Fashion Research Institute's Shengri La

Entries from April 2008

Fashion Arrives in OpenSim

April 30, 2008 · Comments Off

Portrait of the Designer and her 18,604 prim build….

Who better than a real life apparel designer to bring fashion to OpenSim?  Once I realized that attachments worked….I got busy. 

Admiring the haze of the gazillion tiny little prim leaf lights…

Very busy.

A view of the looping ‘tree branches’ of the community center

So busy that by the end of the day, in fact, I had a full outfit for myself in the IBM OpenSim Shengri La Spirit.  Hair…check.  Shoes…check. Necklace. Earrings. Check. Check.  Flexified prim skirt. Check.  Fluffy little shoulder trims. Check. Check.  And of course, a nice mesh outfit underneath it all, plus a nifty custom skin I whipped out just for the heck of it. 

Shoes.  You know something has really arrived when a woman can find shoes.
What woman can be complete without her shoes?

I think I look much better now…

Computerization comes back to its fashion roots…
how far we’ve come from the Jacquard loom.

Adjusting attachments without a pose stand is brutal, especially when you don’t have an AO helping you out.  Or even anything to sit on, really. 

Jewelry…ah yes.

Still, after a few tweaks, I got everything to work.  Attaching hair to the skull means you can’t edit yourself (we may want to look into this…) Digging around in one’s skull to find earrings…also not so fun.  A pose stand would help. A LOT.  No pressure, team,  I think having it by Friday would be adequate. 

Admiring the prim wax drips on the candle
(and Script Wizard Dale’s nifty flame!)

Editing your attachments ON your body is a bit problematic, as if you try to tweak a linked bit, the physics engine shoots you off into outerspace.  And the edited bit doesn’t always go where you think it should go.  This is an issue.  Another issue – well, in making jewelry….shoes…and hair…especially hair….sometimes the X and the Y coords get confused and flip.  Not all the time,  but always on the torus.  We may want to check this out.  I’ll work out some hair over the weekend and see if I can’t pin it down to something more like a bug report.

A nice view of things to come

O, and shoes – I need an invisibility script.  Script Wizard Dale? pretty please?

After all this, I think I need a drink….

Fashion has arrived in OpenSim in full twig.  From the tips of my hair to the pointy little stiletto heels of my toes, we got it.   In this case, going first meant, well, styling.  Another historic moment for the Fashion Research Institute and IBM, as we drive towards the future.  Big Blue and Fashion.  Who knew?  Buckle up, y’all and put a scarf over those curls…we’re in overdrive.

Categories: Fashion Research Institute · OpenSim · Shengri La · art · fashion · science · secondlife
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Eureka!! Pay Prim! 18,604 prims in IBM OpenSim Shengri La Spirit

April 29, 2008 · 4 Comments

OK. I admit to feeling more than a little smug about this one. We hit the artificial prim limit sometime this afternoon (I confess I wasn’t really paying attention so I didn’t get the glory shot)…and then we went on to set a new high: 18,604 prims of beauty on IBM OpenSim Shengri La Spirit.

I had quite a lot of visitors today – Script Wizard Dale, in response to my requests for various things, came in and spent some time coding up some things – now we have running water, mists, water spray, and of course, flames. Yesterday’s experiment with the butterflies turned out to be pretty nasty…buggy bugs! ack! But, as I like to look at it, without my butterfly fixation, we wouldn’t have humbled the Blade and hence, we couldn’t fix the underlying issue. So, viva la papillons. I look forward to my butterfly swarm back in action soon. 

 

 

 

 

 

 

 

 

At one point, Zha and Script Wizard Dale were both in, fiddling about. Zha, of course, has a fixation about height. Dale, for some unknown reason, opted for a Dwarf av. Barefoot, of course. Speaking of barefoot, I was very happy to have created some adorable little slip-in platform stilettos. I keep forgetting to drag an invisiprim over to put in the transparent prims, and in any event, I am having issues with the platform disappearing under my prim floor. But! they’re cute and they attached and so what this now means is:

Stampede of the attachments! Yes! hair! Yes! Jewelery! Yes! Prim skirts! The mind boggles.

