSHIP Challenge, where the challenge is to build and Art Gallery that could perhaps be built. With this, Silene became the first person to win the major prizes in both the IMAGINE & FLAGSHIP categories.

A total of 58 entries were submitted for the IMAGINE challenge for November and 7 entries to the FLAGSHIP challenge of the University of Western Australia’s 3D Art & Design Competiton. Co-hosts Jayjay Zifanwe and quadrapop Lane were astounded by the rise in entries month to month and the also how the entries coming in were spread across the globe, with artists and builders taking from Canada, the USA, the UK, Scotland, England, Spain, France, Brazil, Denmark, Holland, Portugal, Tunisia, Germany and Australia.

With the year long competition growing from strength to strength, it was announced during the award ceremony that the judging panel for the Grand Prize which already included Second Life personalities from the art, architecture & journalism world, including Frolic Mills, Will Dreadlow, Sasun Steinback, Lowell Cremorne and White Lebed was boosted by the CEO of Linden Labs, M Linden joining the panel!

An artist book prize was also awarded for the month of November. This was won by Oldoak Merlin for his work Offenes Buch (Open Book). Book prize panel chair, Juanita Deharo commenting on the piece said ‘The words and print won’t stay on the page but float and swirl, sometimes forming words, sometimes not. The work asks us to consider the nature of words, story and text, while staying within the known bounds of ‘bookness’. The dedication to Ramon Llull gives us an indication of the creator’s intent. It is a very well concieved and aesthetically pleasing work that operates on a number of levels, and is well deserving of the prize.

Commenting on his win, Glyph said ‘There was a lot of high quality work in this month so I wasnt expecting anything. My piece, Tendrils is a portrait of a person … both closed and open to the world showing a different facet of themselves depending on who and how many are around them. Theres an undocumented feture that I’m not sure many saw .. the sphere will change colour depending on how many people are inside it. Oh and of course it sends out tendrils .. of sound and colour’

Stunned by the double award, Silene said, ‘I’m happy, and surprised. Suprised for several reasons. Jackob’s Stairs is..very conceptual very ..in my style..and I didn’t think it would be ‘in vogue’ in SL at the moment. So I was really suprised. The FLAGSHIP prize… well, this is an honour. To see people dancing and walking and looking at the things in it makes me feel … extremly happy. I made things for people, and is very great for a builder to see poeple using them::)))’

A number of other awards were also preented including the People’s Choice Award taken by Dusty Canning’s ‘Letting off Steam’. Other winners included Miso Susanowa, Jedda Zenovka, Sledge Roffo, RAG Randt, Sabrina Nightfire, Nyx Breen and Ichiko Miles who took 2nd prize in both the Imagine Challenge and the SArtist Book prize (full list below).

The competition is now receiving entries for the month of December. Location is http://slurl.com/secondlife/UWA/64/132/250

WINNERS FOR THE NOVEMBER ROUND

IMAGINE CHALLENGE – 3D Art
1st Prize: Tendrils by Glyph Graves ($L5,000 + Custom T-Shirt)
2nd Prize: Consolation of Philosophy of Ichiko Miles ($L1,250)
Best Non-Scripted Entry: Jackobs Stairs by Silene Christen ($L1,250 + Custom T-Shirt)

Honourable Mention (Simple Beauty): Budding by Sledge Roffo ($L500)
Honourable Mention (A Short History of Everything): Offenes Buch / Open Book by Oldoak Merlin ($L500)
Honourable Mention (Immersion): Sweet Sid & the Singing Sidlets by Jedda Zenovka ($L500)
Honourable Mention (Behind the Veil): Primary Emotions by RAG Randt ($L500)
Honourable Mention (Atmosphere): Turbulence by Sabrinaa Nightfire ($L500)

FLAGSHIP CHALLENGE
1st Prize : Art Galery by Silene Christen ($L5,000)
2nd Prize: FUTURELab by Nyx Breen ($L1,250)

ARTIST BOOK PRIZE
1st Prize : Offenes Buch / Open Book by Oldoak Merlin ($L2,000)
2nd Prize: Consolation of Philosophy of Ichiko Miles ($L500)

THE EXCALIBUR AWARD (for new / returning artists)
Miso Susanowa: 1000 prims in perpetuity at Excalibur Aquitaine compliments of Phillip Vought

PEOPLE’S CHOICE AWARD
Letting off Steam by Dusty Canning ($L500)

—-

With thanks to iono allen (via the UWA blog), here’s a machinima of a number of the November works:

The University of Western Australia 3D Art & Design Challenge from iono_allen on Vimeo.

