This Week’s Festivities!!!

Sleepy Hollow Imagery For Sleepy Hollow Collection

Good Morning All!

Well, I’m half way through my first full week working with the most FaBuLoUs Shenlei and I have compiled a whole bunch of things to work on for the next couple months.  I’ll keep you updated little by little with each upcoming project. I hope you enjoy the trip 🙂

After being completely hooked on my new found addiction to crochet, Shenlei had to pull me away from mid-completion of my monokini project (pictures soon but only of completed garment!)  I first got back to work on my vintage handbag collection.

Morning Glory Painting!

Still working on the Miser Bag, I got started painting a beautiful scene of Jessamine, Sorrel, Forget-Me-Nots, and Morning Glories.  We worked over and over on construction paper, and I was having difficulty on the shading part of the Morning Glory.  (I think I was still coping with having to put down my crochet shaky hands lol)  I finally got the hang of it and proceeded to the actual fabric of the bag dun dun dun.  Shenlei was happy to see that the Morning Glory looked like…well…a Morning Glory 🙂  I have included some pictures for you to see.  I have one more flower to work on and then the painting part will be complete.  All that’s left to do is then construct it and then BAM!…1 down and 15 more to go 🙂

My Tree Design in Fashionable Grid

The next thing we began to work on was a content catalog project for the FRI’s inventory in the virtual world.  This was done through OpenSim and more importantly on FRI’s private grid called the Fashionable Grid.  Here, Shenlei showed me a bunch of beautiful sculptured trees she had created and it was my job to replicate these in all the different kinds of trees out there. She first gave me  a basic sculpty (sculpture of trees) for a single tree, a very large tree, and a patch of trees.

She then gave me different kinds of what are called textures that create the different kinds of the trees.  It was my job to take these textures and apply them to the sculptys to create many different species of trees.  For example, I started with the large tree.  She then gave me a group of textures labeled “pine trees”. Inside contained 12 different pine tree textures that were all different colors of the pine trees that occur throughout the season.  I then replicated the sculpty 12 times and to each, applied one texture. When I was through, I had a whole forest of all the different kinds of pine trees there are. THEY ARE BEAUTIFUL!!! I have included a picture of the Autumn Trees I also did.  These will be used as inventory for future work.  I still have  a bunch more trees to go but will keep you updated.

More Handbag Painting!!!!

The next day, Shenlei had given me what she calls “time practice sketches”. I was to do 50 ‘pencil roughs’, which are really fast sketches, in under 2 hours of different suit designs for our upcoming Dawning collection which is corporate women’s wear.  These are very rough sketches with only basic sketches and designs. From there we then sat down to examine which designs had  most potential and which were best to represent our company.  Shenlei picked out 12 of her liking and now it is my turn to go back and do three more versions of each garment she picked.  This process allows me to slowly evolve our collection using fine details because this is a couture line.

I saved the best for last!!! My newest and favorite project right now is the development of my Sleepy Hollow collection. I sat in with Shenlei and the rest of the interns in SecondLife on Tuesday for our weekly meeting and we all had a chance to come up with and develop some inspiration for a new virtual fashion collection.  Missy already got a head start and came up with a beautiful concept board for a virtual swimwear collection called “The White Queen.” She had the most beautiful imagery and some of her first attempt garments were just absolutely stunning.

Pencil Roughs

I decided I wanted to do another virtual collection mirrored in real life again like I did for my Senior Collection at Buffalo State College.  I have entitled my collection “Sleepy Hollow Shadows.”  It is going to be a mix of Victorian bridal wear and modern day silhouettes.  What’s really exciting is that in my real life collection,  I am going to be playing with a fabric called Tyvek. YES! this is the stuff you use to line houses with and other crazy things like hazmat suits for chemical work.  BUT, we found that when washed, it drapes very nicely and is going to give an absolutely killer look for the imagery.  Right now we’re trying to do some sourcing for it (although we can find it at Home Depot, we’re hoping to not pay retail :).  A friend of mine’s father works at DuPont and said he would be willing to lend me a couple of different sourcing options that may be willing to donate material for our project.

So first what I am doing is creating a concept board for my collection.  I am taking a lot of imagery from all the shots I took at the actual Sleepy Hollow Cemetary and then a couple clothing images from the Tim Burton film of Sleepy Hollow and combining them for my inspiration.  I will incorporate all my elements and motifs I wish to use and really show them off in my board.  After, I will draw out colors for a color board. I am thinking a gradient scale from black to white as well a rust color.  Tyvek unfortunately cannot be dyed, so I must work with its white base BUT!!!! we can SPRAY PAINT!!!! 🙂  very exciting.  I also have this killer idea for the dresses but that will have to wait for now because it needs a lottt of preparation work.  Stay tuned for that!!!

I will then develop a material board which contains the fabrics and notions I wish to use for the collection.  Remember that all the garments I make it real life will also be replicated in virtual life, down to the very last broach.  After my concept board is complete, it is then time to start sketching my first 12 garments in rough sketches.  Shenlei said we are going to take a couple more field trips for this collection to different antique shops and flea markets to find more inspiration and possible fabrics and notions. That I am really excited about.