Dale said he has some poses laying around somewhere, so those are next. He mocked me up an ‘almost chair’ which may rapidly be replaced with a real pose ball (as opposed to the physics enabled medicine ball he kept chasing around the build pad…). Go team!

Spirit is coming along nicely…what I love about building in here is that even at 18,000 prims…it’s obvious this is not a build that could be done anywhere or anywhen else. Each of the teeny, tiny, little sculpted prim leaf lights on the twined branches; each of the prim petals and leaves; right down to the individual ice cubes in the lemonade glasses – all require resources that anything less than Spirit’s Blader server simply can’t provide.  I love how the tiny little prims create a misty haze around the central build…

And, we’re not even halfway into our prim allowance….

So, to make up for a picture shy post before….IBM Open Sim Shengri La Spirit at 18,004 prims.

 

 

Categories: Fashion Research Institute · OpenSim · Shengri La · fashion · secondlife

The REAL value proposition of virtual worlds

April 29, 2008 · 4 Comments

This morning I read yet another pundit’s informed view that virtual worlds are ‘just another marketing platform.’  I don’t know how people get to be a ‘pundit’, but they don’t seem to need any real knowledge, or they wouldn’t say such uninformed things.
 
Given what we know about virtual worlds – not just OpenSim, not just Second Life(TM), nor any of the others – it should be obvious by now to anyone using them for any length of time that the user base, the consumers, just isn’t there in any real, meainginful metric.  You have hardcore gamers, you have nongamer early adopters, but what you don’t have is what makes the grist for the marketing wheel:  namely, the mass market consumer.   
 
Given that I spent the last several years successfully designing product for the mass market, I am rather more intimately acquainted with that marketplace than the pundits who want businesses to roll their brand campaigns into virtual worlds.  When I designed a product style, I put anywhere from 300,000 to 1,000,000 units into production for the North American marketplace alone, and I could safely expect to sell 18-20 such product styles.  Given the statistics out there, I think anyone can see that real mass market numbers just don’t equate with the consumer actually being in any one given virtual world at any given time, to receive a marketing message to ‘buy my stuff’.  The mass consumer just isn’t there yet.  She will not be there until enterprise steps up and figures out how to use virtual worlds specifically to enable themselves to do business more efficiently and effectively, and then pays to harden the virtual world in a way that makes them ready for business, which will have the collateral effect of making the user experience consistently easy.  Then and only then will we see mass market adoption of virtual worlds.
 
Until then, enterprise enablement is the real value proposition for virtual worlds.  Virtual worlds enabling enterprise to conduct business more efficiently.  It’s not brand extension, social networking (consumers, remember?)  or even collaboration.  Sure, all of these are important trends, but they are trends that are time units away from seeing their full florescence.
 
RL businesses entering virtual worlds to use as another marketing channel need to understand that their consumer base probably isn’t there yet, so these businesses need to use caution about rolling out branding campaigns.  Think about what sort of ROI they really expect, and get real about returns.  Tie any virtual world marketing into a longer term, full marketing campagin with the full bricks and mortar backing and you’ll get buzz.  But I would be seriously surprised if any enterprise is getting anything more out of a VW than a good, targeted direct mail campaign would give them. 
 
Likewise, the case studies for using virtual worlds for collaboration are fairly well known by now, including some of the pitfalls businesses may experience in bringing their workers into a virtual world, and what sort of accelerants and benefits they can hope to achieve.  It’s harder to put metrics to achievement with regards to virtual collaboration, though, especially metrics that the executive staff is going to get excited about.  Savings improve margin, so talking about travel costs and travel time saved is great, but savings don’t actually increase the company’s top line.  
As an executive, I am always looking at both the bottom and the topline of my company.  A solution that enables me to address both of these concerns is something I’ll look at closely.
 
We’re more forward about our use of virtual worlds, because I do see the very real value of using virtual worlds to enable business.  That’s where I see the real money is – and anyone looking at my product development numbers realizes pretty quickly that I’m all about making my numbers.  We’re specifically interested in using virtual worlds to enable product design and development both synchronously and asynchronously.  This is where businesses will see huge gains in productivity, in savings, in waste reduction, and in business intelligence and management metrics.  The Fashion Research Institute currently has a research agreement with IBM, to investigate how to best use virtual worlds in this way.  We are specifically addressing the apparel industry, which is an old and traditional industry that has never been computerized in any meaningful way. 
 
