More on Spatial Thinking

Neal Peirce has another interesting piece in the Courant on transit policy issues.

He writes:

After two years of intense work, a broad-based, bipartisan federal transportation commission mandated by Congress unveiled America’s first-ever 50-year balanced plan to repair and expand the highways, bridges, ports and rail systems the country needs to prosper internally and globally.

But because the report, presented to Congress this month, pointed mostly to public funding instead of responding directly to “consumer demand” (meaning private financing), Secretary of Transportation Mary Peters and the two other Bush administration appointees dissented, bemoaning the 12-member panel’s failure to “reach consensus.”

As has been typical, and Peirce is quick to point this out, Bush admin reasons for dissent are never “verifiable” or logical. He offers this:

An industry analyst quoted by the National Corridors Initiative called their “consensus” remark “frankly pathetic,” noting that “a very bipartisan commission … has called for a major overhaul of the transportation system, and for the money to do the job.”

Roads are a critical element of spatial politics. For example, the roads in my town, Simsbury, are an odd mix. They are single lane, clogged, but manageable. However, if I was going to “improve” he Route 10 corridor which links the several towns about, I’d figure out some way of making Route 10 a fitted and multi-use object that people can use in more ways than just point to point driving. The roads in Simsbury are limited to this use.

From this one premise, what happens along the road can therefore be discoverable. The premise should not be: let’s get more retail on R10. No, let’s diversify the road use with interesting designs. Say goodbye to yellow center lines and hello to imagination.

Editors and Splashing

I’m back into Dreamweaver as my code editor. But I still like hand-coding for some reason, though Dw just makes it easier to figure out why I screwed it up.

We also have somewhat of a bead on a Flash or SVG generated Storyspace file rendering machine. This will take some time though and it will be an interesting thing to try. Flash is getting pretty darned complicated though.

It will be back to Brimmer soon. I want to get a little splash it’s coming soon thing up and will also be working on the story in Literatronic: Brimmer and Death, a Storyspace, Literatronic project. That sounds pretty good. If things look good, this technos collaboration may form the basis for a new novel, titled at the moment Canyon Fall, the story of Wally Rorschach’s chase across the continent, closely followed by his daughter, who’s closely followed by a reporter, and after them, is, of course, the reader.

In the mean time, my schedule is a little daunting.

Character and Imagining Names

Find the local dealer and walk into the section of choice and you’ll possibly be overwhelmed, unless you’re Charles and Charles has a thing for dusty stacks, the deep and penetrating pains from bumping into the corners of close-drawn furniture, and he enjoys following young men and women. He backs into the shadows and watches them read or guess over which title to pick from the shelves.

Message: there’s a lot to read out there. The output in the last few hundred years has been enormous. How many titles are published in one month? And, of course, there’s Charles.

He’s heard lots over the years and he never forgets.

“Charles, stop staring into the toilet.”

“Charles, what’s that red stuff on your hands?”

“Charles, how long were you in the girl’s restroom?”

“Charles, you’re a fucking maniac.”

“Charles, do you still collect cicada shells?”

Every day the voices add up. He has difficulty suppressing them. In the shadows, he watches people read. He hides behind a volume. But he’s really watching you. He’s watching you read. The store is quiet in those nooks with the soft chairs. However, Charles’ mind is as loud as a train tunnel, voices boiling out of memory. He’s that guy you see reading quietly in a corner. You have no idea.

Get up, Charles. Walk over to the reader. Grab that book and say you want back in. You want back into the world where we walk. Do it, Charles. Get up. Forget about the toilet and the cicadas. Show us how you can square off the sun between your fingers that you raise like a frame to the sky.

First Days

The new building and classroom are a breath of fresh air. The little laptop in the room that runs all the equipment is a little disproportionate, though. Nice big screen and D assures us that the macs will jack right in and auto-switch.

Very nice and we also have a little gizmo we can use to plug in the ps2.

