Fashion Research Institute's Shengri La

Entries tagged as ‘Shengri La’

Rescheduled Ode Hunt for Wednesday, January 21, 5 pm SLT

January 19, 2009 · Comments Off

Courtesty of SL’s bumps and pains over the past weekend, the second Ode butterfly hunt has been rescheduled for this Wednesday, January 21, at 5 pm SLT. Join us on the lovely islands of Shengri La for the only five sim Ode butterfly hunt. With any luck, the grid will cooperate and we can all hunt butterflies! See you there!

Categories: Black Dress Technology · Fashion Research Institute · Shengri La · Shenlei · Virtual World · art · avatar apparel · design · fashion · micronation · secondlife
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Prim & Proper Waves Good-Bye

June 22, 2008 · Comments Off

To my loyal customers:

Thank you so much for your support this week, at our final sale of the Prim & Proper line in Second Life tm.  As you know, I said I would donate all proceeds from this sale to Relay For Life, and I did that this morning.  You guys were great! Thanks to you, Prim & Proper went out with style – $317,200L worth of style from the sale alone.  Here’s the picture of me paying the proceeds of the sale ($317,200) to the official Relay For Life/American Cancer Society representative.

Plus, the Relay For Life kiosks generated an additional $22,678L, which was directly credited to the Relay For Life general fund. 

All told, Prim & Proper generated a grand total of $339,878 L or almost $1,300 USD.    How awesome!

Warm thanks to everyone who came out in support. You were great, and it has been a delight providing you with apparel and accessories these years past.

Shenlei Winkler,
CEO, Fashion Research Institute
Shenlei Flasheart in Second Life

Categories: Fashion Research Institute · Shengri La · fashion · secondlife
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OpenSim Supporters from IBM and Microsoft Rave On in Shengri La

June 15, 2008 · 1 Comment

If you couldn’t make it last night, you missed a great large-scale immersive 3D event in virtual worlds in the Fashion Research Institute’s Shengri La sims in Second Life.  Over and above the fact it was another one of our typically cool, visually compelling rave parties with a fantastic music stream laid down by DJane Qee Nishi, what made last night particularly interesting was that we had OpenSim supporters and developers from both my technology partner, IBM, and from Microsoft and its partners. 

Not unlike pounding the first stake in the transnational American railroad system, this casual social gathering stands as a critical point in the evolution of the open source OpenSim development movement. 

Of course, for those of us who were there, we enjoyed the excellent tracks laid down by Qee, the fantastic outfits so many attendees put together, the witty repartee and occasional innuendo without being deeply impressed with the historical significance of the event.  The usual IBM partiers were joined last night by developers and OpenSim supporters from Microsoft and one of Microsoft’s partners, G-Squared.  G2 Proto (Kyle Gomboy – as mentioned in Tish Chute’s article on her UgoTrade blog) was kind enough to stream the event, live, from Shengri La to Snowcrash TV.  Kyle will have clips of the event available sometime later, so even if you couldn’t be there last night, you can see what you missed.  Plus, of course, snaps of some of the attendees…

DJane Qee Nishi is UP!

Garythegoat Raving in Style

Need…More….Particles

 

G2 Proto Looks Shocked
(But check out those wings!)

Chestnut & Zha Ravin’ in the Air

Calli’s New Wings

Script Wizard Dale & Harper

Blank Cleanslate, IBM OpenSim Island Manager

Various Ravers~!

A Greener Solution

Utopians Midrave: Rez, Chestnut, Calli, Zha, and Me

Go, Jess!

Awesome Rave Outfit!

Minions or Baby Junques? You Decide!

Ravers Raving on

Scientist Troy McLuhan Performs WaveLength Experiments

Michelle Has Great Wings

Frequent Raver Kate Nicholas and RobinG from G-Squared Rave on!

 A Nice Array of Wings

Rose Queen in a Prim & Proper Frock

Woo Hoo! Blue!