Our initial results have shown that the entire process of design work can be expedited using virtual worlds, substantially reducing development time.  Substantial waste can be cut from the process with concurrent time and cost savings. Executives have data transparency and management metrics for an area that has been traditionally resilient to any attempts at time management. 
 
The ease of collaboration helps with the product development process, but the true value proposition for us lies in the inherent nature of virtual worlds like Second LifeTM: 3-D modeling capabilities, real-time design capability, persistence of the work space, and above all, the data transparency to all stakeholders in the design and development process. 
 
We’re using OpenSim as our virtual world of choice for our enterprise solution.  OpenSim is open source, and it’s still being developed.  It has some advantages, in that it uses the standard Second LifeTM client to connect to an OpenSim backend.  New users can be trained to use virtual worlds using Second LifeTM, which has deep user-generated content and a rich, immersive experience which is critical to user acceptance.  When the user is trained to use virtual worlds, they can be easily brought into an OpenSim backed environment with no loss of accuity to the user.  The user ’sees’ the same user interface and does not have to learn a whole new set of commands. 
 
Virtual worlds used to help business do business is where enterprises will see real value for their investment. Ultimately businesses that do not make the digital leap will simply not be able to compete against businesses who have cut their costs and have better business intelligence data gathered from their virtual world installations.
 

 

 

 

 

 

 

Categories: Blogroll · Fashion Research Institute · OpenSim · Shengri La · fashion · secondlife
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Machines should work, Women should design

April 28, 2008 · Comments Off

Zha’s been tuning Spirit’s database and code, and it is really starting to show.  I pushed Spirit pretty hard – we now have 8500 prims in various configurations, and a couple of scripts running (I got my flame, thank you to Script Wizard Dale). I only managed to slap Spirit to its knees a couple of times, which considering that OpenSim is very alpha code, I thought showed a remarkable amount of resilience.

I’m increasingly finding that other than missing things like my HUD, AO, hair, and oddly enough, my gorgeous sculpted and scripted riding horse, I really do prefer to spend my time in Spirit.  To all intents and purposes, I have no prim limits, the Blade server that Spirit is hosted on is increasingly showing how robust it is, and I can get things in and out of inventory far more easily than I’m used to.  There are still issues with the alpha code, of course, but overall, the performance Spirit is turning in is just getting better and better.  I want Shengri La proper hosted on a Blade server!

My sense, based on nothing more than building hard in both platforms, is that OpenSim is growing up.  The technology is really digging in and starting to work, so I can get on about my business of designing.  I’m really looking forward to seeing what the new week brings.  I have hopes of a mist script, and some foxfire scripts, and of course, one mustn’t forget, some texture animation scripts and my fondest hope: a butterfly movement script…

This weekend, I spent planting the main build with all sorts of plants and flowers. I got the initial trusses in place on the nascent roof – I’m still not entirely certain how I want to finish the pitches yet, and I have only a dim idea of the direction I’m heading with the corner turn, but building is always a process for me anyway, so this doesn’t disturb me (too much). 

I did get the planters full of plants – a bed of gentians, some conifers plantings, palms underplanted with a lush bed of grasses waving gently in the breeze. 

I also started adding seating, against the day I get sit poses and the like.  Eventually, I’ll be adding all sorts of little touches to the seating arrangements – tables, floor lighting and the like.  Right now, I’m pretty content with my candle (note the flame) with the actual prim wax drips.  Not to mention the prim ice cubes in the glasses of lemonade…

A nice touch was adding the suspension chains to the chandeliers.  They are no longer merely suspended in midair, but attached to the new support trusses.

I also started building out a large community center.  The foundation is laid and I have a clear direction I want to take for terraforming.  The rest will evolve, just like OpenSim is. 

Spirit is becoming heart-stoppingly beautiful.  In some respects, it’s a pity that it truly is a ‘walled garden’, in that only people on the A++++ list can visit me there.  For now, that is.

