On Aristotle’s The Poetics….

This is a response I wrote up for Tuesday’s class on The Poetics…

For Aristotle the climax of a Tragedy should have two characteristics: that it be both surprising and inevitable. These qualities can be found in non-linear or computational media, but in different ways. If you are trying to tell a story but allow changes to the order of the plot, or the behavior of the characters, or prevent certain events from happening at all, the sense of inevitability is inherently removed. Perhaps surprise is heightened, as the audience is never quite sure what to expect. This tends to put the audience in a position of trying to figure out just what is going on. In traditional linear media a certain level of confusion might be tolerated, even welcomed, if there is some payoff for it. In non-linear experiences (games, for example) the payoff of overcoming this confusion — putting all the puzzle pieces together — can be even greater than that experienced at the resolution of a Tragedy — IF the audience is engaged and/or committed enough to suffer through the learning curve, and IF there is indeed the a resolution to be had (some non-linear pieces stop at the level of invoking confusion). Here is where the inevitable kicks back in — when some solution or pattern or story becomes obvious – and the audience can experience the same ‘A-ha!’ moment which is so critical in Aristotle’s definition of a Tragedy’s climax. Indeed, our minds are pattern matchers, and pattern makers — we want to see disparate elements resolve themselves into something recognizable–take this week’s LeCoq exercises — given enough effort and a little bit of structure, and we can make even the most absurd elements seem ‘inevitable’.

Lost: Connections

Elevator pitch:

LOST: Connections

Lost: Connections is an interactive exploration of the characters and storylines of the television show Lost. It will provide a new, spatial way to experience the relationships and narrative of the show by mapping the many connections between the characters and allowing the audience to interact with them in a non-linear way. Through both a two-dimensional and three-dimensional cartography of the island, new sensations and a deeper understanding of the show’s complex story arc and characters can be revealed. A map of the character’s connections will be presented in a two dimensional plane; moving and interacting with the map will reveal the scenes in a three-dimensional environment that is projected in front of the audience.

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Bloblines and feeder

blobLines : Built with Processing

    A very simple bloglines notifier (right now it’s using my email; change it for your own account).  The circle grows and shrinks as your unread item count changes from the first time you load the notifier.  Right now the code requires a mouseclick to check for items so as not to harass the bloglines server, but if you uncomment a line you can make it check at whatever interval you’d like…

and feeder

feeder

    basic rss feed parser, I’m checking newtorrents.info for it’s rss feed, then parsing the results for any torrents that contain “TV” in the link. On mouse click it will display them, and you can use your arrow keys to choose one to download; click enter to download it!

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Lost connections

Connections From LOST

This is a proto-prototype of my LOST connections labyrinth (as in the ABC tv series).  The get a sense of what it would be like, follow these directions (or don’t and watch it break on you!)

1) click on the island.

2) Click on the connection types in the right hand corner to see the different paths between characters

3) Click on “coincidental connections” last.

4) click on sawyer

5) click on the image that appears.  Enjoy the show.

6) Click on Jack.  repeat step 5.

6.5) Click on “trial-by-island’

7) click on jack again.

8) repeat step 5.

9) click on Locke to start over