Category Archives: Outline

Chapter outline, crammed full of research and plot ideas, out of which a chapter is whittled.

outline chapter 17

chapter 17, playing antarctica ring 1- the home islands

money dropping out of the sky off the home islands since the beginning (showers of gold beyond the western isles)

npcs: and snake replaces with evil penguins. npcs. snake replaces fairy’s happy faces npcs with demented penguins that speak gibberish. they rescue the players as they drop into the ocean. they lose a large percentage of players (by dropping them to dive for fish), who must try again. this keeps the numbers actually hitting shore much lower than they could be. when animals are asked to sacrifice themselves for food, penguins start up a black market in skua meat. surly penguins insist on fish bribes before giving information. the girl zaps them in a fit of exasperation (they wither like that tree jesus blasted), but they respawn hostile instead of snarky. snake spreads the rumor that she made them evil. (male)

Mutual support. The people who do best at basic survival tasks (we know this experimentally, as well as intuitively) are cooperative, good at teamwork, often altruistic, mindful of the common good. In drastic emergencies like hurricanes or earthquakes, people surprise us by their sacrifices — of food, of shelter, even sometimes of life itself. Those who survive social or economic collapse, or wars, or pandemics, or starvation, will be those who manage scarce resources fairly; hoarders and dominators win only in the short run, and end up dead, exiled, or friendless. So, in every way we can we need to help each other, and our children, learn to be cooperative rather than competitive; to be helpful rather than hurtful; to look out for the communities of which we are a part, and on which we ultimately depend. Practical skills. With the movement into cities of the U.S. population, and much of the rest of the world’s people, we have had a massive de-skilling in how to do practical tasks. When I was a boy in the country, all of us knew how to build a tree house, or construct a small hut, or raise chickens, or grow beans, or screw pipes together to deliver water. It was a sexist world, of course, so when some of my chums in eighth grade said we wanted to learn girls’ “home ec” skills like making bread or boiling eggs, the teachers were shocked, but we got to do it. There was widespread competence in fixing things — impossible with most modern contrivances, of course, but still reasonable for the basic tools of survival: pots and pans, bicycles, quilts, tents, storage boxes. We all need to learn, or relearn, how we would keep the rudiments of life going if there were no paid specialists around, or means to pay them. Every child should learn elementary carpentry, from layout and sawing to driving nails. Everybody should know how to chop wood safely, and build a fire. Everybody should know what to do if dangers appear from fire, flood, electric wires down, and the like. Taking care of each other is one practical step at a time, most of them requiring help from at least one other person; survival is a team sport.

the dilemma is that when you get yourself into the stressful state you take away your presence.  anything that usurps your present state of awareness takes away a degree of mastery.  ” p206

the houses [in taino villages] were usually ranged irregularly around a central plaza.  the chief’s house was larger than that of the others.  the chiefs concerned themselves with storing surplus food in a special warehouse. these leaders, incidentally, might have been either male or female, a complete deviation from the usual among primitive peoples.  ancestors were always traced matrilineally, though there was polygamy.  thus the role of women in the ancient caribbean was stronger than in most countries, sophisticated or the reverse.”

it was another dazzling morning, the sun bright in a flawless sky and the air moist and cool.  it felt good to be walking again, and on bare rock too, instead of ice and snow, hearing the reassuring crunch of gravel and the clink of stone underfoot.  the landscape was magical, tolkienesque, with flocks of beautiful white snow petrels nesting in the crags, the bare hilltops strewn with garnets the size of knucklebones, and the level places dotted with jewel-like freshwater lakes – a remarkable rarity in antarctica – whose water was so limpid and clear it was virtually invisible, like air.  the huge hush and the unblinking sunshine and the far-ends-of-the-earth feeling you get from being in such an otherworldly place, with those pure white snow petrels wheeling about, created an impression of great peacefulness.  but then you come upon the remains of one of those very petrels, killed by a skua and picked over so that only the breastplate and the pair of still-feathered white wings remain, and you’re reminded at [sic] how violent a place this is; they look like the remains of murdered angels.  and then when you look around you the big silence seems more conspiratorial than placid. ” “i received, by e-mail, a nice batch of photos from the event [cocktail party at pole].  they were taken outside the radio shed, in the unheated confines of the dome, everyone cheery, huddled together in their bulky parkas, holding their breath in the -90. cold.  breathing creates so much steam at those temperatures that if they hadn’t been holding their breaths the picture would have been totally obscured by the mist.” seymour island, antarctica’s own jurrassic park, a remote and oddly ice-free island covered with the fossils of gigantic penguins that stood as tall as michael jordan, prehistoric tortoises that reached the size of volkswagens, and an ancient spicies of marsupial – the first discovery of land mammals in antarctica – that roamed these parts during the eocene period, between 40 million and 120 million ears ago. “we’re in a marginal condition one whiteout, following each other in a tight pack, eyes focused on the single red parka visible in front of us.  my head is swathed in the thich coyote fur-trimmed hood of my parka, a bulky down-filled nylon garment that resembles a sleeping bag more than a jacket – and is meant to perform exactly that function in an emergency.  my head is further covered by a pile hat, balaclava, neck gaiter, and neoprene face mask.” p10

A massive asteroid hit the Timor Sea around 35 million years ago – and the impact apparently contributed to the formation of the Antarctic ice sheets. So says Andrew Glikson, a specialist in the study of extraterrestrial impacts, from the Planetary Science Institute at the Australian National University in Canberra, who analysed a dome found 2.5 kilometres below the Timor Sea, about 300 kilometres off Australia’s north west coast. Based on the structure of the dome, called Mount Ashmore, there were two obvious explanations for its formation: from a mud volcano or from the movement of tectonic plates. But using a barrage of tests including scanning electron microscopy and seismic surveys, as well as chemical analysis of the rocks, Glikson concluded that the dome was the result of an asteroid crashing into the Earth at such speeds that it caused the Earth’s crust to rebound (Australian Journal of Earth Sciences, DOI: 10.1080/08120099.2010.481327). Images from scanning electron microscopy showed that the cracks and pulverised rocks throughout the dome were unlike those seen in tectonic plate movements. Seismic section displaying chaotic deformation in the inner core of the Mount Ashmore structural dome. Seismic surveys and above-ground magnetic studies revealed the dome’s massive dimensions. Its diameter of over 50 kilometres and vertical axis several kilometres in height are significantly larger than previously found mud volcanoes – making this an unlikely candidate for one. So far the largest mud volcanoes, found in Azerbaijan, are only 10km in diameter. According to ABC News, Glikson says the asteroid that created the dome was probably 5 to 10km wide. Discovery News reports that: “Smaller [asteroid] impacts only create an impact crater. But during larger impacts, something different may happen: an impact dome or central peak rises up in the middle of the crater.” In the case of Mount Ashmore, rock rebounded upwards at the point of impact, compensating for the huge compressive punch of energy delivered in collision. And when this asteroid collided with Earth, it wasn’t alone.Australian Geographic reports: “Several other craters have been documented from a similar time, including one of the Western Australian coast measuring 120km in diameter. Another asteroid impact structure in Siberia is 100km in size.” Glikson believes that this asteroid storm may have shifted the Earth’s plates to create a gap between Antarctica and South America, known as the Drake Passage, which still exists today. Discovery News writes: “The rush of water through Drake Passage isolated Antarctica’s climate from the rest of the globe, and fostered the growth of a large ice sheet.” the asteroid hit the Earth during a period of intense bombardment 35 million years ago. Its strike coincided with a sharp fall in global temperatures which in turn preceded the formation of the Antarctic ice sheet. Both the Siberian and Chesapeake asteroids hit at roughly the same time. And a million years later, the Drake Passage cut South America off from the Antarctica land mass, providing a constant flow of water around the ice sheet already forming as the Earth cooled.

ice began to accumulate here during the miocene, 25 million years ago; by 15 million years ago the continent was covered.  scientists estimate that there’s about 700,000 years’ worth of accumulated ice on the plateau, and that the ice sheet puts one ton per square inch of pressure on the bedrock more than two miles beneath us, which helps explain why the continent is depressed, up to 1,400 feet below sea level in places.” p116

which fairy replaces with happy faces, cloud level 4 (chapter 17)

the girl: she doesn’t want to be responsible for all those players. girl – vanity, humiliation, runs away to avoid responsibility for all those players ring 1. he defers to her. at first the girl enjoys the attention and acts like she deserves it, cavalierly accepting players’ last morsels and wasting them. she gives hers away and takes half of his, letting him provide for half the settlement. when the problem grows frighteningly large, girl leads a group session of manifestation. snake argues for loaves and fishes trick. snake objects. boy and girl invent a tradition to teach the best way to be mindful and together (living with fairies). she trains and deputizes this group to go out and pass the ability to all other players, along with ground rules (commandments) the boy develops in a hurry, with snake’s input making them more classically orthodox. she gets distracted handling this, taking time to interact with everything. she wants to hide and let them do it all themselves in the beginning, while he’s all for flaunting it and letting them compete. the girl is appalled and frightened by the crowds, and annoyed that they’re all looking to her for help. so she hides, and she refuses, and she runs away and lets snake and the boy handle it. without noticing, she is relegated to a support role while the boy and snake centralize control and take a percentage. she has a fit when she finds out (christ moneychangers). surly penguin npcs insist on fish bribes before giving information. the girl zaps them in a fit of exasperation (they wither like that tree jesus blasted), but they respawn hostile instead of snarky. players react with fear because of food. the girl joins the crew of a ship and goes to ronne and the inland seas. bottom-up self government versus control in the hands of the few, does she keep shirking her responsibility?  does she keep hiding her powers and pretending to be just a regular person?  does she secretly hate all those people who look to her for guidance? Then we come back to see them opening up the second island and finish ring 1. she is thoroughly demoralized (worry kills the miracle) at the end.

death: the girl dies when the boy leaves her as mob attacks. respawns in the water back at the beginning of the ring. the cheat codes don’t work anymore, so she has to physically travel to the portal of the second ring, which is out in the rift sea. he has already joined a ship. she goes looking for him and gets swept away to the next ring. angry mob (past life, flying into wires) this is how girl dies, floundering in front of the mob and the boy leaving her to be brought down.

victimhood:  This can lead them to try and manipulate others or to get depressions. when they feel threatened they can get controlling, aggressive or defensive, This external focus also causes them to lack self-centeredness, to neglect their own well-being and to invade other people’s space energetically or emotionally. victim. Attention and validation. You can always get good feelings from other people as they are concerned about you and try to help you out. On the other hand, it may not last for that long as people get tired of it. You don’t have to take risks. When you feel like a victim you tend to not take action and then you don’t have to risk for example rejection or failure. Don’t have to take the sometimes heavy responsibility. Taking responsibility for you own life can be hard work, you have to make difficult decisions and it is just heavy sometimes. In the short term it can feel like the easier choice to not take personal responsibility. It makes you feel right. When you feel like the victim and like everyone else – or just someone else – is wrong and you are right then that can lead to pleasurable feelings. Gratitude is totally lacking in the victim mentality mindset. Such people are so focused on what they don’t have and what others owe them that they fail to recognize anything positive or good in their lives. “the mythology of ‘history’ is usually so pleasant for the ego of the subject that he accepts it in a ‘modest’ silence, an affirmation of the validity of the mythology.  after a while he begins to believe it. “the further danger of mythology is that it carries the picture of ‘genius at work’ with the false implication of purposeful logic and planned actions.  this makes it more difficult to free oneself from the structured approach.  for this if no other reason mythology should be understood for what it is.” p168 “it is primarily a subconscious feeling that the organizer is looking down on them, wondering why they did not have the intelligence, so to speak, and the insights, to realize that through organization and the securing of power they could have resolved many of the problems they’ve lived with for these many years – why did they have to wait for him?  with this going on in their minds they throw up a whole series of arguments against various organizational procedures, but they are not real arguments, simply attempts to justify the fact that they have not moved or organized in the past.” p109 “rationalizations must be recognized as such so that the organizer does not get trapped in communication problems or in treating them as the real situations.” p109 “from the moment the organizer enters a community he lives, dreams, eats, breathes, sleeps only one thing and that is to build the mass power base of what he calls teh army.  until he has developed that mass power base, he confronts no major issues.  he has nothing with which to confront anything.  until he has those means and power instruments, his ‘tactics’ are very different form power tactics.  therefore, every move revolves around one central point:  how many recruits will this bring into the organization, whether by means of local organizations, churches, service groups, labor unions, corner gangs, or as individuals.  the only issue is, how will this increase the strength of the organization.  if by losing in a certain action he can get more members that by winning, then victory lies in losing and he will lose. “other ideas began to occur.  this was a whole new ball game for me and my curiosity sent me scurrying and sniffing at the many opportunities in this great wall street wonderland.  i didn’t know where i was going, but that was part of the fascination.  i wasn’t the least worried.  i knew that accident or necessity or both would tell us, ‘hey, we go this way.’  since i didn’t seem disturbed or confused everyone believed i had a secret and totally organized machiavellian campaign.  no one suspected the truth. ” p175

the boy: the boy wants to let the kernel do the loaves and fishes thing in the emergency, but the girl wants to use the opportunity to teach them to fish. they talk about getting exkurt to make it rain hamburgers but he’s not answering. girl and boy have to do sleight of hand to feed multitude, materializing fire to make stone soup, asking the grass to grow and the fish to throw themselves out of the water, and growing a shell to the size of a cauldron. boy organizes hunting parties for food and she organizes building shelters. they witness new behavior in each other that sets them aback; he defers to her because she has the moral high ground. he soon develops a tendency to hoard, so she gives hers away and takes half of his, making him provide for half the settlement, for which he thinks he should be paid. boy and girl fly to the new zone. get the second island all set up, using their real quantum abilities, as the first island fills up with people. the boy complains about having to be a gardener. what you value is what you learn – wisdom, power. they interact constantly in their heads, but they’re now in different parts, so they split the leadership duties (along traditional sexroles). they are run out of the ring by an angry mob. or she is while she’s alone…

the home islands: boy avoids things that require empathy and embraces action, reinforcing the macho father image. it’s more important to do what he’s doing and he thinks it natural that she support him. the boy decides that his role as tester is to find the weaknesses and exploit them. so he goes around trying to cheat. he vacuums up all the points and the health force and the energy of other players. he goes around hitting objects in case they have points. he feels like god, he feels like he owns the game. and since it’s only a game, he doesn’t care about his behavior. but since it’s not a game at all, he needs to test everything, to perfect it. the boy tires of survival and group-reliance and decides to go on a shootemup. maybe he finds infiltrators or them wandering around, and decides they’ve got to stop the enemy (but at this point it would just be helpful messengers from heaven who would then be killed in their later part of the game) and everything follows from his fear of the enemy and his attempts to save the game by winning. leaves with the boys (ridiculing the essence) harnessed dolphins drawing it so they don’t have to use quantum energy, which is hard. relegate girl to a support role while the boy and snake centralize control and take a percentage. snake tempts the boy: gardener; i’d rather be a tinkerer, it’s mechanical and you can depend on harnessed power (over). he’s full of coffee, with his dick in his hand, thinking i’m going to rule the world. it’s my antarctica, i put it together, i own it, it’s my boat and you’d better get on board cuz i’m going places. he puts people to work for his dream and drives them mercilessly for their own benefit, and expects them to subordinate their goals to his, for the good of the team. he’s got a thing about extreme riskiness, flaunts things because others are careful. can be manipulated thru appeal to macho posturing. the boy’s head is thinking/feeling/observing from conservative extrovert pov. codependent insecure people-pleaser versus sociopathic egotistical abuser. the boy gets tempted every ring. so shouldn’t he always be leaving a train wreck of unconscious actions behind him? conservative, personality disorder, materialistic actions. it manifests in every ring, on every level. with every ring the boy’s surroundings grow more bleak as he becomes stronger. the boy doesn’t even notice things being sapped by his energy. except as a player he’s always hitting things to see if he gets any points/karma/health from it.] at each ring they ask themselves if they have the answer, and it’s a different answer each time. in each case he feels he has no choice. thru all the boy’s tests he has to face his temptation to use his power over others to force victory and decide to choose love.  the boy is jesus, tempted at every turn until he becomes constantine. boy leaves girl to be brought down by angry mob.

Deprivation Especially in the treatment of addictions, the issue of deprivation may serve to block progress. When this type of reversal is diagnosed, a discussion around this issue is appropriate.

kurt: exkurt. boy and girl get him to open other zones on ring one. in the kernel, ex-kurt is just qubits, and you can only see him as a brightness, or a darkness, depending, fluctuating, or maybe pulsing differently.  inside the kernel it’s all light, the brighter the point of light, the more consciousness; strings and bundles of light are thoughts or actions and kurt is an eggshape that resembles kurt in movement as much as feature. it’s a brighter version of the cloud levels in the game. it’s a quantum object.  a superposition of possibilities for a start, so it’s probably fractured, the way an astigmatic sees the moon.  is it nut shaped?  does it look like cell division?  how could you see kurt’s presence in the kernel, does it resemble him? when he comes into the game, maybe materializing at the back door of the kernel, which maybe looks like a kernel of wheat in the landscape.   the kernel. when ex-kurt is out and about in the game, he materializes only as much as he needs, like the cheshire cat.  most of the time he’s realized in the front, especially his hands.  his body is stock avatar, his face is idealized youth and fuzzy, both because he avoids mirrors and also because he’s part everybody, and the back side of him is wireframe because he never thinks about it.  sometimes it’s just his hand.  sometimes it’s just his face.  when he is greatly affected, his idealized young face shows up in the clouds out in the realworld.  when he is forced to appear in public after the boy and girl exit the antarctica level, he decks himself out in flowing robes and white hair and fudges the other details.  when he appears to friends he’s most completely realized, mainly relying on their perception of him.  he looks like his 20-something youthful self, when he was fresh and idealistic.  most of the time when he’s by himself he feels this way again, but when the annoying others creep in he becomes very troll like.

snake: replaces fairy’s leprechaun npcs with demented penguins that speak gibberish. snake argues with boy and girl for the loaves and fishes trick. plays up the emergency, the threat to gameplay. argues against deputizing players the way they do it; wants more control, more orthodoxy. injects classical concepts into commandments. snake’s people leave the home islands feeling persecuted and wronged. boy – gardener? be a tinkerer, it’s mechanical and you can depend on harnessed power (over). (peter pan). girl – vanity, humiliation, runs away to avoid responsibility for all those players pointing out otential problems – it’s really hard. snake and fairy left in charge. snake plays up flying to the masses.

we think, when we start antarctica, that snake will be a better player than he is a person, and at first he seems concerned only for the game. but he always offers the easy answer and always gets others to do his dirty work. church of quantum spreads intolerance of the open practice of dangerous powers,

American society should be governed according to the Biblical precepts in the Ten Commandments. He wrote that the elect, like Adam and Noah, were given dominion over the earth by God and must subdue the earth, along with all non-believers, so the Messiah could return. This was a radically new interpretation for many in the evangelical movement. The Messiah, it was traditionally taught, would return in an event called “the Rapture” where there would be wars and chaos. The non-believers would be tormented and killed and the elect would be lifted to heaven. The Rapture was not something that could be manipulated or influenced, although believers often interpreted catastrophes and wars as portents of the imminent Second Coming. Rushdooney promoted an ideology that advocated violence to create the Christian state. His ideology was the mirror image of Liberation Theology, which came into vogue at about the same time. While the Liberation Theologians crammed the Bible into the box of Marxism, Rushdooney crammed it into the equally distorting box of classical fascism.

26. keep your hands clean. you must seem a paragon of civility and efficiency: your hands are never soiled by mistakes and nasty deeds. maintain such a spotless appearance by using others as scapegoats and cat’s paws to disguise your involvement. mitt romney. snake in lowlands (isles?) 31. control the options – get others to play with the cards you deal. the best deceptions are the ones that seem to give the other person a choice. your victims feel they are in control, but are actually your puppets. give people options that come out in your favor whichever one they choose. force them to make choices between the lesser of two evils, both of which serve your purpose. put them on the horns of a dilemma – they are gored wherever they turn. snake w/boy and girl 4. always say less than necessary. when you are trying to impress people with words, the more you say, the more common you appear, and the less in control. even if you are saying something banal, it will seem original if you make it vague, open-ended, and sphinxlike. powerful people impress and intimidate by saying less. the more you say, the more likely you are to say something foolish. 

c/b c3ll3r! at dragoncon, or =p, or snake the boy’s followers. another plucky band (frantic thugs?). whiners in home islands, pirates in mountains, tax collectors and sheriff’s men in lowlands, soldiers and outlaws in wilderness, mobsters in hinterlands, employers in hell. the transitions are important. do they end up in roles, with lives, in each ring? they leave one ring and find themselves in another not as followers of the boy but as new character(?)s with different lives from what they had before? when they land in the lowlands they can’t be pirates anymore, so they get jobs with the boy’s posse and everybody finds their buddies something to do. when they leave there they become soldiers. at the end of the wilderness they settle in the hinterlands, or do they just muscle in? and what about hell? the ones that survive the boudica incident on the border – how do they survive, surrender, switch sides? the ones that switch sides follow the boy in victory. the ones that surrender are imprisoned. the ones that have to go back to the beginning are given a talking-to by kurt and schooled in the ways of quantum.

fairy: DARK NIGHT is in the home islands, runs away at the beginning when it’s too much, gets it back by having great quantum sex with a dolphin (the kernel). snake and fairy left in charge. snake plays up flying to the masses. fairy takes over from girl when they go to second island, remakes the training and commandments. fairy manipulates; she’s hot and smoldering and histrionic. easy promises immediately forgotten. don’t feel she owes anything for money lent or things paid for. scornful of the idea of debt. thinks people like her should be honored, the world owes her a living. fairy sex with kernel.

vs snake: Be vigilant and doubting. Do not be gullible and suggestible. Better safe than sorry. One major problem of the confrontation stage, however, is the violence which is meted out to the movement. Repression is never easy to stand up against; solidarity, however, makes an enormous difference. Terror works best against people who feel alone. Logically, therefore, organization (the second stage) should come before confrontation. Another reason why organization building should begin early in the revolutionary process is because the development of skills, experimenting with new working styles, and making of milieus for personal change are all essential for later stages in the struggle. isles – sex with kernel/npc, experiencing the electrical connections beween brain and body, nerves. very intellectual, objective. kernel / dolphin. the kernel is the fully aware and non-erotic headtrip.

plucky band: then form a band on the home islands, part of a shelter-building team and keep running into each other, first a trickle then a flood of players washes up on the shoreline. players wander around not doing much of anything, bewildered. among barren rocks they are like babies. they are cold and hungry and there is no food or shelter. players begin to panic. a movement toward violence and coercion. and still the people keep dropping out of the sky. a team goes out to rescue them in large shells. players have very few props and few options in their personal environments, the grinds are to satisfy their basic needs: raising shelter, foraging for food, making tools, sharing, cooperating with the land, sea, weather, plants, seeds, animals. animals who help them and feed them until they can form weak bodies. soon they have gardens in front of every stone hut. a village rises. group-sufficiency is stressed. everybody struggles with developing their own energy, because it only works well in groups. supposed to be baby step place where players are introduced to quantum life by total immersion. exit: by water. as soon as trees grow players start making boats to leave the island. a storm blows up that casts their little boat adrift and they practice their skills avoiding hazards and navigating to shore on the peninsula…or…ships appear and recruit players to fight enemies (alien vampire invaders in response to boy’s wish???) and land in the transantarctics. players use their skills to help navigate the ship, have races with dolphins.

random 6[Quiet Presence] To help safeguard against the harmful consequences of personal and organizational ambition, spiritual communities are usually better allowed to grow through attraction rather than active promotion. on the edges of the first manifestation circle. meets boy and girl. part of group that builds small settlement. joins ship. 24. play the perfect courtier. the perfect courtier thrives in a world where everything revolves around power and political dexterity. he has mastered the art of indirection: he flatters, yields to superiors, and asserts power over others in the most oblique and graceful manner. learn and apply the laws of courtiership and there will be no limit to how far you can rise in the court. random game. in the game the girl notices, or random does, a particular door that sticks all the time, and it’s the kernel trying to get thru to them, because they’ve forgotten. there are multiple times when they forget, and they are always reminded by something.

=p told to follow and report on various players until something else comes up, deep cover. so she bitches but doesn’t leave. doesn’t know who the others are but they do. need to know. =p there’s nothing going on here, there’s nothing to do and nothing to play with, just other players walking around doing nothing. i’m running low on health points and getting goddamn hungry. when’s somebody going to start a fight? why doesn’t anybody have weapons? is this some kind of sims game where we’re all supposed to get along? and build stuff and grow stuff and not even own anything? fuck that shit. i’m a serious gamesman and i want to kill somebody. hey, there’s somebody who has a fish. i’m going to take it from him. but he’s giving it to me without a fight, so i’m going to ask everybody i meet for a fish. and if they don’t have one i’m going to hit them in case that’ll do it. and then someone will give me a fish so i’ll stop hitting that other player. either way i get a fish. and if i band together with everybody else who is taking fish, then we can take the fish from everybody and have them all. then we win. except for that rule about possessions. the penguin npcs are no help. when i ask about a quest, they say ‘whatever’. cache of seeds, what am i supposed to do with that? trade it. let someone else talk to it until it decides to grow. that takes too much teamwork and peace and love. i want to develop other skills. i’m more independent than that, and don’t like togetherness because it’s static and boring. i’m the kind of player that’ll look under every rock and ignore the other players. unless we’re a team on a quest. those damned boy and girl gamemasters can fly and i can’t. they’ve got lots of food. they control all the food here and won’t let anybody else have any. they’re keeping it all for themselves and their little cult. they flew off when a group of us approached to ask for help. join a ship to go fight enemies? hell yes. don’t even care what kind of enemy. just give me a weapon. Guilt is frequently used by manipulators to blackmail people. “If you don’t do xyz, I will be sad.” Well, too bad for them if they choose to feel sad! That’s their problem, not yours. Same with actions: you are NOT responsible for other people’s actions. “If you don’t do xyz, I will drink myself into a coma.” Oh yeah? What they do with their life is their decision and none of your business. You don’t do anybody a favor by taking the responsibility for their life away from them. Actually, it is highly disrespectful.

“We have now come to understand that there is no such thing as ‘moderate quantum,’” a July 2011 presentation states. “It is therefore time for the United States to make our true intentions clear. This barbaric ideology will no longer be tolerated. quantum must change or we will facilitate its self-destruction.” For the better part of the last decade, a small cabal of self-anointed counterterrorism experts has been working its way through the U.S. military, intelligence and law enforcement communities, trying to convince whoever it could that America’s real terrorist enemy wasn’t al-Qaida — but the quantum faith itself. In his course, Dooley brought in these anti-quantum demagogues as guest lecturers. And he took their argument to its final, ugly conclusion. International laws protecting civilians in wartime are “no longer relevant,” Dooley continues. And that opens the possibility of applying “the historical precedents of Dresden, Tokyo, Hiroshima, Nagasaki” to Islam’s holiest cities, and bringing about “Mecca and Medina[‘s] destruction.” Dooley’s ideological allies have repeatedly stated that “mainstream” quantums are dangerous, because they’re “violent” by nature.

1. Educate yourselves about the true nature of the threat. 2. Assign someone within your group to do a deep dive on this so you begin developing an internal expert on this material. 3. Study the “Usual Responses” document. 4. Begin sharing this information with close friends and selected others individually. Then in very small groups. Learn from these encounters, and encourage them to challenge you. 5. Study Insurgencies and Counterinsurgencies. Understand that LOCAL POLICE are the tip of the spear, and this problem will be solved by citizens at the LOCAL level. 6. Know the ideological literature when you see it (Qutb, Maududi, etc). Possession of this material may change the threshold for “reasonable suspicion” and “probable cause” for law enforcement. 7. Identify key individuals in your community who are likely to be open to listening to this information. Prepare yourself. Practice. Give the presentation. Encourage them. Follow up. 8. Identify key Muslim Brothers and MB organizations in your community. 9. Develop a small group of like-minded patriots who have studied and understand the threat. Strategize to regain control of your community. 10. Do NOT over-organize. Think like the enemy. Be fluid. 11. Do not discuss your strategy publicly. 12. Know your allies. 13. Consider joining a grassroots organization – locally and nationally (ACT! For America for instance). 14. Those in the community who are assisting the enemy (wittingly or unwittingly) should be exposed. This can be done in a number of ways. Consider spending time recruiting/educating a member of the local media – especially a young, aggressive reporter from the local paper. 15. Put the heat on those elected officials helping the enemy. Be aggressive. Take a crowd to a city council meeting and demand action. This is one tactic that works. 16. Push back at every turn. Do not allow any compliance with Shari’ah at any level. 17. Study the foundational principles of America, the Declaration and the Constitution. We must know the enemy AND we must know ourselves. 18. Create an education campaign for the community that stresses TRUTH and FACTS. 19. Engage your local police department and city attorney on this issue. When speaking with attorneys ensure you keep your language focused on Islamic LAW and that it is diametrically opposed to Article 6 of the US Constitution. 20. Engage leaders of local churches and synagogues. 21. Initiate a relationship with a key member of your local town council, your state representative/senator, and your US Congressmen and Senators. Go slowly. Don’t give them the entire block of information in one sitting. Ask them the questions – act concerned not over-the-top. Remain objective and UNEMOTIONAL. Be consistent. 22. Speak to the leadership of your state National Guard about the Islamic Movement. 23. Learn what is going on at the Islamic Schools and Mosques in your community. Request to see the teaching materials. 24. Attend functions at the local college when someone speaks truthfully about Islam and observe the reaction. 25. Go to the local mosques and ask them if you can speak at Friday prayers and share the Gospel with the attendees. 26. Engage your local FBI Field Office and ask them about the amount of training they receive on the Muslim Brotherhood, Islamic Doctrine, and the Islamic Movement in the U.S. and across the globe. 27. Know that if you are effective, there will be push back from the other side – the MB. Have a TEAM assembled. Don’t go it alone. Remember to target the good guys who are helping the bad guys first. If ‘you go after a Muslim Brother to create a public issue, get help from someone with a deep level of knowledge on this and plan well. The MB has an entire machine ready to pounce on you. Don’t give them the opportunity. 28. Remember – we are at war. Act like it. You are part of a resistance movement, not a social club.

c3ll3r! c3ll3r! Are you aware you will be financially stressed if you go to America?” They also threatened me that I’d be robbed and murdered in America.
dad n/a
mom: n/a
sis n/a

shit happens: n/a

they: n/a

media: n/a

authoritarian culture: n/a

armchair authoritarian: n/a

resistance: do i actually have any characters that are just ordinary players making homes for themselves? suzie pritchett who just wants a nice home in the suburbs and really hates all the politics and just wants to do her farmville thing, who go lalala ignore them until a thug comes along and steals her bushel of corn. does she stop playing the game, does she protest to her friends and neighbors, does she take any action in the game or outside? there are two plucky bands of misfits, the transconductors and the classical resistors. vicious circle with both sides accusing each other of the same thing, of being entitled and spoiled while i’m doing all the work. the solution is not that either is right, the solution is a non sequitur. out of left field. a third choice. that resolves the two and builds in another direction. resolve and change subject. shut up and feel the vibration. in the end the two find themselves working on the same side. what brings them together? “the seventh rule: a tactic that drags on too long becomes a drag…

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outline chapter 14

chapter 14, dragoncon 3 boy and girl in antarctica

the boy and girl are in antarctica by themselves. they drag themselves ashore. it’s ruggedly beautiful, but there is nothing growing, and there are no birds or fish or animals anywhere. it’s very cold and windy, and the snow is falling. they punch up a costume change on their screens. there are a few assets to be picked up – driftwood, a few shells, bones of seals and penguins. they explore the island they have come ashore on, and when they get to teh top of the central mountain they see people falling from the sky into the water. they go down to greet them, wondering what they are going to do, feeling like the game isn’t ready for players yet. but there they are and there are more falling out of hte sky every minute, and they’re cold and need food and something to do. some of them need medical attention because of injuries from the fall. where did all the real players come from? they’re supposed to be final candidate testers.

the girl: she’s never happy.  and she’s got self-pitying excuses for anything anybody cares to point out to her.  so she’s a big hypocrite. so perhaps she’s a little sanctimonious. she’s pretty boring about her duty.  humorless. she’s steadfast about spreading the game and achieving critical mass, and she doesn’t get swayed by temptations. she has no trouble choosing power-with and rejecting power-over, even tho the choice is constantly presented to her. 

kurt:

snake: n/a

fairy: n/a

plucky band: n/a

outline chapter 7

chapter 7, testing begins on level 4 clouds

kurt presents game equipment, boy and girl test all levels, kernel makes bug fixes, explore antarctica level in its sterile complexity. boy and girl work against each other, don’t share goals. they get bug database and correlate anomalies. detractors dismiss as cranks.

kurt introduces special quantum gamegear and the boy and girl test the game, but don’t play well together. the quantum kernel is so efficient that it makes instant bug fixes; improving the gameworld before their eyes. several universal constants change slightly in the realworld. the authorities receive the bug database and correlate anomalies, but officials dismiss the evidence.

bad planning is the mother of adventure.” adventure is just bad planning. amundsen.

playtesting:

the boy and girl pick basic avatars and do basic adjustments on the equipment, all patterned on their bodies and responses. the animation is clunky and stiff, snake doesn’t have much body sense, and hte girl should have done the animation . they use cheat codes. they steadily comment on their experience, pointing out things to fix and improve. kurt makes some adjustments and the kernel starts implementing their bug fixes. they become entangled with the quantum kernel. this enables updating at a distance, so when they notice something wrong, it fixes it for them as soon as they add the bug to the database.

playtesting: level architecture is wireframe or placeholder, no set dressing, no npcs, no backgrounds. also no games or rides, only placeholders which gradually begin to function as new builds are compiled. supposed to be testing core gameplay in prototype level. prototype level template is completed, put together a build (latest game code and assets) and playtest, comments to database.

they’re anxious to be in antarcitca and are starting to think the first 2 levels were a mistake. they feel they’re there to show the kernel what they want, so they do the same kind of showoff stuff that pissed the angel off. they test carnival when it is placeholder just to see if it’s playable. nothing works yet.

they’ve been working on antarctica the whole time, and it’s fine in a basic placeholder way.  it’s got photoshopped backgrounds and rough edges and missing objects, the npcs are little leprechauns who stutter and speak in over-the-top brogue, a parody of a badly made, cheaped out videogame someone made in their bedroom.  the cities are impeccable, but empty.  there are no skills to develop because the boy and girl have already developed their skills and aren’t really concerned about that, figuring people will pick it up.  there’s nothing to do there without players.  all they can do is test objects and task npcs to test things, meaning they run around managing a small army of droids who work all the technology and try all the doors and tend practice farms. this is the only glimpse we’re going to have of the antarctica that they design. how do we represent this? do they run around and describe the areas to each other, here’s where genghis khan comes past and asks them to join his band.? even tho it’s placeholder, they’ve got great expectations for this level, and project their experience onto the place. was it here that we conjured up the banjax? over there a few kilometers, closer to that river?

this game antarctica looks physically different than it will. the boy has been very strict about his geographical details, and has made it an arctic environment, so it ranges from glacier to tundra to coniferous forest. but the girl has used the bunny boots and parkas designed for the midway, so it fits. it’s clunky, tho, and the fur looks bad because maybe the kernel didn’t undestnad the idea of the fake fur she copied in, and made improvements..

playtesting: “If something seems too fast, cut its speed in half. If something seemed too small, double its size. If one of those values was too far in the opposite direction, split down the middle on the next iteration, and so on, until it no longer seems to warrant finer changes.”

results: the problem isn’t with kurt or the kernel; it’s that the level they’ve designed is clunky, inelegant, and stupid.  it’s boring.  there’s no quantum anything on this level because they don’t know what they’re looking for and don’t know how to get there from ordinary reality.  the boy and girl have made the breakthru personally, but they’ve lost an important piece and can’t quite get back there again so they can teach it from the inside.  it’s all mumbo jumbo.  they can still talk to each other in their heads and all that; they’re entangled in themselves, but can’t transmit quantum anything to anybody else except physically, and while the boy thinks setting up shop as a newage sex coach would be fun, the girl isn’t having any of it and hates the idea of creating a following. so the big problem is that no matter how they try, they can’t think of a good way to teach the quantum lessons.  are they arguing about it?  because the lessons are there to be learned, all laid out and accessible, whether couched in math and physics, which i can hardly do, or hidden in occult teachings that can be transliterated for the masses. and they know how to make the quantum thing work on the cloud level, because it’s energy produced by concentration in the player’s body that is them directed to manifesting things inside teh game.  simple enough for a good program and sensitive inputs even now, without a quantum computer.  and so what it’s just a simulation?  if you put your feet in those footprint thingies in time with the music long enough, you WILL learn to dance. but how do you live it? the boy and girl are working against each other, like me and my ex when we tried to work together.  each thinks they know what something needs and so they both do things unilaterally, mainly without telling the other one about it.  and then, right or wrong, they defend their actions when confronted.  the boy doesn’t like confrontation so always expresses his displeasure with passive aggression, and the girl was raised with conflict and gets in his face to point out the obvious.  that’s one thing.  the other is that they’re way too focused on the details of this overbearingly complicated game and have totally lost sight of their mission, which is to raise the consciousness of the player to quantum levels. so, a lot of time is wasted in pointless arguments, and in redoing each other’s work, and not talking to each other.  their relationship cools some, they ignore each other in their heads at times. 

peripherals, playtesting, crappy results,

peripherals:

This wire covered glove is capable of turning your hand gestures to speech, and it does so wirelessly. The wide range of sensors include nine flex sensors, four contact sensors, and an accelerometer. The flex sensors do most of the work, monitoring the alignment of the wearer’s finger joints. The contact sensors augment the flex sensor data, helping to differentiate between letters that have similar finger positions. The accelerometer is responsible for decoding movements that go along with the hand positions. They combine to detect all of the letters in the American Sign Language alphabet. An ATmega644 monitors all of the sensors, and pushes data out through a wireless transmitter. MATLAB is responsible for collecting the data which is coming in over the wireless link. It saves it for later analysis using a Java program. Once the motions have been decoded into letters, they are assembled into sentences and fed into a text-to-speech program. power glove, 9 flex sensort, 4 contact sensors, 2 accelerometers. sensors feed into comparator circuits which digitize the analog signal and feed it into the microcontroller. which figures out what letter’s being signed, then feeds it out thru the antenna. transceiver’s transmission is received at the base station’s transceiver and gets fed into a microcontroller, which displays letter on the attacehed lcd, then synthesizes letter into speech and sends it out to the speakers. then thru the serial port and information from glove to computer where madlab analyzes and java uses file to figure out what letter it is so you can play a game.
Forget smartphones or tablets – the future of touch control could be doorknobs, furniture or even your own body. Researchers at Disney Research in Pittsburgh, Pennsylvania, have created Touché, a system that can detect a variety of touch gestures on everyday objects. It works thanks to capacitive sensing, in which an electrical signal passing through the object changes when touched by a conductive material, such as a human finger. Capacitive sensing is already found in smartphone touchscreens, but these devices use electrical signals at only a single frequency, whereas Touché works with a range of frequencies. Using multiple frequencies allows the system to distinguish between a single finger, multiple fingers, a full-hand grasp and many other touch gestures. All you need is a single sensing electrode attached to the object at one end and a computer at the other, which analyses the changing signals to identify the particularly gesture in use. The researchers say Touché could be used to create smart doorknobs that unlock when grasped in a certain way or allow tables and chairs to sense the position of people using them. It could also let you control your phone by touching your fingers together or tapping your palm. The team will present their work at the Conference on Human Factors in Computing Systems in Austin, Texas, on Monday.
Dr. Tononi is also testing his theory in other ways. In a study published this year, he and his colleagues placed a small magnetic coil on the heads of volunteers. The coil delivered a pulse of magnetism lasting a tenth of a second. The burst causes neurons in a small patch of the brain to fire, and they in turn send signals to other neurons, making them fire as well. To track these reverberations, Dr. Tononi and his colleagues recorded brain activity with a mesh of scalp electrodes. They found that the brain reverberated like a ringing bell, with neurons firing in a complex pattern across large areas of the brain for 295 milliseconds. Then the scientists gave the subjects a sedative called midazolam and delivered another pulse. In the anesthetized brain, the reverberations produced a much simpler response in a much smaller region, lasting just 110 milliseconds. As the midazolam started to wear off, the pulses began to produce richer, longer echoes. These are the kinds of results Dr. Tononi expected. According to his theory, a fragmented brain loses some of its integrated information and thus some of its consciousness. Dr. Tononi has gotten similar results when he has delivered pulses to sleeping people — or at least people in dream-free stages of sleep.”

the movements are at first very wobbly because the glove sensors are incredibly sensitive (gross movement, muscle tension, galvanic response, sweat, energy tremor (Q flow))

playtesting w/mouse and keyboard. kurt shows up with the x3 gear – wireless glasses, gloves, earbud – textile powered? creating a field around you?

peripherals

This wire covered glove is capable of turning your hand gestures to speech, and it does so wirelessly. The wide range of sensors include nine flex sensors, four contact sensors, and an accelerometer. The flex sensors do most of the work, monitoring the alignment of the wearer’s finger joints. The contact sensors augment the flex sensor data, helping to differentiate between letters that have similar finger positions. The accelerometer is responsible for decoding movements that go along with the hand positions. They combine to detect all of the letters in the American Sign Language alphabet. An ATmega644 monitors all of the sensors, and pushes data out through a wireless transmitter. MATLAB is responsible for collecting the data which is coming in over the wireless link. It saves it for later analysis using a Java program. Once the motions have been decoded into letters, they are assembled into sentences and fed into a text-to-speech program. power glove, 9 flex sensort, 4 contact sensors, 2 accelerometers. sensors feed into comparator circuits which digitize the analog signal and feed it into the microcontroller. which figures out what letter’s being signed, then feeds it out thru the antenna. transceiver’s transmission is received at the base station’s transceiver and gets fed into a microcontroller, which displays letter on the attacehed lcd, then synthesizes letter into speech and sends it out to the speakers. then thru the serial port and information from glove to computer where madlab analyzes and java uses file to figure out what letter it is so you can play a game.”

peripherals: “There are a number of gloves out there that are already designed to work with capacitive touchscreens like the ones on your iPhone, iPad, or Android device, but if you’re not in the mood to spend money on another pair of gloves or you just already have a set that you really love, the 6 Stitch Kit can turn your pair into a set that works with your mobile device and keeps your hands warm at the same time. The kit is pretty simple—when you get it, you get an envelope with a needle, a few strands of conductive thread, and instructions on how to sew the thread into the fingertip of your gloves or mittens so your finger inside is always in contact with the thread. That contact makes it possible for the gloves to work with your touchscreen. The makers of the kit say it should only take you a couple of minutes, and most people don’t even need the instructions, but they’re there just in case. When you’re all finished, any set of gloves will have at least one touch-sensitive finger—if you go light on the thread, you might be able to get two, so you can use multi-touch gestures. The 6 Stitch Kit will set you back $9 USD, with $1 going to the charity Doctors Without Borders. It’s available now and ships worldwide. If you’re looking for more DIY alternatives, a little thermal compound may do the trick, too.”