Interview – Zak Claxton, Second Life musician

zakclaxton_liveZak Claxton is one of many Second Life musicians who have built up a loyal following. Over the past year I’ve been aware of Zak’s work on an album showcasing the body of original songs he’s built up. With the December 11th release of his self-titled album, I thought it was a good time to profile his work, to get his thoughts on the SL music scene and some tips of SL music performance.

I do need to make a disclosure – I’ve known Zak’s real-world alter ego for seven years or so – we’ve hung out together throughout that time on a number of musician discussion forums. We both became Second Life residents around the same time and the Metaverse Journal’s Second Life presence was constructed by Zak’s partner Kat Claxton from Encore Design Group. Finally, I have had extensive involvement online with the other musicians on the album as well.

On to the interview:

Lowell: You’ve been a musician for decades – aside from the Second Life learning curve, was there any aspect of musicianship you’ve had to learn or change with Zak?

Zak: Absolutely. Most musicians are used to receiving immediate feedback from their audiences, be it clapping, cheering, or throwing beer bottles at their foreheads. When I first started performing in SL, it was a bit disconcerting to finish a song and then wait for 15-40 seconds to have the audience react, due to the latency of the stream. You get used to it after awhile.

Also, on a personal basis, most of my musical experience as a live performer previous to SL was as a member of bands. It took a short while for me to get used to being alone on stage, with no other sources of music than what I can perform in real time with my guitar and voice. But I got over that relatively quickly… it’s just a matter of experience.

Lowell: Can you describe in a paragraph or two the process of making the album?

Zak: I am extremely fortunate to have developed close friendships with a number of talented people in the music/recording business. When I decided to get serious and do a “real” album (as opposed to something I could record in my bedroom on marginal equipment), I enlisted the help of engineer/producer Phil O’Keefe, and recorded all of the tracks at his Sound Sanctuary Recording Studios in Riverside, CA. Then I called upon the talents of a couple of other multi-instrumentalist friends; Bunny Knutson provided drums on every song as well as some additional guitar parts, and Ken Lee also came in for a few songs on keyboards and guitars.

The process was pretty simple. All of the songs were those I’d written to be able to perform as a solo artist, so it was just a matter of fleshing out the songs, arranging them for a rock band setting. We would go into Sound Sanctuary, and Bunny and I would perform the songs in real time, without any click tracks to lock us in. It was a very free and creative environment. After we got the drums down, we would layer other tracks via overdubbing. I played the majority of the guitars and bass, and did most of the lead and backing vocals as well. Phil O’Keefe also added various parts as needed.

We started recording in March 2008 and didn’t finish until August 2009, but that’s only because our respective schedules didn’t allow us to record whenever we felt like it. We actually only spent six days in the studio during that time frame, and each of those days had us creating two complete songs. The sessions were actually very productive. Phil would then make rough mixes as we went along, and at the very end we had one final session to go through and make tweaks to those rough mixes. The whole thing was very smooth, and since I was working with great friends, we had an incredibly fun time at each session.

Lowell: Can you divulge the inspirations behind any of your songs?

Zak: I’m inspired by many things, both for the musical and lyrical content of my songs. First and foremost, I’m inspired by all the great music that’s been done before me. I’ve spent a lifetime as a lover of all kinds of music, and I did my best to allow those influences to be reflected in my songs.

On a more specific basis, I find that nature is often a key source of inspiration. In a number of my songs, you’ll hear references to the sky, the sea, the sun, the stars and so on. I don’t know why; perhaps I feel these things are part of a bigger picture than the fleeting stuff that happens in our day to day lives. But I’m also inspired by relationships, and the interaction between people in general. Certainly, the fact that I’m madly in love with my ladyfriend Kat Claxton resulted in the creation of several songs on this album, specifically “This Afternoon” and “Always Tomorrow”.

Lowell: Have you written any songs based on your performances in Second Life?