Categories: Blogroll · Fashion Research Institute · OpenSim · Shengri La · secondlife
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On Going First – Day Two.OOOOHHHH in Shengri La Spirit

April 23, 2008 · Comments Off

The one really, really nasty thing about alpha testing is, you really do need to have the patience of a saint.  No, not me, my TEAM.  We’re tuning Spirit, and I think I crashed it 15 times today.  Hard.  Sometimes within seconds of logging in. Zha came and hung out with me for awhile and watched things progress, so I could feed bug reports on the spot.  This made things go quicker from my point of view….no less exhausting, but quicker.

An OMG moment, as I log in from what felt like my 92-millionth crash, to discover that I had lost most of an entire wall of trelli…and what was there had partially reverted to original parameters, the deadly “plywood box” unit.

What’s really interesting is how you can FEEL the box start to respond to the tuning as changes get made to

 it.  By the end of the day, I was mostly running into known bugs (linking and texturing issues, mostly) and Spirit performed admirably through a stint that brought us to 6,000 prims.  I did note something about the lack of an RGB slider when you go into the edit window – you have to use your existing palette. (this is a bug, in case my earlier comment to Zha went unnoticed)

 

The theme of Spirit has changed – as these things so often do – it’s moving more in the direction of a community center nestled in a large trellised glasshouse.  Today I fought with the technology all day and built trellii.  I must have rebuilt one section five times, because it just wasn’t persistent.  But, we got it worked out, and by the time I was tired of trellii, I had the walls in place.

Then I turned my attention to plants – flowering vines, some system plants potted up, and a few other odds and ends.  

A whole squadron of butterflies awaiting their flight scripts (um, guys? please?)

Script Wizard Dale made some mutterings (imprecations?) about the flame script.  A flame script would be really nice.  Also a particle script or two.  And some texture animation scripts. And, oh yes, attachments?  I miss my hair.  No pressure, next week will be fine.

In one of my interims waiting for Spirit to get kicked, our liaison found me in SL.  Thanks for coming with me to the networking event, Kurt, that was fun.  I actually had far more company today in working on Spirit than I usually do.  Zha popped in and out and at one point, retextured the terrain.  Not that this build is going to have a lot of terrain, but what there is will be lush and lovely.

Anyway, after a hard day of wrestling technology, we have a really quite lovely build.  I am particularly fond of the chandeliers, even they do just sort of prestidigitate.  They make me want to hold a Rave….

 

 

 

 

 

 

 

 

 

Categories: Fashion Research Institute · OpenSim · Shengri La · fashion · science · secondlife
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Yay! Up and Running ….Hoo Boy Are We….

April 21, 2008 · Comments Off

Zha tapped me on Friday and told me Spirit was ready to go again.  I, of course, immediately managed to crash the poor thing so hard it still has bruises, but Zha got it up and running again, and left me a little surprise upon log-in….a giant green prim (reminiscent of the Monolith in 2001) letting me know which sim I’m actually in (we have two.  The log-in urls get a little murky for me).

Ever the curious one, I wanted to change textures and generally twiddle the land, add media…and lookie the great surprise I found in the objects tab! 45,000 prims!

The mind immediately boggled.  I can make….grape arbors, with every grape a prim! Fuhgeddaboud texture flowers, I can have the real thing – all 400 prims worth (why settle for small when you can have grandiose?)

So I set to with great vigor.  In the middle of it all, Zha popped in to check on things.  She arrived just in time for a face-to-face collaboration about a linking bug.  Perfect! Now that we have avatar persistence, I of course promptly uploaded some of my skins/eyes/clothing textures in and made a couple of skins.  I carefully copied all the details from my usual shape and brought those over, so I could be me in Spirit.

Attachments are still buggy – I made and attached a belt and it seems to have been one of those rare anti-gravity belts, as it dragged me off to the sky.  Ugh.

Meantime, I managed to build out a boardwalk with arbors.  Lots of arbors. In preparation of those 300-prim-each grapes.  I have a clear vision of what I want the new build to look like, sort of palatial mediterranean with lots of soaring towers and so on. 

Next I am going to work on the harbor.  The terrain is a real mess under the water – a lot of polygons poking up everywhere.  I’m going to smooth out the floor enough, though, that I can start creating marine life, maybe a wreck, lots of bivalves and starfish and so forth.