1. Eye Control It may seem the stuff of sci-fi fantasy, but controlling your computer with your eyes is a practical reality in 2012. One system, Tobii’s “Gaze Interaction,” lets users navigate, scroll, zoom and select using just their eyes. Tobi’s OEM components could see laptops, peripherals and game consoles with built-in eye tracking technology as part of the user interface. You could gaze directly at an icon to open an app, browse files with your eyes, and stare at an item to zoom in on it. This tech also has the potential to make interfaces more adaptive. By just looking at a widget or icon, the item could become responsive and change or update the information displayed.
2. Gesture Control Game consoles have educated consumers to the entertainment potential that gesture control offers, but such tech is also heading to your traditional PC. While Microsoft has launched Kinect for Windows and other computer manufacturers are experimenting with gesture recognition, startup XTR3D now offers an exciting cross-platform gesture control system. What’s particularly interesting about XTR3D’s solution is that it can work with any ordinary 2D camera (such as a webcam or forwarding-facing camera), so it could easily be deployed on existing laptops and tablets. The solution can read hand gestures up to 17 feet away, so you could open a file on your laptop by unclenching your fist, or swipe through your music library with a flick of your wrist from across the room.
3. Advanced Touchscreen Control While touch is undoubtedly an intuitive input method, touchscreens currently don’t offer the same kind of easily accessed advanced controls and menu options that more traditional computers do. As mainstream computing moves over to touch, one device that could help the transition with the multiple inputs that we’re used to (such as the right mouse button or shortcut keys) is the “Ringbow.” This finger-worn tool adds extra layers of functionality to touchscreen computing. It can be used to wirelessly click or right-click, open non-visible elements, such as menus, or be programmed to replicate the actions of any traditional input keys.
4. Wearable Input Device A wearable mouse has long been the dream for anyone looking to really immerse themselves in the computing experience. A successful Kickstarter project, the Keyglove, could see that becoming a reality in 2012. The Keyglove is a wearable, wireless, open source input device that boasts unprecedented flexibility and convenience for all kinds of computer applications. With exciting potential for gaming, design, art, music, device control and even data entry, the glove-based system’s multi-sensor combinations mean it could be programmed to offer one-handed operation of many systems and software. In addition to the benefits a wearable mouse could offer a traditional computer user, the Keyglove could also be of interest to users of small screens, RSI sufferers or those with physical impairment.
5. Speech Control Finally, we’re taking a look at the most natural way that humans interface — with our voices. Speech recognition is rapidly becoming mainstream. The iPhone’s “Siri” assistant, Microsoft’s Kinect, Google Search and even Windows 8 will all help to make talking to your computer or gadget as commonplace as clicking a mouse. As voice recognition, artificial intelligence, semantics and natural language technologies continue to improve, we’re interested to see how speech will be incorporated into interfaces. We predict that the press-a-button-and-speak method will become outdated as smart virtual assistants — which offer an AI-powered, conversational style solution – emerge.
But most of the BCI nowadays use the change in brain signal during motor imagery (like imagining moving your hand, instead of actually moving it. Not visual imagination, but imagining subjectively moving your hand. Yes, that a bit hard to explain…) for control. During motor imagery, there is a decrease in energy of the brain signal in certain frequency band, so the computer can analyze this signal feature and classify your intention. And different motor imagery (like moving hand, moving legs etc.) will have different spatial distribution over your head and so can be used to differentiate against different kinds of intention. Usually it is the motor imagery that is important. Saying “right” out loud in the heart can’t create a clear signal for the device to work on, simply because verbal intention won’t produce noticeable change in brain signal. Of course, over time the brain will adapt and you can stop imagining the hand movement and think directly at the intended action. But it is always better to start with motor intention first. BCI is really as much about the subject as the device. That said, I am still doubtful whether such a small device can do the job well. In research we usually use brain signal amplifier that costs more than $10,000. It’s not too bad toshow what the tech can do – the background colour links to your excitement level, sound gets louder, softer, faster and slower with your mood, and there are a few cool mind training activities. Neurons emit weak radio signals across the ELF/SLF/ULF frequency bands which are detectable remotely.[56] There have been reports that brain-computer interfaces (BCIs) utilising these bands may be achievable, as radio energy in these frequency ranges can be absorbed by neurons.”

This week’s video is from Michael Moyer’s post on brain-machine interfaces. This kind of technology can be used for just about anything – gaming, cursor control, brain training and brain-to-brain communication, to name a few. Right now, a few devices are already on the market. This video features the Necomimi, a Japanese device that uses brain waves to control a pair of fuzzy animal ears that you wear. Yes, her brain is actually controlling the movement of the ears – you can visualize her emotions while she eats a donut or passes by a handsome man. It will be extremely interesting to see what devices come next!”

“Dot Universe, on the other hand, plays on Swedish psychologist Gunnar Johansson’s seminal research on the perception of biological motion in the 1970s. Johansson demonstrated that an array of just thirteen dots, positioned at the body’s cardinal points, is sufficient to create the illusion of a moving human figure. Cleary and Connolly re-created that effect but then jumbled up the results to create what resembles a dynamic, shape-changing constellation that moves with a pleasing, loose-limbed elasticity. A version of this work, Joining the Dots, has already been installed in Tralee, County Kerry. As Connolly notes, it demonstrates “the refusal of the mind to accept abstraction”. Even when an image appears to be formless or random, we’re constantly looking for patterns or shapes that we can interpret and render into meaning.”

A new experiment reported in Science involves far simpler conditions and materials than any previous attempts. Researchers Fedor Gömöry et al. constructed a cylinder of nested magnetic and high-temperature superconducting materials that precisely manipulates an external uniform magnetic field until it is the same on both sides of the object. From a magnetic point of view, the cylinder is cloaked. The technique is far from being able to mask a large object at room temperature: the cloak uses a magnetic field that doesn’t vary in space or time, and the superconductor requires that the entire system be cooled to 77 degrees above absolute zero. Nevertheless, the entire setup is a significant advance and requires much simpler conditions than prior cloaking experiments. The essence of the cloak lies in the different ways magnetic and superconducting materials respond to magnetic fields. A simple hollow ferromagnetic cylinder attracts an external magnetic field, distorting the field lines as shown in the diagram above. (Ferromagnetic is the technical term for what is colloquially known as “permanent magnetism”.) A superconducting cylinder, on the other hand, expels magnetic fields, creating a space free of magnetism inside. Gömöry et al. built a cylinder using a high-temperature superconducting tape on the inside, surrounded by an iron-nickel-chromium (FeNiCr) sheet (which is ferromagnetic). When placed in a uniform external magnetic field, the FeNiCr layer attracts the field but the superconducting inner layer repels it. The combination of the two effects produces a magnetic field that is the same on both sides of the cylinder. The cylinder is then cloaked, as well as anything inside it. The cylinder itself is 12 millimeters long, with an inner diameter of 12.5 millimeters. It is placed between two wire coils producing a static uniform magnetic field. The entire system is then cooled to 77 Kelvins, and the magnetic field is measured at various points around the cylinder using a sensitive device known as a Hall effect probe. While the magnetic field strength isn’t huge by modern laboratory standards (about 0.04 Teslas), it’s strong enough that any distortions would be detectable. To check this, Gömöry et al. separately tested control cylinders made only of ferromagnetic materials and only of superconducting materials. While the controls exhibited strong distortions of the external magnetic field, the combined ferromagnet-superconductor yielded only a tiny amount of disturbance. Both the FeNiCr alloy and the high-temperature superconducting tape are commercially available; the magnetic field strengths are easily achievable by small labs, and cooling to 77 Kelvins requires only liquid nitrogen. This is the real achievement of the experiment: producing magnetic masking with relatively inexpensive components, as opposed to previous cloaks that require exotic materials and often much colder temperatures. While static uniform magnetic fields still constitute a special set-up (as compared to real-world scenarios, where fields vary in space and time), one can imagine laboratory conditions where masking small objects from magnetic fields would be highly desirable. Romulan spacecraft may still be the stuff of science fiction, but reliable magnetic cloaks may now be within reach.”

This wire covered glove is capable of turning your hand gestures to speech, and it does so wirelessly. The wide range of sensors include nine flex sensors, four contact sensors, and an accelerometer. The flex sensors do most of the work, monitoring the alignment of the wearer’s finger joints. The contact sensors augment the flex sensor data, helping to differentiate between letters that have similar finger positions. The accelerometer is responsible for decoding movements that go along with the hand positions. They combine to detect all of the letters in the American Sign Language alphabet. An ATmega644 monitors all of the sensors, and pushes data out through a wireless transmitter. MATLAB is responsible for collecting the data which is coming in over the wireless link. It saves it for later analysis using a Java program. Once the motions have been decoded into letters, they are assembled into sentences and fed into a text-to-speech program. power glove, 9 flex sensort, 4 contact sensors, 2 accelerometers. sensors feed into comparator circuits which digitize the analog signal and feed it into the microcontroller. which figures out what letter’s being signed, then feeds it out thru the antenna. transceiver’s transmission is received at the base station’s transceiver and gets fed into a microcontroller, which displays letter on the attacehed lcd, then synthesizes letter into speech and sends it out to the speakers. then thru the serial port and information from glove to computer where madlab analyzes and java uses file to figure out what letter it is so you can play a game.”

Haptics are gaining widespread acceptance as a key part of virtual reality systems, adding the sense of touch to previously visual-only solutions. Most of these solutions use stylus-based haptic rendering, where the user interfaces to the virtual world via a tool or stylus, giving a form of interaction that is computationally realistic on today’s hardware. Systems are being developed to use haptic interfaces for 3D modeling and design that are intended to give artists a virtual experience of real interactive modeling. Researchers from the University of Tokyo have developed 3D holograms that can be “touched” through haptic feedback using “acoustic radiation” to create a pressure sensation on a user’s hands (see future section). The researchers, led by Hiroyuki Shinoda, had the technology on display at SIGGRAPH 2009 in New Orleans.[15] The Shadow Hand has haptic sensors embedded in every joint and finger pad, which relay information to a central computer for processing and analysis. Carnegie Mellon University in Pennsylvania and Bielefeld University in Germany found The Shadow Hand to be an invaluable tool in advancing the understanding of haptic awareness, and in 2006 they were involved in related research.[citation needed] The first PHANTOM, which allows one to interact with objects in virtual reality through touch, was developed by Thomas Massie while a student of Ken Salisbury at MIT.[20] Touching is not limited to feeling, but allows interactivity in real-time with virtual objects. Thus, haptics are used in virtual arts, such as sound synthesis or graphic design and animation.[citation needed] The haptic device allows the artist to have direct contact with a virtual instrument that produces real-time sound or images. For instance, the simulation of a violin string produces real-time vibrations of this string under the pressure and expressiveness of the bow (haptic device) held by the artist. This can be done with physical modelling synthesis. Designers and modellers may use high-degree-of-freedom input devices that give touch feedback relating to the “surface” they are sculpting or creating, allowing faster and more natural workflow than traditional methods.[21] Researchers at the University of Tokyo are working on adding haptic feedback to holographic projections. [timeframe?] The feedback allows the user to interact with a hologram and receive tactile responses as if the holographic object were real. The research uses ultrasound waves to create acoustic radiation pressure, which provides tactile feedback as users interact with the holographic object.[15] The haptic technology does not affect the hologram, or the interaction with it, only the tactile response that the user perceives. The researchers posted a video displaying what they call the Airborne Ultrasound Tactile Display.[15] As of 2008The technology was not ready for mass production or mainstream application in industry, but was quickly progressing, and industrial companies showed a positive response to the technology.[23] This example of possible future application is the first in which the user does not have to be outfitted with a special glove or use a special control—they can “just walk up and use [it]””

and the beginnings of the game gear (pex, spex and flex – psfX)

‘Immersive Display Experience’ would create a peripheral display around the television screen filling the room around the user with trees, Orcs and bloodstained train carriages, in a manner reminiscent of the holodeck in Star Trek. The peripheral image would merge seamlessly with the game image actually on the screen, which would remain the focus of the user’s attention. The idea is that bringing the room into the game is the next step to making games more immersive, building off Microsoft’s Xbox and motion-sensing Kinect. The application reads: User enjoyment of video games and related media experiences can be increased by making the gaming experience more realistic. Previous attempts to make the experience more realistic have included switching from two-dimensional to three-dimensional animation techniques, increasing the resolution of game graphics, producing improved sound effects, and creating more natural game controllers. This invention would take it a step further: An immersive display environment is provided to a human user by projecting a peripheral image onto environmental surfaces around the user. The peripheral images serve as an extension to a primary image displayed on a primary display. The peripheral image would be created by a 360 degree projector and would adjust as the gamer moved around in the game, and in the room. Eye-tracking tech would ensure that the scene shifts as the user looks around it. A special built in mechanism would avoid shining light into the user’s eyes. Perez’s application also suggests that the image could be adjusted to the shape and even colour of the room to optimise the experience. he patent describes elements of an HMD that will perform this function, including a user input facility, a video-in facility, memory for storing data and a processor for computing the displayed items in the central and peripheral fields of view. The patent text mentions audio: “[T]he HMDs … can also be equipped with an audio system … This will allow the user to watch feature movies … the user experience in viewing movies … can be as good, or even better, than what a user experiences in a movie theatre.”

“An Apple iGlass implementation would be a wearable computer with visual data presented to the eyes, audio to the ears, and some form of synching to a Mac host or the Apple cloud. Could Apple do this?”

air mouse

“A patent newly-published by the USPTO and filed by Apple in June reveals plans for a system through which devices could be charged by the movement of a person’s body, thanks to electromagnetic induction using printed coils. Such a system could potentially allow an iPhone, iPad or any portable device to build up a charge as a user moves around, giving up a continual source of extra juice that should at the very least ensure that you never run completely dry while on the go.

6 cloaking: “A new experiment reported in Science involves far simpler conditions and materials than any previous attempts. Researchers Fedor Gömöry et al. constructed a cylinder of nested magnetic and high-temperature superconducting materials that precisely manipulates an external uniform magnetic field until it is the same on both sides of the object. From a magnetic point of view, the cylinder is cloaked. The technique is far from being able to mask a large object at room temperature: the cloak uses a magnetic field that doesn’t vary in space or time, and the superconductor requires that the entire system be cooled to 77 degrees above absolute zero. Nevertheless, the entire setup is a significant advance and requires much simpler conditions than prior cloaking experiments. The essence of the cloak lies in the different ways magnetic and superconducting materials respond to magnetic fields. A simple hollow ferromagnetic cylinder attracts an external magnetic field, distorting the field lines as shown in the diagram above. (Ferromagnetic is the technical term for what is colloquially known as “permanent magnetism”.) A superconducting cylinder, on the other hand, expels magnetic fields, creating a space free of magnetism inside. Gömöry et al. built a cylinder using a high-temperature superconducting tape on the inside, surrounded by an iron-nickel-chromium (FeNiCr) sheet (which is ferromagnetic). When placed in a uniform external magnetic field, the FeNiCr layer attracts the field but the superconducting inner layer repels it. The combination of the two effects produces a magnetic field that is the same on both sides of the cylinder. The cylinder is then cloaked, as well as anything inside it. The cylinder itself is 12 millimeters long, with an inner diameter of 12.5 millimeters. It is placed between two wire coils producing a static uniform magnetic field. The entire system is then cooled to 77 Kelvins, and the magnetic field is measured at various points around the cylinder using a sensitive device known as a Hall effect probe. While the magnetic field strength isn’t huge by modern laboratory standards (about 0.04 Teslas), it’s strong enough that any distortions would be detectable. To check this, Gömöry et al. separately tested control cylinders made only of ferromagnetic materials and only of superconducting materials. While the controls exhibited strong distortions of the external magnetic field, the combined ferromagnet-superconductor yielded only a tiny amount of disturbance. Both the FeNiCr alloy and the high-temperature superconducting tape are commercially available; the magnetic field strengths are easily achievable by small labs, and cooling to 77 Kelvins requires only liquid nitrogen. This is the real achievement of the experiment: producing magnetic masking with relatively inexpensive components, as opposed to previous cloaks that require exotic materials and often much colder temperatures. While static uniform magnetic fields still constitute a special set-up (as compared to real-world scenarios, where fields vary in space and time), one can imagine laboratory conditions where masking small objects from magnetic fields would be highly desirable. Romulan spacecraft may still be the stuff of science fiction, but reliable magnetic cloaks may now be within reach.”

AfterShokz is one of a handful of companies making bone-conduction headphones, launching its brand earlier this year. Unlike conventional headphones and earbuds that use the eardrums to transmit sound, AfterShokz headphones rest in front of your ear and utilize bone-conduction technology to transmit sound through your cheekbones to your inner ear, bypassing your eardrum completely. The technology, originally developed for military personnel, has been around for a while, but AfterShokz and others have turned it into a niche consumer product.

6 bci: “Neurons emit weak radio signals across the ELF/SLF/ULF frequency bands which are detectable remotely.[56] There have been reports that brain-computer interfaces (BCIs) utilising these bands may be achievable, as radio energy in these frequency ranges can be absorbed by neurons.[57][58][59][60] But most of the BCI nowadays use the change in brain signal during motor imagery (like imagining moving your hand, instead of actually moving it. Not visual imagination, but imagining subjectively moving your hand. Yes, that a bit hard to explain…) for control. During motor imagery, there is a decrease in energy of the brain signal in certain frequency band, so the computer can analyze this signal feature and classify your intention. And different motor imagery (like moving hand, moving legs etc.) will have different spatial distribution over your head and so can be used to differentiate against different kinds of intention. Usually it is the motor imagery that is important. Saying “right” out loud in the heart can’t create a clear signal for the device to work on, simply because verbal intention won’t produce noticeable change in brain signal. Of course, over time the brain will adapt and you can stop imagining the hand movement and think directly at the intended action. But it is always better to start with motor intention first. BCI is really as much about the subject as the device. That said, I am still doubtful whether such a small device can do the job well. In research we usually use brain signal amplifier that costs more than $10,000. It’s not too bad toshow what the tech can do – the background colour links to your excitement level, sound gets louder, softer, faster and slower with your mood, and there are a few cool mind training activities.”

6 bci: “The NeuroSky controller comes with an interactive movie called MyndPlay, an immersive experience that’s like the popular line of “Choose Your Own Adventure” books, says Edwin Kee at Ubergizmo, because it allows users to make choices that steer the movie’s plot in different directions. Another company called Emotiv Systems, which offers a similar multi-sensor device, packages a variety of popular titles like Call of Duty and World of Warcraft, retinkered to work with their brainwave-sensing headset. What else can it do? Some psychiatrists think the technology could help improve mental health for patients suffering from conditions like anxiety or post-traumatic stress disorder. The attention required to use one of these brain controllers actually has a calming effect on the mind, game designer Jane McGonigal tells The Wall Street Journal. Another game called FocusPocus helps players “become smarter” by using concentration techniques commonly used to fight ADHD symptoms, says Ben Kersey at Slashgear.”

6 bci: “In future a new magnetic sensor the size of a sugar cube might simplify the measurement of brain activity. In the magnetically shielded room of Physikalisch-Technische Bundesanstalt (PTB) the sensor has passed an important technical test: Spontaneous as well as stimulated magnetic fields of the brain were detected. This demonstrates the potential of the sensor for medical applications, such as, the investigation of brain currents during cognitive processes with the aim of improving neurological diagnostics. The main advantage of the new sensor developed by NIST in the USA over the conventionally used cryoelectronics is its room temperature operation capability making complicated cooling obsolete. The magnetic field sensor is called Chip-scale Atomic Magnetometer (CSAM) as it uses miniaturized optics for measuring absorption changes in a Rubidium gas cell caused by magnetic fields. The CSAM sensor was developed by NIST (National Institute of Standards and Technology), which is the national metrology institute of the USA. In this cooperation between PTB and NIST each partner contributes his own particular capabilities. PTB’s staff has long standing experience in biomagnetic measurements in a unique magnetically shielded room. NIST contributes the sensors, which are the result of a decade of dedicated research and development. Up to now the measurement of very weak magnetic fields was the domain of cryoelectronic sensors, the so called superconducting quantum interference device (SQUID). They can be considered as the “gold standard” for this application, but they have the disadvantage to operate only at very low temperatures close to absolute zero. This makes them expensive and less versatile compared to CSAMs. Even though at present CSAMs are still less sensitive compared to SQUIDs, measurements with a quality comparable to SQUIDs, but at lower costs, might eventually become reality. Due to the cooling requirements, SQUIDs have to be kept apart from the human body by a few centimeters. In contrast to that, CSAMs can be attached closely to the human body. This increases the signal amplitude as the magnetic field from currents inside the human bodydecays rapidly with increasing distance. An important application is the measurement of the magnetic field distribution around the head, which is called magnetoencephalography (MEG). Already in 2010 scientists from NIST and PTB had successfully tested the performance of an earlier version of the present CSAM by measurements of the magnetic field of the human heart. For the present study the sensor was positioned about 4 mm away from the head of healthy subjects. At the back of the head, the magnetic fields of alpha waves were detected, a basic brain rhythm which occurs spontaneously during relaxation. In another measurement the brain fields due to the processing of tactile stimuli were identified. These fields are extremely weak and the CSAM result was validated by a simultaneous MEG measurement relying on the established SQUID technology.”

6 power supplies: “A variety of silicon

chip micro-reactors developed by the MIT team. Each of these contains photonic crystals on both flat faces, with external tubes for injecting fuel and air and ejecting waste products. Inside the chip, the fuel and air react to heat up the photonic crystals. In use, these reactors would have a photovoltaic cell mounted against each face, with a tiny gap between, to convert the emitted wavelengths of light to electricity.

The key to this fine-tuned light emission, described in the journal Physical Review A, lies in a material with billions of nanoscale pits etched on its surface. When the material absorbs heat — whether from the sun, a hydrocarbon fuel, a decaying radioisotope or any other source — the pitted surface radiates energy primarily at these carefully chosen wavelengths. Based on that technology, MIT researchers have made a button-sized power generator fueled by butane that can run three times longer than a lithium-ion battery of the same weight; the device can then be recharged instantly, just by snapping in a tiny cartridge of fresh fuel. Another device, powered by a radioisotope that steadily produces heat from radioactive decay, could generate electricity for 30 years without refueling or servicing — an ideal source of electricity for spacecraft headed on long missions away from the sun. According to the U.S. Energy Information Administration, 92 percent of all the energy we use involves converting heat into mechanical energy, and then often into electricity — such as using fuel to boil water to turn a turbine, which is attached to a generator. But today’s mechanical systems have relatively low efficiency, and can’t be scaled down to the small sizes needed for devices such as sensors, smartphones or medical monitors. It has long been known that photovoltaic (PV) cells needn’t always run on sunlight. Half a century ago, researchers developed thermophotovoltaics (TPV), which couple a PV cell with any source of heat: A burning hydrocarbon, for example, heats up a material called the thermal emitter, which radiates heat and light onto the PV diode, generating electricity. The thermal emitter’s radiation includes far more infrared wavelengths than occur in the solar spectrum, and “low band-gap” PV materials invented less than a decade ago can absorb more of that infrared radiation than standard silicon PVs can. But much of the heat is still wasted, so efficiencies remain relatively low. The solution, Celanovic says, is to design a thermal emitter that radiates only the wavelengths that the PV diode can absorb and convert into electricity, while suppressing other wavelengths. “But how do we find a material that has this magical property of emitting only at the wavelengths that we want?” asks Marin Soljačić, professor of physics and ISN researcher. The answer: Make a photonic crystal by taking a sample of material and create some nanoscale features on its surface — say, a regularly repeating pattern of holes or ridges — so light propagates through the sample in a dramatically different way. “By choosing how we design the nanostructure, we can create materials that have novel optical properties,” Soljačić says. “This gives us the ability to control and manipulate the behavior of light.” used a slab of tungsten, engineering billions of tiny pits on its surface. When the slab heats up, it generates bright light with an altered emission spectrum because each pit acts as a resonator, capable of giving off radiation at only certain wavelengths. has been widely used to improve lasers, light-emitting diodes and even optical fibers”

6 power supplies: “Flexible, transparent lithium-ion batteries have been made by a team of researchers at Stanford University in California, a technological leap that could spawn see-through electronic gadgets such as translucent iPads. Many electronic components can be fabricated to be transparent, but so far this hasn’t been possible for the power supply, Batteries are normally made up of a pair of electrodes separated by an electrolytic solution, with something to conduct the current to an external circuit, and packaging to hold it all together. But only the electrolyte is naturally transparent, says Cui. And to make matters worse, he says, these components need to be piled on top of each other, which means all of them must be clear for the device to be transparent. solution was to make the components so small that they are beyond the resolution of human eyes. This is done by creating each electrode out of a very fine mesh, instead of a solid sheet or rod of the material. Because no individual strand within the mesh is wider than 35 micrometers, they are too small for the eye to detect and so when stacked they appear transparent, much like looking through two very fine sieves. used microfabrication techniques to first create a grid pattern mould out of silicon. Then a 100-micrometre-thick layer of polydimethylsiloxane (PDMS), a flexible, transparent polymer, was applied using a technique called electro-spinning. When the PDMS was removed from the silicon an aqueous slurry solution containing the active electrode material was applied to it, which filled the grid-like trenches to form a mesh, say s Cui. hey can create lithium-ion batteries that let 60% of the light that hit them pass right through, and an energy density of 10 watt-hours per liter. “That’s very transparent,” says Cui. Not as good as glass, but clear enough to read text through. But 10 watt-hours per liter is a low energy density. The energy densities of conventional Lithium-ion batteries are typically an order of magnitude greater than this it should be relatively easy to push the energy density to roughly half that of conventional batteries. Making the electrode meshes deeper will increase the volume of the active material and the amount of stored energy without making the battery any more visible, Besides the aesthetic appeal of creating transparent gadgets, this sort of battery could also help reduce the size of portable devices, says Nishide. For example integrating the power supplies of smart phones within their displays should make them more compact”

6 power supplies: “Researchers from the National Renewable Energy Laboratory (NREL) have reported the first solar cell that produces a photocurrent that has an external quantum efficiency greater than 100 percent when photoexcited with photons from the high energy region of the solar spectrum. The external quantum efficiency for photocurrent, usually expressed as a percentage, is the number of electrons flowing per second in the external circuit of a solar cell divided by the number of photons per second of a specific energy (or wavelength) that enter the solar cell. None of the solar cells to date exhibit external photocurrent quantum efficiencies above 100 percent at any wavelength in the solar spectrum. The external quantum efficiency reached a peak value of 114 percent. The newly reported work marks a promising step toward developing Next Generation Solar Cells for both solar electricity and solar fuels that will be competitive with, or perhaps less costly than, energy from fossil or nuclear fuels. The mechanism for producing a quantum efficiency above 100 percent with solar photons is based on a process called Multiple Exciton Generation (MEG), whereby a single absorbed photon of appropriately high energy can produce more than one electron-hole pair per absorbed photon. NREL scientist Arthur J. Nozik first predicted in a 2001 publication that MEG would be more efficient in semiconductor quantum dots than in bulk semiconductors. Quantum dots are tiny crystals of semiconductor, with sizes in the nanometer (nm) range of 1-20 nm, where 1 nm equals one-billionth of a meter. At this small size, semiconductors exhibit dramatic effects because of quantum physics, such as: • rapidly increasing bandgap with decreasing quantum dot size, • formation of correlated electron-hole pairs (called excitons) at room temperature, • enhanced coupling of electronic particles (electrons and positive holes) through Coulombic forces, • and enhancement of the MEG process. Quantum dots, by confining charge carriers within their tiny volumes, can harvest excess energy that otherwise would be lost as heat – and therefore greatly increase the efficiency of converting photons into usable free energy. The researchers achieved the 114 percent external quantum efficiency with a layered cell consisting of antireflection-coated glass with a thin layer of a transparent conductor, a nanostructured zinc oxide layer, a quantum dot layer of lead selenide treated with ethanedithol and hydrazine, and a thin layer of gold for the top electrode.
Known as a delayed-choice experiment, the photon in this experiment shows a “morphing” between “particle” and “wave,” supporting the conclusion that these properties are not inherent, but merely a reflection on how we “look” at it. “entanglement” refers to a peculiar quality of the known universe whereby quantum objects in certain situations cannot be described separately, even though they may be separated in space. In other words, if an atom in London is entangled with an atom in Tokyo, they are still one quantum system, which can only be understood together. Entanglement is a multi-object generalization of quantum superposition, another astounding quantum trait, where a particle can exist in two states at once (here and there, up and down). Both properties have been experimentally confirmed. quantum radar, are disclosed herein. Entangled beams allow the absorption spectrum and the resolution limit of quantum radar systems to be selected independently of one another. Thus, while classical radar systems must compromise between range and resolution, quantum radar systems can simultaneously achieve the low attenuation/high range associated with a long wave length and the high resolution associated with a short wave length.”

argument:

6 bioelectric: “‘energetic or electromagnetic interactions play an important role in the brain and nervous system’s ability to communicate information.’ they have shown that ‘electromagnetic fields generated by the heart extend a number of feet outside the body, can be measured, and contain information modulated by one’s emotional state;’ that ‘a person’s heart field can be detected by other people in proximity,’ and that ‘the interactions between people have been shown to produce physiological effects.’ they further hold that the spiritual body provides missing information – that ‘the individual spirit has a very real, dynamic and evolving structure, a kind of ‘holographic blueprint’ that maintains and evolves the pattern of physical structures.’”

6 bioelectric: “‘we are a walking crystal. a crystal is piezoelectric material. this means it converts physical pressure into electricity. you can feel the vibration of people speaking. every bone in your body is vibrating. every tendon is piezoelectric. our body is a walking crystal. we store electro-magnetic energy. we can receive, we can transmit, and we can store electro-magnetic energy.’”

6 biolelectrics: “The frequency the brain areas respond to are from 3 Hz to 50 Hz. For each brain area these are used:
Brain Area: Bioelectric Resonance Frequency: Information Induced Through Modulation.
Motor control cortex: 10 Hz: Motor impulse coordination
Auditory cortex: 15 Hz: Sound which bypasses the ears
Visual cortex: 25 Hz: Images in the brain, bypassing the eyes
Somasensory: 9 Hz: Phantom touch sense
Thought center: 20Hz: Imposed subconscious thoughts”

6 bioelectric: “new research published in the Journal of Brain Research in Jan. 19 2011 show that the mammalian eye exhibits a “spontaneous and visible light-induced ultraweak photon emission.” Here, we present the first experimental in vitro evidence of the existence of spontaneous and visible light-induced ultraweak photon emission from freshly isolated whole eye, lens, vitreous humor, and retina samples from rats. These results suggest that the photochemical source of retinal discrete noise, as well as retinal phosphenes, may originate from natural bioluminescent photons within the eyes. During normal vision, the eyes are continuously exposed to ambient powerful photons that pass through various parts of the eyes, which can produce ultraweak delayed bioluminescent photons that arise from diverse parts of the eyes. Although the importance and possible role of ambient light-induced permanent delayed photons (within different parts of the eyes) during vision requires further investigation, our study may provide evidence of an origin of discrete dark noise and retinal phosphenes The light that emanates through the “window of the soul,” the human eye, is not “imagined,” but real and these biophotons contain energy and information (wave-particle complementarity of Light), capable of transforming our understanding of one another, and ourselves.”