Zak: I have, and have performed them upon occasion in SL. For example, I have a song called “Triana” that was inspired by a gal to whom Kat and I have become close in SL; she runs a weekly music trivia game we attend.

However, it was important to me to make a distinction between what I do in SL and what I do on a more general basis as a musician. I did not want to make this an SL-centric album, and it was my intention all along to create music that people could relate to whether or not they’ve even heard of virtual environments. It’s safe to say that nothing that ended up on the album is specific toward SL, only because I wanted all people to be able to enjoy it with or without references to virtual worlds.

Lowell: I know it’s hard to list a few, but are there particular SL musicians that you admire / have inspired or impressed you?

Zak: Definitely, yeah. SL is simply a microcosm of real life, and much like the rest of reality, you have a small percentage of people who probably shouldn’t be playing music in public, and then a much larger percentage of people who are pretty decent and can play and have fun along with their audience. And beyond that, you have a small number of people who are obviously very talented. Again, these percentages line up with what you’d expect from any collection of musicians in any real life community.

While most SL musicians do cover tunes in world, I have a greater admiration for those creating and performing original music. Some of my personal favorites include Grace McDunnough, a fellow singer-songwriter who is from Atlanta. I’ve also really enjoyed the live creations of a guy who would probably be considered a DJ, but is actually a great real-time remix artist named Doubledown Tandino. Slim Warrior is another original remix artist and singer who is very talented. She’s known in real life as SlimGirl Fat, and is currently achieving some well-deserved recognition in the UK. I also enjoy the music of a British guitar player and singer Blindboy Gumbo who does blues-based music. He’s great and does a fun show. Hexx Triskaidekaphobia puts on reggae/jam shows in SL as a pseudo-band called Born Again Pagans who are very original and cool. I also enjoy the performances of SL artists like Mimi Carpenter, Mel Cheeky, and several others.

Lowell: What are Zak’s goals for the future?

zakclaxton_albumcoverZak: I tend to create music for the sake of the music, as opposed to ulterior motives like fame or fortune. I can say for sure that I still have a lot of music inside of me that has yet to emerge. I’ve begun writing songs for a second solo album, which I intend to start working on in early 2010. But on an immediate basis, my self-titled debut album is just coming out now, so I have some stuff to do to help promote it. In that regard, I will be doing some live shows in real life, and we’re making an effort to get terrestrial radio airplay here in the USA in addition to the Internet radio play we get on stations like IndieSpectrum Radio and SL Live Radio. While I’m not fooling myself into thinking my album will be some massive pop hit, I still want to do the things that will at least give it a chance to get heard, so the current focus is in that regard. I’m working closely with Kat on this stuff, since we’re partnering in a record label called Frothy Music to do the release of my album.

And, of course, I intend on continuing to do live performances in SL on a regular basis. On average, I do about 5-6 shows each month, and I have no plans of slowing down. At the end of the day, I play in SL because I really enjoy it, and as long as there are people who want to see and hear me, I’ll be there.

Lowell: Have you collaborated at all with other SL musicians and if not, is it likely to occur in the future?

Zak: I have, but not in the way I’d really prefer. I’ve taken part in a couple of collaborative efforts that were designed to bring some attention to the SL music community as a whole, but in both cases, I just sang a few lines on someone else’s song and didn’t have much direct participation beyond that. However, I would definitely love to really collaborate on something new with a fellow SL musician. While I don’t have any firm plans at the moment, having focused on my own album in recent months, I can absolutely see that happening at some point soon.

Lowell: You’ve put a lot of work into developing the Zak Claxton persona: do you see Zak as a creative psuedonym for Second Life only or is there a broader connection for you?

Zak: My story is pretty funny in this regard. I became Zak Claxton pretty much by accident; it was a name that I picked while signing up for SL in 2006 without giving it much thought. I certainly didn’t plan on it being a name I’d use for purposes other than in SL. At that stage, I wasn’t even fully aware that one could perform music in SL at all.

