links for 2006-02-14

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

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

Playing with Flock

This is a great place to get started.

Here’s a list of thirteen things you really should try with Flock. We’re bragging, of course, but at the end of the list you’ll also find a few warnings about things we’re still working on.

Flock

I just started playing with Flock, the firefox web browser-based “community browser”.  I’m posting this using the built-in blog editor.  Pretty cool.  There’s also a nice ‘shelf’ that you can  use to drag things too that you want to blog later.

I’m going to keep playing with it and see how it goes!

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Rodchenko: lessons in scale

Storm King - 027Storm King - 043Storm King - 034
It seems that one of Rodchenko’s (many) gifts was his ability to conceptualize with a sense that his structures could vary greatly in their size. From some of the photographs, it becomes an optical trick to determine how big a structure actually is.
I was reminded especially of artists like Mark di Suvero’s works at the Storm King art center in mountainville, ny. You get a sense of this idea scale in great effect; in an expansive outdoor space you can view structures from so far away that they are almost like toys, but you also can interact with them in their monumental reality.
(images from storm king, august 30 2003//click an image to enlarge)

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