Ravers Eva Bellambi and Kate Nicholas

Another Fashionably Attired Raver

Raving Hip Hopper!

A Very Cool Outfit

A great time was had by all. Here’s to a bright future for OpenSim, and the day we hold our first rave in our IBM-hosted OpenSim.  Get your Avatars ready, cause it’s coming, just a matter of time.

Hope you can join us next time, when we host the SteamPunk Rave in Shengri La! 

Categories: Blogroll · Fashion Research Institute · OpenSim · Shengri La · art · fashion · micronation · science · secondlife
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Avatar Apparel vs. the Real Apparel Industry

June 12, 2008 · Comments Off

In my various talks, I am often asked by members of the audience ‘what’s the difference between ‘virtual fashion’ (which we at FRI refer to as avatar apparel) and ‘real fashion’.  It’s pretty clear from this question that people who aren’t apparel industry practitioners really aren’t aware that there’s actually huge, disparate differences between the $1.7 trillion USD global apparel industry, and developing digital fashions worn by avatars and gaming characters.  Let me point out here that I do not regard apparel industry fashion as the only ‘real’ fashion, but I also recognize that there is a substantial monetary divide between not just avatar fashion and apparel industry fashion, but between the avatar apparel content providers and apparel industry fashion designers. 

Let’s start with the similarities because they’re easy: both avatar fashion, and apparel industry fashion, must appeal to the emotions of the purchaser.  Both kinds are developed out of the imagination and creativity of the practitioners.  And both are currently initially created, to some extent, using 2-D design tools such as Illustrator and Photoshop.  But it is at this point where things diverge.

Avatar apparel creators can simply stop at the point where they’ve developed 2-D images.  This type of fashion is only instantiated within a virtual world.  It is not subject to the laws of physics, because it is never manufactured. Avatar apparel creators do not need to worry about considerations such as manufacturability, fit, function, sizing standards, supply chain considerations, factory capabilities, labor requirements, first cost, patterns or pattern making, marketability, trends, trend stories, timing, seasonality, collection function, development and production.  In short, everything that goes into actually manufacturing a tangible product is missing from the avatar apparel production pipeline. 

And the pipeline itself is quite different.  The apparel industry, as I mentioned before, generates a global and whopping $1,700 billion US dollars a year in revenue.  The entire global gaming industry, in comparison, is expected to generate only $66 billion in 2011 for hardware, software, services, and content, according to ABI Research.   Content revenues were about $275 million for 2007, according to IDC Research.  Avatar apparel isn’t broken out as a separate component of content, so it is difficult to compare avatar fashion revenue dollars in a direct one-to-one comparison to apparel industry fashion revenue dollars, but I do think anyone can see that revenues generated by avatar apparel are a tiny fraction of apparel industry revenues.

Developing tangible apparel for real people to wear in the real world takes real capital inputs. It takes a deep understanding of global markets, trends, material science, textiles, construction techniques, costing, and a deep creative accumen.  It also requires a lot of specialized training: a fashion designer can expect to spend at least four grueling years learning specific development systems on top of the basics of color, fit, form, draping, pattern making, textile science, selected manufacturing techniques, and if she chooses to specialize, all of the mandatory requirements she must have to enter that field.  An apparel industry designer needs all that education when the time comes for her to move her finished fashion design out of the concept phase and into the production pipeline. 

At that point, she has to develop a factory-ready technical specification, which fully details every seam, every thread, every exact qualification and specification of every input into the garment she’s created, right down to the specific color numbers called out by her design director.  One might think she’d be done there.  But actually, that’s just the start of a long process of getting her vision instantiated in the physical world. 

She will also call on her entire team of production specialists, from the manager whose role is to see that single design through the manufacturing process, to the trim specialists, costing agents, customs agents, lawyers (in many cases), technical specialists, merchandisers, and a range of other specialists.  She has to take that design, and iterate on it until it is correct.  She’ll look at innumerable iterations, check the sizing and fit, examine the quality of the textiles, stitching, linings, and other inputs, and she’ll receive as many physical samples as it takes, and do that working under some intense time deadlines and cost requirements, to help her team bring that final rack-ready garment to your local apparel store. 