6 neurons / brain / emotion: “when you see a blue square, it appears as a single object. yet the color and shape are registered in different parts of the brain. neural binding allows us to bring together neural activation in different parts of the brain to form single integrated wholes.” p25 “the main thing to remember about neural binding is that it is not accomplished by magic.; it has to be carried out by neural circuitry that links ‘binding sites’ in different parts of the brain. each neuron has between 1,000 and 10,000 incoming connections from other neurons, and another 1,000 to 10,000 outgoing connections. there are between 10 and 100 billion neurons in the brain, which means that the number of connections is in the trillions, as s the number of circuits. a great many of them are binding circuits.” p25-6 “in addition, neural binding can create emotional experiences. in the area of the limbic system, the oldest part of the brain in terms of evolution, there are two emotional pathways with different neurotransmitters: one for positive emotions (happiness, satisfaction) – the dopamine circuit – and one for negative emotions (fear, anxiety, and anger) – the norepinephrine circuit. there are pathways in the brain linking these emotional pathways to the forebrain, where dramatic structure circuitry seems most likely to be located. “activations of such convergent pathways are called ‘somatic markers.’ it is they that neurally bind the emotions (downstream, near the brain stem) to event sequences in a narrative (upstream, apparently in the prefrontal cortex, at the front and top of the brain). the somatic markers allow the right emotions to go where they should in a story. they are the binding circuits responsible for the emotional content of everyday experiences. just as color and shape can be neurally bound, yielding an integrated experience of a red rose, so emotional content can be bound to a narrative, yielding a melodrama – a narrative with heightened emotional content.”

brain. Like military facilities have simulations, quantum computers will bring about a revolution in learning a trade, or surviving a traumatic experience. Like the Internet has everything available upon request, quantum computers make it possible for the computer to teach you. Incorporate a hard drive in your head, and you could live online. This is the future, and coming.

brain. human thoughts are also found in the electromagnetic range of frequencies. Thoughts are very very long wavelengths compared to radio waves, but except for the length of their wavelengths, they are exactly the same. So why wouldn’t a crystal be able to pick up your thoughts? without crystals, computers would not exist. it is the living nature of a crystal that allows computers to do what they do. Natural crystals can hold a ‘program’, which means a thought pattern, and continue to replay that thought pattern for eternity unless someone erases the program. A properly programmed crystal can change and influence vast area in the human world. – fb post Global Illumination Council via Katie Crews

discussion: psi / entanglement: “physiological indices of participants’ emotional arousal were monitored as participants viewed a series of pictures on a computer screen. Most of the pictures were emotionally neutral, but a highly arousing negative or erotic image was displayed on randomly selected trials. As expected, strong emotional arousal occurred when these images appeared on the screen, but the remarkable finding is that the increased arousal was observed to occur a few seconds before the picture appeared, before the computer has even selected the picture to be displayed. the trait of extraversion has been frequently reported as a correlate of psi, with extraverts achieving higher psi scores than introverts. In the experiment just reported, for example, there are several possible interpretations of the significant correspondence between the participants’ left/right responses and the computer’s left/right placements of the erotic target pictures:
1. Precognition or retroactive influence: The participant is, in fact, accessing information yet to be determined in the future, implying that the direction of the causal arrow has been reversed.
2. Clairvoyance/remote viewing: The participant is accessing already-determined information in real time, information that is stored in the computer.
3. Psychokinesis: The participant is actually influencing the RNG’s placements of the targets.
4. Artifactual correlation: The output from the RNG is inadequately randomized, containing patterns that fortuitously match participants’ response biases. This produces a spurious correlation between the participant’s guesses and the computer’s placements of the target picture.
the empirical confirmation of Bell’s theorem (Cushing & McMullin, 1989; Herbert, 1987; Radin, 2006), which implies that any realist model of physical reality that is compatible with quantum mechanics must be nonlocal: It must allow for the possibility that particles that have once interacted can become entangled so that even when they are later separated by arbitrarily large distances, an observation made on one of the particles will be correlated with what will be observed on its entangled partners in ways that are incompatible with any physically permissible causal mechanism (such as a signal transmitted between them). The most extensive discussion of how entanglement might provide a theory for psi will be found in Radin’s (2006) Entangled Minds: Extrasensory Experiences in a Quantum Reality. Radin argued that over the past century, most of the fundamental assumptions about the fabric of physical reality have been revised in the direction predicted by genuine psi. This is why I propose that psi is the human experience of the entangled universe. Quantum entanglement as presently understood in elementary atomic systems is, by itself, insufficient to explain psi. But the ontological parallels implied by entanglement and psi are so compelling that I believe they’d be foolish to ignore (p. 235). Even before Bell’s theorem, it was known that whether light behaves like waves or like particles depends on the conditions of observation. These features of quantum mechanics have led to “observational” theories of psi in which it is not just the act of observation but the consciousness of the human observer that plays an active role in what will be observed”

discussion: brain / consciousness: “Penrose/Hameroff Orchestrated Object Reduction (Orch OR) theory of quantum consciousness. In a nutshell, the theory suggests that inside each nerve cell, spindle-like microtubules (very tiny ropes of protein) exhibit quantum mechanical properties – dual wave/particle characteristics – holding two positions or configurations at the same time. These microtubules are able to dance in unison with thousands of others in a coherent network. Finally, the hybrid states collapse from their uncertainty of quantum entanglement into a singular, “classical” position, in the process forming conscious thought. Some thinkers, including the Boston-based professor of philosophy at Tufts University, Daniel Dennett, have argued that the brain processes inputs like a Darwinian computer, by selectively sorting perceived information, and that a separate consciousness outside the matrix of events and sensations of life is an idle construct. “Subtract them, and nothing is left beyond a weird conviction [in some people] that there is some ineffable residue of ‘qualitative content’ bereft of all powers to move us, delight us, annoy us, remind us of anything,” Dennett says. Is a person’s experience of life more than the sum total of sensory perceptions? Greenfield, a neuro-pharmacologist, has moved from labelling brain regions and prefers to describe the walnut-shaped brain, with its cauliflower-appendage of cerebellum, as operating more like New York City. The brain’s 100 billion neurons could be divided into boroughs, districts and blocks. A room in a building on a block is like a neuron, which communicates with other rooms in the city via messengers – transmitters that are received by receptor chemicals – and inside each room are desk-bound synapses and ion channel cupboards, with pumps for movement of electrical impulses which deliver the required end responses. The brain’s ability to self-repair – for example, after a mild stroke – indicates it has plasticity way beyond the earlier categorisations. Far from being on the genetic determinist side of the nature/nurture debate, Greenfield considers the mind as “the seething morass of cell circuitry that has been configured by personal experiences and is constantly being updated as we live out each moment”. Emotions, Greenfield argues, are the building blocks of consciousness, which emerges as a series of waves of neuron networks that rise and fall according to the degree of awareness or stimulation. “One thing is clear: the brain doesn’t work like a digital computer. It is swirling patterns of electrical activity. It has to do with patterns and complexity,” says Paul Davies. Certainly there is a huge global effort to find the bit where it happens, the NCC – the neural correlate of consciousness. Davies says mapping ways in which neural processes correlate to conscious outcomes is a reasonable approach. “But you are still stuck with the problem of what is it about a particular complex electrical pattern that has thoughts or sensation attached to it, let alone specific ones like love or a sense of greenness. What distinguishes those from the swirling electrical patterns in the Victorian electricity grid, which presumably doesn’t have thoughts and sensations attached to it? That is what a physicist would like to know. So it still seems to me, as a physicist, deeply mysterious, the problem of consciousness.” “Time is on our side. The classical approaches are going nowhere, they are flailing in terms of explaining consciousness,” he says. “It is all more of the same hand waving, emergence arguments, more ultra-reductionism – this part of the brain is important, that part is not – with no attempt to deal with the enigmatic issues. Nobody has a clue about the hard problem except to say that it emerges like a rabbit out of a hat … we have testable predictions and the classical people don’t.””

discussion: neurons / psi: “researchers at Washington University in St. Louis are beginning to unravel the process by which the brain makes these everyday prognostications. The researchers focused on the mid-brain dopamine system (MDS), an evolutionarily ancient system that provides signals to the rest of the brain when unexpected events occur. Using functional MRI (fMRI), they found that this system encodes prediction error when viewers are forced to choose what will happen next in a video of an everyday event. “Successful predictions are associated with the subjective experience of a smooth stream of consciousness. But a few times a minute, our predictions come out wrong and then we perceive a break in the stream of consciousness, accompanied by an uptick in activity of primitive parts of the brain involved with the MDS that regulate attention and adaptation to unpredicted changes.” In the functional MRI experiment, Zacks and his colleagues saw significant activity in several midbrain regions, among them the substantia nigra — “ground zero for the dopamine signaling system” — and in a set of nuclei called the striatum. The substantia nigra, Zacks says, is the part of the brain hit hardest by Parkinson’s disease, and is important for controlling movement and making adaptive decisions. Brain activity in this experiment was revealed by fMRI at two critical points: when subjects tried to make their choice, and immediately after feedback on the correctness or incorrectness of their answers. Mid-brain responses “really light up at hard times, like crossing the event boundary and when the subjects were told that they had made the wrong choice,” Zacks says. [put this with the baby blink less when absorbed, autistic kids keep blinking 6]

6argument] neurons / emotions: “The amygdaloid complex is located in the medial temporal lobe just in front of the hippocampal region. Studies in recent decades show that the amygdala has a network of connections, both inward and outward, with many parts of the brain, beyond its traditionally recognised connections with the hypothalamus and the brain stem. Its nuclei can influence diverse regions including the spinal cord, frontal, cingulate, temporal and occipital cortices. Projections to the amygdala from the frontal lobes come mainly from the orbitofrontal and parts of the media prefrontal. These areas are related to social activity. The amygdala has substantial connections with the temporal lobe, and reciprocal connections with a variety of subcortical regions. The lateral nucleus of the amygdala, occupies a larger proportion of the total amygdala in primates including human than in other mammals. This is related to this nucleus receiving many inputs from the neocortex. The upper parts of the lateral nucleus receive inputs from the sensory cortex. The primate amygdala is involved with all types of sensory information, but is most heavily influenced by the visual. The largest proportion of visual input comes from the ventral ‘What?’ pathway indicating that the amygdala is to a good extent a danger detector that can orchestrate a whole body response. Damage to the amygdala produces changes in fear reactivity, feeding and sexual behaviour. The amygdala is also implicated in reward learning, motivation and drug addiction. It has been implicated in aggressive, maternal, sexual and eating/drinking behaviour. It is also involved in the modulation of various cognitive functions such as attention, perception and memory. The amygdala has extensive connectivity with areas of the brain involved in cognitive functions. Once the amygdala has detected an emotional stimulus, it can also influence the processing of that stimulus. The amygdala also projects to association areas in the temporal lobe. Cognitive functions are able to influence the amygdala, and prefrontal executive areas have some influence. Cognitive activity such as reappraisal can alter activity in the amygdala. The amygdala can also influence cortical functions indirectly. When the amygdala detects something emotionally significant, it directs the release of neuromodulators, such as noradrenaline, dopamine and serotonin that influence cognitive processing in cortical areas. Amygdala  activity also releases hormones into the bloodstream that later feed back from the body to the brain. Activity in the basal amygdala influences hippocampal processing of memory. Many nuclei with distinct chemical signatures in the thalamus, midbrain and pons must function for a subject to be in a sufficient state of brain arousal to experience anything at all. These nuclei therefore belong to the enabling factors for consciousness. Conversely it is likely that the specific content of any particular conscious sensation is mediated by particular neurons in cortex and their associated satellite structures, including the amygdala, thalamus, claustrum and the basal ganglia. Conversely, conscious perception is believed to require more sustained, reverberatory neural activity, most likely via global feedback from frontal regions of neocortex back to sensory cortical areas[16] that builds up over time until it exceeds a critical threshold. At this point, the sustained neural activity rapidly propagates to parietal, prefrontal and anterior cingulate cortical regions, thalamus, claustrum and related structures that support short-term memory, multi-modality integration, planning, speech, and other processes intimately related to consciousness. Competition prevents more than one or a very small number of percepts to be simultaneously and actively represented. This is the core hypothesis of the global workspace theory of consciousness. one might describe flow as the opposite of Amygdala hijack. Mihaly Csikszentmihalyi describes flow as “energized focus, full involvement, and success in the process of the activity.” This can only occur when the Amygdala is completely influenced by the neocortex.”

6argument/ neurons: “testosterone alters synapse function. Although not the primary function of most hormones, neural activity can be modulated as a result of their presence. For example, it has been shown that some hormones can modify cell permeability and therefore have a crucial impact on ion concentration, membrane potential, synaptic transmission and thus neural communication and behavioral outcomes (2). More specifically, when a hormone such as testosterone acts on a target neuron, the amount of neurotransmitter that is release is significantly affected. For example, it has been suggested (i.e., with experimental data) that testosterone acts on serotonergic synapses and lowers the amount of 5-HT available for synaptic transmission. This is important when coupled with the fairly well accepted idea that the presence of 5-HT serves to inhibit aggression, as shown convincingly in studies done on male rhesus monkeys: Serotonin reuptake inhibitors such as Fluoxentine and several other antidepressants lead to a significant decrease in aggression in both monkeys and humans”. [part of conversation w/girls]

6 argument neurons: “Greenfield, a neuro-pharmacologist, has moved from labeling brain regions and prefers to describe the walnut-shaped brain, with its cauliflower-appendage of cerebellum, as operating more like New York City. The brain’s 100 billion neurons could be divided into boroughs, districts and blocks. A room in a building on a block is like a neuron, which communicates with other rooms in the city via messengers – transmitters that are received by receptor chemicals – and inside each room are desk-bound synapses and ion channel cupboards, with pumps for movement of electrical impulses which deliver the required end responses.”

6 argument neurons / bioelectric: “The brain’s ability to self-repair – for example, after a mild stroke – indicates it has plasticity way beyond the earlier categorisations. Far from being on the genetic determinist side of the nature/nurture debate, Greenfield considers the mind as “the seething morass of cell circuitry that has been configured by personal experiences and is constantly being updated as we live out each moment”. Emotions, Greenfield argues, are the building blocks of consciousness, which emerges as a series of waves of neuron networks that rise and fall according to the degree of awareness or stimulation.”

6 argument neurons: “Penrose/Hameroff Orchestrated Object Reduction (Orch OR) theory of quantum consciousness. In a nutshell, the theory suggests that inside each nerve cell, spindle-like microtubules (very tiny ropes of protein) exhibit quantum mechanical properties – dual wave/particle characteristics – holding two positions or configurations at the same time. These microtubules are able to dance in unison with thousands of others in a coherent network. Finally, the hybrid states collapse from their uncertainty of quantum entanglement into a singular, “classical” position, in the process forming conscious thought. Some thinkers, including the Boston-based professor of philosophy at Tufts University, Daniel Dennett, have argued that the brain processes inputs like a Darwinian computer, by selectively sorting perceived information, and that a separate consciousness outside the matrix of events and sensations of life is an idle construct. “Subtract them, and nothing is left beyond a weird conviction [in some people] that there is some ineffable residue of ‘qualitative content’ bereft of all powers to move us, delight us, annoy us, remind us of anything,” Dennett says. Is a person’s experience of life more than the sum total of sensory perceptions?”

6 argument neurons / bioelectric: “One thing is clear: the brain doesn’t work like a digital computer. It is swirling patterns of electrical activity. It has to do with patterns and complexity,” says Paul Davies. Certainly there is a huge global effort to find the bit where it happens, the NCC – the neural correlate of consciousness. Davies says mapping ways in which neural processes correlate to conscious outcomes is a reasonable approach. “But you are still stuck with the problem of what is it about a particular complex electrical pattern that has thoughts or sensation attached to it, let alone specific ones like love or a sense of greenness. What distinguishes those from the swirling electrical patterns in the Victorian electricity grid, which presumably doesn’t have thoughts and sensations attached to it? That is what a physicist would like to know. So it still seems to me, as a physicist, deeply mysterious, the problem of consciousness.” “Time is on our side. The classical approaches are going nowhere, they are flailing in terms of explaining consciousness,” he says. “It is all more of the same hand waving, emergence arguments, more ultra-reductionism – this part of the brain is important, that part is not – with no attempt to deal with the enigmatic issues. Nobody has a clue about the hard problem except to say that it emerges like a rabbit out of a hat … we have testable predictions and the classical people don’t.” Davies concludes that if Penrose and Hameroff are right, and there are microtubules in the brain that allow quantum coherence to be maintained through many cycles of information processing in a hot environment (the brain), “then that is exactly what the quantum computing people would need to make a functioning quantum computer, and that would be a revolution as great as the invention of the computer in the first place.”

memories not stored in brain like storage box but in time field like cloud. memories not in past but produced in present, interpreted. bergson, sheldrake. brain tunes into future and resonates with past, time not one way, timeless state past present future all real be here now. brain interprets sensory input, only perceptions, dependent on neural pathway, filtered thru consciousness, not external reality. nothing exists outside consciousness. what’s this got to do with quantum computers? nothing. sort of.

move to hexspex. “applying the electrodes to the skin directly over those arteries that were close enough to the skin surface. The 50-100 micro ampere current could be created within the artery by electromagnetic induction allowing the entire therapy to be applied externally, without the need for implanting electrodes into the arteries. The device he put together to accomplish this is today called a blood electrifier. Beck started by applying his blood electrifier to himself. He originally placed the electrodes over leg arteries near the ankles of either leg, then changed the location to two different spots on the arm, and finally found that it worked just as well if he placed the two electrodes near each other over the ulnar and radial arteries just behind the wrist.”

“They found the glazed stare was accompanied by objectively measurable changes in automatic, reflexive eye behavior that could not be imitated by non-hypnotized participants. In the field of hypnosis research this result means that hypnosis can no longer be regarded as mental imagery that takes place during a totally normal waking state of consciousness. On the other hand, the result may have wider consequences for psychology and cognitive neuroscience, since it provides the first evidence of the existence of a conscious state in humans that has previously not been scientifically confirmed. For over 100 years researchers have debated if a special hypnotic state exists or whether it is just about using cognitive strategies and mental imagery in a normal waking state.”

crappy results

results: [discussion how to proceed] “”Minecraft” was not a product of the typical game development and it’s not produced by one of the best-known production companies of the gaming industry. Instead, it was started by Notch — as he’s known to the game’s fans — an independent game developer who was willing to experiment with a unique game design, try a risky new online business model and forge a new relationship with gamers. He shared his thoughts on this at the official launch for Minecraft in Las Vegas. The game’s formula is not entirely new. Open world “sandbox” games have been a part of many successful titles. This is where the player is not restricted to a particular path, either in the game’s physical world or in the game’s narrative. But no one had really taken this concept to the extreme that Notch has. In “Minecraft,” the player is placed somewhere on a gigantic world at sunrise, and that’s it. There is no apparent storyline, mission or purpose, beyond a few tips and achievements. Players are given a world of their own to do with as they like, which often becomes an addictive adventure of survival, exploration and building. When Notch first released Minecraft to the online public, the game was far from finished, and was still in an early Alpha stage. Releasing it at this point held significant risk, he said, as players could dismiss what could be a great game because of the glitches, bugs and the unfinished quality of a pre-beta version. Instead, the opposite happened. If selling an unfinished game online by himself wasn’t risky enough, Notch took it a step further by making the classic version of the game available free. This skyrocketed the game’s popularity, and close to 25 million people have since downloaded the game on their PC. More than 5.8 million copies have been purchased. Another result from this unconventional business model is the relationship it has formed between Notch and his fans. Instead of just being consumers, these early players felt they were a part of the game’s development. The game updates felt like gifts to the players, instead of the natural progression toward a title’s release. “The players got invested in the testing and the suggestions and the feedback kind of early on and actually started buying the game early,” he said. “The way that they talked about the game is definitely why it’s spread so fast, because there was no marketing before that — just word of mouth.” One way players talked about “Minecraft” was through more than 4 million YouTube videos. Notch and his team at Mojang have been very responsive to fan suggestions and ideas, and have also supported the modding community, which has built a host of add-ons for the game. This collaboration has created a loyal following that culminated in November with the official launch of “Minecraft.” As the crowds swelled, with many dressed as Creepers and other creatures from the game, the Xbox team was surprised by the passion of the fans. “The level of excitement of everybody here, to be in the room with the creator of one of their favorite games — you don’t see that on the same level with any other game title,” said Michael Wolf, who does marketing for the Microsoft Xbox Live team.”

*****************

the girl: the boy and girl know every nook and cranny and the why and how of everything, but don’t test any details. there’s no quantum anything on this level because they don’t know what they’re looking for and don’t know how to get there from ordinary reality.  the boy and girl have made the breakthru personally, but they’ve lost an important piece and can’t quite get back there again to teach it from the inside.  it’s all mumbo jumbo.  they can still talk to each other in their heads and all that; they’re entangled in themselves, but can’t transmit quantum anything to anybody else except physically, and while the boy thinks setting up shop as a newage sex coach would be fun, the girl isn’t having any of it. so the big problem is that no matter how they try, they can’t think of a good way to teach the quantum lessons.  are they arguing about it?  because the lessons are there to be learned, all laid out and accessible, whether couched in math and physics, or hidden in occult teachings that can be transliterated for the masses. and they know how to make the quantum thing work on the cloud level, because it’s energy produced by concentration in the player’s body that is them directed to manifesting things inside teh game. the boy and girl are working against each other.  each thinks they know what something needs and so they both do things unilaterally, mainly without telling the other one about it.  and then, right or wrong, they defend their actions when confronted.  the boy doesn’t like confrontation so always expresses his displeasure with passive aggression, and the girl was raised with conflict and gets in his face to point out the obvious.  that’s one thing.  the other is that they’re way too focused on the details of this overbearingly complicated game and have totally lost sight of their mission, which is to raise the consciousness of the player to quantum levels. so, a lot of time is wasted in pointless arguments, and in redoing each other’s work, and not talking to each other.  their relationship cools some, they ignore each other in their heads at times. Testing these levels is useless for her because her quantum powers are strong here and it’s hard to test like a regular player would, without cheating. As soon as she can she’s working on antarctica which happens after the first 3 levels are up. When she gets to it it’s a placeholder plane that kurt and the kernel are starting to texturize. (so she never notices them trashing the carnival level later, and never sees them dig tunnels and never knows about the hidden caches. She’s totally blind to the cheating and gaming that’s going on. She ignores the school for cheaters that the carnival level becomes, even tho they do it deliberately after kurt dies). She is aware that nobody but she is interested in building anything quantum into the game, so she goes around all the areas of antarctica and puts quantum tollbooths at each portal, and devises quantum chin-up bars in unusual places. Part of the embarrassing clunkiness that drives kurt to rewrite it. feel dissatisfied in their relationships and like they are not getting enough love. So they put themselves last and give even more, only to receive even less (from their point of view). They need to remember that love is a vibration that they need to embody in order to feel it, not something you can get from someone else. Nor give to someone else, for that matter.

the boy: they’re anxious to be in antarcitca and are starting to think the first 2 levels were a mistake. they feel they’re there to show the kernel what they want, so they do the same kind of showoff stuff that pissed the angel off. they test carnival when it is placeholder just to see if it’s playable. nothing works yet. the boy and girl know every nook and cranny and the why and how of everything, but don’t test any details. the level they’ve designed is clunky, inelegant, and stupid.  it’s boring.  there’s no quantum anything on this level because they don’t know what they’re looking for and don’t know how to get there from ordinary reality.  the boy and girl have made the breakthru personally, but they’ve lost an important piece and can’t quite get back there again so they can teach it from the inside.  it’s all mumbo jumbo.  they can still talk to each other in their heads and all that; they’re entangled in themselves, but can’t transmit quantum anything to anybody else except physically, and while the boy thinks setting up shop as a newage sex coach would be fun, the girl isn’t having any of it. so the big problem is that no matter how they try, they can’t think of a good way to teach the quantum lessons. are they arguing about it?  because the lessons are there to be learned, all laid out and accessible, whether couched in math and physics, or hidden in occult teachings that can be transliterated for the masses. and they know how to make the quantum thing work on the cloud level, because it’s energy produced by concentration in the player’s body that is them directed to manifesting things inside teh game. the boy and girl are working against each other.  each thinks they know what something needs and so they both do things unilaterally, without telling the other one about it.  and then, right or wrong, they defend their actions when confronted.  the boy doesn’t like confrontation so always expresses his displeasure with passive aggression, and the girl was raised with conflict and gets in his face to point out the obvious.  that’s one thing.  the other is that they’re way too focused on the details of this overbearingly complicated game and have totally lost sight of their mission, which is to raise the consciousness of the player to quantum levels. so, a lot of time is wasted in pointless arguments, and in redoing each other’s work, and not talking to each other.  their relationship cools some, they ignore each other in their heads at times. 

josh and mostly anomia go on to create the antarctica they experienced, which fairy and josh finished tweaking the carnival levels. leaving them to devise hidden ways of doing whatever and fight among each other. they make a really clunky antarctica journey, trying for all sorts of complexity that they can’t manage. it’s a failure of imagination? not, it’s a translation error with the kernel. maybe we should trip again, except we don’t remember what we did and anyway it’s never the same. yeah i guess so. but why doesn’t it get what we’re trying to do? are we not pure enough? we’re already almost never having sex, what do you want? i’m thinking of becoming a vegan. shoot me. i like you the way you are. no you don’t, you…she stopped, aware that others were listening. you spend too much time with snake, she thought. maybe we don’t have enough confidence in what we experienced. it sure seems like a dream now. i’m not even sure of the details anymore. that’s why we wrote it all down right after we had the vision. and we’ve stuck to it thru every part of making the game. but i don’t really believe it anymore, that’s all. then why are we doing this? you’re doing it, mostly. that’s right, i am. and i think it’ll make a great videogame, and we’ve put all this time into it, so we’re going to finish it, and release it, and it’ll be great. it’ll sink like a stone. no it won’t. don’t you believe in it? yes i do, that’s the thing. everything points to what we’re doing being the right thing. (tho she couldn’t come up with a single thing that wasn’t vague. because it’s time for such a thing, because the world’s changing and the angel’s message needs to get out. because the angel said so. because it feels compulsive. because i have to. because things have come together the way they have. because kurt made a quantum kernel and now we have this kickass software and tablet, and because we’d be idiots not to finish what we’ve put so much effort into. he patted her shoulder and kissed her forehead. i love you, he said. just do what you have to do and let the rest slide. when kurt fixes everything right before he dies, he sees that the kernel is unemotional and makes it so that it feels and reacts, now it can sense what the girl and boy want and give it to them instantly. it does that for everyone in the end, which make for everyone getting their wishes, and the whole karma thing coming up in the game as everyone’s wishes conflict and cause consequences and chain reactions, and the kernel in there trying to satisfy everybody. how is this different from reality? does god grant all wishes now? newagers would say yes. what would right wing republican xians say? they would say yes but it would be wistful and tinged with righteousness. the angry and bitter – most of the world – would say hell no, god never listens to me, liberals would point out that there would be no suffering if god answered wishes, and conservatives would point to the continuing existence of their enemies as proof.

kurt: kurt introduces special quantum gamegear. kurt the kernel programmer doesn’t do gaming but sees himself as wizard of the game anyway. 

, he had worked himself around to being proud of his invention – certain proof of his genius – to spite them all. Just because he didn’t have an office in a mighty corporation and didn’t make six figures and get great benefits and stock options and didn’t control an army of peons and droids and didn’t have to worry about deadlines and budget overruns and getting laid off. Here he was, fixing to show them all.

snake: gets caught stealing hexpexspex/bug database.
“Master Your Own Emotions A master manipulator needs to be able to act. Shedding a tear when it suits your needs or losing yourself in a fit of rage are both important skills you’ll want to master. Whether you want to incite fear, sympathy, or anything else will depend on the situation, so it’s important to master your own emotions so you’ll have the proper tools for the task at hand.”
“The narcissist is likely to react with rage to all these and, in an effort to re-establish his fantastic grandiosity, he is likely to expose facts and stratagems he had no conscious intention of exposing. The narcissist reacts with narcissistic rage, hatred, aggression, or violence to an infringement of what he perceives to be his entitlement. Any insinuation, hint, intimation, or direct declaration that the narcissist is not special at all, that he is average, common, not even sufficiently idiosyncratic to warrant a fleeting interest will inflame the narcissist.
talks to random, makes notes to use against fairy.
“There is always built into a lot of startups the mentality of the barbarians at the gate … the disruptive nature that the startup ethos is supposed to be all about,” said Tasneem Raja, the digital-interactive editor for Mother Jones magazine. “It’s sort of lame that it’s being expressed as kegs at the office and beer pong and, unfortunately, also sexism.” The term “brogrammer” (a mash-up of “programmer” and “bro,” the stereotypical fraternity-house salute) has sprung up recently as a sarcastic take on this new breed of Silicon Valley (or New York, or Chicago, or wherever else techies assemble) computing entrepreneurs. Witness a thread on Quora where members of the site satirically submit answers to the question, “How does a programmer become a brogrammer.” One answer: “Lots of red meat, push-ups on one hand, while coding on the other, sunglasses at all times, a tan is important, popped collar is a must. It’s important that you can squash anyone who might call you ‘geek’ or ‘nerd’ and that you can pick up girls, but also equally important that you know the “Star Wars” movies by heart, and understand programming ideas, like recursion and inheritance.”
“Ten years ago, it required somebody who was much more technical,” said Steve Spurgat, the CEO of VYou, a New York-based social video site. “When you were writing

, it was much less abstracted layers where it would take a much longer time to build something that would take a couple of days now.” Spurgat cites some positive effects of that trend, saying that creative types who maybe aren’t as detail-oriented as early coders can now join in. But in the 10 years since he started working in startups, he’s definitely noticed a culture shift.”
“36. disdain things you cannot have: ignoring them is the best revenge. by acknowledging a petty problem you give it existence and credibility. the more attention you pay an enemy, the stronger you make him; and a small mistake is often made worse and more visible when you try to fix it. it is sometimes best to leave things alone. if there is something you want but cannot have, show contempt for it. the less interest you reveal, the more superior you seem. snake when he fucks up some part of game creation”
not quite hocus pocus, but when snake gets hold of it he’ll turn it into marketing mystique like dwave. iae, artcriticese
arrange opportunities for abuse. A lack of data integrity and security, easy to steal passwords, easily pwned property. avenues of internal misuse, back doors to modify the servers and software and data, codes to change the properties of objects, ways to subvert the NPCs, to gank and hoodwink and rip off newbies. On-purpose bugs.

fairy: blameless in her own behavior, even tho a lot of things go wrong because she loses and forgets things.
“Victims tend to be boring people, and they will usually take great pains to share their troubles and negativity with you. They will rarely if ever ask you anything about yourself. You can sit with these people for a couple of hours talking, and it will never occur to them to ask you anything about your life.  It quite simply does not occur to them because their world view does not extend to include your thoughts or feelings. Victims, who are self centered by nature, self consumed and usually narcissistic, have a world view which is extremely constricted, and their only reference point in life is themselves. Victims are interested in you if you have something they want, such as sex, money, drugs or to be their audience. They also can easily fall into compulsive behaviors such as gambling, always trying to satisfy themselves via the five senses.  The lasting affect that these individuals leave with you is toxic. This self centeredness, victim mentality typically drives all addictions. One would need relief from oneself somehow, some way, hence addiction ensues.”.
she’s lost track of all the bits and pieces, has no idea where she put the caches, didn’t write anything down, nothing transfers to the bug database and all her backup gets deleted, she blames random, who kept his own copies and reformats them. she refuses to test the game, going around critiquing others, correcting things others have done, tweaking, ignoring what she was supposed to be doing because of the need to fix everybody else’s problems. more work for random.
fairy tries to test but doesn’t get physics concepts, requiring dumbing down from kernel, snake backs her up but she feels bad about it. vs snake: “Refuse to accept abusive behavior. Demand reasonably predictable and rational actions and reactions. Insist on respect for your boundaries, predilections, preferences, and priorities.”
Professional services A professional dominatrix or professional dominant, often referred to within the culture as a “pro-domme”, offers services encompassing the range of bondage, discipline, and dominance in exchange for money. Such professional services might not include sexual intercourse, and may and may not include masturbation or ejaculation of semen by other means. In many cases, the gratification or climax of the client does not include direct orgasm, and is dealt respectively. It is common among dominatrices to separate themselves from prostitutes, though there are plenty of prostitutes who also work as professional dominatrices.[19] The term “Dominatrix” is little-used within the non-professional BDSM scene. A non-professional dominant woman is more commonly referred to simply as a “Domme”, “Dominant”, or “Femdom”. There are also services provided by professional female submissives (“pro-subs”). A professional submissive consents to her client’s dominant behavior within negotiated limits, and often works within a professional dungeon. Although far more rare professional submissives do exist.[44] Most of the people who work as subs normally have tendencies towards such activities, especially when sadomasochism is involved.[citation needed] Males also work as professional “Tops” in BDSM, and are called “Masters” or “Doms”. However it is much more rare to find a male in this profession. (It should also be noted that a male “pro-dom” typically only works with male clientele)[19] BDSM Scene In BDSM, a scene is the stage or setting where BDSM activity takes place, as well as the activity itself.[45][46][47][48] The physical place where a BDSM activity takes place is usually called a dungeon, though some prefer less dramatic terms, including “playspace,” or “club.”. A BDSM activity can, but need not, involve sexual activity or sexual roleplay. A characteristic of many BDSM relationships is the power exchange from the bottom to the dominant partner, and bondage features prominently in BDSM scenes and sexual roleplay. The term is also used in the BDSM community to refer to the BDSM community as a whole.[49] A scene can take place in private between two or more people, and can involve a domestic arrangement, such as servitude or a casual or committed lifestyle master/slave relationship. BDSM elements may involve settings of slave training or punishment for breaches of instructions. A scene can also take place in a club, where the play can be viewed by others. When a scene takes place in a public setting, it may be because the participants enjoy being watched by others, or because of the equipment available, or because having third parties present adds safety for play partners who have only recently met.[50] BDSM etiquette A scene takes place within the general conventions and etiquette of BDSM, such as requirements for mutual consent and agreement as to the limits of any BDSM activity. This agreement can be incorporated into a formal contract. In addition, most clubs have additional rules which regulate how onlookers may interact with the actual participants in a scene. This scene appears particularly on the Internet, in publications, and in meetings such as SM parties, gatherings called munches, and erotic fairs.
The annual Folsom Street Fair is the world’s largest BDSM event.[53] It has its roots in the gay leather movement. There are also conventions like Living in Leather, TESfest, Shibaricon, Spankfest, and Black Rose. North American cities that have large BDSM communities include New York City, Washington D.C., Baltimore, Atlanta, Seattle, Denver, Los Angeles, Boston, Chicago, Houston, Philadelphia, San Francisco, San Diego, Dallas, Minneapolis, Toronto, Winnipeg, and Vancouver. European cities with large BDSM communities include London, Paris, Berlin, Amsterdam, Munich, Cologne, Hamburg, Moscow and Rome.

plucky band:

random: covers for fairy, throwing in lots of work. isolated, only talks to fairy. contacts snake.
“master the art of timing. never seem to be in a hurry – hurrying betrays a lack of control over yourself, and over time. always seem patient, as if you know that everythign will come to you eventually. become a detective of the right moment, sniff out the spirit of the times, the trends that will carry you to power. learn to stand back when the time is not yet ripe, and to strike fiercely when it has reached fruition”. random dragoncon

AND BRING OUT RADHU. fairy had shared her issues with the 7×7 grid of game facts with radhu, especially her difficulties fitting the different religious periods and technological advances into the array. as they talked about it,

level 1 is classical physics, where you learn how to physically control gravity and speed etc.

level 2 is relativity, where you learn the exceptions to and limitations of classical physics; the cheats.

level 3 is where you start learning quantum physics, action at a distance, telepathy, etc.

the horizontal level is where you learn entanglement, astral movement, etc.

antarctica is where you learn how to change the world

level ! is where you learn how to create the world you want to live in

level !n is where you learn how to be god

classical – amusement park rides and arcade games

relativity – winning for the house (the rudiments of capitalism)

quantum – mind over matter, connection = power

physics on each level is appropriate to the level, so classical physics on level 1, but time dilations, black holes and other ‘cheat’s work on level 2. levels 3 and ! and !n are entirely quantum, where everything manifested is created by the players, who either leave them there (the advanced ones) or pull them around in the air after their avatars.

in level 1/2 you are asked to apply for a job. request.

in level 2/3 you find a wormhole, get bad news and a quest and have to swim for it quest.

in level 3/horizontal you explore multiple worlds by flying thru wormholes and get stuck at the other end. exploration.

in horizontal/antarctica you have to swim for it using your skills. survival.

in ring 1/2 you are invited / kicked off and ride in a boat to go to school. training.

in ring 2/3 you pilot a boat and crew to a distant land where adventure awaits you (another quest). normal life.

in ring 3/4 you make your way by foot overland thru wilderness filled with challenges. committing, testing skills

in ring 4/5 you ride to remote places with extreme cultures. learning to work together.

in ring 5/6 you journey in caravans with many others to the great city. sharing a greater purpose.

in ring 6/7 you fly to the final confrontation. acting on principle.

(it became apparent that radhu thought about these things very differently, in terms of changing styles of communication, of adaptation within a closed system, of different worldviews. the first two levels were subsistence level, oral cultures, explaining things with myths and stories. the second two levels were agricultural, their communication written, their explanations edicts and laws handed down from the gods. the fifth and sixth levels were industrial, the fifth focusing on the spread of knowledge and learning, and thinking was idealogical and dogmatic. the sixth level was computerized and wireless, the control monolithic and sadistic, independent thinking was underground and individualistic. and the seventh level was a leap into global consciousness, empathic and interconnected. she updated the grid accordingly, and showed it to josh, who said ‘whatever.’) He vaguely wondered which of India’s religions would support quantum consciousness and which would object. He decided that Christians would hate it, but Hindus, Muslims and Sikhs would claim quantum for their own against western secularism.

=p: out somewhere, hears something about convention plans, something terroristic, she alerts someone, turns out to be nothing but this primes her interest.
“Onto this stage of conflict and chaos there emerged a growing need for Mercenary Units and Paramilitary Command Units who could execute orders and carry out fast assignments for governments and corporations, allowing the employers plausible deniability as well as the ability to say that they were in no way involved with certain “Black Operations” and “Pirate Like Undertakings”. The new age of the Mercenary had dawned and with it, ruthless Men and Women took on combat and bloody warfare for assets, money, and power. Units and Unions were formed and broken as Clan like structures and Shadow Organizations emerged to be major players in the events that played out on the Global Stage. In War Inc. Battlezone you are a member of one of these Units. Can you survive? Can you win? Can you take your game to the top?”

(caroline: at some point l8r, she anticipates being killed when she finally exposes herself as undercover, confesses to nathan with guilt and relief, and expects her handler (just only her friend who gets her to open up) to slit her throat or administer poison as just punishment for her failure. but none of that happens and she has to figure out how to go on.) (caroline doesn’t know how to turn on a computer (6.1), they tell her she needs one (that’s in chapter 7/8).

c3ll3r!: nathan typical life at home. tries to follow rules, expects to be noticed for his effort, but is punished instead, punished for even trying, so he decides not to play that game anymore, and makes final plans for dragoncon. work hears about testing, debates quitting job because he’s tired of sports lie. studies and gets good grades for mom’s sake.
“41. avoid stepping into a great man’s shoes. what happens first always appears better and more original than what comes after. if you succeed a great man or have a famous parent, you will have to accomplish double their achievements to outshine them. do not get lost in their shadows, or stuck in a past not of your making. establish your own name and identity by changing course. slay the overbearing father, disparage his legacy, and gain power by shining in your own way”.
w/caroline, she’s interested in the same outfit that dad is, and he hears nathan talking about it with mom and decides not to.
c3ll3r! w/dad. “Fifth, new patterns are strongly asserted and accepted by the other person. (The new patterns may be a joint creation in some respects, developing from the dialogue and conflict of the two.)”