I started doing live shows in SL in early 2007, and I can now honestly say that around the world, many more people know the name Zak Claxton as a musician than they would associate music with my given name. If I already had some really great sounding, marketable name in real life, I might have been more open to using it for my musical endeavors. But unfortunately, I don’t; my real life last name is kind of long and German and clunky. So, Zak Claxton has become my official stage name. I find it likely that with or without SL, I probably would have chosen an alternative name which I’d use to release my music, just as Bob Dylan, Sting, and many other artists have done before me. It just so happened that Zak Claxton sounds cool, and I’ve already built a decent-sized following of fans who know me as Zak. It all worked out, despite not being part of a plan. I love when random things happen like that.

Lowell: Does Zak have any plans to perform in other environments like OpenSim, Twinity or Blue Mars?

Zak: I see no reason why not, though I have yet to delve into any virtual world beyond SL. To me, these are all platforms where new fans might be found. Live music is an appealing form of entertainment in just about any environment, and if OpenSim, Twinity and Blue Mars (or others) offer ways to attract an audience and do performances as easily as can be done in SL, I think it goes without saying that I’ll eventually be looking into them.

Lowell: Ignoring the Second Life aspect, why should people buy your album?

Zak: What I really want is for people to throw away all the other stuff when it comes time to judge my album worthy of purchase. Don’t think about SL. Don’t think of me as an avatar strumming a cartoon guitar on a virtual stage. And above all, don’t think, “He’s pretty good for an SL musician.” I want the music and the recording to be judged based on the same criteria you would any new music you’ve ever heard. If you hear something that connects with you, and you truly enjoy the music, then I hope you buy the album, or at least get on one of the online retailers like iTunes and purchase the song you like via digital download.

I think there are aspects of the album that will have a strong appeal to people who appreciate music that lasts longer than the typical pop tune. My strongest musical influences — people like Neil Young, Joni Mitchell, Led Zeppelin, Pink Floyd, the Police, and so on — seemed to write music that stands the test of time, and doesn’t necessarily feel dated after a few years go by. I would like to think that my album possesses some of the qualities that put it in a similar vein. And while some folks may want to skip over the harder rock stuff and others won’t bother with the softer stuff, I think there’s something on the album for everyone who enjoys well-crafted songs. I hope so, anyway.

Lowell: Have you managed to convince the other musicians on the album to join you in SL? If not, why not?

Zak: Well, I can say that they’ve certainly heard me babbling on for three straight years about how I view SL as a musician’s paradise. But what I usually get in return are excuses like, “That seems cool, but I don’t have time for it,” or, “I’m not sure my computer can handle the graphics,” and so on. In fairness to them, not all of my real life collaborators are the type of musicians who are comfortable doing solo performances, as most SL shows are done. Out of the three folks who helped me on my record, only Bunny has even tried out SL, and sparingly at that.

On a side note, I would enjoy the hell out of doing a full band show in SL. I mean, there are logistical challenges, but it’s been done both as real-time live performances with the band members in the same room, and as relay-streamed performances where each musician is in a different place. But it can be done. Like most things in life, it’s more a matter of people with busy schedules and jobs and families to take care of, rather than a lack of desire to do it. I think it’ll happen eventually.

Lowell: Is it true the drummer on your album spent many hours camping in SL casino chairs before the gambling ban came in?

Zak: Let me tell you something about my drummer: I love Bunny as much as any man can love another without deviating from his heterosexuality. His contribution to the overall feel of the album cannot be understated. He was right there for every moment of the recording sessions, and added invaluable opinions to the process of capturing the songs. The mere fact that he was probably better known as a punk rock guitar player before tackling drums on this album says a lot. He stepped up to the occasion, and while he’ll tell you with typical modesty that his performances were subpar, I tend to think that he was the best drummer on the entire planet for my music.

And yes, I think he did enjoy some camping chairs during his brief tenure in SL. It’s certainly true to his form.

Lowell: What advice would you have for musicians wanting to create music in Second Life – what mistakes should they avoid?

zc_streetZak: Lots and lots of mistakes to avoid. First and foremost, check your ego at the door, as Quincy Jones once famously said. I’ve seen a number of musicians come into SL thinking they should be the hot ticket from day one, since they have a bit of real life experience as a musician. But as I mentioned earlier, there’s actually a pretty deep talent pool in SL, and like any music scene you’re trying to break into, you have some dues to pay in terms of getting recognized.