I will have more pictures for you later and keep you updated on all that is going on here in my little palace 🙂  I am off to paint and possibly pick up some more yarn that I ran out of. GOING THROUGH CRAZY CROCHET WITHDRAWAL RIGHT NOWWWWWW….so I’ll have a finished pic of my fabulous monokini design shortly for you.  Thanks so much for keeping in touch!  Loving the comments about loving my blog.  Thank you all!

Hugs and Kisses!

Britt*

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Assets for the Land Grant Program

Through our research collaboration with Intel Labs, Fashion Research Institute is overseeing the ScienceSim land grant program, as announced in this blog post.  A critical part of developing the program was the need to explain to users how they can use the grant and what our expectations are of users’ behavior. We opted for a combination of a legal agreement and a covenant.  The legal agreement is made with the principal holder of the grant and holds them responsible for their use of the grant.  The covenant explicitly defines a code of behavior by all users towards the ecology of the virtual environment and the other users.  The covenant  is based on best practices drawn from managing tens of thousands of user experiences on our islands in Second Life.

Part of the covenant deals with the body of rich content we’re providing for the users of ScienceSim.

“Selected content is provided for the use of land grant recipients, including premium avatar content, default avatars, textures, office equipment, and buildings.  This content is provided only for the use of residents of ScienceSim under various licenses, and may not be removed from Sciencesim or otherwise used to develop derivative works anywhere except in ScienceSim.  Users are encouraged to create their own content as well.  Pirated content will be removed immediately.”

This content was developed using our patent-pending Black Dress methodology and the provenance of each piece is known and has been tracked.   This is original content and has been created in situ in the ScienceSim grid as opposed to our own development platform.  We opted to develop in this way because it provides us with records of everything that was done to create the work on ScienceSim.  We have mixed licenses depending on how the content was developed, the creator’s intended permissions of the content, and how the copyright ownership is assigned.

Our content base includes more than 170 prefab buildings, in six styles, each style developed in six color options, with multiple sizes for each style.  We have extensive avatar customization content available for both male and female avatars. We have created a library of high-quality seamless tiling textures.  We provide landscaping content such as trees, shrubs, fountains, sculpted flowers, and bits of whimsy such as animated water, sun dapple and spider webs.  Our script resource includes scripts optimized for OpenSim.  We have sculpted animals, birds, and marine life.

All of this content is delivered through our special content management vendors, which track who accesses this content and when and puts that information in our usage database.

We also provide sandboxes where users can create their own work or change the content we’ve provided.

Our intent is to provide a rich nucleus of content for new users, who can take what we’ve provided and use it as a foundation for their projects and programs. It is a broad but by no means comprehensive resource.

As one of the grant recipients put it, “This is a very grown-up way you’re going about the program.”

We think it is important to be able to provide the users of the land grant program with content with a clean provenance and pedigree.  We equally think it is important that we set a functional standard for curating content into a significant body of work.  We set out to define standards for quality, for the development and for the management of a content collection.  We think the content of a virtual environment is critically important to the success of the programs conducted within them. To that end, we invested considerable time developing standards with which we comply in developing and curating content.

We are currently providing overview presentations through next week.  The program is filling rapidly.  We would encourage interested parties to attend one of the overview presentations and to get their applications in early.  We are accepting applications and assigning parcels on a firt-come, first-served basis. Our next presentation is Wednesday, January 6th at 3 pm PT/6 pm ET in our Second Life Shengri La Hope region.  We will be providing a formal tour of the land grant regions in ScienceSim on thursday, January 7th from 1-2 pm ET.

Sneak Preview of Settlement Land in ScienceSim

We’ve started preparing ScienceSim for the coming land program in support of our work to develop a formal organization for the use of OpenSim for education, science, research and data visualization.

Here are some shots of our team in developing the regions – we’ve added a special mall of base content, including an array of prefab buildings, seamless tiling textures, landscaping, and other useful things.  We show here the new mall space along with the bridge through the pace leading to the land program regions.  Kansas North and South (aptly named), Alaska North and South, Dakota North and South, and Oregon North and South have emerged and merely wait urban planning before we can enable settlement.

We’ll announce the details of the land program later this week, but the over view in brief is we’ve been asked to administrate the land program through our research collaboration with Intel Labs.  We’ve been provided with 18 regions, which have been divided into 1/4 region parcels.  Each parcel can contain about 8,000 prims.  The regions will be awarded for a six-month period to educators, scientists, and researchers who wish to explore using OpenSim for their work, but who have not yet managed to have a presence in OpenSim.  These regions will be provided for six months, with the program scheduled to end June 30, 2010.

The best part – there’s no charge for the parcels. The ‘catch’? We provide the land and a range of premium, original content; settlers need to provide their own sweat equity.

If you represent an organization which you’d like to bring in to try OpenSim out, please watch this space for announcements for presentations about the particulars of the program.