(nathan, like many workers, was in constant fear for his job. he was always one mistake from unemployment, those unwashed men who loitered around the day labor office and rode the subway invisibly huddled in the luggage cubby. he might have straight a’s in school, but if he didn’t get thru college, he might end up like them. even so. the crowd he served was always talking in hushed tones about the layoffs upstairs in the big corporate offices. in fact, his boss worshipped the rags nathan cleaned with, because he was a hard worker, he didn’t have an attitude, and he went out of his way to make things run smoothly. he was thinking of nathan for his youngest daughter. (smallest unit at 600sf with 10′ frontage) b’stro d l’te) we’ll see, kid. nathan was unsure. at home, ‘maybe’ meant ‘no’.

“Idiot, it’s either this or that.”
“But Dad, there are all the things in between.”
“No there’s not, there’s only two choices. One is good, one is bad. And I can tell just by looking at you that you’re bad. Know how I know? Because good people are good looking. Bad people have warts and look scruffy. Appearances don’t lie. Just look at TV if you want to understand that. The trouble with you is, you don’t watch enough TV. You’re always holed up in here with books, by yourself. You need to get out there and mix with others. Make some friends.”
“You might as well be alone when you’re watching TV,” Nathan said.
“You’re not alone, you’re sharing it with millions of other people. They’re all out there, one big happy family.”
“I know it’s tough, Nuthin. I was picked on a lot when I was your age.” He stood tall and thumped his chest. “But look at me now, at the top of my game. I have to say it, your dad is one of the finest men that ever lived. If only…” He stopped. If only he got the recognition he deserved. If only he had better kids and a wife who didn’t complain so much. If only he could get a break.

dad:
traits: Obedient, conformist, Concerns with fear and threat linked to an endorsement of inequality, Reliable, trustworthy, faithful, loyal, Stable, consistent,
events:
work: casts about looking for new job, finds nothing, decides he’s happy right where he is.
abuse: Manipulates – Tells you you’re crazy or stupid so the blame is turned on you. Tries to make you think that it’s your fault he is abusive. Says he can’t help being abusive so you feel sorry for him and you keep trying to “help” him. Tells others you are unstable. Mood Swings – His mood switches from aggressive and abusive to apologetic and loving after the abuse has occurred. talks to son about sports.

mom: dad abuses her, she protects kids.

sis: dates head of gang at public high school.

sis: “The spoiler child refuses to grow up, remains dependent in some way on the parent or a parent surrogate, and ruins and/or denigrates everything the parents try to do for them. A female child might start to lose or mistreat valuable designer clothes, and then demand both replacement of the expensive gifts and more of her mother’s time.
“Nothing the parent does or says is ever good enough. The “child” – and this continues well into adulthood – will figuratively piss all over everything the parent does for them. The parents’ motives are consistently misinterpreted and they are constantly accused of being selfish, overly-demanding, stupid, or downright evil. They are treated with utter contempt.
“This treatment of the parents is a form of invalidation.  Invalidating someone else is not merely disagreeing with something that the other person says. It is a process in which individuals communicate to another that the opinions and emotions of the target are invalid, irrational, selfish, uncaring, stupid, most likely insane, and wrong, wrong, wrong. Invalidators let it be known directly or indirectly that their target’s views and feelings do not count for anything to anybody at any time or in any way. In some families, the invalidation becomes extreme, leading to physical abuse and even murder. However, invalidation can also be accomplished by verbal manipulations that invalidate in ways both subtle and confusing.
“Spoilers never become independent of their parents because they never really function as competent adults. This allows the parents to remain obsessed with the child, as seems to be their fervent desire.  At the same time, the outrageous and scandalous behavior of the child gives the parents a much needed excuse to vent their often unacknowledged hostility at their offspring.”
“They often still nonetheless feel guilty over their poor performance in the parenting role, which agains leads them to become unstable.  In response, the child will start to try to “regulate” their emotions.  If the parents get too angry, the child makes them feel guilty.  If they start to feel too guilty, the child makes them angry!
“The spoiler role is difficult to maintain, so the child needs to continually practice it with other people.  The usual candidates for them to practice on are lovers, spouses, and of course therapists. No one else will continue to put up with them.”

shit happens: kurt generates fleeting but definite effects when he’s working in the kernel. the boy and girl don’t generate any quantum effects in the realworld. things they’ve noticed correlate, hexpexspex

they: already understand the nature of reality, in principle, and that all that is left to do is to fill in the details. quantum reality is impossible, inconceivable. want gamegear to study for weapons applications. tactic Play Dumb. No matter what evidence or logical argument is offered, avoid discussing issues with denial they have any credibility, make any sense, provide any proof, contain or make a point, have logic, or support a conclusion. they get hold of bug database and correlate with things they’ve noticed. military applications. higher ups worry.

(the microphones above the space in the foodcourt picked up all kurt said about the kernel being alive, of course. but they weren’t looking yet, and when they found it later, after shit started happening, hey were interested in it for a minute, and gleaned what they could of kurt’s early accomplishment.)

THEM : the quantum kernel solves the problem of time synchronization as well as bandwidth by bypassing both. bandwidth because of the entanglement that saves downloading every little change to every single user. and synchronization because time is relative anyway, so if you want to race against somebody on the moon, you just build a quantum simulation covering all the possible moves, and let your avatars duke it out. then you play it back and find out who won, which depends on both players watching the feedback. preventing too many people from being in the ring at once and overloading the server, but the internet is the server, so it doesn’t matter. except it does, and the internet is overloading with the game, and they’re trying to figure out a way to stop it, but the border isn’t up and running yet, or the kernel is overridign the border software.

Here’s the rub: The world economy has just gone through its longest expansion since the end of World War II, driven in large part by China, India, Brazil, Russia and other emerging economies where masses of humanity have been transformed from poor, rural peasants to consumers. Now the sudden economic downturn has hit rising expectations around the world and we are on the wrong side of the Davies J-curve. On the dark side of pessimism, China could implode. Russia could devolve into an even more authoritarian place. India could witness the rise of a right-wing Hindu nationalist party, stressing the country’s 154 million Muslims and further complicating tense relations with nuclear-armed Pakistan. Widespread labor unrest could sweep through Europe, the Americas, Asia and elsewhere. But whatever ill comes of this global downturn, it’s a safe bet that those countries with the strongest and most flexible political and economic institutions will be best prepared to weather the inevitable storm. Can a country cope with rising poverty? Can it feed its masses? Can it provide adequate health care and housing? Does it have political systems that will allow for (relatively) peaceful protest and political change? Does it have a banking system that can be healed? Does it have regulatory agencies and judicial bodies to create and enforce fair rules?”

Extolling TBN’s prominence and programs, Mr. May said the spending that some call opulent “is necessary to convey the ministry’s position of accomplishment.” The Gospel of Prosperity On the air, the Crouches combine uplifting talk with encouragement to give to the Lord, and so be repaid. This “prosperity gospel” is shared by several televangelists who appear on TBN. But many conventional Christian leaders regard it as a sham.”

naomi klein has documented the rise of ‘disaster capitalism’ under the bush administration, where private contractors get huge no-bid contracts to do jobs in disasters (such as 9/11, katrina, iraq) that government used to do, while government agencies are made nonfunctional through budget cuts.  this is essentially a major transfer of wealth from taxpayers to private corporations, an overwhelming weakening of government, and a capacity-shifting from government to corporations that profit mightily from disasters at great cost to the general public.  such relatively invisible ‘reality creation’ is below the public radar screen.  why is this possible? “the brain supplies the reasons.  first, stressed like fear (of terrorist attacks), worry (say, about finances, health care, and so on), and overwork tend to activate the norepinephrine system, the system of negative emotions.  the result is a reduced capacity to notice.  second, the right conceptual framework must be in place in order to recognize apparently different events as the same kind of event. “for example, as i write this, there are three front-page news stories that seem to be about different things:  blackwater mercenaries killing civilians in iraq, the president’s veto of the continuation of schip (a government-run children’s health care program that has been working), and the fda no longer having the resources to monitor food and drug safety trials.  but they are about the same issue:  the radical conservative political and economic agenda is putting public resources and government functions into private hands, while eliminating the capacity of government to protect and empower the public.  the public has no conceptual framework to see all these as the same and to comprehend what this means, and with the stress of fear and worry and to create the substantial neural structres needed to comprehend what is happening in hundreds of areas of life. “the democratic leaders are not, as they say, connecting these dots.  on the contrary, their appeal to supposed enlightenment reason – conscious, logical, unemotional, disembodied, based on perceived self-interest, and open to rational discussion as classically conceived – plays into radical conservative hands.”

media: popping in and out, kurt’s fleeting kernel effects. tactic minimize. dismiss as cranks

“the Fox viewership seems to be marked by a sort of collective personality disorder whereby the viewer feels almost as though they’ve been let into a secret society. Something about their affiliation with the network makes them feel privileged and this affinity is likely what drives the viewers to defend the network so vehemently. They seem to identify with it at a core level, because it tells them they are special and privy to something the rest of us don’t have. It’s akin to the loyalty one feels by being let into a private club or a gang. That effect is also likely to make the propaganda more powerful, because it goes mostly unquestioned.”

authoritarian culture: The group feel grandiose and self-important (e.g., they exaggerate the group’s achievements and talents to the point of lying, devoid of empathy

resistance: ???

***

(fairy opened up the instance in her palm and adjusted the settings inside, then snapped the cover on and and saved it back down to the node of the scene graph/world tree.)

players can interact at will with other players on every level.  there are no social rules.  the only penalties are karmic consequences.  there are a lot of opportunities to practice quantum skills.  every object requires quantum skills, and they seem repetitive (flying and swimming and navigation are all related) but they all activate the movement chakra.  and the practice, under various pretenses, is the point.  the descriptions of what players can do on each level is a sample based on the two protagonists.  there are unlimited options for player choice and game experience, and these options can be taken up at any point on any level, depending on the player’s score.

antarctica in its current icebound form, west antarctica islands is the midway and east antarctica ice sheet is carneytown. then they lay out the carnival layers. we show them setting up and tinkering with the roller coaster and the tilt-a-whirl for gravity, momentum, speed and centrifugal force (amusement park physics), and this way we explore all the classical physics, including waves, thermal physics, electricity…explaining in a paragraph or two the physics behind each of the rides in level 2 midway. we see them setting up level 3 carneytown as with areas for various statistical and relativistic jobs (the funhouse, messing with gameplay on level 2, winning for the house)

we were such amateurs, designing a game we clearly couldn’t handle, setting ourselves up as miserable losers. the game we set our sights on wasn’t even playable the way we’d designed it. but that was before the kernel changed everything. like surrendering and waiting for the miracle.

but for what, we’re already conflicted because the game was set in a huge antarctica without ice, they know that now, but they’re only building 3 levels, so she’s forced to compromise on the skydome, continually trying to cram in lessons when they’re uncalled for in the boy’s opinion.

And that might lead Japan — the “superdomino” as it was called by the prominent Asia historian John Dower — to “accommodate” to an independent Asia as its technological and industrial center in a system that would escape the reach of U.S. power. That would mean, in effect, that the U.S. had lost the Pacific phase of World War II, fought to prevent Japan’s attempt to establish such a New Order in Asia. The way to deal with such a problem is clear: destroy the virus and “inoculate” those who might be infected. In the Vietnam case, the rational choice was to destroy any hope of successful independent development and to impose brutal dictatorships in the surrounding regions. Those tasks were successfully carried out. The most important victory of the Indochina wars was in 1965, when a U.S.-backed military coup in Indonesia led by General Suharto carried out massive crimes that were compared by the CIA to those of Hitler, Stalin, and Mao. The “staggering mass slaughter,” as the New York Times described it, was reported accurately across the mainstream, and with unrestrained euphoria. It was “a gleam of light in Asia,” as the noted liberal commentator James Reston wrote in the Times. The coup ended the threat of democracy by demolishing the mass-based political party of the poor, established a dictatorship that went on to compile one of the worst human rights records in the world, and threw the riches of the country open to western investors. Small wonder that, after many other horrors, including the near-genocidal invasion of East Timor, Suharto was welcomed by the Clinton administration in 1995 as “our kind of guy.” Years after the great events of 1965, Kennedy-Johnson National Security Adviser McGeorge Bundy reflected that it would have been wise to end the Vietnam war at that time, with the “virus” virtually destroyed and the primary domino solidly in place, buttressed by other U.S.-backed dictatorships throughout the region. Similar procedures have been routinely followed elsewhere. Kissinger was referring specifically to the threat of socialist democracy in Chile. That threat was ended on another forgotten date, what Latin Americans call “the first 9/11,” which in violence and bitter effects far exceeded the 9/11 commemorated in the West. A vicious dictatorship was imposed in Chile, one part of a plague of brutal repression that spread through Latin America, reaching Central America under Reagan. Viruses have aroused deep concern elsewhere as well, including the Middle East, where the threat of secular nationalism has often concerned British and U.S. planners, inducing them to support radical Islamic fundamentalism to counter it.”

People who buy things are suckers.

(version two of hexspex is an induction field emanated from a tiny badge or earring or something and version three is a pill. version four is all in the imagination).

(nathan wants a tablet of his own so bad he’d like to steal it. caroline says she’ll cover him (6.2). but when it goes missing and snake suggests theft and they ask caroline, she points to nathan. this follows him right thru the story.)

(instabutton screen kinks to show later, gel problems, oozing, puncturing (snake and josh), 3D thing wonky animation problematic. save early and often, what you thought it would backup automatically? duh. add it to the list. rsn.)

I’m serious, why can’t we use Microsoft or Apple?” Snake whined. “Why can’t I run it on my laptop? I’ve got a kickass Windows gaming desktop at home.”
I use a Mac,” said Anomia.
I don’t know,” Josh said, strumming his tablet like a guitar, “I think this is pretty cool.”
Microsoft and Apple are evil,” Fairy said. She beamed at Kurt. “I use linux at home.”
Kurt shrugged. “Android is open source, iOS is overrated, Windows sucks. It’s a no brainer.”
Nathan, looking on, had Windows on his school laptop but had installed a partition and was running Ubuntu on the other side. Caroline, lurking around the trash cans, didn’t even know how to open a laptop, and on the other side of the world, Radhu’s computer was his parents’ ancient PC running Windows 98 and all illegal software.

Kurt shook his head in wonder. “The quantum kernel has depths I’m only beginning to be aware of.”
If the military ever got their hands on it,” Snake began.
“I’ve made sure they won’t,” Kurt replied.
(l8r snake asks what he meant by the military not being able to get their hands on the kernel.)

Fairy was fascinated, but the others didn’t particularly like the idea. “Sounds creepy,” Snake said, shoving his food box across the table to Fairy’s place. “It’s not nano, is it? Will it get in your bloodstream?”
Josh spoke up. “Wait, I know that one. That’s where swarms of nanobots take people over, and they give this guy gills and tentacles.”
The kernel’s not a nano swarm, and it can’t invade your body or multiply into testube goo, but it did affect your nervous system. It f’real worked on his, anyway – he tingled all over and heard voices in his tooth fillings. It seemed to like Anomia and Josh, who were more receptive because of their experience, maybe. He could tell the kernel felt positively toward them, the same way he knew the kernel didn’t like Snake. And it had already warned him about Fairy.

They were stuck in traffic going home a few days later, and Josh casually mentioned that Snake needed another tablet. Or iPhone. Whatever it was this time.
Ah, God,” she said, shaking her head as she crept along behind a truck with exhaust problems.
“Yeah, and worse than that, Kurt doesn’t want to replace it.”
“Kurt’s right,” she said, rolling the windows up. “I don’t think he deserves another one.” They stopped at a light. It was rush hour. People were driving like assholes.
Josh fiddled with his armrest. “Actually, Snake blames Kurt, because he keeps giving him these shitty copies that don’t work right.”
How’d he kill it this time?” The light changed. She waited impatiently for the guy in front to take his left turn so the rest of them could go.
It got confiscated at the airport. They said it looked funny on the scanner.”
“I guess he’s too old for a Gameboy.” She surged ahead, tailgating the car in front of her to get thru the intersection. “Did they arrest him?”
No, but they grilled him for hours.” She swerved around someone else turning left. “He didn’t say anything,” he added hastily.
What’s there to say?” she wondered, coasting to the next light. “We’re only making a videogame.”
He looked at her. “Yeah, only a quantum videogame, using brand new technology that people would probably kill to get hold of.”
She glanced at him. “Don’t be silly.”
He shrugged. “You know, corporate espionage, tech rivals squelching the competition, that kind of thing.”
She paused. “I suppose that’s a possibility,” she said. “Maybe Kurt should patent his code.”
***
Kurt got all pissy about it, but finally gave Snake a tamagotchi. It ran the software as well as any of the other devices he’d loaded the kernel onto, but it also needed feeding and toilet training.
Snake did the same thing he did with all the devices he’d been given. And demanded another one.
This time he got a digital wristwatch, but something Kurt said convinced him he wouldn’t be getting any more replacements, so he kept it, and complained constantly about the insult.
Kurt wasn’t trying to punish Snake, he was challenging himself to deliver ever-more elegant versions of the kernel, which optimized and adapted any software he fed it. The process was only sort of guided by Kurt, who was only suggested to by members of the team, who never minded what they wanted, because what they wanted was silly, and he had a better vision. And the tools.

outline chapter 6

last time – So they reorganized the game, archiving many gigabytes of work and starting over with a different structure. The levels they’d been designing were shoved to one side and cannibalized when needed to design a game of games, tutorial levels that would eventually win a nobel prize (after certain initial, mostly political and moral, objections). They each stuck to their old tasks. Anomia tried to get the artwork right, leaving the layout to Josh (constantly urged by Snake to make it more battle friendly), and the design to Fairy, who wanted way too many tchotchkes for Snake’s taste. Anomia kept reminding Josh of the real meaning of the game, and Snake kept reminding Josh that angels were figments, and the real meaning of the game was market share. Radhu toiled in silence, alone in his room.

 

this time – kurt comes out of his room with 4 tablets and his android phone. he passes them out, extolling the virtues of future products and advances as if he’d incorporated them into his quantum tablet. it’s all theoretical at this point. they are variously impressed in character, but sit and play with them for awhile and discover some of its functionality in conversation.

 

it’s photoshop? well, the gimp, actually, but the functionality is the same. i installed a standard version for linux but it’s a little glitchy. let me know if there are any real problems. i don’t know the software, i’m used to windows, but it has a lot more kick. maybe it’s the system i wrote. what’s it doing? it’s kind of anticipating what i want to do. after a time or two, it lines up the steps as if it’s a macro. hmm. well, play with it and see how far you can go is all i can suggest. i just wrote the operating system, and i didn’t write it to fuck around with other people’s work.

 

tablet: with quantum tablets, the process is more like making a comic book. we all know how to do that, right? the girl’s never made a comic book but everyone else has done it at least once. she tried to make a newspaper at that age, but couldn’t figure out how to make copies. easy. 6 panels a page, as few words as possible, thought bubbles. not really good comparison. like comic book. boy and fairy have worked on comic books; girl wasn’t allowed to read them (mom said stunt intellectual growth).

 

tablet: when kurt shows up with the kernel finished, all the design goes out the window. kurt introduces the quantum tablet, and the team abandons their work to date in favor of its more elegant way of gamebuilding. he introduces the quantum tablets and the level editor and they begin. animation is different with quantum tablet. security footage input and montaged and divided into types for each character choice. can choose gestures and build whole body language feature. redivision of labor, creating clouds, then carnival levels, then antarctica level. they start to work on it using the old divisions (carnival, carneytown, cloud),

 

snake delivers a quantum tablet to the authorities, who are perplexed. snake delivers his immediately, [then goes back to kurt with a story. they break it and hound him for another, so there’s a repeat of lose and replace, with kurt giving it to him in ever sloppier and cheaper forms, like a first generation ipad or even clunkier. a gameboy. a tamagotchi. this gets sprinkled thru the chapter.]

 

tablet: we were such amateurs, designing a game we clearly couldn’t handle, setting ourselves up as miserable losers. the game we set our sights on wasn’t even playable the way we’d designed it. but that was before the kernel changed everything. like surrendering and waiting for the miracle.

 

tablet: comic book jobs: writer, artist, inker, colorist, letterer. how does the quantum tablet affect that? you draw it and then you stand in front of a camera and move, and the avatar looks and acts like you, just like that? for backgrounds you scan in things close, then adjust a few things, and the kernel outputs something close that you can tweak. it’s 3-d photoshop. drag and drop. i call it wishing upon a star. but inker? letterer? okay, they’re not the same. kurt’s built a rendering engine that takes the most basic of input and intuits what you’re trying to build. then you just tweak it. so you design the textures and just have to tag them and the kernel places and adjusts them, and you list the features and they appear. you just need to put them on the computer, and hte kernel does the rest. and updates and builds are automatic and seamless.

 

work: suggestion to take a level each, but snake doesn’t want carneytown to come out all in pink.

 

run into trouble requiring kurt’s fix, make progress, run into another snag and instathaw happens, their efforts result in a flash thaw and refreeze of realworld antarctic ice sheets. then kurt fixes it and they finish making the prototype. realworld antarctica thaws and flash freezes. they trace energy to atlanta, play dumb with superiors. supporters what antiauthoritarian society looks like. detractors (snake)

 

*

 

players can interact at will with other players on every level.  there are no social rules.  the only penalties are karmic consequences.  there are a lot of opportunities to practice quantum skills.  every object requires quantum skills, and they seem repetitive (flying and swimming and navigation are all related) but they all activate the movement chakra.  and the practice, under various pretenses, is the point.  the descriptions of what players can do on each level is a sample based on the two protagonists.  there are unlimited options for player choice and game experience, and these options can be taken up at any point on any level, depending on the player’s score.

 

don’t know where this goes. the quantum kernel solves the problem of time synchronization as well as bandwidth by bypassing both. bandwidth because of the entanglement that saves downloading every little change to every single user. and synchronization because time is relative anyway, so if you want to race against somebody on the moon, you just build a quantum simulation covering all the possible moves, and let your avatars duke it out. then you play it back and find out who won, which depends on both players watching the feedback. preventing too many people from being in the ring at once and overloading the server, but the internet is the server, so it doesn’t matter.

 

the development of the game is skewed from the beginning because of the kernel.  usually the art pass is made before alpha testing.  but in this case the art is delayed compared to the building of the game, and they have to catch up.

 

the pulses of air by themselves do not constitute any sort of sound, which is obvious because 15-pulse air puffs remain silent no matter how many ears are present.  only when a specific range of pulses are  present is the ear’s neural architecture designed to let human consciousness conjure the noise experience.  in short, an observer, an ear, and a brain are every bit as necessary for the experience of sound as are the air pulses.  the external world and consciousness are correlative.  and a tree that falls in an empty forest creates only silent air pulses – tiny puffs of wind.  when someone dismissively answers ‘of course a tree makes a sound if no one’s nearby,’ they are merely demonstrating their inability to ponder an event nobody attended.  they’re finding it too difficult to take themselves out of the equation.  they somehow continue to imagine themselves present when they are absent.” P20-1

 

it is not solely atoms and proteins that hold the answer to the problem of consciousness.  when we consider the nerve impulses entering the brain, we realize that they are not woven together automatically, any more than the information is inside a computer.  our thoughts and perceptions have an order, not of themselves, but because the mind generates the spatio-temporal relationships involved in every experience.  even taking cognition to the next step by fabricating a sense of meaning to things necessitates the creation of spatio-temporal relationships, the inner and outer forms of our sensuous intuition.” p175

 

move to cre8t – Most game designers tackle the problem of cheaters beginning in the design stage, making cheating expensive for the attackers and cheap for the defenders. Anomia and Fairy would be expecting Snake and Josh to deal with this in their level and NPC designs. But the boys were taking pains to arrange opportunities for rule abuse. A lack of data integrity and security, easy to steal passwords, easily pwned property. They set up avenues of internal misuse, back doors to modify the servers and software and data, codes to change the properties of objects, ways to subvert the NPCs, to gank and hoodwink and rip off newbies. On-purpose bugs.

 

Everything you know about the classical world is wrong. Space and time aren’t smooth and continuous, they mutate, and there’s no such thing as a fixed reference point, and what we consider constant values are different in other parts of the universe. You’re not really touching the table, the electrical fields of your fingers and the table are repelling each other. Things aren’t separate, because quantum entanglement links every particle to every other particle. Spacetime has no meaning at all for entangled particles.
Space and time are byproducts of observation. The observer is responsible for the passage of time and the distance of space, just by noticing them. You create a timeline in your head by habitually noticing things – thinking about them, interpreting them, running inner narrations about them, repeating and memorizing them, using them to symbolize deeper agendas, using them to reinforce patterns of neural firing, programming. Your actions are mostly automatic, nerve-level reactions. Your consciousness sits there alongside the autonomous functioning of the brain, and justifies things, passes judgment, moralizes. All the while your conscious mind is thinking you are in charge of your thoughts and emotions, your motivations and your actions. And this sense of personal free will is a total illusion, because your brain has already decided what your body is going to do and what you’re going to think about it before you consciously know it’s happened. That’s kind of like fate, where you don’t have a choice. I’m not sure I like that. Well, it’s pretty neurotic to think you’ve got a choice when the decision’s already been made. You might as well just go along for the ride.
spacetime is a lower order of being, all that tied up energy is a drag on the system. that’s why the timeless is better than the daily grind. real reality is timeless, this we see around us is the result of thinking, which creates awareness of the passage of time, which requires objects to mark and interact with. time is an interaction, the interaction enables the flow of time, rather than the flow of time making the interaction possible. out here is irrelevant. because it’s all in here. out here is merely a projection. so i’m your projection? k: pause, no, i would be your projection. i’m the observer, but so are you. k: funny, i usually see it as if i’m teh only observer in the cosmic experiment. instead of it all boiling down to being inside my head, it boils down to infinite relative positions, all of them correct, valid, right. (kurt becomes his conjugate wave)

 

*

 

the girl does the art pass, graphical features, creates the npcs and scripts and nodes

 

the girl: they start out as a couple, friends and lovers, and work together on the game, and learn quantum consciousness together, and are in fact entangled in a quantum way, so that they really are one, and can tell what the other is going thru even when they’re not together.  so neither wants to hurt the other except inasmuch as they hate themself. she likes the boy for his warmth and his support, and appreciates the things he does for her. the boy is not as smart or quick as she is, but she’s not the helpless thing he likes to think, and finds some of his attention cloying and restrictive. and this annoys her. because to her this just means they’re slow, and she doesn’t have time to play catch up.  the girl does the art pass, graphical features, creates the npcs and scripts and nodes. the boy and girl test it but there’s nothing to test. they have no trouble organizing the clouds into objects, and realize they’ll have to have normal people test it, so they move on. creating the game she has very little interest in the carnival level because it’s not quantum. She fiddles with the backgrounds and splash page / map overviews, and spends most of her time scripting the tutorials while fairy and the boys take care of levels 1 and 2. the clouds are just an open area, and she takes over the manifestation process and lessons.

 

the boy builds the block mesh, adds design features, ground rules

 

the boy: the boy builds the block mesh, adds design features, ground rules. the boy and girl test it but there’s nothing to test. they have no trouble organizing the clouds into objects, and realize they’ll have to have normal people test it, so they move on. they start out as a couple, friends and lovers, and work together on the game, and learn quantum consciousness together, and are in fact entangled in a quantum way, so that they really are one, and can tell what the other is going thru even when they’re not together.  so neither wants to hurt the other except inasmuch as they hate themself.

 

kurt works on the engine. core functionality – renderer, physics engine, sound, scripting, animation, ai, networking, streaming, memory management, threading. is very involved in building the game engine once the kernel is finished and locked, fixing bugs and adding features.

 

kurt: is very involved in creating the levels once the kernel is finished and locked. he’s always stopping dead in his tracks to connect and do something in the game. he works thru his custom-hacked bluetooth and his prototype glove, and if he’s talking to someone else he’ll just trail off and zone out, his hand working madly by his side. he’s very haggard and doesn’t sleep much. when he’s sleeping he’s also programming. his hands twitch like a puppy’s.

 

snake animates the characters and objects. specifies nonstatic parts and links to associated mechanisms.

 

snake begins animating characters before the kernel is finished, claiming to be an expert. not well done, animation is poor. everything is cheap and handmade looking, southpark etc. but animation is where the quantum movement skills are practiced. the effort it takes to move a character involves the player’s core, which tenses up as she tries to move the character. ragdoll overdone.

 

snake: kurt explains quantum tablet; snake urges him to get it patented. snake comes on board. suggestion to take a level each, but snake doesn’t want carneytown to come out all in pink. snake animates the characters and objects. specifies nonstatic parts and links to associated mechanisms. fairy and snake get quantum powers by being in contact with boy and girl. snake steals quantum tablet.

 

“Conceal Evil in Altruism You have to seem like a good person, even if you’re not. If you ever need to take a negative action like criticizing behavior, blaming another person (whether it’s their fault or yours), or even yelling at the target, you should always find a way to wrap it in altruism. if you yell at your target for not doing something you wanted, it’s better to frame the outburst as a means of helping them. You can apologize for the outburst and tell them you felt they weren’t acting in their best interest. You’re sorry you got so emotional, but you care about them and want the best for them and it scares you to think that they don’t have their best interests at heart. On the other side of the coin, when criticizing someone else’s behavior, remind the target that you’re there for them no matter what horrible thing someone else does. Always ask how you can help rather than simply criticize what others do.”

 

“2) They tend to pick and choose their opponents carefully, either applying the hit-and-run approach against mere commentators supportive of opponents, or focusing heavier attacks on key opponents who are known to directly address issues. Should a commentator become argumentative with any success, the focus will shift to include the commentator as well.”

 

manipulative Mary: These individuals are experts at manipulation tactics.  Is a matter of fact, you may not even realize you have been manipulated until it is too late.  These individuals figure out what your ‘buttons’ are, and push them to get what they want. Subtle jabs and put downs – you often don’t realize you’ve been put down until you start feeling bad Gossiping and snide remarks about you and other people in your circle Why they are toxic: These people have a way of eating away at your belief system and self-esteem.  They find ways to make you do things that you don’t necessarily want to do and before you know it, you lose your sense of identity, your personal priorities and your ability to see the reality of the situation.  The world all of a sudden becomes centered around their needs and their priorities.”

 

1. never outshine the master. always make those above you feel comfortably superior. in your desire to please or impress them, do not go too far in displaying your talents or you might accomplish the opposite – inspire fear and insecurity. make your masters appear more brilliant than they are and you will attain the heights of power.” =p w/snake ???(ch 11).

 

fairy: determines locations of resources and other entities. adjusting details, adding sound lighting and music. rigid. she wants everyone to do things her way, and is hypercritical of others. fairy and snake get it by being in contact with boy and girl. the game inventory is unwieldy and fairy complaints all the time about not being able to keep track of things. offshores work to random. vs snake: Scrutinize every offer and suggestion, no matter how innocuous.

 

fairy – I also add a vial of Raymond Grace blessed water with a list of healing words including “love, health, forgiveness, gratitude, etc.” taped to the vial in order to potentize the water further as demonstrated by Masaru Emoto in his frozen water crystal micro-photographs.

 

fairy had shared her issues with the 7×7 grid of game facts with radhu, especially her difficulties fitting the different religious periods and technological advances into the array. as they talked about it, it became apparent that radhu thought about these things very differently, in terms of changing styles of communication, of adaptation within a closed system, of different worldviews. the first two levels were subsistence level, oral cultures, explaining things with myths and stories. the second two levels were agricultural, their communication written, their explanations edicts and laws handed down from the gods. the fifth and sixth levels were industrial, the fifth focusing on the spread of knowledge and learning, and thinking was idealogical and dogmatic. the sixth level was computerized and wireless, the control monolithic and sadistic, independent thinking was underground and individualistic. and the seventh level was a leap into global consciousness, empathic and interconnected. she updated the grid accordingly, and showed it to josh, who said ‘whatever.’ fairy was becoming dependent on radhu, like having an extra set of arms. he was always asking for more work, and never asked for anything but her thanks, and always did professional work that she was not ashamed to call her own. she appreciated him because he was so willing to be used. she’d sleep with him if they were in the same country.

 

“Mary Sue has an unusual and dramatic Back Story. The canon protagonists are all overwhelmed with admiration for her beauty, wit, courage and other virtues, and are quick to adopt her as one of their True Companions, even characters who are usually antisocial and untrusting; if any character doesn’t love her, that character gets an extremely unsympathetic portrayal. She has some sort of especially close relationship to the author’s favorite canon character — their love interest, illegitimate child, never-before-mentioned sister, etc. Other than that, the canon characters are quickly reduced to awestruck cheerleaders, watching from the sidelines as Mary Sue outstrips them in their areas of expertise and solves problems that have stymied them for the entire series.”

 

plucky band:

 

random: does something backoffice with videogame, scores music maybe? takes some of fairy’s load and she doesn’t tell anybody. random – (which gods support quantum and which religion would object? fall out on hindu/muslim lines? no, both hindus and muslims claim quantum for their own against western secularism).

 

not quite hocus pocus, but when snake gets hold of it he’ll turn it into marketing mystique like dwave. iae, artcriticese

 

*

 

work: “creating a prototype level usually involves the entire team.  the art team starts with the art pieces in the level, modeling, texturing, and animating them.  the programming team starts implementing the gameplay features necessary to play the level.  the design team begins building the level geometry. “the level geometry is essentially the 3d model of the level.  it can be built in a 3d modeling package or with a level editor.  the level geometry defines the spaces in a level – where the character can walk, jump, fall, or climb. “the level designer responsible for the prototype level uses the level diagram as a base to make a template, or ‘block mesh,’ of the level.  this is essentially a rough draft.  someone can play through the level from beginning to end to get a feel for what the level will be like.  the geometry is simple, with no extraneous details. “at this point, the art can be placeholder, which means it will be replaced later down the line.  some functionality, like a puzzle, a special feature, or a scripted event, may be missing at this stage, but the level designer should make room for this functionality to be added layer.” p18 “a game’s visual appeal is a huge selling point.  as any game developer will tell you, the ‘art style’ of a game is a hugely important decision, since art makes up most of the content in a game.  all game art – character art, background art, and user interface elements (such as the heads-up display, maps, loading screens and menus) – must be consistent with this overall art style.  usually, these different art assets are created by different people or teams, but on smaller teams, artists may be more cross-functional.  the overall art team creates character and background assets, animations, and effects that can enhance the prototype level to something the entire team is proud of.” p20 “once a character has been modeled and textured, it needs to be set up, or ‘rigged,’ for animation.  rigging a model is like forming a skeleton inside the character and assigning joints that an animator can work with.  most teams have a technical artist who can rig all the models….“the background artists, like character artists, create background models in a 3d modeling program like maya, 3ds max or softimage xsi.  background artists can also paint textures for both the level geometry and the background models.” p21 “the producer will work with both the lead artist and the lead designer to come up with a list of animations for every character.  fro there, the animators will take one character and create a base set of animations for it.  for most action games, a base set of animations for an enemy include an idle (standing and waiting) animation, a walk/run animation, an attack animation, a ‘take damage’ (get hurt) animation, and a death animation.”

 

work: they start with the cloud layer, because it’s simplest in architecture, and where the quantum stuff is most important. the prototype level is the cloud level because you need all your quantum skills to do anything there. just a huge sound-stage like area with fog and clouds and that’s it. portals to the other levels just placeholders at this point, the same few graphics visible thru thin spots in the cloud. the boy and girl test it but there’s nothing to test. they have no trouble organizing the clouds into objects, and realize they’ll have to have normal people test it, so they move on. antarctica in its current icebound form, west antarctica islands is the midway and east antarctica ice sheet is carneytown. then they lay out the carnival layers. we show them setting up and tinkering with the roller coaster and the tilt-a-whirl for gravity, momentum, speed and centrifugal force (amusement park physics), and this way we explore all the classical physics, including waves, thermal physics, electricity…explaining in a paragraph or two the physics behind each of the rides in level 2 midway. we see them setting up level 3 carneytown as with areas for various statistical and relativistic jobs (the funhouse, messing with gameplay on level 2, winning for the house)

 

work: they stand on the clouds and watch kurt building the wireframe of levels 2 and 3. they discuss changing the area into more of an antarctic landscape, with hugely exaggerated mountains on roller coaster island and an almost icecap smoothness under carneytown, great effort into pretending it’s cold, wind effects and bunny suits, frostbite and debilitation / disfigurement. impediments to movement outside increase sense of psychic effort. practice classical physics by moving around on the ice like bumpercars, with angles and forces and momentum. most things indoors on midway so not a problem there, could be in carneytown, especially for the freestyle player who likes to explore. the hub is inside the mountain, with the mountain’s skeleton vaulting above them. fairy and snake get it by being in contact with boy and girl. realize they’ll have to test with outsiders. they wave kurt over and discuss it with him, and he and the kernel transform the whole scene into a miniature present-day antarctica. this quantum kernel has depths i’m only beginning to explore. if the military ever got their hands on it. i’ve made sure they won’t. later snake asks what he meant by that.

 

work: they lay out antarctica levels, filling them with all the social constructs and quantum hints they can. the game inventory is unwieldy and fairy complaints all the time about not being able to keep track of things. okay to be sketchy here.