Second, it’s pretty silly for musicians to think of SL as a viable income source in and of itself. Granted, there are folks who’ve worked their asses off to develop a large fan following, and perform several times per day every single day, and make relatively great tips at each show. I can see some of those folks making enough money to pay their rent, perhaps. But in the entirety of the SL music scene, which probably comprises over 500 people who perform on a regular basis, there are maybe three to five folks who fit this description. It’s a tiny percentage.

Third, while you shouldn’t set the expectations too high from the income available in SL itself, don’t get discouraged and quit. In my opinion, the real value of SL to musicians is exposure beyond your wildest dreams. Look, I live in Los Angeles, right? One of the world’s musical Meccas. And yet, there’s no possible way I would have had as many people listen to my original music as I have with SL. That’s not even mentioning the fact that I have fans who enjoy my music and are based in Australia, Canada, all over Europe, across the USA, and so on. The opportunity for getting your music out there is tremendous.

Here’s a simple thing that still needs to be said: if you’re at all serious about using SL to perform at a level expected for a professional musician, don’t try and sing and play through your computer’s built-in mic using Voice. You should treat it like you would any real show, meaning you use gear that’s appropriate for showing off your skills, and you use an audio stream that will give reasonable quality to your sound. Anyone can hear the difference when musicians are using decent mics, instruments, computer audio interfaces and so on.

Finally, keep in mind that despite the preponderance of people like me who strum acoustic guitars and sing in SL, there should be no limitations in terms of the type of music you play. I’d actually like to see more hip hop artists, more ambient and experimental music, more classical music, and more jazz in SL. In fact, there are probably entire audiences of SL residents who are just waiting for more varied types of musical performances. No matter what type of music you do or how you perform it, give SL a shot and see what happens.

Lowell: Aside from musicians in SL, which SL residents have inspired you the most?

Zak: I’m certainly amazed by the talented builders and scripters in SL. Some of what they do is awe-inspiring. A blog run by resident Bettina Tizzy called “Not Possible in Real Life” (http://npirl.blogspot.com/) sadly just decided to close, but the content there is fantastic, showcasing the art, architecture, and other creative aspects of SL. I would also say that some of the SL-centric social commentators like Crap Mariner have been enjoyable to get to know. Also, the few people who have successfully established business models that work in SL are inspirational from the standpoint of virtual worlds’ continuing acceptance into the mainstream.

All that having been said, my biggest inspiration in SL does indeed come from the community directly involved in the music world, which includes the artists, the people who own and run venues, and the fans. It’s been a positive inspiration since day one, and even if I’d never used SL as a platform for my own music, it would have been highly worthwhile based on the friendships I’ve made through the SL music scene.

Surfing the virtual world hype

Riding the hype wave of a new technology with a “world-first” isn’t exactly unusual. We’ve seen this a lot with Second Life, right?

But there’s actually other, more interesting lessons to be learned.

Firstly, the newspapers and magazines don’t really check if you’re first, so if you want you can just copy what someone else is doing. This happened a whole heck of a lot. If anyone actually does ask, you just slice it more finely. “First by a Fortune 500 company”, “First by a West-coast marketing firm run by octogenarian teachers”. Slice it finely enough and you can pretty much always claim a world first – and by golly, they do.

There were, from memory, four national embassies that opened in Second Life. Each claimed to be the first one (presumably using the slicing technique above, or just not doing the research). That brings us to the second technique, the one that gives you the most PR bang for the least buck:

Don’t actually do it. Seriously, this is a proven strategy.

Write and issue your press-release, outlining what amazing world-first you’ll be performing – then don’t follow through. By the time that peak of the hype cycle wore off, nobody noticed that you actually didn’t. Instead it became a fait accompli. Everyone more or less assumes that you did do it.

Assorted media pieces still refer to pizza-deliveries, programmes and concerts by famed celebrities that never actually happened, but the writers just assume that they did.

There’s your return-on-investment right there. All the hype, and none of the work. All you have to do is hit the timing right on the cyclical hype.

There’s a whole lot of businesses and organizations using Second Life in various ways. Many of the ones that you can name from media-coverage though, never actually did. However it didn’t apparently actually harm their PR efforts at all.

Anyone want to bet that this won’t happen with future virtual environments?

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