Hauntings

Stories haunt the writer.

The rhythm of the language takes over, too, such that the the normal way of observing and expressing an object takes the color of that speed and temperament. Being inside the world is a way to express this metaphorically. Consider writing a large space. “writing a large space” isn’t writing a large space.

The room was large is something to be avoided. You almost have to shout this out and say, stop saying that, will you! It was a large room. Maybe that would be fine. But it’s better to consider a point of observation and to watch someone enter that space from the other end, their outline so obscured by the distance that their identity is unknowable until they come close enough to you to make shouting convenient.

The haunting is a form of mediation.

Game Dialogue

Grabbed this piece on dialogue in games from Andrew at Grand Text Auto. Matthew Sakey in Talking with Transistors:

Part of it is that we are still roleplaying with circuit boards, and technology means it’s going to be that way for a while. When the day arrives that we’re actually roleplaying with the game AI, and not a pre-scripted database of reactions… well, that day we can just do away with other people altogether and it’ll be great. But right now – and despite the never-lived-up-to claims of some developers, including a couple mentioned here – game AI advancements seem irritatingly focused not on character and world reaction to player behavior, but on combat skills, so it’s going to be a while before The Elder Scrolls MCMLXXV responds in a genuinely dynamic way to our remarks and activities.

Part of this is easy: fiction writers or other writers who know what good dialogue is have to involved in the development of these systems. The person who lives inside the voice of a persona needs to be drawn into the game. Here’s a question: can players write good dialogue? I note that my browser still thinks this word is alien.

On Science and Humanities

Chris Mooney on connections:

If science today isn’t learning much from the humanities, neither is it learning enough from those with expertise in politics or in communication. And it shows. Consider the experience of American science in the 2000s. Despite producing more Ph.D.s than ever—with 29,854 in 2006 representing an all-time high according to the National Science Foundation—science found itself continually outraged by inaccurate media coverage of science; poor science education and widespread public science illiteracy; a resurgence of anti-evolutionism; and the Bush administration’s assault on scientific expertise on issues like climate change.

Science today doesn’t have any problem producing; but it has a huge problem connecting.

Alas, while some in science are beginning to recognize this problem, for others it still remains off the radar. Part of the problem may be that science convinced itself, not so long ago, that it had actually vanquished the problem highlighted by Snow. In particular, about a decade or more ago came claims (originating with literary agent John Brockman) that a so-called “third culture” had come to the rescue and bridged the gap. “Third culture” scientists were typically thought of as including people like E.O. Wilson, Stephen Jay Gould, Stephen Pinker, and especially Richard Dawkins. During the 1990s and beyond, these scientists sold lots of popular books—and that, of course, represented a core element of their success.

Links and Editing

The following screen shots illustrate a creative problem in hypertext having to do with the content of writing spaces, closure, and links. I’ve highlighted the second link in the space called Burdens. The link in question is “like you.” In the context of the writing space, “like you” implies a lot: association, metaphor, difference, tension and other relationships. Brimmer tells Death he doesn’t want to be like her in a context of the space. But what happens if a reader clicks on “like you” rather than “burden”?

Burdens.jpg

Physically, if the choice is “like you,” then the subsequent space is Methods. (Whisper: none of the titles mean anything).

Methods.jpg

Logically, there should be three basic relationships given any semantic link. A relation between the content of Burdens and the link, Burdens and Methods, and the link and Methods. In the first condition, “like you” takes on a significance simply because it initiates choice thereby drawing attention to other links that may appear in the space. In the third condition, “like you” should relate to subsequent text in Methods.

As writer and editor, I’d suggest that the condition fails. The essence of Methods doesn’t really carry the link “like you” into its meaning enough to warrant the link choice. I think this is critical: some of the language in Burdens will have to be revised so that the correct link develops or some other existing text will have to supply the link.

I do like the “like me” . . . “like you” rhythm though, which, in my view, adds an element of complication to the link, closure, character issue writing game.