 

*

 

the vision is done three times. the first time is the dreamiest, the most vague. it’s all very significant but they don’t remember anything specific. vast powers, wrongly used, lots of running around doing things, and lot of white buildings near water, a city on a hill, highways, a station. then the next day in the retelling of it, they gradually come clearer on the message, the quest. no, that’s the third time, when they get it right. the second time it’s all about their powers, the plus. with the quest comes what can go wrong, the preview of the rings, only the point of the rings is shown, the meaning hidden in plain sight. when is this, the third time gong thru the vision? chapter 3 w/kurt, or 4 designing or 6 creating? or 13 w/exkurt on cloud level at final testing.

 

resistance. what antiauthoritarian society looks like

 

then you make it

 

=p: assigned to this year’s con. last job before retirement, bitter.

 

c3ll3r!: nathan finding out things about this year’s con, interest in antarctica, game. volunteers but there’s nothing now, put on waitlist for testers. dad ridicules his interests, approves of sports. work talks to kurt, sees gamegear.

 

19. know who you’re dealing with – do not offend the wrong person. there are many different kinds of people in teh world, and you can never assume that everyone will react to your strategies in the same way. decieve or outmaneuver some people aand they will spend hte rest of their lives seeking revenge. they are wolves in lanbs’ clothing. choose your victims and opponents carefully, then – never offend or decieve the wrong person. c3ll3r! w/dad. Fourth, noncooperation: the most oppressive of the old patterns are broken by refusal to participate; the destructive games stop because one person will no longer play”.

 

dad:

 

traits: Simple, decisive, Conscientious, Superiority – He is always right, has to win or be in charge.

 

events:

 

work: at work rumors of more layoffs, industry changes, outsourcing lower levels

 

abuse: “He always justifies his actions so he can be “right” by blaming you or others. A verbally abusive man will talk down to you or call you names in order to make himself feel better. The goal of an abusive man is to make you feel weak so they can feel powerful. Abusers are frequently insecure and this power makes them feel better about themselves. Putting your partner down. Using Emotional Abuse. “let’s start with the tags-to-riches, or pull-yourself-up-by-your-bootstraps, narrative.  the hero/heroins starts out poor and unknown (the precondition).  he or she undergoes a series of hardships:  the odds are against him/her (the buildup).  through an exercise of will and discipline, he/she does something extraordinary (the main event) and so achieves success (the purpose) and recognition (the result), and gains respect, fame, and/or wealth for the achievement (the consequence)…“by contrast, there is no honored narrative for the reality of americans who work hard and can’t climb the ladder of success because there are no rungs on it.  there is no classic american narrative for the cheap labor trap, in which  companies drive down the cost of labor by outsourcing and other means, thus trapping tens of millions of workers in low-wage jobs from which they cannot escape.” p29

 

mom: Seeing someone as a thing is the first step towards treating her like her desires, thoughts, and preferences do not exist (because objects don’t think).

 

sis: asked to leave private school (cigarettes). runs up credit card.

 

victim. Because they are blameless and bad things keep happening to them, victims live in a bubble of negative feelings; self-pity, helplessness, hopelessness, depression, anxiety, anger and fear color their world. It’s difficult, if not impossible to help someone with a victim mentality because lacking an internal locus of control, they look to an external source to rescue them and give them what they feel they are owed. take a victim stance in life. Treatment for them has become a lifestyle, and they get to stay in the problem, rather than move into the solution. If I get to be the victim, the overindulged one, the entitled one, the misunderstood one, the abused one and the wronged one, I don’t have to be responsible for myself. It is just that simple. Persons who feel victimized are often people who have become negative and developed a strong sense of entitlement.”

 

sis: “The spoiler child refuses to grow up, remains dependent in some way on the parent or a parent surrogate, and ruins and/or denigrates everything the parents try to do for them. A female child might start to lose or mistreat valuable designer clothes, and then demand both replacement of the expensive gifts and more of her mother’s time.
“Nothing the parent does or says is ever good enough. The “child” – and this continues well into adulthood – will figuratively piss all over everything the parent does for them. The parents’ motives are consistently misinterpreted and they are constantly accused of being selfish, overly-demanding, stupid, or downright evil. They are treated with utter contempt.
“This treatment of the parents is a form of invalidation.  Invalidating someone else is not merely disagreeing with something that the other person says. It is a process in which individuals communicate to another that the opinions and emotions of the target are invalid, irrational, selfish, uncaring, stupid, most likely insane, and wrong, wrong, wrong. Invalidators let it be known directly or indirectly that their target’s views and feelings do not count for anything to anybody at any time or in any way. In some families, the invalidation becomes extreme, leading to physical abuse and even murder. However, invalidation can also be accomplished by verbal manipulations that invalidate in ways both subtle and confusing.
“Spoilers never become independent of their parents because they never really function as competent adults. This allows the parents to remain obsessed with the child, as seems to be their fervent desire.  At the same time, the outrageous and scandalous behavior of the child gives the parents a much needed excuse to vent their often unacknowledged hostility at their offspring.”
“They often still nonetheless feel guilty over their poor performance in the parenting role, which agains leads them to become unstable.  In response, the child will start to try to “regulate” their emotions.  If the parents get too angry, the child makes them feel guilty.  If they start to feel too guilty, the child makes them angry!
“The spoiler role is difficult to maintain, so the child needs to continually practice it with other people.  The usual candidates for them to practice on are lovers, spouses, and of course therapists. No one else will continue to put up with them.”

 

later, nathan washes dishes by hand. complains because already too busy, why can’t sis help. sis has a word with dad, who brindgs home huge samsclub plastic plates and throwing them out afterwards. save on water.

 

mom: mortgage and insurance 30% our salaries. consume and buy more intelligently. walk away, move to cheaper place.

 

own my house. really only rented, still not even paying principal. borrowing quality of life/lifestyle from banks and credit cards. renting backward step, no equity, mercy of landlords, mark of failure as real adult homeowner.

 

The thing that matters is getting thru each day, not planning. Let him plan, if he wants to. It never works out that way, but it gives me some idea of what he’s thinking.

 

“One of the ways that academics seem to operate is through the posing of binary or structural opposites. It is comforting to know that if a thing is not this it must be that; what is not cold is hot. Never mind that we are capable of thinking about and experiencing an enormous range of temperatures, that heat is a relative term as is cold; structural opposition (Lévi-Straussian construction) enforces binary coding, usually with the additional motivation of fixing, or affixing, moral values. Because one is already conditioned to look at things as this or that, cold or hot, the value indicators are similarly binary: negative and positive. We need both, of course: polarity is a dependent relationship. But because of this tendency towards a tension of opposites, we end up limiting our transactions, our thinking, to bad and good. This is the outcome—if not the point—of children’s literature: it conditions us to distinguish bad and good, and to make a number of other associations with these terms; that which is considered good is that which beautiful, smart, nice, polite, fair or even white, obedient, tall, slim, quiet, and so forth. In fairy tales, the basis of what we now call children’s literature, a person’s inner qualities are instantly discernible from external attributes. Good and bad are physiologically, physiognomically manifest: the dark little crooked old woman in black with the wart on her nose is not going to be the hero. Thus a good person is also pleasant to look at and (as we know from television) has clean clothes, fresh breath, and carefully styled hair.”

 

give u some incite, Let me illiterate. has to be written.

 

armchair authoritarian: “Simple, decisive, Conscientious, Superiority – He is always right, has to win or be in charge. He always justifies his actions so he can be “right” by blaming you or others. A verbally abusive man will talk down to you or call you names in order to make himself feel better. The goal of an abusive man is to make you feel weak so they can feel powerful. Abusers are frequently insecure and this power makes them feel better about themselves.”

 

dad is ray, and mom is dot, he makes fun of her because he’s a ray of the sun and she’s a tiny speck of darkness. same with angellica and nothin’. don’t call him that; should have named him normal. norml huh he sniggers, yeah we should have named the kid like illiterate hippies, should have named him youwess armey. he makes fun of all them for their names., talks to himself hoping they’ll hear and understand.

 

shit happens: antarctica thaws one minute, exaggerates the next, and goes back to normal.

 

they: trace energy drain to atlanta. snake steals quantum tablet. you’re telling me it was nothing? tactic didn’t happen. If it’s not reported, it didn’t happen, and you never have to deal with the issues. we already understand the nature of reality, in principle, and that all that is left to do is to fill in the details. quantum reality is impossible, inconceivable.

 

Indochina itself was not a major concern, despite claims about its rich resources by President Eisenhower and others. Rather, the concern was the “domino theory,” which is often ridiculed when dominoes don’t fall, but remains a leading principle of policy because it is quite rational. To adopt Henry Kissinger’s version, a region that falls out of control can become a “virus” that will “spread contagion,” inducing others to follow the same path. In the case of Vietnam, the concern was that the virus of independent development might infect Indonesia, which really does have rich resources. And that might lead Japan — the “superdomino” as it was called by the prominent Asia historian John Dower — to “accommodate” to an independent Asia as its technological and industrial center in a system that would escape the reach of U.S. power. That would mean, in effect, that the U.S. had lost the Pacific phase of World War II, fought to prevent Japan’s attempt to establish such a New Order in Asia. The way to deal with such a problem is clear: destroy the virus and “inoculate” those who might be infected. In the Vietnam case, the rational choice was to destroy any hope of successful independent development and to impose brutal dictatorships in the surrounding regions. Those tasks were successfully carried out. The most important victory of the Indochina wars was in 1965, when a U.S.-backed military coup in Indonesia led by General Suharto carried out massive crimes that were compared by the CIA to those of Hitler, Stalin, and Mao. The “staggering mass slaughter,” as the New York Times described it, was reported accurately across the mainstream, and with unrestrained euphoria. It was “a gleam of light in Asia,” as the noted liberal commentator James Reston wrote in the Times. The coup ended the threat of democracy by demolishing the mass-based political party of the poor, established a dictatorship that went on to compile one of the worst human rights records in the world, and threw the riches of the country open to western investors. Small wonder that, after many other horrors, including the near-genocidal invasion of East Timor, Suharto was welcomed by the Clinton administration in 1995 as “our kind of guy.” Years after the great events of 1965, Kennedy-Johnson National Security Adviser McGeorge Bundy reflected that it would have been wise to end the Vietnam war at that time, with the “virus” virtually destroyed and the primary domino solidly in place, buttressed by other U.S.-backed dictatorships throughout the region. Similar procedures have been routinely followed elsewhere. Kissinger was referring specifically to the threat of socialist democracy in Chile. That threat was ended on another forgotten date, what Latin Americans call “the first 9/11,” which in violence and bitter effects far exceeded the 9/11 commemorated in the West. A vicious dictatorship was imposed in Chile, one part of a plague of brutal repression that spread through Latin America, reaching Central America under Reagan. Viruses have aroused deep concern elsewhere as well, including the Middle East, where the threat of secular nationalism has often concerned British and U.S. planners, inducing them to support radical Islamic fundamentalism to counter it.”

 

media: minithaw.

 

tactic bump and Run. Scantly report incriminating facts, and then make nothing of them. “Ordinary people shone that morning. They were not terrorized; they were galvanized into action, and they were heroic. And it didn’t stop with that morning either.  That day, that week they began to talk about what the events of 9/11 actually meant for them, and they acted to put their world back together, practically and philosophically.  All of which terrified the Bush administration, which soon launched not only its “global war on terror” and its invasion of Afghanistan, but a campaign against civil society.  It was aimed at convincing each of us that we should stay home, go shopping, fear everything except the government, and spy on each other.”

 

authoritarian culture: minithaw. exploitive of others,. “The warm, sanitised, consumer-friendly realm offered by shopping malls represents an important instance of the former. In contradistinction to the unpredictable, democratic ‘messiness’ of urban streets, malls make systematic use of private patrols and camera surveillance to create what Coleman and Sim call a moral order of consumption; something which entails the exclusion (on grounds of property, rather than criminal, law) of those ‘flawed consumers’ who are unwilling or unable to be seduced by the market. In respect of the latter, walled, gated, privately policed enclaves — currently most evident in Southern California and elsewhere in the United States, though also apparent (in embryonic forms) in parts of Britain — serve as a means of physical protection, and a vehicle for protecting the value of economic capital; both of which are predicated on the essential ‘unliveability’ of civil society beyond the walls. As such, the commodification of policing and security operates to cement (sometimes literally) and exacerbate social and spatial inequalities generated elsewhere; serving to project, anticipate and bring forth a tribalised, ‘neo-feudal’ world of private orders in which social cohesion and common citizenship have collapsed.[9] A primary characteristic of neofeudalism is that individuals’ public lives are increasingly governed by business corporations. increasing amounts of public space become the real or de facto property of privileged apartment owners and business-run complexes like shopping centers and malls, these areas come to be defined, adjudicated, and regulated by the laws on private property and commercial legislation and practices. With more and more public life now taking place on privately owned mass public property, the definition of “deviance” within such areas turns on the particular logic of private ownership, profit-making, and resource protection. With “security” tailored to protect such spaces, social control agents shift their attention “from discovering and blaming wrongdoers to eliminating sources of…threats in the future”. Thus, as relatively heterogeneous urban public spaces are transformed into symbolically gated homogeneous private regions, and overburdened and fiscally strapped governments transfer responsibility for protecting and regulating “mass private property” to the private security forces attached to it, a “new class of ‘offenders’ [emerges] — those who create opportunities for threats against the interests of the client”. Out of such a marriage of business and government, a symbiosis emerges between the commercial sector’s own private security forces and the local government’s police forces, with repressive outcomes shaped by profit-driven definitions of deviance and a commodification of social control.”

 

authoritarian culture: “Persecution and past abuse are often the causes – or at least the antecedents – of the pathology. , grandiose, assumption of superiority.”

 

conscious self-inflicted decline. “From the 1970s, there has been a significant change in the U.S. economy, as planners, private and state, shifted it toward financialization and the offshoring of production, driven in part by the declining rate of profit in domestic manufacturing. These decisions initiated a vicious cycle in which wealth became highly concentrated (dramatically so in the top 0.1% of the population), yielding concentration of political power, hence legislation to carry the cycle further: taxation and other fiscal policies, deregulation, changes in the rules of corporate governance allowing huge gains for executives, and so on. Meanwhile, for the majority, real wages largely stagnated, and people were able to get by only by sharply increased workloads (far beyond Europe), unsustainable debt, and repeated bubbles since the Reagan years, creating paper wealth that inevitably disappeared when they burst (and the perpetrators were bailed out by the taxpayer). Failure by Design. The phrase “by design” is accurate. Other choices were certainly possible. And as the study points out, the “failure” is class-based. There is no failure for the designers. Far from it. Rather, the policies are a failure for the large majority, the 99% in the imagery of the Occupy movements — and for the country, which has declined and will continue to do so under these policies. One factor is the offshoring of manufacturing. As the solar panel example mentioned earlier illustrates, manufacturing capacity provides the basis and stimulus for innovation leading to higher stages of sophistication in production, design, and invention. That, too, is being outsourced, not a problem for the “money mandarins” who increasingly design policy, but a serious problem for working people and the middle classes, and a real disaster for the most oppressed,” in the realworld”

 

our abstract existential system has no tolerance for the gory details of death; in fact, abstract thoughts of death generate an aversion to bodily fluids, including blood. Indeed, previous experiments have supported this idea: after being reminded of their mortality, people are more squeamish about physical trauma. In the current study this aversion to blood was not strong enough to trump the cultural expectation that we should help those in need—but it carefully meted out generosity to those truly in the most need. People who have come close to perishing, on the other hand, see things differently. For them, blood is not something aversive at all—it is the stuff of life.”

 

*

 

ingame/npc: “Hiding a big Secret. Having a big secret that is scarcely referred to and hidden be an NPC, when shared only with the player, or found out by him gives Depth to the NPC. Hiding Emotions. An NPC that is trying to cover a strong emotion by another, when found out by the player can gain immense depth. (e.g. hiding fear with Sarcasm, Love with unnecessary toughness, etc.) NPC Emotions affect gameplay. Making the NPC’s emotions affect gameplay and vice versa helps deepen the character of the NPC. Give the Group Deep Attributes. Traits such as an Aesthetic culture, having ancient Wisdom, Carrying Mysterious knowledge of Nature and Creation, Being Noble, etc. add a lot of depth to a culture. Two NPC’s Think the same way. When two or more NPC’s think the same way and complement each others thoughts and dialogs, a sense of prior history is created between them. This creates chemistry between the NPC’s. Two NPC’s have an ongoing Argument. If two or more NPC’s have an ongoing argument about past events or current tastes, it also adds to their history and gives a sense of chemistry. This also creates a feeling of affection between the NPC’s, because it shows they haven’t left each other despite their argument and disagreement.”
“Character Arcs don’t come easily to an NPC. The NPC will need to struggle a lot along a rocky path, going through emotional, physical and mental delusions, distress, enlightening and change in order to “Travel his Character Arc”. This must be shared with the player, therefore if an NPC does not appear regularly to the player, giving it an arc will look stupid! One Arc is more than enough. There is very little space and time in a game to give any single NPC more that one character arc (e.g. Timid-> Brave, Material -> Spiritual, etc.). More than this might confuse the player to as who the NPC is and why he is changing so often. Discarding Masks is a good Arc. Some NPC’s might be using masks to hide their true nature or feelings from the player. If the NPC can travel his/her arc behind this mask, then drop it when he has grown, the player will be impressed by that character’s change. Too much Uniqueness can cause engagement rupture!. If a character diamond, along with its quirks is so unique that the player cannot identify with it (e.g. a mother character that is evil and jealous and burps all the time!) the player will loose interest in him/her.”
“Let the player invest into an NPC. An NPC that the player has invested a lot in, creates a rooting interest. E.g. if the player has been giving an NPC lots of attention and gifts to get him on his side, the player will have a strong emotional bond towards that NPC. Make the Player Responsible for an NPC. Characters that the player is responsible for (protecting them, killing them, guiding them, etc.) immediately have more rooting interest than others, especially if they are sympathetic to the player. Flip Rooting Techniques to get “Hating Techniques”. If a Rooting technique is reversed (e.g. instead of an NPC showing braver, showing fear and running from battle) the players emotions can be manipulated to hate that character (note that this is different from a player’s indifference towards an NPC). This allows us to tune the player’s emotions towards NPC’s quite early in the game. NPC reads Player’s mind! Every NPC’s dialog can be tuned, so her or she “knows” about past events that the player caused. This will allow the NPC to know the history of the player. When this history is referred to by any NPC, it makes that NPC seem to have a common past with the player. This makes the NPC immensely interesting to the player. The NPC has things in common with the Player. If the Player finds out that the NPC has had a past that resembles the current path that the player is taking in the game-world, especially if they both had similar problems, the player will have chemistry with that player. Complementary Skills. If among a group of NPC’s and/or players, skills available to each member, complement those available to other players, a necessary dependency and bond is created between them. Members of a Group Saying good things behind each other’s backs, even if they don’t to their Faces. Teasing or apparent antagonism between group members, when combined with good words that members say behind each other’s backs, creates an atmosphere of trust between members, and makes the player feel a strong bond in the group. Player is forced to do Evil. Forcing the player to do Evil (e.g. in order to prevent even greater evil, or in order to be able to do good subsequently) puts him/her in an emotionally complex situation. Doing Evil can be hurting good people, helping bad people, betraying a friend or group, joining up with evil forces, destroying something that belongs to the good, creating something that can cause potential evil, etc. Ambivalence towards a previous friend. Finding out that a friend was actually following their own agenda in helping the player creates ambivalence and a complex emotion. Ambivalence towards a previous Enemy. Finding out that someone who was an enemy, had to do what they did to the player creates emotional complexity, because whereas the player hated that enemy before, now he/she is forced to consider their position. The same thing might happen if the player finds out that his enemy has had a painful past, or is dying a terrible death, is helpless, or can actually cause great good at some points in the story. The Player finding out that he/she has been tricked or used. If the player finds out that he has been tricked or used by evil forces to do evil, or by good forces to do good, he will have an emotionally complex feeling towards those forces. The same holds true, if he thought he was doing the “right” thing all along, and suddenly found out it had terrible results, or vice versa. In a Weird way, even if some NPC tricks the player into doing good the player will feel an emotional complexity. Good and Evil are not White and Black. A Clash of interests between two factions in the game world could be used to put the player on the side of one faction (maybe because they are more pretty, cuter, more helpless or weaker.) causing the player to realize later on that helping that faction wasn’t necessarily helping the good, but rather just serving one cause and harming another equally valid one will create mixed feelings in them. The Story makes Spiritual Forces Palpable. Spirituality and spiritual forces made visual and active, be it in the game world or the player and NPC’s add to the plot’s depth. Create Guides and Helps to show the Player what the intended Character Arc is. The game world and NPC’s should provide the player with hints towards what he should change in himself. E.g. killing innocent people should be punished in gameplay if the Character arc is changing from a selfish person to a protective guardian. NPC’s in various places refer to each other. If NPC’s in different parts of the world seem to know each other, or at least have heard of each other the playe rwill feel like living in a cohesive world.”

 

ingame: “Following a small prelude, there are four “chapters” in the original game, with each chapter consisting of a general storyline (the first chapter, for example, deals with a mysterious plague in the city of Neverwinter), and within each chapter, there are many quests, subquests, and mini-storylines. Depending on specific quests completed, and specific items kept, some storylines are continued throughout the entire game (such as Henchman or Aribeth’s tales). Completing many of the side quests will give the player’s character more experience (and special items), making him/her level up faster and continue to make the game easier as the player progresses. For example, completing all quests in the first and second chapters will place the player in Chapter 3 with a 13th level character, instead of a 10th.”

 

best graphics – star wars 1313

 

 

ENGINE,

 

engine tasks specs: “[The core functionality typically provided by a game engine includes a rendering engine (“renderer”) for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, and a scene graph. scene graph has nodes for entities/objects including layers, child nodes branch off from each node, leaf nodes are rendered (visible)]”

 

thousands of square miles in each ring, millions of players in each of a dozen cities of hinterlands, densities ranging from 30-50/mi for ring 1 to 50,000/mi for ring 6. in ring 3 cities can have 12,000 – 200,000 per city.

 

engine antarctica tasks specifics specs: program: “Each full region (an area of 256×256 meters) in the Second Life “grid” runs on a single dedicated core of a multi-core server. Homestead regions share 3 regions per core and Openspace Regions share 4 regions per core, running proprietary software on Debian Linux. These servers run scripts in the region, as well as providing communication between avatars and objects present in the region. Every item in the Second Life universe is referred to as an asset. This includes the shapes of the 3D objects known as primitives, the digital images referred to as textures that decorate primitives, digitized audio clips, avatar shape and appearance, avatar skin textures, LSL scripts, information written on notecards, and so on. Each asset is referenced with a universally unique identifier or UUID.[57] Assets are stored on Isilon Systems storage clusters,[58] comprising all data that has ever been created by anyone who has been in the SL world. Infrequently used assets are offloaded to S3 bulk storage.[59] As of December 2007, the total storage was estimated to consume 100 terabytes of server capacity.[60] The asset servers function independently of the region simulators, though the region simulators request object data from the asset servers when a new object loads into the simulator. Each server instance runs a physics simulation to manage the collisions and interactions of all objects in that region. Objects can be nonphysical and non moving, or actively physical and movable. Complex shapes may be linked together in groups of up to 255 separate primitives. Additionally, each player’s avatar is treated as a physical object so that it may interact with physical objects in the world.[61] As of 1 April 2008, Second Life simulators use the Havok 4 physics engine for all in-world dynamics. This engine is capable of simulating thousands of physical objects at once.[62] Linden Lab pursues the use of open standards technologies, and uses free and open source software such as Apache, MySQL, Squid and Linux.[63] The plan is to move everything to open standards by standardizing the Second Life protocol. Cory Ondrejka, former CTO of Second Life, has stated that a while after everything has been standardized, both the client and the server will be released as free and open source software. “

 

program antarctica way specific specs: “Some problems faced by MMORPGs: · Geographic Location: Shards present in a particular geo-location will service gamers logging in from that locale only. The maximum gaming speed is decided by the slowest band-width connection. So a person logging in from a different geometric location can reduce the speed of gameplay massively. · On-Demand Gameplay: The pay-as-you-play model that most MMORPG’s run on enables the user to request resources at time of his/her choice. This coupled with a non-on-demand scalable architecture at the back end will cause a huge maintenance overhead. Systems will have to be maintained to support the peak load, resulting in huge quantities of unused computing power. · Maintenance issues: Maintaining huge datacenters spread all over the world is a huge burden in terms of the effort required to support such complicated hardware, lack of skilled manpower, and the difficulties of managing such an operation to service complicated and unpredictable user behavior. How Cloud Computing can help: Cloud vendor takes care of SLA Management Shifting to the cloud will lift the burden of support and maintenance of Datacenters from the shoulders of the game provider. SLA’s provided by the Cloud Vendors (Amazon EC2′s service-level agreement promises 99.5% service uptime.) will enable Game Development companies to focus on actual game development and R&D. Deployment of new DataCenters Shifting onto the cloud will drastically reduce the CAPEX expenditure and the logistics involved in setting up a new DataCenter. This burden now moves onto the cloud vendor. “

 

peripherals: graphics: “A voxel (volumetric pixel or Volumetric Picture Element) is a volume element, representing a value on a regular grid in three dimensional space. This is analogous to a pixel, which represents 2D image data in a bitmap (which is sometimes referred to as a pixmap). As with pixels in a bitmap, voxels themselves do not typically have their position (their coordinates) explicitly encoded along with their values. Instead, the position of a voxel is inferred based upon its position relative to other voxels (i.e., its position in the data structure that makes up a single volumetric image). In contrast to pixels and voxels, points and polygons are often explicitly represented by the coordinates of their vertices. A direct consequence of this difference is that polygons are able to efficiently represent simple 3D structures with lots of empty or homogeneously filled space, while voxels are good at representing regularly sampled spaces that are non-homogeneously filled. A generalization of a voxel is the doxel, or dynamic voxel. This is used in the case of a 4D dataset, for example, an image sequence that represents 3D space together with another dimension such as time. In this way, an image could contain 100×100×100×100 doxels, which could be seen as a series of 100 frames of a 100×100×100 volume image (the equivalent for a 3D image would be showing a 2D cross section of the image in each frame). Although storage and manipulation of such data requires large amounts of memory, it allows the representation and analysis of spacetime systems.”

 

peripherals 3-d/photorealism: “The necessary bounds for true photorealism are set by the physical limits of the human eye, Sweeney explained, which can only process the equivalent of a 30 megapixel image at about 70 frames per second. Given current trends, monitor display technology should be able to handle that level of detail for a small area in just a few more generations. Projecting that level of detail across a larger, 90 degree field of vision would take an 8000 x 6000 pixel display, which is still quite far off but “within sight,” Sweeney said. But simply pushing polygons isn’t enough to get true realism. The ability to trace the subtle interplay of light on various surfaces is also key to creating a realistic scene. Yet the vast majority of current-generation games use a “two-bounce” light processing algorithm of the type used in games going back to 1999’s Unreal. We’re just now seeing much more convincing “three bounce” light processing in demos like Samaritan, which Epic showed off at last year’s GDC. And while Samaritan’s 2.5 teraflops (that’s trillions of floating-point operations per second, laymen) is a far cry from the 10 megaflops that were needed to power the original Doom, we’re still a good deal short of the 5,000 teraflops Sweeney calculates we’d need to process a fully realistic 3D scene in real time. upcoming Sony sunglasses with transparent lenses that allow for hands-free image projection in a way that hasn’t seemed cool since the ’80s. He also predicted that increasing scarcity in real goods may drive up the value of increasingly realistic virtual goods, to the point where the market rivals the $25 trillion worldwide trade in real estate. Whatever form the interface takes, though, the change caused by truly realistic real-time modeling is going to be truly revolutionary, Sweeney said. “When a whole generation of kids is raised with those devices pervasively around them, it’s going to change the world,” he said. “I see a bright future for computing and its implications on games. I see the ability as developers to exploit another 1,000-fold increase in power on platforms… I think our industry’s brightest days are yet to come.””

 

“Today’s processors spin at several billions of cycles per second and have an insatiable need for data. As you add more cores to a processor, even if you don’t ramp up the clock speed, you make the memory bandwidth problem worse, seeing as how current memory modules have long traces between memory chips and their pins, which require lots of power and time to send a signal. The answer that most chip makers have to this problem is to go vertical – to stack up chips in three dimensions. In the case of HMC memory, you stack up chips in cubic arrays and connect them in parallel to a logic layer and a package substrate – like the pin-out on a CPU – to build a structure that has shorter paths, can run faster, and uses less energy. Prototype HMC blocks that have been manufactured to date can deliver around 128GB/sec of bandwidth into and out of the memory block using DDR3 memory chips, compared to 12.8GB/sec for 1.33GHz DDR3 memory sticks made in a conventional 2D layout. Micron and Samsung formed the HMC consortium along with field programmable gate array makers Altera and Xilinx as well as Open Silicon in October 2011, and in December the two primary vendors behind the effort said they had tapped IBM Microelectronics for manufacturing breakthroughs relating to the Through Silicon Vias, or TSVs, to link DRAM chips together and to controllers that implement a crossbar interconnect that play traffic cop across the cube of memory circuits. This May, Microsoft joined the HMC consortium. The company has a direct interest in memory technology because of its Xbox game consoles – and now its Surface fondleslabs – and an indirect interest because of its dominant position in the PC and server rackets and its status as a provider of raw computing from its Azure cloud. At the time, the consortium said that 75 companies had contacted it with interest in joining the HMC effort and participating in specification development. Now, ARM Holdings, which hopes to get its foot in the server door soon with its low-power RISC processors, has joined the HMC effort and so have server and switch maker HP and memory maker SK Hynix. The number of HMC tire kickers is now up to 90, according to a statement put out by Micron.”

 

if you are living from the context of the old world view, and you are unable to make that distinction in your awareness, you are going to be shaped by the ‘laws’ of that system, by default – just because it’s already ‘there.’” p20 “in a world of solid objects we attempt to manage our results by force – pushing or pulling on circumstances (people, emotions, things) to get something to happen.  there is nothing i can do about ‘fixes’ circumstances except try to change them, or at best, adapt myself around them, a victim of circumstances.” p20 “when you understand that our institutions are born from the outdated idea that matter is fundamental, you begin to understand why western medicine, as brilliant and groundbreaking as it is, has primarily focused on the physical body, rather than on our multi-dimensions, including energy, subtle energy, spiritual, and mind influences on health.  you can see why medicine was led to focus on isolated parts or singular chemicals of the body rather than on integrated whole systems.” p20 “when you distinguish the characteristics of the old world reductionist view that ‘the whole is equal to the sum of its parts,’ you get insight into how holding things as separate and disconnected might enable the ambiguity of killing people who have committed crimes while fighting vehemently for the rights of unborn fetuses or cells in a petri dish. “you glean that a reality system based in the physical dimension would condition us to make judgments about and even reject others just because they look or think or act differently than we do. “when you see that we’ve been embedded in a world view of parts and separateness, you sense that the erroneous notion of being separate could lead to equating differences with antagonisms and result in the unabashed lunacy to think hat just because you believe something that it is ‘absolute truth.’  you see how this fiction about the nature of reality – that we are separate from one another – could be the source of a horrific movement to kill off people of all religions or cultures other than your own, whether killing them off physically or spiritually.” p22 “when you realize that so much of life has become mechanical and that mechanical means unconscious in the sense of being unaware and automatic, you can understand how we have merely endured these glaring, blaring inconsistencies, feeling hopeless to do anything about them, though we’re tired to the bone and weary to the brain of our same old problems.  we speak here not of your private set of ideas and beliefs; we are talking about a backdrop of our world stage that has been centuries in the making.. “when ou understand that we have attempted to improve things using the push-pull force characteristic of old world view thinking, you can see why worthy solutions have eluded us.” p25 “quantum physics indicates that there  is no ‘way that it is’ out there – that our ‘knowing’ affects our reality, that our intent affects our reality, that the observer shapes the reality.  we live no longer in a limited world of fixed either/or options.  we have entered the world of both/and, the world of infinite possibility.  we’ve moved from a world of fixed, determined certainty to a world of uncertain, probable possibilities where we, as the human observers, are shaping what we see in our ‘observer-created reality.’ “in the quantum age, we are no longer victims of unchangeable, fixed circumstances.  we are reality generators in a quantum field if infinite possibility.” “

 

*

 

level 1 is classical physics, where you learn how to physically control gravity and speed etc.

 

level 2 is relativity, where you learn the exceptions to and limitations of classical physics; the cheats.

 

level 3 is where you start learning quantum physics, action at a distance, telepathy, etc.

 

the horizontal level is where you learn entanglement, astral movement, etc.

 

antarctica is where you learn how to change the world

 

level ! is where you learn how to create the world you want to live in

 

level !n is where you learn how to be god

 

classical – amusement park rides and arcade games

 

relativity – winning for the house (the rudiments of capitalism)

 

quantum – mind over matter, connection = power

 

physics on each level is appropriate to the level, so classical physics on level 1, but time dilations, black holes and other ‘cheat’s work on level 2. levels 3 and ! and !n are entirely quantum, where everything manifested is created by the players, who either leave them there (the advanced ones) or pull them around in the air after their avatars.

 

in level 1/2 you are asked to apply for a job. request.

 

in level 2/3 you find a wormhole, get bad news and a quest and have to swim for it quest.

 

in level 3/horizontal you explore multiple worlds by flying thru wormholes and get stuck at the other end. exploration.

 

in horizontal/antarctica you have to swim for it using your skills. survival.

 

in ring 1/2 you are invited / kicked off and ride in a boat to go to school. training.

 

in ring 2/3 you pilot a boat and crew to a distant land where adventure awaits you (another quest). normal life.

 

in ring 3/4 you make your way by foot overland thru wilderness filled with challenges. committing, testing skills

 

in ring 4/5 you ride to remote places with extreme cultures. learning to work together.

 

in ring 5/6 you journey in caravans with many others to the great city. sharing a greater purpose.

 

in ring 6/7 you fly to the final confrontation. acting on principle.

 

*

 

don’t know where to put this caricature of woo. “orgone generator neutralizes the DOR fields which surround ELF and Microwave cell phone towers, alien Reptilian portals, satanic ritual sites, masonic temples, and nuclear reactors.”
“Many people notice positive emotional effects in the presence of orgone generators. Mood and emotions tend to elevate. Some people who have trouble falling asleep report that they can sleep better and more soundly with an orgone generator in the bedroom. Many people have noticed that plants grow more vigorously in the vicinity of an orgone generator.”
“I also add a vial of Raymond Grace blessed water with a list of healing words including “love, health, forgiveness, gratitude, etc.” taped to the vial in order to potentize the water further as demonstrated by Masaru Emoto in his frozen water crystal micro-photographs.”
“When you cut a piece of wire to a specific length known as the “cubit” length, that wire will resonate or act as a transformer to special cosmic energies and draw that energy into the wire. There are many different “cubit’ lengths used by advanced civilations down through the ages. In a phone conversation with Slim Spurling in February of 2005, Slim mentioned that he found that the ancient Egyptian Royal cubit (524mm +/- 2mm) to be more useful for bio-physical energies and Hans Becker’s “Lost” cubit (596.6714mm or 23.491″) more useful for emotional and mental energies.”
“pipes can act as wave guides for orgone energy. Chembuster will encourage the presence of Sylphs, air elementals which have the ability to transmute the toxins embedded within chemtrails  into non-toxic substances. The more heavily laid the chemtrails in your area, the longer it takes for the CB to gear up to the task of dispering them.”
“Beyond applications for psychic and psychotronic protection, a Powerwand can be programmed with your intentions to address any problem or concern. Most people don’t realize that human beings can literally affect the direction of reality with their thoughts (focused intent). The effect is more powerful when coupled with an emotional charge. I programmed the Powerwand seen below with my focused intent (along with many other people) to deactivate and weaken Hurricane Wilma on October 23, 2005 when it was building up strength in the Caribbean, on its way to Florida. If you recall, Wilma fizzled beautifully and was a non-event, despite the best efforts of the HAARP, the military boys with GWEN, and the ELF tower operators.”
“Scalar waves generated in the body also provide an energetic communication system that connects all cells. This energy contains the power of the universe and has unlimited potential.”
“Thoughts and emotions have an electromagnetic frequency vibration that is perceived by every cell in the body through the instant communication system of scalar waves. Negative thoughts and emotions can interfere with the electromagnetic, biophoton signaling at the cellular membrane and DNA levels. When this happens, the communication signals become chaotic and cellular information and instructions for enzyme and protein formation become blocked. In conclusion, our positive beliefs and intentions act to enhance the body’s natural flow of scalar energy primarily produced by the heart, vascular system and supercoil DNA. Scalar waves provide a zero-point or vacuum field of unlimited potential. This field neutralizes chaotic incoming signals from the environment and from our negative thoughts, thereby allowing our cells to utilize their own innate wisdom for self-healing.”
“one large crystal is centered at the tip of a Royal Cubit spiral coil located in the center of the HHg and orientated in the vertical plane. The remaining four quartz crystals are located closer to the bottom of the HHg and are laid out in the horizonatal plane forming a “+” design. I include two Royal cubit coils with every HHg: the inner cone shaped 3X Royal Cubit spiral coil is placed near the top of the HHg and a flat, pancake shaped 3X Royal Cubit coil wound in the SBB coil configuration is placed at the very bottom. Since I’m adding at least two coils to the larger orgone generators, I’ve decided to make one coil based on the Royal cubit length and the second coil based on Hans Becker’s Lost cubit length. Any multible length of the cubit unit will produce the desired results. You can also use a 1/2, 1/3, or 1/4 fraction of the cubit length to give you a similar resonant effect, but usually not as stong as the whole cubit unit length. When you coil the wire, you force the orgone energy into a spiral movement. If the coil is laid out in a flat plane, the energy will spread both laterally and vertically. If you stretch the coil into the vertical plane, you have a vertical cone shaped spiral which drives the energy towards the tip of the spiral in a vortex fashion. a crystal that was 6-8 inches long and about 1 inch in diameter. He embedded the mobius-wrapped crystal within the resin/metal matrix using a 3″ copper pipe that was 9″ long with copper end caps installed at both ends. The copper pipe made a strong casing for the PW, but it also made it too heavy if you want to carry it around with you. a 3 inch cylindrical shape, but without the copper pipe casing, preferring to add the cooper to the resin as shavings and copper coils. I use three different copper coils based on sacred geometry in each Powerwand: I also include a silver Star of David, based on the Royal Cubit, at the base of the PW cylinder, just below the SBB coil. I always install a 2.5mm jack on the upper facet of the crystal so I can plug a gold plated 2.5mm plug audio cable into the SP Pulser and pulse the Powerwand externally using a cable, rather than having the SP Pulser enclosed within the lower copper cap and hard wired to the crystal. All Mega Powerwands come with a 4X Royal Cubit SSB coil installed on the bottom. The Sacred Geometry includes a Star of David design (based on 523mm ‘Lost Cubit’ from Hans Becker) made of silver wire and individual double terminated quartz crystals located at each corner of the Star, wrapped with nodal coils, and centered with silver wire hexagons. A plastic bag of gemstones is sandwiched between the two silver hexagons. A resin/metal matrix is then added to the top of the Star of David nodal crystals and allowed to cure. After the resin cures, the big crystal with its mobius coil and Silver Wrap coils is installed with a 5X Royal Cubit 18 gauge copper coil (wound clockwise) surrounding the crystal from its base to just below the top surface of the resin. Metal shavings mixed with the polyester resin for the Mega Powerwand include.”
“human evolution is measured not only by the expansion of power over nature, but also by the intensification and extension of empathy to more diverse others across broader temporal and spatial domains. Biologists and cognitive neuroscientists are discovering mirror-neurons–the so-called empathy neurons–that allow human beings and other species to feel and experience another’s situation as if it were one’s own. We are, it appears, the most social of animals and seek intimate participation and companionship with our fellows.”

