Thanks for this perspective.

With respect to building virtual worlds, I have long entertained the notion
of `augmented virtuality` - i.e. the converse of "augmenting reality with
virtual elements" is to "augment a virtual world with real elements".
Consider, for example, taking all the news articles available at
cnn.comand turning them algorithmically into flowers in a garden. Each
flower
could be unique in shape, based on a deterministic relationship to the
associated news article. Coloring might be based on classification of the
article.  Clusters might be based on links between them. Zoom in far
enough, you might even follow the links to see the articles. The garden
would continue to grow as new articles become available, or die as they are
removed from the site.

Using that technique, I don't believe I'd experience that sense of
disatisfaction - because the virtual world becomes a reflection of the real
one (albeit, one twisted liberally through a kaleidoscope) rather than a
cheap knock-off. In my hands remain algorithms but not so much artificial
control.

RE: "I'd never want a computer to create a new world to live in, but
instead be an aid to understanding the one right in front of me."

I grew up with my nose in fantasy books and adventure games. I can totally
imagine creating a new world to live in. But my interests also include
augmented reality and command and control - not just understanding the
world in front of us, but extending human reach to control it.

Regards,

Dave

On Wed, Jan 18, 2012 at 9:19 AM, Devon D Sparks <dspa...@mit.edu> wrote:

> There's a trend in architecture schools to offload the form-finding
> "creative burden" to computers with the use of shape grammars. Though
> they're a driving force in many departments, some will admit behind closed
> doors that they're also a bit of a red herring, and that years in the
> spotlight have yet to bear fruit. My own observations are that, rather than
> easing the burden, shape grammars have shifted the focus of labor: students
> trade their Olfa knives for a keyboard and mouse, and spend hours debugging
> Rhino scripts instead of erasing lines. Because most grammars are agnostic
> to physical law, they also generate needlessly inefficient, material-laden
> architecture, which rightfully sends the building scientists into the
> streets screaming blasphemy.
>
> I've found that I'm most productive in creative endeavors when my goals
> are specific, resources are constrained, tools are comprehensible and
> transparent, and my attention is focused. I particularly love the sense of
> immersion that comes when sketching a scene, writing an essay, repairing a
> small engine or designing a program  (I think it's what Csikszentmihalyi
> termed "flow"). I'd be lost if I had to design an entire virtual world, as
> its far beyond the limits of my imagination,  and dissatisfied if I
> off-loaded the work to a machine, because I'd always know it to be a
> knock-off of the real thing. Given a lifetime, I might be able to pull off
> a reasonable virtual vegetable garden.
>
> It's much more fun to go out into the real world, ask questions of it, and
> use tools like pencils, paint, objects or mathematics to help find
> meaningful answers. One example comes from learning to draw: I remember
> being fascinated by the ideas behind perspective drawing, and was humbled
> that such simple principles could have been hidden in plain sight for so
> long! After playing around with vanishing points, it seemed that there must
> be some very fundamental relationships between the points on the horizons
> and lines on the page. This gave way to an exploration of projective
> geometry, which I was fascinated to discover is an immensely powerful way
> of describing relationships -- from mechanical linkages to structural loads
> and conic sections. From here the lines on the page could be mapped to
> equations of lines, and from equations of lines to linear algebra. Finding
> these relationships in ordinary things was a great excitement, and though
> I've never used the knowledge to build a
>  ny large CAD tool, my small experiments on paper and in silico have given
> me a new perspective that I'll happily hold for the rest of my life. To
> that end, I'd never want a computer to create a new world to live in, but
> instead be an aid to understanding the one right in front of me.
>
> Finally, a few books worth mentioning:
>
> Cliff Reiters "Fractals, Visualization and J", which chronicles an
> exploration of many neat ideas: from chaotic attractors, to celluar
> automata, fractal terrain generation and projective transformations. It
> uses J as its teaching language, but the code reads like "executable
> mathematics", and could be put into another form without too much hassle.
> Reasonably priced print copies are hard to find, but Lulu.com sells the
> eBook for less than the price of some sandwiches.
>
> And though I'm always skeptical of attempts to mathematize art and design,
> three books worth mentioning are:
>
> Point and Line to Plane : Kandinsky
> Notes on the Synthesis of Form : Christopher Alexander
> On Growth and Form : Thompson
> _______________________________________________
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> fonc@vpri.org
> http://vpri.org/mailman/listinfo/fonc
>
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