I’m still quite agog. 45,000 prims! Whoa. That should be interesting.

 

 

 

Categories: Fashion Research Institute · OpenSim · Shengri La · science
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Waiting for Godot

April 14, 2008 · 2 Comments

Shengri La

I still feel like my IBM OpenSim Spirit is slow, so I’m going to hold off burning everything to the ground and rebuilding till Team Leader Zha gets a chance to take a look at it.  Everyone’s busy right now working on more project critical enterprise level matters, including me, so it’s not critical to me.

Swans swim peacefully under the golden rays of the sun set in Shengri La

Back in Shengri La SLtm, Calli almost has her gallery completed.  I’m waiting till she’s done installing her pictures before I take a picture for posterity.  Calli and I have been discussing the use of the small galleries that we added to Shengri La, and we’ve decided that she will curate the galleries.  SL tm artists are encouraged to get in touch with Calli in-world if they are interested in exhibiting in the small galleries in Shengri La.  They should drop her a notecard with their name, a paragraph about their work, and one or two representative images.  We will host two concurrent artists in the galleries with their show openings and closings staggered.  Please contact Callipygian Christensen in SLtm.

We’re finally more-or-less finished with Shengri La, to the extent that I am ever finished with a build. There’s a few tweakings I want to do – adding a few more underwater ruins, and the opensource horses so people can come and ride on the islands.  But overall, I’m pretty content with the islands.  I need to turn my attention next to the actual corporate offices, and finish off the community gateway. I hope to finish those off later this week, and with luck Spirit will be ready to do, too.

The Bridge of Dreams in Shengri La

Categories: Blogroll · Fashion Research Institute · OpenSim · Shengri La · art · secondlife
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While on hiatus…

April 10, 2008 · 2 Comments

The Blade that Shengri La Spirit ‘lives on’ has a twin.  While I’ve been doing executive/business things, the twin has been being tweaked – MySQL and the latest build from the OpenSim tree being the most notable additions.  Spirit was being built on SQLlite and an older OpenSim build, which meant a lot of the innovations and new code hadn’t been implemented yet. 

The twin is now about ready to go live. I was in yesterday looking around and briefly use-testing its performance. I thought it was a bit slower than Spirit, but it may simply be that my memory of the case is dim since it’s been a month or so since I was actually IN Spirit. it may also have been that since  I was busily twiddling terrain, perhaps that was what was causing my sense of ’slowness’. 

I guess we’ll see. I’m not sure if the Spirit build is going to be ported over to my new Blade or if I am going to start from scratch and do something different.  In some respects, I’ll be sorry if the old build doesn’t come over, but in others, I’ll be happy to start over. There were challenges in building in a sim with older code that made building not so thrilling.  We still won’t be going to grid mode just yet – the new sim will be stand alone until we can get more benchmarks. 

It’s been interesting to see the commentary from VW08 that has developed around OpenSim and other platforms, and the concurrent fallout from the great trademark flap and the pending land cost changes by Linden Labs.  As a concierge member of Second Life, with five islands inworld, I’ve been following the debate to a small extent; as someone who is banging on an OpenSim island with the intent of using it as soon as its hardened as my virtual world of choice for enterprise solution, I’ve been mostly amused by the commentary about OpenSim. 

OpenSim is a baby. It’s creeping, not even crawling yet, but that will change.  Comparing OpenSim to any of the other worlds out there is specious.    OpenSim may take awhile to acquire the rich depth of content that worlds like Second Life have, but on the other hand, once OpenSim grows up and is running on IBM hardware, the performance issues plaguing Second Life simply won’t be there in OpenSim, and I tend to trust my IBM technology partners more than a much smaller technology company to ensure that my datacenter stays up and functional and ready for work. 

So what’s better for a user? For those of us with enterprise aspirations, we want stability, we want power, we want security…and above all, we do not want our business intelligence in the form of our data sitting on any else’s servers, especially not anyone else’s servers whose terms of service agreement may prohibit us in any way from using our data as we see fit. 