 

“HCPs have a life-long personality pattern of distorted thoughts, emotions, and actions. Time after time, they avoid taking responsibility for their problems. They repeatedly argue against feedback, regardless of how helpful and truthful it may be. And over and over again, they try to persuade others to agree with their rigid points of view and help them attack their targets of blame.
“High-conflict people consider themselves as an injured party; a victim, even, of the shortcomings of others. The issues may come and go, but their personality traits keep them in conflict. They never learn from their experiences. The cliché “He would cut off his own nose to spite his face” was written for them, especially in legal disputes
“HCPs are prone to the following thoughts, feelings, and actions:
“They split, or engage in all-or-nothing thinking
“They may not analyze situations, hear different points of view, or consider possible solutions. Things must be their way, and they’re not willing to be flexible or compromise because it feels like everything is at stake.
“Their negative feelings shape their reality (“feelings equal facts”)
“They base their view of themselves, situations, and others on what they’re feeling at that moment rather than objective reality.
“For the most part, their emotions are intense and fluctuate rapidly
“This is practically the definition of BPD and typical of vulnerable NPs. An exception is grandiose NPs, who manage their own shallow feelings while manipulating others to do their bidding. Their arrogance and insensitivity devastates and angers those around them while the HCP remains clueless about why others are making such a fuss.
“They have difficulty empathizing with others
“People with BPD are too self-involved, and people with NPD see others as chess pieces on the black and white chessboard of their life.
“They have a hard time accepting and healing from a loss
“High conflict people seem stuck in the anger stage. They will fight for years to prevent the feeling of loss in a relationship. “Even decades later, being reminded of a prior abandonment can trigger intense emotions almost as if it was yesterday. An “HCP might engage in:
“Stalking
“Getting revenge on those who leave (such as destroying possessions or threatening a family pet)
“Prolonging divorce and custody proceedings
“Continually changing their mind about ending the relationship
“Promising big changes at the last minute to keep the other person from leaving a relationship
“Threatening to leave the relationship in an attempt to scare the other person into begging them to stay.
“Their behaviors are extreme, in keeping with their distorted thoughts and feelings
“Playing the blame game unconsciously helps them feel safer, stronger, and better about themselves. They’re constantly in distress and oblivious of the negative, self-defeating effects of their own behavior. In a sense they are emotionally blind. “Since HCPs can’t see the connection between their actions and their consequences, their difficult behavior continues and their conflicts grow.
“They’re preoccupied with blaming others and don’t take responsibility for their actions
“Negative advocates are usually family, friends, or professionals who help in blaming the target and escalating the conflict. “If the HCP is your partner, typical negative advocates usually include your partner’s immediate (and usually dysfunctional) family, who are convinced you’re an abusive person to their innocent child, sister, or other family member.”

 

last time – So they reorganized the game, archiving many gigabytes of work and starting over with a different structure. The levels they’d been designing were shoved to one side and cannibalized when needed to design a game of games, tutorial levels that would eventually win a nobel prize (after certain initial, mostly political and moral, objections). They each stuck to their old tasks. Anomia tried to get the artwork right, leaving the layout to Josh (constantly urged by Snake to make it more battle friendly), and the design to Fairy, who wanted way too many tchotchkes for Snake’s taste. Anomia kept reminding Josh of the real meaning of the game, and Snake kept reminding Josh that angels were figments, and the real meaning of the game was market share. Radhu toiled in silence, alone in his room.
this time – kurt comes out of his room with 4 tablets and his android phone.  he passes them out, extolling the virtues of future products and advances as if he’d incorporated them into his quantum tablet.  it’s all theoretical at this point.  they are variously impressed in character, but sit and play with them for awhile and discover some of its functionality in conversation.
it’s photoshop?  well, the gimp, actually, but the functionality is the same.  i installed a standard version for linux but it’s a little glitchy.  let me know if there are any real problems.  i don’t know the software, i’m used to windows, but it has a lot more kick.  maybe it’s the system i wrote.  what’s it doing?  it’s kind of anticipating what i want to do.  after a time or two, it lines up the steps as if it’s a macro.  hmm.  well, play with it and see how far you can go is all i can suggest.  i just wrote the operating system, and i didn’t write it to fuck around with other people’s work.
tablet: with quantum tablets, the process is more like making a comic book.  we all know how to do that, right?  the girl’s never made a comic book but everyone else has done it at least once.  she tried to make a newspaper at that age, but couldn’t figure out how to make copies.   easy.  6 panels a page, as few words as possible, thought bubbles.  not really good comparison.    like comic book.  boy and fairy have worked on comic books; girl wasn’t allowed to read them (mom said stunt intellectual growth).
tablet: when kurt shows up with the kernel finished, all the design goes out the window.  kurt introduces the quantum tablet, and the team abandons their work to date in favor of its more elegant way of gamebuilding.  he introduces the quantum tablets and the level editor and they begin.  animation is different with quantum tablet.  security footage input and montaged and divided into types for each character choice.  can choose gestures and build whole body language feature.  redivision of labor, creating clouds, then carnival levels, then antarctica level.  they start to work on it using the old divisions (carnival, carneytown, cloud),
snake delivers a quantum tablet to the authorities, who are perplexed.  snake delivers his immediately, [then goes back to kurt with a story.  they break it and hound him for another, so there’s a repeat of lose and replace, with kurt giving it to him in ever sloppier and cheaper forms, like a first generation ipad or even clunkier.  a gameboy.  a tamagotchi.  this gets sprinkled thru the chapter.]
tablet:  we were such amateurs, designing a game we clearly couldn’t handle, setting ourselves up as miserable losers.  the game we set our sights on wasn’t even playable the way we’d designed it.  but that was before the kernel changed everything.  like surrendering and waiting for the miracle.
tablet: comic book jobs: writer, artist, inker, colorist, letterer.  how does the quantum tablet affect that?  you draw it and then you stand in front of a camera and move, and the avatar looks and acts like you, just like that?  for backgrounds you scan in things close, then adjust a few things, and the kernel outputs something close that you can tweak.  it’s 3-d photoshop.  drag and drop.  i call it wishing upon a star.  but inker? letterer?  okay, they’re not the same.  kurt’s built a rendering engine that takes the most basic of input and intuits what you’re trying to build.  then you just tweak it.  so you design the textures and just have to tag them and the kernel places and adjusts them, and you list the features and they appear.  you just need to put them on the computer, and hte kernel does the rest.  and updates and builds are automatic and seamless.
work: suggestion to take a level each, but snake doesn’t want carneytown to come out all in pink.
run into trouble requiring kurt’s fix, make progress, run into another snag and instathaw happens, their efforts result in a flash thaw and refreeze of realworld antarctic ice sheets.  then kurt fixes it and they finish making the prototype.  realworld antarctica thaws and flash freezes.  they trace energy to atlanta, play dumb with superiors.  supporters what antiauthoritarian society looks like. detractors (snake)
*
players can interact at will with other players on every level.  there are no social rules.  the only penalties are karmic consequences.  there are a lot of opportunities to practice quantum skills.  every object requires quantum skills, and they seem repetitive (flying and swimming and navigation are all related) but they all activate the movement chakra.  and the practice, under various pretenses, is the point.  the descriptions of what players can do on each level is a sample based on the two protagonists.  there are unlimited options for player choice and game experience, and these options can be taken up at any point on any level, depending on the player’s score.
don’t know where this goes.  the quantum kernel solves the problem of time synchronization as well as bandwidth by bypassing both.  bandwidth because of the entanglement that saves downloading every little change to every single user.  and synchronization because time is relative anyway, so if you want to race against somebody on the moon, you just build a quantum simulation covering all the possible moves, and let your avatars duke it out.  then you play it back and find out who won, which depends on both players watching the feedback.  preventing too many people from being in the ring at once and overloading the server, but the internet is the server, so it doesn’t matter.
the development of the game is skewed from the beginning because of the kernel.  usually the art pass is made before alpha testing.  but in this case the art is delayed compared to the building of the game, and they have to catch up.
“the pulses of air by themselves do not constitute any sort of sound, which is obvious because 15-pulse air puffs remain silent no matter how many ears are present.  only when a specific range of pulses are  present is the ear’s neural architecture designed to let human consciousness conjure the noise experience.  in short, an observer, an ear, and a brain are every bit as necessary for the experience of sound as are the air pulses.  the external world and consciousness are correlative.  and a tree that falls in an empty forest creates only silent air pulses – tiny puffs of wind.  when someone dismissively answers ‘of course a tree makes a sound if no one’s nearby,’ they are merely demonstrating their inability to ponder an event nobody attended.  they’re finding it too difficult to take themselves out of the equation.  they somehow continue to imagine themselves present when they are absent.” P20-1
“it is not solely atoms and proteins that hold the answer to the problem of consciousness.  when we consider the nerve impulses entering the brain, we realize that they are not woven together automatically, any more than the information is inside a computer.  our thoughts and perceptions have an order, not of themselves, but because the mind generates the spatio-temporal relationships involved in every experience.  even taking cognition to the next step by fabricating a sense of meaning to things necessitates the creation of spatio-temporal relationships, the inner and outer forms of our sensuous intuition.” p175
move to cre8t – Most game designers tackle the problem of cheaters beginning in the design stage, making cheating expensive for the attackers and cheap for the defenders.  Anomia and Fairy would be expecting Snake and Josh to deal with this in their level and NPC designs.  But the boys were taking pains to arrange opportunities for rule abuse.  A lack of data integrity and security, easy to steal passwords, easily pwned property.  They set up avenues of internal misuse, back doors to modify the servers and software and data, codes to change the properties of objects, ways to subvert the NPCs, to gank and hoodwink and rip off newbies.  On-purpose bugs.
Everything you know about the classical world is wrong.  Space and time aren’t smooth and continuous, they mutate, and there’s no such thing as a fixed reference point, and what we consider constant values are different in other parts of the universe.  You’re not really touching the table, the electrical fields of your fingers and the table are repelling each other.  Things aren’t separate, because quantum entanglement links every particle to every other particle.  Spacetime has no meaning at all for entangled particles.
Space and time are byproducts of observation.  The observer is responsible for the passage of time and the distance of space, just by noticing them.  You create a timeline in your head by habitually noticing things – thinking about them,  interpreting them, running inner narrations about them, repeating and memorizing them, using them to symbolize deeper agendas, using them to reinforce patterns of neural firing, programming.  Your actions are mostly automatic, nerve-level reactions.  Your consciousness sits there alongside the autonomous functioning of the brain, and justifies things, passes judgment, moralizes.  All the while your conscious mind is thinking you are in charge of your thoughts and emotions, your motivations and your actions.  And this sense of personal free will is a total illusion, because your brain has already decided what your body is going to do and what you’re going to think about it before you consciously know it’s happened.  That’s kind of like fate, where you don’t have a choice.  I’m not sure I like that.  Well, it’s pretty neurotic to think you’ve got a choice when the decision’s already been made.  You might as well just go along for the ride.
spacetime is a lower order of being, all that tied up energy is a drag on the system.  that’s why the timeless is better than the daily grind.  real reality is timeless, this we see around us is the result of thinking, which creates awareness of the passage of time, which requires objects to mark and interact with.  time is an interaction, the interaction enables the flow of time, rather than the flow of time making the interaction possible.  out here is irrelevant.  because it’s all in here.  out here is merely a projection.  so i’m your projection?  k: pause, no, i would be your projection.  i’m the observer, but so are you.  k: funny, i usually see it as if i’m teh only observer in the cosmic experiment.  instead of it all boiling down to being inside my head, it boils down to infinite relative positions, all of them correct, valid, right.  (kurt becomes his conjugate wave)
*
the girl does the art pass, graphical features,  creates the npcs and scripts and nodes
the girl:  they start out as a couple, friends and lovers, and work together on the game, and learn quantum consciousness together, and are in fact entangled in a quantum way, so that they really are one, and can tell what the other is going thru even when they’re not together.  so neither wants to hurt the other except inasmuch as they hate themself.  she likes the boy for his warmth and his support, and appreciates the things he does for her.  the boy is not as smart or quick as she is, but she’s not the helpless thing he likes to think, and finds some of his attention cloying and restrictive.  and this annoys her.  because to her this just means they’re slow, and she doesn’t have time to play catch up.  the girl does the art pass, graphical features,  creates the npcs and scripts and nodes. the boy and girl test it but there’s nothing to test.  they have no trouble organizing the clouds into objects, and realize they’ll have to have normal people test it, so they move on.  creating the game she has very little interest in the carnival level because it’s not quantum.  She fiddles with the backgrounds and splash page / map overviews, and spends most of her time scripting the tutorials while fairy and the boys take care of levels 1 and 2.  the clouds are just an open area, and she takes over the manifestation process and lessons.
the boy builds the block mesh, adds design features, ground rules
the boy: the boy builds the block mesh, adds design features, ground rules. the boy and girl test it but there’s nothing to test.  they have no trouble organizing the clouds into objects, and realize they’ll have to have normal people test it, so they move on. they start out as a couple, friends and lovers, and work together on the game, and learn quantum consciousness together, and are in fact entangled in a quantum way, so that they really are one, and can tell what the other is going thru even when they’re not together.  so neither wants to hurt the other except inasmuch as they hate themself.
kurt works on the engine.  core functionality – renderer, physics engine, sound, scripting, animation, ai, networking, streaming, memory management, threading.  is very involved in building the game engine once the kernel is finished and locked, fixing bugs and adding features.
kurt: is very involved in creating the levels once the kernel is finished and locked.  he’s always stopping dead in his tracks to connect and do something in the game.  he works thru his custom-hacked bluetooth and his prototype glove,  and if he’s talking to someone else he’ll just trail off and zone out, his hand working madly by his side.  he’s very haggard and doesn’t sleep much.  when he’s sleeping he’s also programming.  his hands twitch like a puppy’s.
snake  animates the characters and objects. specifies nonstatic parts and links to associated mechanisms.
snake begins animating characters before the kernel is finished, claiming to be an expert.  not well done, animation is poor.  everything is cheap and handmade looking,  southpark etc.  but animation is where the quantum movement skills are practiced.  the effort it takes to move a character involves the player’s core, which tenses up as she tries to move the character.  ragdoll overdone.
snake: kurt explains quantum tablet; snake urges him to get it patented.  snake comes on board.  suggestion to take a level each, but snake doesn’t want carneytown to come out all in pink.  snake animates the characters and objects. specifies nonstatic parts and links to associated mechanisms. fairy and snake get quantum powers by being in contact with boy and girl. snake steals quantum tablet.
“Conceal Evil in Altruism You have to seem like a good person, even if you’re not. If you ever need to take a negative action like criticizing behavior, blaming another person (whether it’s their fault or yours), or even yelling at the target, you should always find a way to wrap it in altruism. if you yell at your target for not doing something you wanted, it’s better to frame the outburst as a means of helping them. You can apologize for the outburst and tell them you felt they weren’t acting in their best interest. You’re sorry you got so emotional, but you care about them and want the best for them and it scares you to think that they don’t have their best interests at heart. On the other side of the coin, when criticizing someone else’s behavior, remind the target that you’re there for them no matter what horrible thing someone else does. Always ask how you can help rather than simply criticize what others do.”
“2) They tend to pick and choose their opponents carefully, either applying the hit-and-run approach against mere commentators supportive of opponents, or focusing heavier attacks on key opponents who are known to directly address issues. Should a commentator become argumentative with any success, the focus will shift to include the commentator as well.”
“manipulative Mary: These individuals are experts at manipulation tactics.  Is a matter of fact, you may not even realize you have been manipulated until it is too late.  These individuals figure out what your ‘buttons’ are, and push them to get what they want. Subtle jabs and put downs – you often don’t realize you’ve been put down until you start feeling bad Gossiping and snide remarks about you and other people in your circle  Why they are toxic: These people have a way of eating away at your belief system and self-esteem.  They find ways to make you do things that you don’t necessarily want to do and before you know it, you lose your sense of identity, your personal priorities and your ability to see the reality of the situation.  The world all of a sudden becomes centered around their needs and their priorities.”
“1. never outshine the master.  always make those above you feel comfortably superior.  in your desire to please or impress them, do not go too far in displaying your talents or you might accomplish the opposite – inspire fear and insecurity.  make your masters appear more brilliant than they are and you will attain the heights of power.” =p w/snake ???(ch 11).
fairy: determines locations of resources and other entities.  adjusting details, adding sound lighting and music.  rigid.  she wants everyone to do things her way, and is hypercritical of others. fairy and snake get it by being in contact with boy and girl.  the game inventory is unwieldy and fairy complaints all the time about not being able to keep track of things. offshores work to random.  vs snake: Scrutinize every offer and suggestion, no matter how innocuous.
fairy – I also add a vial of Raymond Grace blessed water with a list of healing words including “love, health, forgiveness, gratitude, etc.” taped to the vial in order to potentize the water further as demonstrated by Masaru Emoto in his frozen water crystal micro-photographs.
fairy had shared her issues with the 7×7 grid of game facts with radhu, especially her difficulties fitting the different religious periods and technological advances into the array.  as they talked about it, it became apparent that radhu thought about these things very differently, in terms of changing styles of communication, of adaptation within a closed system, of different worldviews.  the first two levels were subsistence level, oral cultures, explaining things with myths and stories.  the second two levels were agricultural, their communication written, their explanations edicts and laws handed down from the gods. the fifth and sixth levels were industrial, the fifth focusing on the spread of knowledge and learning, and thinking was idealogical and dogmatic.  the sixth level was computerized and wireless, the control monolithic and sadistic, independent thinking was underground and individualistic.  and the seventh level was a leap into global consciousness, empathic and interconnected.  she updated the grid accordingly, and showed it to josh, who said ‘whatever.’  fairy was becoming dependent on radhu, like having an extra set of arms.  he was always asking for more work, and never asked for anything but her thanks, and always did professional work that she was not ashamed to call her own.  she appreciated him because he was so willing to be used.  she’d sleep with him if they were in the same country.
“Mary Sue has an unusual and dramatic Back Story. The canon protagonists are all overwhelmed with admiration for her beauty, wit, courage and other virtues, and are quick to adopt her as one of their True Companions, even characters who are usually antisocial and untrusting; if any character doesn’t love her, that character gets an extremely unsympathetic portrayal. She has some sort of especially close relationship to the author’s favorite canon character — their love interest, illegitimate child, never-before-mentioned sister, etc. Other than that, the canon characters are quickly reduced to awestruck cheerleaders, watching from the sidelines as Mary Sue outstrips them in their areas of expertise and solves problems that have stymied them for the entire series.”
plucky band:
random: does something backoffice with videogame, scores music maybe? takes some of fairy’s load and she doesn’t tell anybody.  random – (which gods support quantum and which religion would object?  fall out on hindu/muslim lines? no, both hindus and muslims claim quantum for their own against western secularism).
not quite hocus pocus, but when snake gets hold of it he’ll turn it into marketing mystique like dwave.  iae, artcriticese
*
work: “creating a prototype level usually involves the entire team.  the art team starts with the art pieces in the level, modeling, texturing, and animating them.  the programming team starts implementing the gameplay features necessary to play the level.  the design team begins building the level geometry. “the level geometry is essentially the 3d model of the level.  it can be built in a 3d modeling package or with a level editor.  the level geometry defines the spaces in a level – where the character can walk, jump, fall, or climb. “the level designer responsible for the prototype level uses the level diagram as a base to make a template, or ‘block mesh,’ of the level.  this is essentially a rough draft.  someone can play through the level from beginning to end to get a feel for what the level will be like.  the geometry is simple, with no extraneous details. “at this point, the art can be placeholder, which means it will be replaced later down the line.  some functionality, like a puzzle, a special feature, or a scripted event, may be missing at this stage, but the level designer should make room for this functionality to be added layer.” p18 “a game’s visual appeal is a huge selling point.  as any game developer will tell you, the ‘art style’ of a game is a hugely important decision, since art makes up most of the content in a game.  all game art – character art, background art, and user interface elements (such as the heads-up display, maps, loading screens and menus) – must be consistent with this overall art style.  usually, these different art assets are created by different people or teams, but on smaller teams, artists may be more cross-functional.  the overall art team creates character and background assets, animations, and effects that can enhance the prototype level to something the entire team is proud of.” p20 “once a character has been modeled and textured, it needs to be set up, or ‘rigged,’ for animation.  rigging a model is like forming a skeleton inside the character and assigning joints that an animator can work with.  most teams have a technical artist who can rig all the models….“the background artists, like character artists, create background models in a 3d modeling program like maya, 3ds max or softimage xsi.  background artists can also paint textures for both the level geometry and the background models.” p21 “the producer will work with both the lead artist and the lead designer to come up with a list of animations for every character.  fro there, the animators will take one character and create a base set of animations for it.  for most action games, a base set of animations for an enemy include an idle (standing and waiting) animation, a walk/run animation, an attack animation, a ‘take damage’ (get hurt) animation, and a death animation.”
work: they start with the cloud layer, because it’s simplest in architecture, and where the quantum stuff is most important.  the prototype level is the cloud level because you need all your quantum skills to do anything there.  just a huge sound-stage like area with fog and clouds and that’s it.  portals to the other levels just placeholders at this point, the same few graphics visible thru thin spots in the cloud.  the boy and girl test it but there’s nothing to test.  they have no trouble organizing the clouds into objects, and realize they’ll have to have normal people test it, so they move on. antarctica in its current icebound form, west antarctica islands is the midway and east antarctica ice sheet is carneytown.  then they lay out the carnival layers.  we show them setting up and tinkering with the roller coaster and the tilt-a-whirl for gravity, momentum, speed and centrifugal force (amusement park physics), and this way we explore all the classical physics, including waves, thermal physics, electricity…explaining in a paragraph or two the physics behind each of the rides in level 2 midway.  we see them setting up level 3 carneytown as with areas for various statistical and relativistic jobs (the funhouse, messing with gameplay on level 2, winning for the house)
work: they stand on the clouds and watch kurt building the wireframe of levels 2 and 3.  they discuss changing the area into more of an antarctic landscape, with hugely exaggerated mountains on roller coaster island and an almost icecap smoothness under carneytown,  great effort into pretending it’s cold, wind effects and bunny suits, frostbite and debilitation / disfigurement.  impediments to movement outside increase sense of psychic effort.  practice classical physics by moving around on the ice like bumpercars, with angles and forces and momentum.  most things indoors on midway so not a problem there, could be in carneytown, especially for the freestyle player who likes to explore.  the hub is inside the mountain, with the mountain’s skeleton vaulting above them.  fairy and snake get it by being in contact with boy and girl.  realize they’ll have to test with outsiders.  they wave kurt over and discuss it with him, and he and the kernel transform the whole scene into a miniature present-day antarctica.  this quantum kernel has depths i’m only beginning to explore.  if the military ever got their hands on it.  i’ve made sure they won’t.  later snake asks what he meant by that.
work: they lay out antarctica levels, filling them with all the social constructs and quantum hints they can.  the game inventory is unwieldy and fairy complaints all the time about not being able to keep track of things.  okay to be sketchy here.
*
the vision is done three times.  the first time is the dreamiest, the most vague.  it’s all very significant but they don’t remember anything specific.  vast powers, wrongly used, lots of running around doing things, and lot of white buildings near water, a city on a hill, highways, a station.  then the next day in the retelling of it, they gradually come clearer on the message, the quest.  no, that’s the third time, when they get it right.  the second time it’s all about their powers, the plus.  with the quest comes what can go wrong, the preview of the rings, only the point of the rings is shown, the meaning hidden in plain sight.  when is this, the third time gong thru the vision?  chapter 3 w/kurt, or 4 designing or 6 creating?  or 13 w/exkurt on cloud level at final testing.
resistance. what antiauthoritarian society looks like
then you make it
=p: assigned to this year’s con.  last job before retirement, bitter.
c3ll3r!:  nathan finding out things about this year’s con, interest in antarctica, game. volunteers but there’s nothing now, put on waitlist for testers. dad ridicules his interests, approves of sports.  work talks to kurt, sees gamegear.
“19.  know who you’re dealing with – do not offend the wrong person.  there are many different kinds of people in teh world, and you can never assume that everyone will react to your strategies in the same way.  decieve or outmaneuver some people aand they will spend hte rest of their lives seeking revenge.  they are wolves in lanbs’ clothing.  choose your victims and opponents carefully, then – never offend or decieve the wrong person. c3ll3r! w/dad. Fourth, noncooperation: the most oppressive of the old patterns are broken by refusal to participate; the destructive games stop because one person will no longer play”.
dad:
traits: Simple, decisive, Conscientious,  Superiority – He is always right, has to win or be in charge.
events:
work: at work rumors of more layoffs, industry changes, outsourcing lower levels
abuse: “He always justifies his actions so he can be “right” by blaming you or others. A verbally abusive man will talk down to you or call you names in order to make himself feel better. The goal of an abusive man is to make you feel weak so they can feel powerful. Abusers are frequently insecure and this power makes them feel better about themselves. Putting your partner down. Using Emotional Abuse.  “let’s start with the tags-to-riches, or pull-yourself-up-by-your-bootstraps, narrative.  the hero/heroins starts out poor and unknown (the precondition).  he or she undergoes a series of hardships:  the odds are against him/her (the buildup).  through an exercise of will and discipline, he/she does something extraordinary (the main event) and so achieves success (the purpose) and recognition (the result), and gains respect, fame, and/or wealth for the achievement (the consequence)…“by contrast, there is no honored narrative for the reality of americans who work hard and can’t climb the ladder of success because there are no rungs on it.  there is no classic american narrative for the cheap labor trap, in which  companies drive down the cost of labor by outsourcing and other means, thus trapping tens of millions of workers in low-wage jobs from which they cannot escape.” p29
mom: Seeing someone as a thing is the first step towards treating her like her desires, thoughts, and preferences do not exist (because objects don’t think).
sis: asked to leave private school (cigarettes). runs up credit card.
“victim. Because they are blameless and bad things keep happening to them, victims live in a bubble of negative feelings; self-pity, helplessness, hopelessness, depression, anxiety, anger and fear color their world. It’s difficult, if not impossible to help someone with a victim mentality because lacking an internal locus of control, they look to an external source to rescue them and give them what they feel they are owed.  take a victim stance in life. Treatment for them has become a lifestyle, and they get to stay in the problem, rather than move into the solution. If I get to be the victim, the overindulged one, the entitled one, the misunderstood one, the abused one and the wronged one, I don’t have to be responsible for myself. It is just that simple. Persons who feel victimized are often people who have become negative and developed a strong sense of entitlement.”
sis: “The spoiler child refuses to grow up, remains dependent in some way on the parent or a parent surrogate, and ruins and/or denigrates everything the parents try to do for them. A female child might start to lose or mistreat valuable designer clothes, and then demand both replacement of the expensive gifts and more of her mother’s time.
“Nothing the parent does or says is ever good enough. The “child” – and this continues well into adulthood – will figuratively piss all over everything the parent does for them. The parents’ motives are consistently misinterpreted and they are constantly accused of being selfish, overly-demanding, stupid, or downright evil. They are treated with utter contempt.
“This treatment of the parents is a form of invalidation.  Invalidating someone else is not merely disagreeing with something that the other person says. It is a process in which individuals communicate to another that the opinions and emotions of the target are invalid, irrational, selfish, uncaring, stupid, most likely insane, and wrong, wrong, wrong. Invalidators let it be known directly or indirectly that their target’s views and feelings do not count for anything to anybody at any time or in any way. In some families, the invalidation becomes extreme, leading to physical abuse and even murder. However, invalidation can also be accomplished by verbal manipulations that invalidate in ways both subtle and confusing.
“Spoilers never become independent of their parents because they never really function as competent adults. This allows the parents to remain obsessed with the child, as seems to be their fervent desire.  At the same time, the outrageous and scandalous behavior of the child gives the parents a much needed excuse to vent their often unacknowledged hostility at their offspring.”
“They often still nonetheless feel guilty over their poor performance in the parenting role, which agains leads them to become unstable.  In response, the child will start to try to “regulate” their emotions.  If the parents get too angry, the child makes them feel guilty.  If they start to feel too guilty, the child makes them angry!
“The spoiler role is difficult to maintain, so the child needs to continually practice it with other people.  The usual candidates for them to practice on are lovers, spouses, and of course therapists. No one else will continue to put up with them.”
later, nathan washes dishes by hand.  complains because already too busy, why can’t sis help.  sis has a word with dad, who brindgs home huge samsclub plastic plates and throwing them out afterwards.  save on water.
mom: mortgage and insurance 30% our salaries.  consume and buy more intelligently. walk away, move to cheaper place.
own my house.  really only rented, still not even paying principal. borrowing quality of life/lifestyle from banks and credit cards.  renting backward step, no equity, mercy of landlords, mark of failure as real adult homeowner.
The thing that matters is getting thru each day, not planning.  Let him plan, if he wants to.  It never works out that way, but it gives me some idea of what he’s thinking.
“One of the ways that academics seem to operate is through the posing of binary or structural opposites. It is comforting to know that if a thing is not this it must be that; what is not cold is hot. Never mind that we are capable of thinking about and experiencing an enormous range of temperatures, that heat is a relative term as is cold; structural opposition (Lévi-Straussian construction) enforces binary coding, usually with the additional motivation of fixing, or affixing, moral values. Because one is already conditioned to look at things as this or that, cold or hot, the value indicators are similarly binary: negative and positive. We need both, of course: polarity is a dependent relationship. But because of this tendency towards a tension of opposites, we end up limiting our transactions, our thinking, to bad and good. This is the outcome—if not the point—of children’s literature: it conditions us to distinguish bad and good, and to make a number of other associations with these terms; that which is considered good is that which beautiful, smart, nice, polite, fair or even white, obedient, tall, slim, quiet, and so forth. In fairy tales, the basis of what we now call children’s literature, a person’s inner qualities are instantly discernible from external attributes. Good and bad are physiologically, physiognomically manifest: the dark little crooked old woman in black with the wart on her nose is not going to be the hero. Thus a good person is also pleasant to look at and (as we know from television) has clean clothes, fresh breath, and carefully styled hair.”
give u some incite, Let me illiterate.  has to be written.
armchair authoritarian: “Simple, decisive, Conscientious,  Superiority – He is always right, has to win or be in charge. He always justifies his actions so he can be “right” by blaming you or others. A verbally abusive man will talk down to you or call you names in order to make himself feel better. The goal of an abusive man is to make you feel weak so they can feel powerful. Abusers are frequently insecure and this power makes them feel better about themselves.”
dad is ray, and mom is dot, he makes fun of her because he’s a ray of the sun and she’s a tiny speck of darkness.  same with angellica and nothin’.  don’t call him that; should have named him normal.  norml huh he sniggers, yeah we should have named the kid like illiterate hippies, should have named  him youwess armey.  he makes fun of all them for their names., talks to himself hoping they’ll hear and understand.
shit happens: antarctica thaws one minute, exaggerates the next, and goes back to normal.
they: trace energy drain to atlanta.  snake steals quantum tablet. you’re telling me it was nothing? tactic didn’t happen. If it’s not reported, it didn’t happen, and you never have to deal with the issues. we already understand the nature of reality, in principle, and that all that is left to do is to fill in the details.  quantum reality is impossible, inconceivable.
“Indochina itself was not a major concern, despite claims about its rich resources by President Eisenhower and others. Rather, the concern was the “domino theory,” which is often ridiculed when dominoes don’t fall, but remains a leading principle of policy because it is quite rational. To adopt Henry Kissinger’s version, a region that falls out of control can become a “virus” that will “spread contagion,” inducing others to follow the same path. In the case of Vietnam, the concern was that the virus of independent development might infect Indonesia, which really does have rich resources. And that might lead Japan — the “superdomino” as it was called by the prominent Asia historian John Dower — to “accommodate” to an independent Asia as its technological and industrial center in a system that would escape the reach of U.S. power. That would mean, in effect, that the U.S. had lost the Pacific phase of World War II, fought to prevent Japan’s attempt to establish such a New Order in Asia. The way to deal with such a problem is clear: destroy the virus and “inoculate” those who might be infected. In the Vietnam case, the rational choice was to destroy any hope of successful independent development and to impose brutal dictatorships in the surrounding regions. Those tasks were successfully carried out. The most important victory of the Indochina wars was in 1965, when a U.S.-backed military coup in Indonesia led by General Suharto carried out massive crimes that were compared by the CIA to those of Hitler, Stalin, and Mao. The “staggering mass slaughter,” as the New York Times described it, was reported accurately across the mainstream, and with unrestrained euphoria. It was “a gleam of light in Asia,” as the noted liberal commentator James Reston wrote in the Times. The coup ended the threat of democracy by demolishing the mass-based political party of the poor, established a dictatorship that went on to compile one of the worst human rights records in the world, and threw the riches of the country open to western investors. Small wonder that, after many other horrors, including the near-genocidal invasion of East Timor, Suharto was welcomed by the Clinton administration in 1995 as “our kind of guy.” Years after the great events of 1965, Kennedy-Johnson National Security Adviser McGeorge Bundy reflected that it would have been wise to end the Vietnam war at that time, with the “virus” virtually destroyed and the primary domino solidly in place, buttressed by other U.S.-backed dictatorships throughout the region. Similar procedures have been routinely followed elsewhere. Kissinger was referring specifically to the threat of socialist democracy in Chile. That threat was ended on another forgotten date, what Latin Americans call “the first 9/11,” which in violence and bitter effects far exceeded the 9/11 commemorated in the West. A vicious dictatorship was imposed in Chile, one part of a plague of brutal repression that spread through Latin America, reaching Central America under Reagan. Viruses have aroused deep concern elsewhere as well, including the Middle East, where the threat of secular nationalism has often concerned British and U.S. planners, inducing them to support radical Islamic fundamentalism to counter it.”
media: minithaw.
tactic bump and Run. Scantly report incriminating facts, and then make nothing of them.   “Ordinary people shone that morning. They were not terrorized; they were galvanized into action, and they were heroic. And it didn’t stop with that morning either.  That day, that week they began to talk about what the events of 9/11 actually meant for them, and they acted to put their world back together, practically and philosophically.  All of which terrified the Bush administration, which soon launched not only its “global war on terror” and its invasion of Afghanistan, but a campaign against civil society.  It was aimed at convincing each of us that we should stay home, go shopping, fear everything except the government, and spy on each other.”
authoritarian culture: minithaw. exploitive of others,.  “The warm, sanitised, consumer-friendly realm offered by shopping malls represents an important instance of the former. In contradistinction to the unpredictable, democratic ‘messiness’ of urban streets, malls make systematic use of private patrols and camera surveillance to create what Coleman and Sim call a moral order of consumption; something which entails the exclusion (on grounds of property, rather than criminal, law) of those ‘flawed consumers’ who are unwilling or unable to be seduced by the market. In respect of the latter, walled, gated, privately policed enclaves — currently most evident in Southern California and elsewhere in the United States, though also apparent (in embryonic forms) in parts of Britain — serve as a means of physical protection, and a vehicle for protecting the value of economic capital; both of which are predicated on the essential ‘unliveability’ of civil society beyond the walls. As such, the commodification of policing and security operates to cement (sometimes literally) and exacerbate social and spatial inequalities generated elsewhere; serving to project, anticipate and bring forth a tribalised, ‘neo-feudal’ world of private orders in which social cohesion and common citizenship have collapsed.[9] A primary characteristic of neofeudalism is that individuals’ public lives are increasingly governed by business corporations. increasing amounts of public space become the real or de facto property of privileged apartment owners and business-run complexes like shopping centers and malls, these areas come to be defined, adjudicated, and regulated by the laws on private property and commercial legislation and practices. With more and more public life now taking place on privately owned mass public property, the definition of “deviance” within such areas turns on the particular logic of private ownership, profit-making, and resource protection. With “security” tailored to protect such spaces, social control agents shift their attention “from discovering and blaming wrongdoers to eliminating sources of…threats in the future”. Thus, as relatively heterogeneous urban public spaces are transformed into symbolically gated homogeneous private regions, and overburdened and fiscally strapped governments transfer responsibility for protecting and regulating “mass private property” to the private security forces attached to it, a “new class of ‘offenders’ [emerges] — those who create opportunities for threats against the interests of the client”. Out of such a marriage of business and government, a symbiosis emerges between the commercial sector’s own private security forces and the local government’s police forces, with repressive outcomes shaped by profit-driven definitions of deviance and a commodification of social control.”
authoritarian culture: “Persecution and past abuse are often the causes – or at least the antecedents – of the pathology.  , grandiose, assumption of superiority.”
conscious self-inflicted decline. “From the 1970s, there has been a significant change in the U.S. economy, as planners, private and state, shifted it toward financialization and the offshoring of production, driven in part by the declining rate of profit in domestic manufacturing. These decisions initiated a vicious cycle in which wealth became highly concentrated (dramatically so in the top 0.1% of the population), yielding concentration of political power, hence legislation to carry the cycle further: taxation and other fiscal policies, deregulation, changes in the rules of corporate governance allowing huge gains for executives, and so on. Meanwhile, for the majority, real wages largely stagnated, and people were able to get by only by sharply increased workloads (far beyond Europe), unsustainable debt, and repeated bubbles since the Reagan years, creating paper wealth that inevitably disappeared when they burst (and the perpetrators were bailed out by the taxpayer). Failure by Design. The phrase “by design” is accurate. Other choices were certainly possible. And as the study points out, the “failure” is class-based. There is no failure for the designers. Far from it. Rather, the policies are a failure for the large majority, the 99% in the imagery of the Occupy movements — and for the country, which has declined and will continue to do so under these policies. One factor is the offshoring of manufacturing. As the solar panel example mentioned earlier illustrates, manufacturing capacity provides the basis and stimulus for innovation leading to higher stages of sophistication in production, design, and invention. That, too, is being outsourced, not a problem for the “money mandarins” who increasingly design policy, but a serious problem for working people and the middle classes, and a real disaster for the most oppressed,” in the realworld”
“our abstract existential system has no tolerance for the gory details of death; in fact, abstract thoughts of death generate an aversion to bodily fluids, including blood. Indeed, previous experiments have supported this idea: after being reminded of their mortality, people are more squeamish about physical trauma. In the current study this aversion to blood was not strong enough to trump the cultural expectation that we should help those in need—but it carefully meted out generosity to those truly in the most need. People who have come close to perishing, on the other hand, see things differently. For them, blood is not something aversive at all—it is the stuff of life.”
*
ingame/npc: “Hiding a big Secret. Having a big secret that is scarcely referred to and hidden be an NPC, when shared only with the player, or found out by him gives Depth to the NPC.  Hiding Emotions. An NPC that is trying to cover a strong emotion by another, when found out by the player can gain immense depth. (e.g. hiding fear with Sarcasm, Love with unnecessary toughness, etc.)  NPC Emotions affect gameplay. Making the NPC’s emotions affect gameplay and vice versa helps deepen the character of the NPC.  Give the Group Deep Attributes. Traits such as an Aesthetic culture, having ancient Wisdom, Carrying Mysterious knowledge of Nature and Creation, Being Noble, etc. add a lot of depth to a culture.  Two NPC’s Think the same way. When two or more NPC’s think the same way and complement each others thoughts and dialogs, a sense of prior history is created between them. This creates chemistry between the NPC’s.  Two NPC’s have an ongoing Argument. If two or more NPC’s have an ongoing argument about past events or current tastes, it also adds to their history and gives a sense of chemistry. This also creates a feeling of affection between the NPC’s, because it shows they haven’t left each other despite their argument and disagreement.”
“Character Arcs don’t come easily to an NPC. The NPC will need to struggle a lot along a rocky path, going through emotional, physical and mental delusions, distress, enlightening and change in order to “Travel his Character Arc”. This must be shared with the player, therefore if an NPC does not appear regularly to the player, giving it an arc will look stupid!  One Arc is more than enough. There is very little space and time in a game to give any single NPC more that one character arc (e.g. Timid-> Brave, Material -> Spiritual, etc.). More than this might confuse the player to as who the NPC is and why he is changing so often.  Discarding Masks is a good Arc. Some NPC’s might be using masks to hide their true nature or feelings from the player. If the NPC can travel his/her arc behind this mask, then drop it when he has grown, the player will be impressed by that character’s change.  Too much Uniqueness can cause engagement rupture!. If a character diamond, along with its quirks is so unique that the player cannot identify with it (e.g. a mother character that is evil and jealous and burps all the time!) the player will loose interest in him/her.”
“Let the player invest into an NPC. An NPC that the player has invested a lot in, creates a rooting interest. E.g. if the player has been giving an NPC lots of attention and gifts to get him on his side, the player will have a strong emotional bond towards that NPC.  Make the Player Responsible for an NPC. Characters that the player is responsible for (protecting them, killing them, guiding them, etc.) immediately have more rooting interest than others, especially if they are sympathetic to the player.  Flip Rooting Techniques to get “Hating Techniques”. If a Rooting technique is reversed (e.g. instead of an NPC showing braver, showing fear and running from battle) the players emotions can be manipulated to hate that character (note that this is different from a player’s indifference towards an NPC). This allows us to tune the player’s emotions towards NPC’s quite early in the game.  NPC reads Player’s mind! Every NPC’s dialog can be tuned, so her or she “knows” about past events that the player caused. This will allow the NPC to know the history of the player. When this history is referred to by any NPC, it makes that NPC seem to have a common past with the player. This makes the NPC immensely interesting to the player.  The NPC has things in common with the Player. If the Player finds out that the NPC has had a past that resembles the current path that the player is taking in the game-world, especially if they both had similar problems, the player will have chemistry with that player.  Complementary Skills. If among a group of NPC’s and/or players, skills available to each member, complement those available to other players, a necessary dependency and bond is created between them.  Members of a Group Saying good things behind each other’s backs, even if they don’t to their Faces. Teasing or apparent antagonism between group members, when combined with good words that members say behind each other’s backs, creates an atmosphere of trust between members, and makes the player feel a strong bond in the group.  Player is forced to do Evil. Forcing the player to do Evil (e.g. in order to prevent even greater evil, or in order to be able to do good subsequently) puts him/her in an emotionally complex situation. Doing Evil can be hurting good people, helping bad people, betraying a friend or group, joining up with evil forces, destroying something that belongs to the good, creating something that can cause potential evil, etc.  Ambivalence towards a previous friend. Finding out that a friend was actually following their own agenda in helping the player creates ambivalence and a complex emotion.  Ambivalence towards a previous Enemy. Finding out that someone who was an enemy, had to do what they did to the player creates emotional complexity, because whereas the player hated that enemy before, now he/she is forced to consider their position. The same thing might happen if the player finds out that his enemy has had a painful past, or is dying a terrible death, is helpless, or can actually cause great good at some points in the story.  The Player finding out that he/she has been tricked or used. If the player finds out that he has been tricked or used by evil forces to do evil, or by good forces to do good, he will have an emotionally complex feeling towards those forces. The same holds true, if he thought he was doing the “right” thing all along, and suddenly found out it had terrible results, or vice versa. In a Weird way, even if some NPC tricks the player into doing good the player will feel an emotional complexity.  Good and Evil are not White and Black. A Clash of interests between two factions in the game world could be used to put the player on the side of one faction (maybe because they are more pretty, cuter, more helpless or weaker.) causing the player to realize later on that helping that faction wasn’t necessarily helping the good, but rather just serving one cause and harming another equally valid one will create mixed feelings in them.  The Story makes Spiritual Forces Palpable. Spirituality and spiritual forces made visual and active, be it in the game world or the player and NPC’s add to the plot’s depth.  Create Guides and Helps to show the Player what the intended Character Arc is. The game world and NPC’s should provide the player with hints towards what he should change in himself. E.g. killing innocent people should be punished in gameplay if the Character arc is changing from a selfish person to a protective guardian.  NPC’s in various places refer to each other. If NPC’s in different parts of the world seem to know each other, or at least have heard of each other the playe rwill feel like living in a cohesive world.”
ingame: “Following a small prelude, there are four “chapters” in the original game, with each chapter consisting of a general storyline (the first chapter, for example, deals with a mysterious plague in the city of Neverwinter), and within each chapter, there are many quests, subquests, and mini-storylines. Depending on specific quests completed, and specific items kept, some storylines are continued throughout the entire game (such as Henchman or Aribeth’s tales). Completing many of the side quests will give the player’s character more experience (and special items), making him/her level up faster and continue to make the game easier as the player progresses. For example, completing all quests in the first and second chapters will place the player in Chapter 3 with a 13th level character, instead of a 10th.”
best graphics – star wars 1313