An avatar apparel creator needs simply to create images that map correctly to whatever mesh-based system that is used in their chosen revenue arena. It’s a quick process in comparison to real world apparel development and avatar apparel creators can ignore almost all of the requirements an apparel industry fashion designer must consider. Anyone with a good eye for color and moderate to excellent pixel editing skills can jump in and learn quickly to develop avatar fashion. These garments will never need to be put through the manufacturing process; the realities of manufacturability and the wearer’s comfort aren’t even a consideration.

Clearly, the differences between avatar apparel, and the apparel you will wear tomorrow are manifold.  And it is those very differences that the Fashion Research Institute was formed to address.  Our work with IBM has resulted in an entirely new way of designing and developing apparel industry product.  We are not focused on avatar apparel or its development, which will proceed quite nicely on its own path.  We are focused on helping the apparel industry to cut its time to market, slash its development costs, reduce its carbon footprint, and enhance its profitability and revenue opportunities.  We are using virtual worlds to insulate designers from technology and to enable them to focus on design. 

This ultimately allows everyone to do what they do best: People to create, computers to work. 

Categories: Blogroll · Fashion Research Institute · Shengri La · art · fashion · secondlife
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Raving in Shengri La, This Saturday!

June 10, 2008 · Comments Off

Ravin' in Shengri La at Midsummer!

Join us in Shengri La on Saturday, June 14th, from 6pm to 9 pm SLT for an early Midsummer’s Night Eve Rave.  DJane Qee Nishi will perform her usual magick.  Dress as your favorite fae, faerie, elf, pixie or other otherworldy and magickal creature and come prepared to rave on!

Categories: Blogroll · Fashion Research Institute · Shengri La · art · fashion · micronation · secondlife
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Beautiful People….

June 4, 2008 · Comments Off

Collaborators (and others) take note: the Fashion Research Institute has made available new resident avatar kits in the welcome area of our corporate sim complex in Second Life tm Shengri La. The Departure Ruth to Ruthless kits are currently only available for femme avatars, and include hair, a choice of shapes, a choice of skins, jewelry, shoes, and several outfits as well as a basic avatar overrider set.   Choice from five skins; five shapes; four hair colors.  Included is jewelry, several outfits per set, matching shoes, and various and sundry accessories.  Each makeover kit is available for a mere $0L.  Yes, free. 

Men’s kits to follow.  Women’s avatar makeover kits available by following this SLurl.   While you’re there, make sure you check out our resident (and visiting) artists’ exhibits.

Categories: Blogroll · Fashion Research Institute · Shengri La · fashion · micronation · secondlife
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Long-Awaited Final Sale for Prim & Proper

May 28, 2008 · Comments Off

To my customers of long-acquaintance, I’ve finally gotten around to setting a date for Prim & Proper’s final appearance for sale on the Second Life tm grid. I’ll be hosting the sale on behalf of Relay For Life, so you get to have the satisfaction of knowing that while you’re satisfying your last P&P need you will also be doing good.

The dates selected are June 14 to 21st. The vendors will be placed the evening of the 13th going into the 14th, and the sale runs till 5 pm SLT, June 21.

On June 21, we’ll be hosting an Ode hunt in the morning in honor of Midsummer’s Eve. To kick off the festivities, we’ll be hosting an early Midsummer’s Night Eve Rave starting at 6PM SLT.on June 14. More details on that to follow.

Categories: Blogroll · Fashion Research Institute · Shengri La · fashion · secondlife
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Shengri La Spirit

May 20, 2008 · 4 Comments

An early view of the 40,000+ prim build on the collaborative OpenSim, Shengri La Spirit, built by the Fashion Research Institute on the IBM-hosted OpenSim platform.