For those who are using someone else’s platform for their business model, it’s critical to keep in mind that this means your business model is at the whim of fate or of the executives of the company providing you with this service.  These executives can change their terms of service at any time in a way that may well be prejudicial to your business but supportive of theirs.  They are in business ultimately to make money for themselves and their shareholders, not necessarily for the benefit of their customers. It’s certainly clear to me that many have forgotten this, or perhaps never knew it, or knew and chose to ignore it.  From an entrepreneur’s point of view, that’s a dangerous barn blindness.

For the average user though, none of this is critical.  The richness of content of more mature worlds is what will attract them and keep them.  For a lot of users, worlds like Second Life are great entry points and training grounds to learn to use virtual worlds.   The Fashion Research Institute will continue to keep its presence in Second Life for training grounds to teach people to use virtual worlds.  But we’re also eagerly awaiting the day when OpenSim becomes robust enough to let us develop our business entity in greater depth.  And we hope the right people talk together and develop appropriate interoperability standards so we’ll be able to drop our OpenSims around Shengri La.

Categories: Blogroll · Fashion Research Institute · OpenSim · Shengri La · secondlife
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Fashion Research Institute Announces Formation of Black Dress Technology Subsidiary

April 8, 2008 · 4 Comments

Fashion Research Institute Announces Formation of Black Dress Technology Subsidiary

 

NYC, NY, April 08, 2008 – Fashion Research Institute, Inc. (FRI) has launched a subsidiary, Black Dress Technology (Black Dress), to develop an end-to-end enterprise solution for virtual-worlds-based product design for the fashion industry in conjunction with IBM, FRI’s technology partner.

 Black Dress will provide a virtual world experience specifically developed for apparel and accessory designers.  This virtual world, expressly created as a product design environment, will offer a fundamentally new work flow addressing critical issues facing the fashion industry, such as ensuring manufacturability of designs and decreasing substantial sample costs by up to 60%.  In addition, this “green” solution reduces the carbon footprint of the fashion industry.  Users of the Black Dress solution will ultimately be able to enter a virtual world, receive training on the systems, and take a design from concept to prototype – with every step short of actual manufacturing being done virtually.  

 Black Dress will offer an IBM-backed and -developed enterprise solution providing a simpler and more intuitive user interface than currently existing products, apparel-industry-oriented software, and scalability for businesses of all sizes.  Users of the technology could see sample creation costs decreased by 60% and time to market cut by as much as six weeks per collection.  Additionally, management and executive staff can have access to real-time business statistics so they can make immediate, informed decisions. This technology solution was showcased in the IBM booth at the National Retail Federation Show in January 2008.  

 A mid-sized design house implementing a Black Dress Technology solution could save millions a year in sample costs and dozens of weeks of development time, enough to put into development and production one full collection or two mini-collections.  This, in turn, could allow this company to generate additional tens of millions a year in gross revenue.

 Black Dress’s board currently includes Jeffrey Safran, president, Antares ITI; Richard M. Fine, Ph.D., principle, Biopredict; and Theodore Buyniski, Esq., SVP, Radford.  Black Dress is also being overseen by FRI’s CEO, Shenlei Winkler.  Winkler brings more than 20 years of fashion experience and has designed both virtual world and real world fashion with annual sales of more than $30 million.  The roster of Black Dress Technology officers has not yet been announced.

 “Black Dress will be competing in a $1.7 trillion global industry, where the rapid turnover of in-house IT systems clearly tells us there’s a huge need for an improved solution.  We intend to deliver that solution, in a way that serves the unique needs of both the creative design staff and executive management.  In fact, we see our solution as finally allowing management to monitor and manage the previously unmanageable design process without disrupting the delicate creative process,” said Winkler.

 Black Dress’s parent company, Fashion Research Institute, conducts research into technology-based initiatives and develops emerging technologies to sweepingly overhaul traditional fashion industry practices and methodologies.  FRI’s mission is to reduce the carbon footprint and change the environmental impact of the industry in ways that are sustainable, replicable, respectful of the practitioners, and meaningful for all stakeholders.  FRI maintains Shengri-La, a five-island complex in Second Life, and an OpenSim complex.  FRI is an IBM business partner, and has been working closely with top IBM architects and researchers over the last year to develop its virtual worlds-based product design solution.

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Categories: Fashion Research Institute · OpenSim · Shengri La · fashion · secondlife
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