ENGINE,
engine tasks specs: “[The core functionality typically provided by a game engine includes a rendering engine (“renderer”) for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, and a scene graph.  scene graph has nodes for entities/objects including layers, child nodes branch off from each node, leaf nodes are rendered (visible)]”
thousands of square miles in each ring, millions of players in each of a dozen cities of hinterlands, densities ranging from 30-50/mi for ring 1 to 50,000/mi for ring 6.  in ring 3 cities can have 12,000 – 200,000 per city.
engine antarctica tasks specifics specs:  program: “Each full region (an area of 256×256 meters) in the Second Life “grid” runs on a single dedicated core of a multi-core server. Homestead regions share 3 regions per core and Openspace Regions share 4 regions per core, running proprietary software on Debian Linux. These servers run scripts in the region, as well as providing communication between avatars and objects present in the region. Every item in the Second Life universe is referred to as an asset. This includes the shapes of the 3D objects known as primitives, the digital images referred to as textures that decorate primitives, digitized audio clips, avatar shape and appearance, avatar skin textures, LSL scripts, information written on notecards, and so on. Each asset is referenced with a universally unique identifier or UUID.[57] Assets are stored on Isilon Systems storage clusters,[58] comprising all data that has ever been created by anyone who has been in the SL world. Infrequently used assets are offloaded to S3 bulk storage.[59] As of December 2007, the total storage was estimated to consume 100 terabytes of server capacity.[60] The asset servers function independently of the region simulators, though the region simulators request object data from the asset servers when a new object loads into the simulator. Each server instance runs a physics simulation to manage the collisions and interactions of all objects in that region. Objects can be nonphysical and non moving, or actively physical and movable. Complex shapes may be linked together in groups of up to 255 separate primitives. Additionally, each player’s avatar is treated as a physical object so that it may interact with physical objects in the world.[61] As of 1 April 2008, Second Life simulators use the Havok 4 physics engine for all in-world dynamics. This engine is capable of simulating thousands of physical objects at once.[62] Linden Lab pursues the use of open standards technologies, and uses free and open source software such as Apache, MySQL, Squid and Linux.[63] The plan is to move everything to open standards by standardizing the Second Life protocol. Cory Ondrejka, former CTO of Second Life, has stated that a while after everything has been standardized, both the client and the server will be released as free and open source software. “
program antarctica way specific specs: “Some problems faced by MMORPGs: · Geographic Location: Shards present in a particular geo-location will service gamers logging in from that locale only. The maximum gaming speed is decided by the slowest band-width connection. So a person logging in from a different geometric location can reduce the speed of gameplay massively.  · On-Demand Gameplay: The pay-as-you-play model that most MMORPG’s run on enables the user to request resources at time of his/her choice. This coupled with a non-on-demand scalable architecture at the back end will cause a huge maintenance overhead. Systems will have to be maintained to support the peak load, resulting in huge quantities of unused computing power.  · Maintenance issues: Maintaining huge datacenters spread all over the world is a huge burden in terms of the effort required to support such complicated hardware, lack of skilled manpower, and the difficulties of managing such an operation to service complicated and unpredictable user behavior. How Cloud Computing can help: Cloud vendor takes care of SLA Management  Shifting to the cloud will lift the burden of support and maintenance of Datacenters from the shoulders of the game provider. SLA’s provided by the Cloud Vendors (Amazon EC2′s service-level agreement promises 99.5% service uptime.) will enable Game Development companies to focus on actual game development and R&D.  Deployment of new DataCenters  Shifting onto the cloud will drastically reduce the CAPEX expenditure and the logistics involved in setting up a new DataCenter. This burden now moves onto the cloud vendor. “
peripherals: graphics: “A voxel (volumetric pixel or Volumetric Picture Element) is a volume element, representing a value on a regular grid in three dimensional space. This is analogous to a pixel, which represents 2D image data in a bitmap (which is sometimes referred to as a pixmap). As with pixels in a bitmap, voxels themselves do not typically have their position (their coordinates) explicitly encoded along with their values. Instead, the position of a voxel is inferred based upon its position relative to other voxels (i.e., its position in the data structure that makes up a single volumetric image). In contrast to pixels and voxels, points and polygons are often explicitly represented by the coordinates of their vertices. A direct consequence of this difference is that polygons are able to efficiently represent simple 3D structures with lots of empty or homogeneously filled space, while voxels are good at representing regularly sampled spaces that are non-homogeneously filled. A generalization of a voxel is the doxel, or dynamic voxel. This is used in the case of a 4D dataset, for example, an image sequence that represents 3D space together with another dimension such as time. In this way, an image could contain 100×100×100×100 doxels, which could be seen as a series of 100 frames of a 100×100×100 volume image (the equivalent for a 3D image would be showing a 2D cross section of the image in each frame). Although storage and manipulation of such data requires large amounts of memory, it allows the representation and analysis of spacetime systems.”
peripherals 3-d/photorealism: “The necessary bounds for true photorealism are set by the physical limits of the human eye, Sweeney explained, which can only process the equivalent of a 30 megapixel image at about 70 frames per second. Given current trends, monitor display technology should be able to handle that level of detail for a small area in just a few more generations. Projecting that level of detail across a larger, 90 degree field of vision would take an 8000 x 6000 pixel display, which is still quite far off but “within sight,” Sweeney said. But simply pushing polygons isn’t enough to get true realism. The ability to trace the subtle interplay of light on various surfaces is also key to creating a realistic scene. Yet the vast majority of current-generation games use a “two-bounce” light processing algorithm of the type used in games going back to 1999’s Unreal. We’re just now seeing much more convincing “three bounce” light processing in demos like Samaritan, which Epic showed off at last year’s GDC. And while Samaritan’s 2.5 teraflops (that’s trillions of floating-point operations per second, laymen) is a far cry from the 10 megaflops that were needed to power the original Doom, we’re still a good deal short of the 5,000 teraflops Sweeney calculates we’d need to process a fully realistic 3D scene in real time. upcoming Sony sunglasses with transparent lenses that allow for hands-free image projection in a way that hasn’t seemed cool since the ’80s. He also predicted that increasing scarcity in real goods may drive up the value of increasingly realistic virtual goods, to the point where the market rivals the $25 trillion worldwide trade in real estate. Whatever form the interface takes, though, the change caused by truly realistic real-time modeling is going to be truly revolutionary, Sweeney said. “When a whole generation of kids is raised with those devices pervasively around them, it’s going to change the world,” he said. “I see a bright future for computing and its implications on games. I see the ability as developers to exploit another 1,000-fold increase in power on platforms… I think our industry’s brightest days are yet to come.””
“Today’s processors spin at several billions of cycles per second and have an insatiable need for data. As you add more cores to a processor, even if you don’t ramp up the clock speed, you make the memory bandwidth problem worse, seeing as how current memory modules have long traces between memory chips and their pins, which require lots of power and time to send a signal.  The answer that most chip makers have to this problem is to go vertical – to stack up chips in three dimensions. In the case of HMC memory, you stack up chips in cubic arrays and connect them in parallel to a logic layer and a package substrate – like the pin-out on a CPU – to build a structure that has shorter paths, can run faster, and uses less energy. Prototype HMC blocks that have been manufactured to date can deliver around 128GB/sec of bandwidth into and out of the memory block using DDR3 memory chips, compared to 12.8GB/sec for 1.33GHz DDR3 memory sticks made in a conventional 2D layout.  Micron and Samsung formed the HMC consortium along with field programmable gate array makers Altera and Xilinx as well as Open Silicon in October 2011, and in December the two primary vendors behind the effort said they had tapped IBM Microelectronics for manufacturing breakthroughs relating to the Through Silicon Vias, or TSVs, to link DRAM chips together and to controllers that implement a crossbar interconnect that play traffic cop across the cube of memory circuits.  This May, Microsoft joined the HMC consortium. The company has a direct interest in memory technology because of its Xbox game consoles – and now its Surface fondleslabs – and an indirect interest because of its dominant position in the PC and server rackets and its status as a provider of raw computing from its Azure cloud.  At the time, the consortium said that 75 companies had contacted it with interest in joining the HMC effort and participating in specification development.  Now, ARM Holdings, which hopes to get its foot in the server door soon with its low-power RISC processors, has joined the HMC effort and so have server and switch maker HP and memory maker SK Hynix. The number of HMC tire kickers is now up to 90, according to a statement put out by Micron.”
“if you are living from the context of the old world view, and you are unable to make that distinction in your awareness, you are going to be shaped by the ‘laws’ of that system, by default – just because it’s already ‘there.’” p20 “in a world of solid objects we attempt to manage our results by force – pushing or pulling on circumstances (people, emotions, things) to get something to happen.  there is nothing i can do about ‘fixes’ circumstances except try to change them, or at best, adapt myself around them, a victim of circumstances.” p20 “when you understand that our institutions are born from the outdated idea that matter is fundamental, you begin to understand why western medicine, as brilliant and groundbreaking as it is, has primarily focused on the physical body, rather than on our multi-dimensions, including energy, subtle energy, spiritual, and mind influences on health.  you can see why medicine was led to focus on isolated parts or singular chemicals of the body rather than on integrated whole systems.” p20 “when you distinguish the characteristics of the old world reductionist view that ‘the whole is equal to the sum of its parts,’ you get insight into how holding things as separate and disconnected might enable the ambiguity of killing people who have committed crimes while fighting vehemently for the rights of unborn fetuses or cells in a petri dish. “you glean that a reality system based in the physical dimension would condition us to make judgments about and even reject others just because they look or think or act differently than we do. “when you see that we’ve been embedded in a world view of parts and separateness, you sense that the erroneous notion of being separate could lead to equating differences with antagonisms and result in the unabashed lunacy to think hat just because you believe something that it is ‘absolute truth.’  you see how this fiction about the nature of reality – that we are separate from one another – could be the source of a horrific movement to kill off people of all religions or cultures other than your own, whether killing them off physically or spiritually.” p22 “when you realize that so much of life has become mechanical and that mechanical means unconscious in the sense of being unaware and automatic, you can understand how we have merely endured these glaring, blaring inconsistencies, feeling hopeless to do anything about them, though we’re tired to the bone and weary to the brain of our same old problems.  we speak here not of your private set of ideas and beliefs; we are talking about a backdrop of our world stage that has been centuries in the making.. “when ou understand that we have attempted to improve things using the push-pull force characteristic of old world view thinking, you can see why worthy solutions have eluded us.” p25 “quantum physics indicates that there  is no ‘way that it is’ out there – that our ‘knowing’ affects our reality, that our intent affects our reality, that the observer shapes the reality.  we live no longer in a limited world of fixed either/or options.  we have entered the world of both/and, the world of infinite possibility.  we’ve moved from a world of fixed, determined certainty to a world of uncertain, probable possibilities where we, as the human observers, are shaping what we see in our ‘observer-created reality.’ “in the quantum age, we are no longer victims of unchangeable, fixed circumstances.  we are reality generators in a quantum field if infinite possibility.” “
*
level 1 is classical physics, where you learn how to physically control gravity and speed etc.
level 2 is relativity, where you learn the exceptions to and limitations of classical physics; the cheats.
level 3 is where you start learning quantum physics, action at a distance, telepathy, etc.
the horizontal level is where you learn entanglement, astral movement, etc.
antarctica is where you learn how to change the world
level ! is where you learn how to create the world you want to live in
level !n is where you learn how to be god
classical – amusement park rides and arcade games
relativity – winning for the house (the rudiments of capitalism)
quantum – mind over matter, connection = power
physics on each level is appropriate to the level, so classical physics on level 1, but time dilations, black holes and other ‘cheat’s work on level 2.  levels 3 and ! and !n are entirely quantum, where everything manifested is created by the players, who either leave them there (the advanced ones) or pull them around in the air after their avatars.
in level 1/2 you are asked to apply for a job.  request.
in level 2/3 you find a wormhole, get bad news and a quest and have to swim for it  quest.
in level 3/horizontal you explore multiple worlds by flying thru wormholes and get stuck at the other end.  exploration.
in horizontal/antarctica you have to swim for it using your skills.  survival.
in ring 1/2 you are invited / kicked off and ride in a boat to go to school.  training.
in ring 2/3 you pilot a boat and crew to a distant land where adventure awaits you (another quest).  normal life.
in ring 3/4 you make your way by foot overland thru wilderness filled with challenges.  committing, testing skills
in ring 4/5 you ride to remote places with extreme cultures.  learning to work together.
in ring 5/6 you journey in caravans with many others to the great city.  sharing a greater purpose.
in ring 6/7 you fly to the final confrontation.  acting on principle.
*
don’t know where to put this caricature of woo.  “orgone generator neutralizes the DOR fields which surround ELF and Microwave cell phone towers, alien Reptilian portals, satanic ritual sites, masonic temples, and nuclear reactors.”
“Many people notice positive emotional effects in the presence of orgone generators. Mood and emotions tend to elevate. Some people who have trouble falling asleep report that they can sleep better and more soundly with an orgone generator in the bedroom. Many people have noticed that plants grow more vigorously in the vicinity of an orgone generator.”
“I also add a vial of Raymond Grace blessed water with a list of healing words including “love, health, forgiveness, gratitude, etc.” taped to the vial in order to potentize the water further as demonstrated by Masaru Emoto in his frozen water crystal micro-photographs.”
“When you cut a piece of wire to a specific length known as the “cubit” length, that wire will resonate or act as a transformer to special cosmic energies and draw that energy into the wire. There are many different “cubit’ lengths used by advanced civilations down through the ages. In a phone conversation with Slim Spurling in February of 2005, Slim mentioned that he found that the ancient Egyptian Royal cubit (524mm +/- 2mm) to be more useful for bio-physical energies and Hans Becker’s “Lost” cubit (596.6714mm or 23.491″) more useful for emotional and mental energies.”
“pipes can act as wave guides for orgone energy. Chembuster will encourage the presence of Sylphs, air elementals which have the ability to transmute the toxins embedded within chemtrails  into non-toxic substances. The more heavily laid the chemtrails in your area, the longer it takes for the CB to gear up to the task of dispering them.”
“Beyond applications for psychic and psychotronic protection, a Powerwand can be programmed with your intentions to address any problem or concern. Most people don’t realize that human beings can literally affect the direction of reality with their thoughts (focused intent). The effect is more powerful when coupled with an emotional charge. I programmed the Powerwand seen below with my focused intent (along with many other people) to deactivate and weaken Hurricane Wilma on October 23, 2005 when it was building up strength in the Caribbean, on its way to Florida. If you recall, Wilma fizzled beautifully and was a non-event, despite the best efforts of the HAARP, the military boys with GWEN, and the ELF tower operators.”
“Scalar waves generated in the body also provide an energetic communication system that connects all cells. This energy contains the power of the universe and has unlimited potential.”
“Thoughts and emotions have an electromagnetic frequency vibration that is perceived by every cell in the body through the instant communication system of scalar waves. Negative thoughts and emotions can interfere with the electromagnetic, biophoton signaling at the cellular membrane and DNA levels. When this happens, the communication signals become chaotic and cellular information and instructions for enzyme and protein formation become blocked. In conclusion, our positive beliefs and intentions act to enhance the body’s natural flow of scalar energy primarily produced by the heart, vascular system and supercoil DNA. Scalar waves provide a zero-point or vacuum field of unlimited potential. This field neutralizes chaotic incoming signals from the environment and from our negative thoughts, thereby allowing our cells to utilize their own innate wisdom for self-healing.”
“one large crystal is centered at the tip of a Royal Cubit spiral coil located in the center of the HHg and orientated in the vertical plane. The remaining four quartz crystals are located closer to the bottom of the HHg and are laid out in the horizonatal plane forming a “+” design. I include two Royal cubit coils with every HHg: the inner cone shaped 3X Royal Cubit spiral coil is placed near the top of the HHg and a flat, pancake shaped 3X Royal Cubit coil wound in the SBB coil configuration is placed at the very bottom.  Since I’m adding at least two coils to the larger orgone generators, I’ve decided to make one coil based on the Royal cubit length and the second coil based on Hans Becker’s Lost cubit length. Any multible length of the cubit unit will produce the desired results. You can also use a 1/2, 1/3, or 1/4 fraction of the cubit length to give you a similar resonant effect, but usually not as stong as the whole cubit unit length. When you coil the wire, you force the orgone energy into a spiral movement. If the coil is laid out in a flat plane, the energy will spread both laterally and vertically. If you stretch the coil into the vertical plane, you have a vertical cone shaped spiral which drives the energy towards the tip of the spiral in a vortex fashion.  a crystal that was 6-8 inches long and about 1 inch in diameter. He embedded the mobius-wrapped crystal within the resin/metal matrix using a 3″ copper pipe that was 9″ long with copper end caps installed at both ends. The copper pipe made a strong casing for the PW, but it also made it too heavy if you want to carry it around with you.  a 3 inch cylindrical shape, but without the copper pipe casing, preferring to add the cooper to the resin as shavings and copper coils. I use three different copper coils based on sacred geometry in each Powerwand: I also include a silver Star of David, based on the Royal Cubit, at the base of the PW cylinder, just below the SBB coil. I always install a 2.5mm jack on the upper facet of the crystal so I can plug a gold plated 2.5mm plug audio cable into the SP Pulser and pulse the Powerwand externally using a cable, rather than having the SP Pulser enclosed within the lower copper cap and hard wired to the crystal. All Mega Powerwands come with a 4X Royal Cubit SSB coil installed on the bottom. The Sacred Geometry includes a Star of David design (based on 523mm ‘Lost Cubit’ from Hans Becker) made of silver wire and individual double terminated quartz crystals located at each corner of the Star, wrapped with nodal coils, and centered with silver wire hexagons. A plastic bag of gemstones is sandwiched between the two silver hexagons. A resin/metal matrix is then added to the top of the Star of David nodal crystals and allowed to cure. After the resin cures, the big crystal with its mobius coil and Silver Wrap coils is installed with a 5X Royal Cubit 18 gauge copper coil (wound clockwise) surrounding the crystal from its base to just below the top surface of the resin. Metal shavings mixed with the polyester resin for the Mega Powerwand include.”
“human evolution is measured not only by the expansion of power over nature, but also by the intensification and extension of empathy to more diverse others across broader temporal and spatial domains. Biologists and cognitive neuroscientists are discovering mirror-neurons–the so-called empathy neurons–that allow human beings and other species to feel and experience another’s situation as if it were one’s own. We are, it appears, the most social of animals and seek intimate participation and companionship with our fellows.”
“HCPs have a life-long personality pattern of distorted thoughts, emotions, and actions. Time after time, they avoid taking responsibility for their problems. They repeatedly argue against feedback, regardless of how helpful and truthful it may be. And over and over again, they try to persuade others to agree with their rigid points of view and help them attack their targets of blame.
“High-conflict people consider themselves as an injured party; a victim, even, of the shortcomings of others. The issues may come and go, but their personality traits keep them in conflict. They never learn from their experiences. The cliché “He would cut off his own nose to spite his face” was written for them, especially in legal disputes
“HCPs are prone to the following thoughts, feelings, and actions:
“They split, or engage in all-or-nothing thinking
“They may not analyze situations, hear different points of view, or consider possible solutions. Things must be their way, and they’re not willing to be flexible or compromise because it feels like everything is at stake.
“Their negative feelings shape their reality (“feelings equal facts”)
“They base their view of themselves, situations, and others on what they’re feeling at that moment rather than objective reality.
“For the most part, their emotions are intense and fluctuate rapidly
“This is practically the definition of BPD and typical of vulnerable NPs. An exception is grandiose NPs, who manage their own shallow feelings while manipulating others to do their bidding. Their arrogance and insensitivity devastates and angers those around them while the HCP remains clueless about why others are making such a fuss.
“They have difficulty empathizing with others
“People with BPD are too self-involved, and people with NPD see others as chess pieces on the black and white chessboard of their life.
“They have a hard time accepting and healing from a loss
“High conflict people seem stuck in the anger stage. They will fight for years to prevent the feeling of loss in a relationship. “Even decades later, being reminded of a prior abandonment can trigger intense emotions almost as if it was yesterday. An “HCP might engage in:
“Stalking
“Getting revenge on those who leave (such as destroying possessions or threatening a family pet)
“Prolonging divorce and custody proceedings
“Continually changing their mind about ending the relationship
“Promising big changes at the last minute to keep the other person from leaving a relationship
“Threatening to leave the relationship in an attempt to scare the other person into begging them to stay.
“Their behaviors are extreme, in keeping with their distorted thoughts and feelings
“Playing the blame game unconsciously helps them feel safer, stronger, and better about themselves. They’re constantly in distress and oblivious of the negative, self-defeating effects of their own behavior. In a sense they are emotionally blind. “Since HCPs can’t see the connection between their actions and their consequences, their difficult behavior continues and their conflicts grow.
“They’re preoccupied with blaming others and don’t take responsibility for their actions
“Negative advocates are usually family, friends, or professionals who help in blaming the target and escalating the conflict. “If the HCP is your partner, typical negative advocates usually include your partner’s immediate (and usually dysfunctional) family, who are convinced you’re an abusive person to their innocent child, sister, or other family member.”

outline chapter 5

chapter 5, quantum kernel.

kernel, discussion, tablet

kurt’s van is full of food wrappers and printer paper and well-thumbed manuals, as well as a gun under the seat and many pharmaceutical bottles in the glove compartment, with all kinds of tools and electronic equipment stowed in cubbies down the length of the van, and one wall turned into a mobile computer lab. working alone in his messy van, sitting in the back on a broken swivel chair in front of a bank of computers and screens, surrounded by cables and computer junk, trash, cigarette butts, plastic coffee cups, fast food wrappers, and a big half-empty pee-jar, lit by garish monitor-light, oblivious to the world outside his van, kurt creates the engine, a kernel of qunary code that uses quantum physics to work faster and more efficiently (and also produces quantum effects in the real world). he starts in creating the game kernel, and he’s immediately in the flow. the hours pass, and he’s slapping the code down as fast as it comes to him, and it’s a thing of beauty. the code just flows out of his fingers and goes where it needs to go as if it’s predestined. he’s off in a computer lab in his brain, a cloudlike space where pieces of the quantum kernel are forming with only a little bit of help, into a massive tangle of purposeful connections and chunks of functionality, a beautiful, symmetrical organism that rolls up into a buckyball when he’s done. and when he wakes up it was sitting there, shining, floating in the cloudlike area inside his mind, pulsing with his own brainwaves. and he stands in front of it and says ‘open sesame’ and it parts and allows him in, enveloping him like a living suit, making him physically infinite, indeterminate, fuzzy. as he wears it, he influences it more and it resembles him more. in the end he introduces himself as kernel kurt, and doffs his fatigue cap. he creates an interface whereby the kernel can interact with classical computers, then enshrouds and locks down this vital core that makes the game possible. kurt encrypts it so nobody else can touch the quantum kernel. then he builds a simple software engine that can be plugged in and function with a regular computer, plug and play.

basics. “The irreducible carrier of quantum information is the qubit, named in analogy to the classical bit. But whereas the bit is a simple on-off signal, a qubit is in essence a unit vector whose direction is described by a pair of angles, θ and Φ. These angles describe the superposition of pure quantum states which makes up the quantum information in the qubit. While a bit defines a single binary parameter (+ 1), a qubit defines a continuous complex variable. When a quantum operation is carried out on a qubit, these angles change, thereby changing the quantum information in that qubit. All quantum computation in the end reduces to combined rotations of quantum states.

basics. physics. kernel: quantum: “When subatomic particles aren’t being measured, they behave very strangely indeed, occupying many positions all at once. These superpositions are represented by a wave function, which can extend out into space. When a measurement is made, however, the wave function collapses and we only ever see the particle in a definite spot, never the blurry wave itself. How can a particle possibly “know” when it is and isn’t being watched? And why should observation change its behaviour, anyway? The majority of physicists aren’t at all bothered by these unknowns, [comment – measuring is like taking a picture. it only stops the motion on the photo but in real life it’s whizzing around too fast to see. observing it makes it seem to pause but it’s only the impression of the observer. it never stops.] making an actual measurement on a particle forces it to interact with the measuring equipment. The particle becomes intimately linked, or entangled, with the many atoms that make up the measuring equipment.”

basics. physics. “charges of the same type repel each other, so the bark’s electrons repel yours, and you feel this electrical repulsive force stopping your fingers from penetrating any further.  nothing solid ever meets any other solids when you push on a tree.  the atoms in your fingers are each as empty as a vacant football stadium in which a single fly sits on teh fifty-yard line.  if we needed solids to stop us (rather than energy fields), our fingers could easily penetrate the tree as if we were swiping at fog.” p22

mechanical stuff. kernel: qubit: cooling is critical still. don’t yet have room-temperature quantum. going to work around it. need to make cryostat around it, less than 1 degree above az (273.15c). near az the oscillator is in quantum ground state. can’t do it on larger scale because of decoherence, when entanglement occurs with particle’s surroundings and damps out quantum properties of particle. using laser light to slow motion of particle inside, cools it very close to ground state. light and oscillation entangle so that light transforms into vibration and back again, but we outpace decoherence and can control quantum motion in an object.

mechanical stuff. Superconducting structures which can store a qubit of information are easily constructed using standard microfabrication techniques. Additionally, such structures couple easily to MHz and GHz radio waves, which provides effective control of the computer operations using well understood electronics. A larger physical dimension, however, implies there are likely to be more ways in which superconducting qubits can lose coherence through unintentional environmental interactions. This does lead to shorter coherence times than are achieved in other physical implementations of qubits, about 4 microseconds for the UCSB circuitry. The low-level organization of the UCSB quantum computer is called Resonator/zero-Qubit architecture (RezQu). This consists of a set of superconducting qubits (in the current example, two qubits). Each of the superconducting qubits is capacitatively coupled to a dedicated memory resonator, as well as to a common resonant quantum information bus. The bus is used to couple qubits during computational operations, while the memory resonators are used for storing the current state of the qubits. When a qubit is passed into its memory resonator, the qubit is placed in the ground state. Using their new architecture, the UCSB group was able to implement the three-qubit Toffoli OR phase gate with 98% fidelity. Universal quantum computation can be carried out using combinations of this Toffoli gate and simple qubit rotations. However, it does not currently appear that 98% fidelity represents a sufficiently small error to permit conventional error-correcting codes to function properly. Thus, the UCSB Von Neumann quantum computer is potentially capable of universal computation, limited only by memory resources and quantum coherence time, but requires increased fidelity to fulfill this potential.”

mechanical stuff. kernel: qubit: “In the experiment, Cleland’s team reduce the amplitude of the vibrations in the resonator by cooling it down to below 0.1 K. The high frequency of the aluminium resonator was key to the experiment’s success, because the temperature to which an object needs to be cooled in order to reach its ground state is proportional to its frequency. “A regular tuning fork, for example [with significantly lower frequency], would need to be cooled by another factor of a million to reach the same state,” Cleland said. Next, the team measured the quantum state of the resonator by connecting it electrically to a superconducting quantum bit or “qubit”. The qubit acts, in fact, like a “quantum thermometer” that can identify just one quantum thermal excitation, or phonon. Once this has been done, the qubit can then be used to excite a single phonon in the resonator. This excitation can be transferred many times between the resonator and qubit. In this way the researchers created a superposition state of the resonator where they simultaneously had an excitation in the resonator and no excitation in the resonator, such that when they measured it, the resonator has to “choose” which state it is in. “This is analogous to Schrödinger’s cat being dead and alive at the same time,” says Cleland. “Unlike other measuring instruments, [the qubit] allowed us to measure the mechanical resonator while preserving all quantum effects,” Cleland told physicsworld.com. “Most measuring instruments disturb the mechanical object by heating it up, and so destroy the very quantum effects being sought.””

mechanical stuff: kernel: qubit: “Low temperatures may be maintained within a cryostat by using various refrigeration methods, most commonly using cryogenic fluid bath such as liquid helium. Hence it is usually assembled into a vessel, similar in construction to a vacuum flask or Dewar. Cryostats have numerous applications within science, engineering, and medicine. room temperature quantum effects. The quantum Hall effect was previously believed to only be observable at temperatures close to absolute zero (equal to minus 459 degrees). But when scientists at the National High Magnetic Field Laboratory in the U.S. and at the High Field Magnet Laboratory in the Netherlands put a recently developed new form of carbon called graphene in very high magnetic fields, scientists were surprised by what they saw. “At room temperature, these electron waves are usually destroyed by the jiggling atoms and the quantum effects are destroyed,” said Nobel Prize winner Horst Stormer, physics professor at Columbia University and one of the paper’s authors. “Only on rare occasions does this shimmering quantum world survive to the temperature scale of us humans.” That opinion began to change, however, with the ability to create very high magnetic fields and with the discovery of graphene, a single atomic sheet of atoms about as strong as diamond. Together, these two things have allowed scientists to push this fragile quantum effect all the way to room temperature. Now there is a way to see curious and often surprising quantum effects, such as frictionless current flow and resistances as accurate as a few parts per billion, even at room temperature. Although quantum effects may be harder to see in the macroworld, the reason has nothing to do with size per se but with the way that quantum systems interact with one another. Until the past decade, experimentalists had not confirmed that quantum behavior persists on a macroscopic scale. Today, however, they routinely do. These effects are more pervasive than anyone ever suspected. They may operate in the cells of our body.”

mechanical stuff. kernel: qubit: “object can be in 2 places at once, and is always oscillating a little even near az. usually on a very small scale because of decoherence, where at that scale other particles entangle and interfere with quantum processes. az is quantum ground state for oscillator. inside a cryostat you can get to less than 1 degree above az, and using laser, can slow motion and further cool object to very close to ground (at az it’s still moving). the light pulse changes into vibration and back. we can do it quickly enough that it outpaces decoherence and that means we can control it. cryostat uses liquid helium inside a thermos bottle. virtual cryostat? room temperature quantum effects using grapheme and really high magnetic fields – quantum hall effect. frictionless current flow, accurate resistances (huh?)”