I’ve had requests from people to enter Spirit.

Spirit is a closed research build. This means that we are only letting people from our Fashion Research Institute-IBM development team into the sim. It’s a very short list of people with permission and access. Less than seven, in fact, and we call them out in this blog.

But because so many curious people want to see what Spirit looks like, I present to you this machinima. I have many talents. Machinima, pretty clearly, isn’t one of them.

Categories: Blogroll · Fashion Research Institute · OpenSim · Shengri La · fashion · secondlife
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Raving Utopian Lunatics and Ode Hunters…

May 20, 2008 · 1 Comment

To round out our festivities this week (new artists, a few moves around the sims), we hosted a five-sim wide Ode Hunt and one of our (now legendary) Raves for our IBM collaborators. 

DJane Qee Nishi is Up! Up! Up!

Monarch Wings Everywhere!

The hunt for Ode-containing butterflies was a real delight to watch.  Five sims, with green dots spasming all over them, and getting tangled up with the butterflies already in place in Shengri La – well worth the price of admission.  I stood atop the Bridge of Dreams and watched it all.

Monarch Me And Rez in His Ghod Suit
 

Utopian Chestnut Rau Waves Her Wings

Later, when we finally wound the hunt down, we opened the Monarch Rave.  Attendees threw themselves into the spirit of things, with attendees in outfits from the everyday to the wildly exotic. 

Calli Looking Lovely

The particle effects were fierce, the DJane fab, and in short, a great time was had by all. Our next Rave is Saturday, June 14th: A Midsummer’s Night Dream.  See you in Shengri La!

Particle Madness 

DJane Qee Nishi

Kate Nicholas Shakes a Wing

Butterflies, Bees and Wild Things, O My!

 

Particles Are Up! Up! Up!

Sez Zebelin Gets Wild

Garythegoat is a Dragon That Flies…a Dragonfly?

Pretty Flowers Are Up!

Ravers Match The Particles!

Our Particle Bill Is Stupefying (We’re Told)

 Flower Bells and Mushrooms

Categories: Blogroll · Fashion Research Institute · Shengri La · art · fashion · micronation · science · secondlife
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Where’s Your Data?

May 16, 2008 · Comments Off

I’ve received several comments with wild-eyed claims and various anecdotes about OpenSim, including a recent one about a simulator with a build of 100,000 prims. Folks, this entry is for you.

While I’m waiting for Spirit to be groomed and tweaked and made ready for my next assault, I’m going to take the opportunity to talk about why we’re doing what we’re doing.  The Fashion Research Institute didn’t actually set out to be alpha testers of open source code. 

As CEO of the Fashion Research Institute, I’ve done my due diligence about virtual worlds. I personally have explored all of the virtual worlds out there in the last year of developing the Fashion Research Institute, and our virtual world-based product design and development technology solution.   But after a hot-eyed tour of the many virtual worlds out there: Blue Mars – stunningly beautiful.  World of Warcraft - lots of users.  Stardolls? Shopping for the tween set…and the many other worlds out there…it became crystal clear that none of the existing virtual worlds was going to be what we needed for our solution.  

These virtual worlds all had issues, not least of which is that most of them are games.  Entertainment for the marketing demographic of choice, which means we can’t use it for our solution - the Fashion Research Institute isn’t serving the media and entertainment industry.  We’re building an enterprise-ready virtual world-based technology solution. 

There’s nothing playful about it, unless you regard business like Edith Wharton: “He had the Saxon love of games, and the best game of all was business.”  We’re in business in the apparel industry, and part of our business demands that we have an appropriate platform.  As I’ve reiterated at my many talks, the real value proposition for virtual worlds isn’t in marketing or serving the consumer base.  It’s in helping enterprises succeed at their business by using virtual worlds to enable their work flow – at which point, the consumers will follow.

The Fashion Research Institute was facing a dilemma.  Second Life tm has graphic quality that is ‘good enough’, and a richly immersive experience.  But Linden Labs’ tm Terms of Service agreement alarms me as an entrepreneur.  It’s fine for individuals, but an enterprise that is serious about their business information and intellectual property would never allow their proprietary information to sit on a Linden Lab server. 

And then, OpenSim was presented to me as an option.  It was an option that was ringed and garnished with a lot of cautious warnings like ‘well, you know, this is very alpha code’, and so on.  And at the point where I first went in, in October of 2007, it really was quite rocky.  But it was also very clear that it was our future, and I’d better embrace it.

And to that end, I had my people set up the first of our OpenSims, and we started playing with them.  I now have the abandoned ruins of four or five OpenSims laying about on my boxes, and of course, Shengri La Spirit alive and well on an IBM-hosted Blade.

Fast forward to where we are now: testing the code.  And, I’d like to think, doing a service to the OpenSim community, and in the spirit of open source, making our data available for everyone to see and use, in the form of this blog, and feedback from Kurt, Sean, Dale, and Zha into the community.  Open source means just that: being open about what you are doing, and showing your work.  Being transparent about it, so everyone can benefit. 

For example, I’ve had a lot of technologists tell me that the prim limit in OpenSim is arbitrary.  I am first and foremost a visual learner – I like to look and see for myself….and that means actually seeing the  performance limitations for substantive builds.  Now, it is true, I could have just asked my IBM team to create a script that would have rezzed prims in a loop till the system ground to a halt.  It wouldn’t really have impressed anyone, particularly those who write loops. And we wouldn’t have learned anything in the process – a machine cannot alpha test because it isn’t human and it does not have the sensitivity to learn from the experience.  All it would have done is dumped in as many prims as it took to grind the machine to a halt. 

But having a server full of prims, with no active observer, or worse yet, an observer who is unable to log and report what she observes, really doesn’t serve any useful purpose.  You can’t actually learn where the FUNCTIONAL prim limit is – you know, the one where the overall user experience degrades to the point it becomes unacceptable to the human user – a clearly human condition that a program can never identify. 

So we’re building out to find and push the functional prim limit, on a specific box, and we’re benchmarking the performance of that machine, with the given installation, and with a lot of user parameters being fed back.  I make no secret about the fact that we’re performance tuning as we go along; that we are not yet pushing textures, inventory, scripts, or a range of other parameters (that’s coming, soon enough).  We’re systematically focusing on prim limits first, which in our case is a human-created substantive build that uses primitive-based objects, including basic system, tortured system, sculptured or flexible primitives.

And we’re going to keep running out onto the ice until we fall through, at which point we will know where the functional prim limit is, for this set of parameters, and we’ll push it further.  When we find that functional prim limit based on our parameters, tuned for the IBM Blade hosting it, we will have a benchmark, which we will share so that the OpenSim community also has that benchmark. 

And this is why Spirit is so important.  Benchmarking performance, and sharing our data.  If you, my reader, have done something awesome with your OpenSim and you haven’t shared your data….well, anyone can SAY they did something.  But in the Spirit of scientific exploration, if you haven’t shared your data, you’ll forgive me if statements about ‘what you did in your OpenSim’ aren’t received as anything more than your marketing material to be circular filed. This is an open source community effort, and in that Spirit, I’d ask you, “Where’s your data?”

I’m not clearing space on my calendar to beat on Spirit because I love games or alpha testing.  I’m doing it to move the platform forward, because alpha testers who can actually test and provide worthwhile feedback are tough to find.  And I’m talking about our work because I feel strongly that the results of my alpha testing are important to the community as a whole, and that there are some very dedicated and capable people out there who will grab the results of what the Fashion Research Institute is doing in our collaboration with IBM, and run with them. 

Personally, I cannot wait to see the results.  Thank you again, to all of the dedicated open source & OpenSim supporters, coders, programmers and technologists who share their work openly and publicly.  You rock.

Categories: secondlife
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