mechanical stuff. kernel: qubit: “The term “quantum object”, although regularly used in physics, is really an oxymoron. An “object” is something that lives completely in the paradigm of classical physics: It has an independent reality in itself, it behaves deterministically, and it has definite physical properties, such as occupying a well-defined volume in space and time. For the “quantum object” all those seemingly self-evident truths become false: Its reality is one that is relative to the observer, the principle of causality is violated, and other features of materiality such as clear boundaries in space and time, being objectively located or even possessing identity, do not pertain. The movement of objects is ultimately governed by the laws of quantum mechanics, which predict some intriguing phenomena: An object could simultaneously be in two places at the same time, and it should always be moving a little, even at a temperature of absolute zero – the oscillator is then said to be in its quantum ‘ground state’. Until recently, these strange predictions of quantum mechanics have only been observed in the motion of tiny objects such as individual atoms. For large objects, the unavoidable coupling of the object to the surrounding environment quickly washes out the quantum properties, in a process known as decoherence. But researchers in EPFL’s Laboratory of Photonics and Quantum Measurements have now shown that it is possible to use light to control the vibrational motion of a large object, consisting of a hundred trillion atoms, at the quantum level. “

mechanical stuff. kernel: 5 decoherence: “Cooling is crucial to reaching the regime of quantum mechanical motion, as this is normally overshadowed by random thermal fluctuations. For this reason, the structure is placed in a cryostat that brings it to a temperature of less than one degree above absolute zero (−273.15°C). The light launched into the donut slows down the motion one hundred times, thus cooling it even more, very close to the quantum ‘ground state’. And more importantly, the interaction between light and the movement of the oscillator can be made so strong that the two form an intimate connection: A small excitation in the form of a light pulse was fully transformed into a small vibration and back again. For the first time, this transformation between light and motion was made to occur within a time that is short enough so that the quantum properties of the original light pulse are not lost in the process through decoherence. By outpacing decoherence, these results demonstrate the possibility of controlling the quantum properties of an object’s motion. It also provides a way to see the peculiar predictions of quantum mechanics at play in man-made objects.”

mechanical stuff. kernel: 5 decoherence: “For the first time, this transformation between light and motion was made to occur within a time that is short enough so that the quantum properties of the original light pulse are not lost in the process through decoherence. By outpacing decoherence, these results demonstrate the possibility of controlling the quantum properties of an object’s motion. It also provides a way to see the peculiar predictions of quantum mechanics at play in man-made objects.”

mechanical stuff. kernel: 5 decoherence: “The movement of objects is ultimately governed by the laws of quantum mechanics, which predict some intriguing phenomena: An object could simultaneously be in two places at the same time, and it should always be moving a little, even at a temperature of absolute zero – the oscillator is then said to be in its quantum ‘ground state’. Until recently, these strange predictions of quantum mechanics have only been observed in the motion of tiny objects such as individual atoms. For large objects, the unavoidable coupling of the object to the surrounding environment quickly washes out the quantum properties, in a process known as decoherence. But researchers in EPFL’s Laboratory of Photonics and Quantum Measurements have now shown that it is possible to use light to control the vibrational motion of a large object, consisting of a hundred trillion atoms, at the quantum level. Mechanical vibrations can be coupled to quantum systems of completely different nature (such as electric currents), as well as to light. They could therefore be used to ‘translate’ quantum information between those systems and light signals. This is especially beneficial as it allows to transport quantum information – the basic ingredient of a future quantum computer – over large distances in optical fibers. “

mechanical stuff. According to the proposals put forth in the Orch OR model, microtubules seem to be well designed (perhaps ideally designed) quantum computers. If so, technological efforts can possibly mimic some of nature’s design principles such as cylindrical lattice automata and alternating phases of isolation and communication. The massive parallelism and specific microtubule lattice geometry (e.g. helical patterns following the Fibonacci series) may also facilitate quantum error correction. However technology will be hard-pressed to emulate objective reduction which, it is argued, is required for consciousness. Presently envisioned technological quantum computers will implement superposition of ions, electrons, nuclei or other small entities. To achieve objective reduction in a reasonable and useful time scale, a fairly large superposed mass (i.e. nanograms) will be required. While such a task seems formidable, it is possible. Quantum computation with objective reduction may hold the only promise for conscious computers.

mechanical stuff. games could have a huge improvement on how many things are active at the same time. Since the computer would run so fast, vast improvements could be made to graphics, AI and dynamic objects.

physics. kernel: theory: “zero point energy is absorption – Some photons from this laser got a shift in energy when they hit the vibrating bar. Ordinary thermal vibrations can either boost or reduce photon energy, but the zero-point quantum vibration is different. Because it is the lowest energy state possible, it can only absorb energy. Painter’s group detected this bias towards lower-energy scattered light, a clear signature of a quantum twang”

physics. kernel: qubit / computer: “when a qubit’s possibility-waves add together, they can produce different probabilities of the qubits having values zero or one. these possibility-waves are crucial to the operation of quantum computers. in fact, that is the whole point of designing quantum computers in the first place: to take advantage of this new kind of computer addition called the law of superposition in quantum physics (see chapter 7 and the appendix). when two opposite qubit possibility-waves are present, the probability for observing a qubit value is different from the situation when only one such wave is present. the two possibilities create an interesting situation, in that they can act together and affect quite strongly what takes place in the real world. “it is strange to think that adding two possibility-waves can product a result that changes our perceived reality. it certainly seems unreal that a single qubit, or any object for that matter, can move in opposite directions at the same time. but according to quantum physics, all unobserved objects must behave in this strange way; they must simultaneously move in as many directions as is possible for them. because the unobserved qubit can move in both directions at the same time, it will do so. when we see that adding two possibility-waves together changes both our observation of reality and reality itself, we need to consider that the two possibility-waves might also be ‘real,’ in spite of the imaginal quality of such ideas as negative possibility-waves and the fact that we never see them.” p143-4 “let’s review what we know about possibility-waves and probability curves. we know that probability-curves add up to produce outcome probabilities. we know that when possibility-waves add up, they either cancel or reinforce each other, each option producing a very different outcome probability. when we consider possibility-waves, we add them and then square the result to get a probability-curve. but when we only consider separate probability-curves, we add them to get a single probability-curve.”

consider the following questions:

1. what determines whether we add probability-curves after squaring possibility-waves or add possibility-waves before squaring them to yield a probability-curve? “since possibility-waves are apparently a figment of our mind, it seems the answer to the first question can be stated simply enough: our mind.

2. in other words, when do we add probability-curves and when do we add possibility-waves? and since probability-curves do correspond to reality – that stuff ‘out there’ – the answer to the second question must be: we add probability-curves when we become conscious of ‘out there,’ so it should logical follow that we would add possibility-waves when we remain conscious of ‘in here’ rather than ‘out there.’

3. put slightly differently, which comes first: add and then square, or square and then add? the answer to the third question is: when we deal with the world as we imagine it to be, we add and then square. but when we deal with the world outside of our minds, we square and then add.” p150-1

certainly we see evidence of this connection in this business of adding possibility-waves and then squaring them to get probability-curves, or of squaring the possibility-waves and then adding the resultant probability-curves. i would like to add mind into the equation, so to speak, and simply say that this is what mind does. it converts possibility-waves to probability-curves by performing this squaring operation, which then produces probabilistic effects in the real world.” p152

physics. “the normally accepted point of view, originating with bohr and in which some physicists believe, imagines that when any observation occurs the possibility-wave paranormally squares itself, producing a probability-curve. in explaining this squaring operation, this school of thought usually evokes some form of ‘magical wand’ to carry out the squaring operation, yet no one can find a quantum rule spelling out how some sort of physical agent could ever appear. “recognizing this limitation, cramer asked: how does this squaring occur? he noticed that this operation is a little different from just multiplying the wave by itself. to compute the probability of the event, the wave must actually be multiplied by another wave that is nevertheless nearly the same in form and content as the original wave. this other possibility-wave, for mathematical reasons, is called the complex-conjugate wave, and it differs in a subtle way from the original possibility-wave.” p152-3 “even though quantum physics is quite rigorous, nowhere in it is there any law explaining what occurs physically when a quantum wave is multiplied by its complex-conjugate. nowhere is the complex-conjugate wave given any physical significance, except for a funny little quirk: the complex-conjugate wave happens to be a solution to the same equations of quantum physics solved by the original possibility-wave, provided that in writing those equations you let time run backward instead of forward!…if the quantum wave is a real wave, then the conjugate wave is also a real physical wave, but with a twist in time.” p153 “the conjugate possibility-wave travels in the opposite spatial direction as it goes back through time, eventually reaching the original possibility-wave’s origin. we imagine that at every point along its way it meets up with the original wave coming forward in time. the two then combine in space. in physics, the conjugate wave is said to ‘modulate’ the original wave. .. “when the future-generated conjugate wave propagates back through time to the origin of the quantum wave itself, it meets the original quantum wave. then in space and tiem the two waves multiply, and the result is the creation of the probability-curve for the event occurring in space and time.” p155 “[john g.] cramer calls the original wave an ‘offer’ wave, the conjugate wave an ‘echo’ wave, and the multiplication of the two a ‘transaction.’ a transaction occurs – involving an offer and an echo – much like that between a computer and a peripheral device…in these examples, an offer wave is sent to a receiver. the receiver accepts the offer and sends confirmation back along the same line… “every observation is both the start of a wave propagating toward the future in search of a receiver-event and itself the receiver of a wave that propagated towards it from some past observation-event. in other words, every observation – every act of conscious awareness – sends out both a wave toward the future and a wave toward the past. both the beginning of the wave and the end appear in our minds – our future mind, our present mind, and our past mind. two events in normal, or serial, time are then said to be significantly connected, that is, meaningfully associated, with respect to each other, provided that the transaction between them conserves the necessary physical constants and satisfies the necessary boundary conditions. “but an interesting problem remains: which future even sends back the echo wave? cramer believes that only one future does this – the one producing the echo that happens to have the best chance of forming a successful transaction with the present.” p156

it seems that cramer’s ideas must be interpreted in light of the parallel universes theory. all futures return the message, not just the best-chance future. there are more futures ‘listening’ to the broadcast than just the one with the most sensitive and powerful receiver. in other worlds, each parallel world contains a single future event that connects with the present even through the modulation effect. indeed, this is how the parallel worlds become separate from each other – once a modulation takes place, the parallel worlds split off and no longer interfere with each other. “what about time? if both the possibility-wave and the complex-conjugate wave are real, time must not be like a one-way river after all. events that have passed must still be around. events that will be must exist like new scenes around blind corners on the roads of life. and if both the future and the past exist, then, quantum physics implies, devices must be feasible that can enable us to tune in on the future and resonate with the past. “these devices seem to be our own brains, with our minds the controlling factors. when we remember a past event, we are not digging through anything like a file or computer memory bank. rather, following quantum rules, we are constructing a past based on the multiplication of two clashing time-order streams of possibility-waves. taken literally, this means that the past stream (the one flowing from past to present) must originate in the past the same way that the present steam (the one flowing from present to past) originates in the present. past and present, then, somehow exist side-by-side. “it follows that the future, too, exists side-by-side with the present and that at this moment we are sending possibility-waves in that direction. moreover, someone called ‘me’ in the future is also sending back through time conjugate possibility-waves, which will clash with the waves being generated now. “if these streams ‘match,’ in the sense that the modulation produces a combined wave of some strength, and if there is a ‘resonance,’ meaning that the future and the present events are meaningful for me, then a real future is created from my present point of view and a real memory of sequences is created in the future. if the streams do not match – meaning that the combined wave is weak and there is no resonance – then the connection of that future and that present will be less meaningful. meaningful here refers to the probability-curve. the implied law of time travel is: the greater the probability, the more meaningful the transaction and the greater the chance of it occurring. “the closer in time the sources of these waves are, the more likely it is that the two counter-time possibility-wave streams will produce a strong probability with a good chance of becoming real. quite possibly, visionaries are those who successfully marry streams coming from time-distant sources, and people unable to cope with life are those who lack the ability for even the shortest time distances. “for most of us, though we might not be aware of it, time travel toward both the very near future and the immediate past already occurs in our minds. we saw the evidence for this as presented by ben libet and his associates, in chapter 4. libet showed that we become aware of a bodily sensation, such as a sound that just happened, by referring back in time from a later moment of a brain signal arrival to the earlier moment of the bodily sensation. in other words, we seem to be aware of events before our brain registers them. “think for a moment of the past, present, and future existing side-by-side. if we were able totally to ‘marry’ corresponding times in each and every moment of our time-bound existences, there would indeed be no sense of time for us. we would all realize the timeless state that many spiritual traditions take to be our true and basic state of being. instead, we find ourselves entering into one or the other parallel universe and thus failing to discriminate between the many past- and future-sending stations and all of the parallel universes attempting to communicate with us. thus we live time-bound lives disconnected to some extent from other possible pasts and futures.” p156-8 “reality as we perceive it, according to quantum physics, depends on the subtle relationship between a possibility-wave and a probability-curve. possibility-waves determine when and with what likelihood events occur. they don’t do so directly, however, for they are submerged under the reality we perceive. yet they are capable of both reinforcing and canceling each other, thereby affecting what we perceive by ‘shaving the odds’. these odds show up as probability-curves, which determine the probabilities of the events in question. probability-curves arise when two related possibility-waves multiply each other. we can envision one of the waves as moving forward in time between two events happening at different times, ad the other as moving backward through time between the same two events. through”

physics. “Three components are necessary for a rainbow.  there must be sun, there must be raindrops, and there must be a conscious eye (or its surrogate, film) at the correct geometric location.  if your eyes look directly opposite the sun (that is, at the antisolar point, which is always marked by the shadow of your head), the sunlit water droplets will produce a rainbow that surrounds that precise spot at a distance of forty-two degrees.  but your eyes must be located at that spot where the refracted light from the sunlit droplets converges to complete the required geometry.  a person next to you will complete his or her own geometry, and will be at the apex of a cone for an entirely different set of droplets, and will therefore see a separate rainbow.  their rainbow is very likely to look like yours, but it needn’t be so.  the droplets their eyes intercept may be of a different size, and larger droplets make for a more vivid rainbow while at the same time robbing it of blue.  then, too, if the sunlit droplets are very nearby, as from a lawn sprinkler, the person nearby may not see a rainbow at all.  your rainbow is yours alone.  but now we get to our point:  what if no one’s there?  answer:  no rainbow.” p22-3 “in the absence of anyone or any animal, it is easy to see that no rainbow is present.  or, if you prefer, there are countless trillions of potential bows, each one blurrily offset from the next by the minutest margin.” p23

physics. 5 Proposals for quantum computation rely on superposed states implementing multiple computations simultaneously, in parallel, according to quantum linear superposition (e.g., Benioff, 1982; Feynman, 1986; Deutsch, 1985, Deutsch and Josza, 1992). In principle, quantum computation is capable of specific applications beyond the reach of classical computing (e.g., Shor, 1994). A number of technological systems aimed at realizing these proposals have been suggested and are being evaluated as possible substrates for quantum computers (e.g. trapped ions, electron spins, quantum dots, nuclear spins, etc., see Table 1; Bennett, 1995; and Barenco, 1995). The main obstacle to realization of quantum computation is the problem of interfacing to the system (input, output) while also protecting the quantum state from environmental decoherence. If this problem can be overcome, then present day classical computers may evolve to quantum computers.

physics. At very small scales spacetime is not smooth, but quantized.

physics. Chalmers feels that a number of approaches were adopted to get round consciousness. Some tackled ‘easy problems’ and some even suggested that consciousness might be beyond the reach of science. Another approach, of which Dennett has been the most notable exponent, was effectively consciousness denial. Some claimed that consciousness could not exist because it was not verifiable on an external basis, while others claimed it was the same thing as the ability to discriminate or report. Chalmers feels this is unsatisfactory given the central nature of conscious experience in our lives. With still other accounts, he complains of effective sleight of hand, when a functional account, suddenly has consciousness added at a later stage without apparent explanation.

physics. “as more sophisticated experiments were devised, it became obvious that mere knowledge in the experimenter’s mind is sufficient to cause the wave-function to collapse.” p51

physics. “at first it was assumed that such uncertainty in quantum theory practice was due to some technological insufficiency on the part of the experimenter or his instruments, some lack of sophistication in the methodology.  but it soon became apparent that the uncertainty is actually built into the fabric of reality.  we see only that for which we are looking.  of course, all of this makes perfect sense from a biocentric perspective:  time is the inner form of animal sense that animates events – the still frames – of the spatial world.  the mind animates the world like the motor and gears of a projector.  each weaves a series of still pictures – a series of spatial states – into an order, into the ‘current’ of life.  motion is created in our minds by running ‘film cells’ together.  remember that everything you perceive – even this page – is actively, repeatedly, being reconstructed inside your head.  it’s happening to you right now.  your eyes cannot see through the wall of the cranium; all experience including visual experience is an organized whirl of information in your brain.  if your mind could stop its ‘motor’ for a moment, you’d get a freeze frame, just as the movie projector isolated the arrow in one position with no momentum.  in fact, time can be defined as the inner summation of spatial states; the same thing measured with our scientific instruments is called momentum.  space can be defined as position, as locked in a single frame.  thus, movement through space is an oxymoron.  heisenberg’s uncertainty principle has its root here:  position (location in space) belongs to the outer world and momentum (which involves the temporal component that adds together still ‘film cells’) belongs to the inner world.  by penetrating to the bottom of matter, scientists have reduced the universe to its most basic logic, and time is simply not a feature of the external spatial world.” p100

physics. “werner heisenberg when he said, “a path comes into existence only when you observe it.’  there is neither time nor motion without life.  reality is not ‘there’ with definite properties waiting to be discovered but actually comes into being depending upon the actions of the observer.” p101 “the demotion of time from an actual reality to a mere subjective experience, a fiction or even social convention, is central to biocentrism.  its ultimate unreality, except as an aid and mutually agreed-upon convenience in everyday life, is yet one more piece of evidence that calls into serious doubt the ‘external universe’ mindset.” p104 “that time is a fixed arrow is a human construction.  that we live no the edge of all time is a fantasy.  that there is an irreversible, on-flowing continuum of events linked to galaxies and suns and the earth is an even greater fantasy.  space and time are forms of animal understanding – period.  we carry t hem around with us like turtles with shells.  so there simply is no absolute self-existing matrix out there in which physical events occur independent of life.” p106 “the persistent human perception of time almost certainly stems from the chronic act of thinking, the one-word-at-a-time thought process by which ideas and events are visualized and anticipated.  in rare moments of clarity and mental emptiness, or when danger or novel experience forces a one-pointed focus upon one’s consciousness, time vanishes, replaced by an ineffably enjoyable feeling of freedom, or the singular focus of escaping immediate peril.  time is never cognized normally in such thought-less experiences:  ‘i saw the whole accident unfolding in slow motion,’  in sum, from a biocentric point of view, time does not exist in the universe independent of life that notices it, and really doesn’t truly exist within the context of life either.” p109 “life has seemingly taught that time and space are external – and perhaps eternal – realities.  they appear to encompass and bind all experiences, and are fundamental rather than secondary to life.  they seem to lie above and beyond human experience, the gridwork within which all adventures unfold.  as animals, we are organized and wired to use places and time to specify our experiences to ourselves and to others.  history defines the past by placing people and events in time and space.” p112 “space, which is solely the conceptual mind’s way of clearing its throat, of pausing between identified symbols.  at any rate, this subjective truth of this is now supported by actual experiments (as we saw in teh quantum theory chapters) that strongly suggest distance (space) has no reality whatsoever for entangled particles, no matter how great their apparent separation” p 114-5 “the generation to which einstein belonged had been taught that there existed an objective physical world that unfolded itself according to laws independent of life.  ‘the belief in an external world independent of the perceiving subject, einstein later wrote,  ‘is the basis of all natural science.’  the universe was viewed as a great machine set in motion at the beginning of time, with wheels and cogs that turned according to immutable laws independent of us.” p116 “biocentrism, of course, shows that space is a projection from inside our minds, where experience begins.  it is a tool of life, the form of outer sense that allows an organism to coordinate sensory information, and to make judgments regarding the quality and intensity of what is being perceived.  space is not a physical phenomenon per se – and should not be studied in the same way as chemicals and moving particles.  we animal organisms use this form of perception to organize our sensations into outer experience.  in biological terms, the interpretation of sensory input in the brain depends on the neural pathway it takes from the body.” p117 “so we have multiple illusions and processes that routinely impart a false view of space.  shall we count the ways?  (1) empty space is not empty.  (2) distances between objects can and do  mutate depending on a multitude of conditions, so that no bedrock distance exists anywhere, between anything and anything else.  (3) quantum theory casts serious doubt about whether even distant individual items are truly separated at all.  (4) we ‘see’ separations between objects only because we have been conditioned and trained, through language and convention, to draw boundaries.” p118 “what, then, is the true nature of this space?  empty?  seething with energy and therefore matter-equivalent?  real?  unreal?  a uniquely active field?  a field of mind?  moreover, if one accepts that the external world occurs only in mind, in consciousness, and that it’s the interior of one’s brain that’s cognized ‘out there’ at this moment, then of course everything is connected with everything else.”  p125-6 “the fact that space can both seem to change its appearance through aberration, and actually shrink drastically at high speed, so that the entire universe is only a few steps from end to end, illustrates that it has no inherent, let alone external, structure.  it is, rather, an experiential commodity that goes with the flow and mutates under varying circumstances.” p126

brain. “The visual image of that butter, that is, the butter itself, actually exists only inside your brain.  that is its location.  it is the only place visual images are perceived and cognized.  some may imagine that there are two worlds, one ‘out there’ and a separate one being cognized inside the skull.  but the ‘two worlds’ model is a myth.  nothing is  perceived except the perceptions themselves, and nothing exists outside of consciousness.  only one visual reality is extant, and there it is.  right there.  the ‘outside world’ is, therefore, located within the brain or mind.  of course, this is so astounding for many people, even if it is obvious to those who study the brain, that it becomes possible to over-think the issue and come up with attempted refutations.  ‘yeah, but what about someone born blind?’ ‘and what about touch; if things aren’t out there, how can we feel them?’  none of that changes the reality:  touch, too, occurs only within consciousness or the mind.” p36

brain. “”more recent experiments by libet, announced in 2008, analyzing separate, higher-order brain functions, have allowed his research team to predict up to ten seconds in advance which hand a subject is about to decide to raise.  ten seconds is nearly an eternity when it comes to cognitive decisions, and yet a person’s eventual decision could be seen on brain scans that long before the subject was even remotely aware of having made any decision.  this and other experiments prove that the brain makes its own decisions on a subconscious level, and people only later feel that ‘they’ have performed a conscious decision.  it means that we go through life thinking that, unlike the blessedly autonomous operations of the heart and kidneys, a lever-pulling ‘me’ is in charge of hte brain’s workings.  libet concluded that the sense of personal free will  arises solely from a habitual retrospective perspective of the ongoing flow of brain events.  what, then, do we make of all this?  first, that we are truly free to enjoy the unfolding of life, including our own lives, unencumbered by the acquired, often guilt-ridden sense of control, and the obsessive need to avoid messing up.  we can relax, because we’ll automatically perform anyway.” p39

brain. The human capacity of self-perception, self-reflection and consciousness development are among the unsolved mysteries of neuroscience. Despite modern imaging techniques, it is still impossible to fully visualise what goes on in the brain when people move to consciousness from an unconscious state. The problem lies in the fact that it is difficult to watch our brain during this transitional change. Although this process is the same, every time a person awakens from sleep, the basic activity of our brain is usually greatly reduced during deep sleep. This makes it impossible to clearly delineate the specific brain activity underlying the regained self-perception and consciousness during the transition to wakefulness from the global changes in brain activity that takes place at the same time.

brain. Scientists from the Max Planck Institutes of Psychiatry in Munich and for Human Cognitive and Brain Sciences in Leipzig and from Charité in Berlin have now studied people who are aware that they are dreaming while being in a dream state, and are also able to deliberately control their dreams. Those so-called lucid dreamers have access to their memories during lucid dreaming, can perform actions and are aware of themselves – although remaining unmistakably in a dream state and not waking up. As author Martin Dresler explains, “In a normal dream, we have a very basal consciousness, we experience perceptions and emotions but we are not aware that we are only dreaming. It’s only in a lucid dream that the dreamer gets a meta-insight into his or her state.” By comparing the activity of the brain during one of these lucid periods with the activity measured immediately before in a normal dream, the scientists were able to identify the characteristic brain activities of lucid awareness. “The general basic activity of the brain is similar in a normal dream and in a lucid dream,” says Michael Czisch, head of a research group at the Max Planck Institute of Psychiatry. “In a lucid state, however, the activity in certain areas of the cerebral cortex increases markedly within seconds. The involved areas of the cerebral cortex are the right dorsolateral prefrontal cortex, to which commonly the function of self-assessment is attributed, and the frontopolar regions, which are responsible for evaluating our own thoughts and feelings. The precuneus is also especially active, a part of the brain that has long been linked with self-perception.” The findings confirm earlier studies and have made the neural networks of a conscious mental state visible for the first time. Self-awareness is defined as being aware of oneself, including one’s traits, feelings, and behaviors. Neuroscientists have believed that three brain regions are critical for self-awareness: the insular cortex, the anterior cingulate cortex, and the medial prefrontal cortex. However, a research team led by the University of Iowa has challenged this theory by showing that self-awareness is more a product of a diffuse patchwork of pathways in the brain – including other regions – rather than confined to specific areas. “What this research clearly shows is that self-awareness corresponds to a brain process that cannot be localized to a single region of the brain,” said David Rudrauf, co-corresponding author of the paper, published online in the journal PLOS ONE. “In all likelihood, self-awareness emerges from much more distributed interactions among networks of brain regions.” The authors believe the brainstem, thalamus, and posteromedial cortices play roles in self-awareness, as has been theorized.

brain. Conventional explanations portray consciousness as an emergent property of classical computer-like activities in the brain’s neural networks (e.g. functionalism, reductionism, physicalism, materialism, computationalism-Churchland, 1986; Dennett, 1991; Churchland and Sejnowski, 1992). The current leading candidate for a computer-like “neural correlate” of consciousness involves neuronal circuits oscillating synchronously in thalamus and cerebral cortex. Higher frequency oscillations (collectively known as “coherent 40 Hz”) are suggested to mediate temporal binding of conscious experience (e.g. Singer et al 1990; Crick and Koch, 1990; Joliot et al, 1994; Gray, 1998). The proposals vary, for example as to whether coherence originates in thalamus or resonates in cortical networks, but “thalamo-cortical 40 Hz” stands as a prevalent view of the neural-level substrate for consciousness.

brain. To address these issues, various proposals have been suggested in which macroscopic quantum phenomena are connected to the brain’s known neural activity. For the problem of unitary binding, Marshall (1989) suggested that coherent quantum states known as Bose-Einstein condensation occurred among neural proteins (c.f. Penrose, 1987; Bohm and Hiley, 1993; Jibu and Yasue, 1995). Pre-conscious to conscious transitions were identified by Stapp (1992) with collapse of a quantum wave function in pre-synaptic axon terminals (c.f. Beck and Eccles, 1992). In another proposal, protein assemblies called microtubules within the brain’s neurons are viewed as self-organizing quantum computers (“orchestrated objective reduction – Orch OR” e.g. Penrose and Hameroff, 1995; Hameroff and Penrose 1996a; 1996b; c.f. Hameroff 1997; 1998a; 1998b; 1998c; 1998d).

brain. At first glance the possibility of macroscopic quantum states in biological systems seems unlikely, appearing to require either extreme cold (to avoid thermal noise) or laser-like energetic pumping to achieve coherent states. And as in technological proposals, perfect isolation of the quantum state from the environment (and/or quantum error correction codes) would be required while the system must also somehow communicate with the external world. Living cells including the brain’s neurons seem unsuitably warm and wet for delicate quantum states which would seem susceptible to thermal noise and environmental decoherence. However specific conditions supporting quantum states in microtubules may have evolved (see Section III).

brain. At the top of Figure 1a a tubulin protein switches between two such states, governed by hydrophobic pocket electron pairs coupled by London forces. (Tubulin may actually have several hydrophobic pockets and occupy more than two states, however for simplicity we consider one pocket and two states per protein.) The two possible states in the top of Figure 1a may be viewed as representing one bit of information. If however the hydrophobic pocket electron pair is superposed (Figure 1a, bottom), then protein conformation (if isolated from external environment) is also superposed and exists in both states simultaneously (“qubit”). A properly configured and isolated array of interactive protein qubits could constitute a quantum computer.

brain. Like military facilities have simulations, quantum computers will bring about a revolution in learning a trade, or surviving a tramatic experiance. Like the Internet has everything availible upon request, quantum computers make it possible for the computer to teach you. Incorperate a hard drive in your head, and you could live online. This is the future, and coming.

brain. “Stoned Ape” theory of human evolution. In his book Food of the Gods,[20] McKenna proposed that the transformation from humans’ early ancestors Homo erectus to the species Homo sapiens mainly had to do with the addition of the mushroom Psilocybe cubensis in its diet – an event which according to his theory took place in about 100,000 BC (this is when he believed that the species diverged from the Homo genus). He based his theory on the main effects, or alleged effects, produced by the mushroom. One of the effects that comes about from the ingestion of low doses, which agrees with one of scientist Roland Fischer’s findings from the late 1960s-early 1970s,[21] is it significantly improves the visual acuity of humans – so theoretically, of other human-like mammals too. According to McKenna, this effect would have definitely proven to be of evolutionary advantage to humans’ omnivorous hunter-gatherer ancestors that would have stumbled upon it “accidentally”; as it would make it easier for them to hunt. In higher doses, McKenna claims, the mushroom acts as a sexual stimulator, which would make it even more beneficial evolutionarily, as it would result in more offspring. At even higher doses, the mushroom would have acted to “dissolve boundaries”, which would have promoted community-bonding and group sexual activities-that would result in a mixing of genes and therefore greater genetic diversity. Generally McKenna believed that the periodic ingestion of the mushroom would have acted to dissolve the ego in humans before it ever got the chance to grow in destructive proportions. In this context, he likened the ego to a cancerous tumor that can grow uncontrollable and become destructive to its host. In his own words: Wherever and whenever the ego function began to form, it was akin to a cancerous tumor or a blockage in the energy of the psyche. The use of psychedelic plants in a context of shamanic initiation dissolved-as it dissolves today-the knotted structure of the ego into undifferentiated feeling, what Eastern philosophy calls the Tao. —Terence McKenna, Food of the Gods The mushroom, according to McKenna, had also given humans their first truly religious experiences (which, as he believed, were the basis for the foundation of all subsequent religions to date). Another factor that McKenna talked about was the mushroom’s potency to promote linguistic thinking. This would have promoted vocalisation, which in turn would have acted in cleansing the brain (based on a scientific theory that vibrations from speaking cause the precipitation of impurities from the brain to the cerebrospinal fluid), which would further mutate the brain. All these factors according to McKenna were the most important factors that promoted evolution towards the Homo sapiens species. After this transformation took place, the species would have begun moving out of Africa to populate the rest of the planet[20] Later on, this theory by McKenna was given the name “The ‘Stoned Ape’ Theory of Human Evolution”.[22] Novelty theory According to McKenna the universe has a teleological attractor at the end of time that increases interconnectedness, eventually reaching a singularity of infinite complexity in 2012 at which point anything and everything imaginable will occur simultaneously, what he referred to as the Eschaton. He conceived this idea over several years in the early to mid-1970s while using psilocybin mushrooms and DMT.[23] McKenna viewed the universe as a swarm of matter waves, spiralling down the gradient of their synergetic (energetically favourable) constructive interference. He saw the universe as being “pulled from the future toward a goal that is as inevitable as a marble reaching the bottom of a bowl when you release it up near the rim…it comes to rest at the lowest energy state, which is the bottom of the bowl. That’s precisely my model of human history.”[24] In novelty theory, when two matter waves become connected by mutual constructive interference (quantum entanglement, rapport), they imagine or grok each other. Mc Kenna believed that imagination was capable of interconnecting matter waves instantaneously, stating that “the imagination is a dimension of nonlocal information,”[25] and “novelty is density of connection.” [26] A screenshot of the “Timewave Zero” software “What is happening to our world is ingression of novelty toward what Whitehead called “concrescence”, a tightening gyre. Everything is flowing together. The “autopoietic lapis”, the alchemical stone at the end of time, coalesces when everything flows together. When the laws of physics are obviated, the universe disappears, and what is left is the tightly bound plenum, the monad, able to express itself for itself, rather than only able to cast a shadow into physis as its reflection. I come very close here to classical millenarian and apocalyptic thought in my view of the rate at which change is accelerating. From the way the gyre is tightening, I predict that the concrescence will occur soon—around 2012 AD. It will be the entry of our species into hyperspace, but it will appear to be the end of physical laws accompanied by the release of the mind into the imagination.”[27] McKenna expressed “novelty” in a computer program which purportedly produces a waveform known as “timewave zero” or the “timewave”. “Timewave zero” is a numerological formula that purports to calculate the ebb and flow of “novelty”, defined as increase over time in the universe’s interconnectedness, or organized complexity. [23] Based on McKenna’s interpretation of the King Wen sequence of the I Ching,[4] the graph appears to show great periods of novelty corresponding with major shifts in humanity’s biological and sociocultural evolution. He believed that the events of any given time are recursively related to the events of other times, and chose the atomic bombing of Hiroshima as the basis for calculating his end date of 16 November 2012. When he later discovered that the end of the 13th baktun in the Maya Calendar had been correlated by Western Maya scholars with December 21, not far from his own hypothesized end date, he decided that the Maya were more likely to be right on this subject and he adopted their end date.[28] The 1975 first edition of Mc Kenna’s The Invisible Landscape refers to 2012 (but no specific day during the year) only twice. In the 1993 second edition, McKenna employed the 21st of December 2012 throughout, the date arrived at by the Mayanist researcher Robert J. Sharer’s.[Note d] [29]

brain. human thoughts are also found in the electromagnetic range of frequencies. Thoughts are very very long wavelengths compared to radio waves, but except for the length of their wavelengths, they are exactly the same. So why wouldn’t a crystal be able to pick up your thoughts? without crystals, computers would not exist. it is the living nature of a crystal that allows computers to do what they do. Natural crystals can hold a ‘program’, which means a thought pattern, and continue to replay that thought pattern for eternity unless someone erases the program. A properly programmed crystal can change and influence vast area in the human world. – fb post Global Illumination Council via Katie Crews

discussion,

location: foodcourt, where he meets the girl and boy and eats for the first time in weeks. he explains what he’s done; snake urges him to get it patented; he laughs because he couldn’t possibly document it well enough to fill out a patent application.

the quantum kernel solves the problem of time synchronization as well as bandwidth by bypassing both. bandwidth because of the entanglement that saves downloading every little change to every single user. and synchronization because time is relative anyway, so if you want to race against somebody on the moon, you just build a quantum simulation covering all the possible moves, and let your avatars duke it out. then you play it back and find out who won, which depends on both players watching the feedback. preventing too many people from being in the ring at once and overloading the server, but the internet is the server, so it doesn’t matter.

3??? if they make a game where you have to immerse yourself in a quantum world, then people will get used to it, and pretty soon they’ll be using the same techniques at home, school, and the office. the whole world will change.

is it the force? the infinite of all things, all consciousness? it’s not hte force entire, but only a little piece, an artificial construct, a golem of force, a simulacrum. but it’s hooked in to the force, so it’ll do.

kurt has an idea how to make game creation easier. a quantum tablet. it reads your mind(s) , it’s all wysiwyg, drag and drop. intelligible design. you basically draw out what you want, and the programming happens automatically. like comic book. boy and fairy have worked on comic books; girl wasn’t allowed to read them (mom said stunt intellectual growth). with quantum tablet, 100 jobs = 4 and $10m = $1000. where we gonna get $k? i’ll get a job as a stripper, girl suggests. they look expectantly at her. not; she’s angry.

discussion: time: this process, time itself emerges, as do our immediate experiences. the causal relationships we see between events themselves arise from this deeper order where the possibility-waves reside.” p159

discussion: time: “Sheldrake He was profoundly influenced by a book called Matter and Memory by the philosopher Henri Bergson. “When I discovered Bergson’s idea that memory is not stored in the brain but that it is a relation in time, not in space, I realised that there might potentially be a memory principle in nature that would solve the problem I was wrestling with.” His hope is that there will be a “coming out” moment in science. “It’s like gays in the 1950s,” he suggests. “I think if people in the realm of science and medicine came out and talked about the limitations of purely mechanistic and reductive approaches it would be much more fun…”scientists are prone to “the recurrent fantasy of omniscience”. The science delusion, in these terms, consists in the faith that we already understand the nature of reality, in principle, and that all that is left to do is to fill in the details.”

discussion: theory: “You’d find the electron in one box, its spin in the other. Even by the standards of quantum mechanics, this is surprising. It requires what quantum physicists call “weak measurement,” whereby you interact with a system so gently that you avoid collapsing it from a quantum state to a classical one. On the face of it, such an interaction scarcely qualifies as a measurement; any results get lost in the noise of Heisenberg’s Uncertainty Principle. What Aharonov realized is that, if you sift through the results, you can find patterns buried within them. In practice, this means repeating the experiment on a large number of electrons (or cats) and then applying a filter or “postselection.” Only a few particles will pass through this filter, and among them, the result of the softly softly measurement will stand out. Because you avoid collapsing the quantum state, quintessentially quantum phenomena such as wave interference still occur.”

discussion: quantum theory: “Some observations of how hydrogen gas in space absorbs light at ultraviolet wavelengths have hinted that the fine structure constant, responsible for the strength of electromagnetism, is not the same throughout the universe. That would point to exotic new physics, including the existence of extra dimensions and universes other than our own.”

discussion/kernel: theory / entanglement: “The authors experimentally realized a “Gedankenexperiment” called “delayed-choice entanglement swapping”, formulated by Asher Peres in the year 2000. Two pairs of entangled photons are produced, and one photon from each pair is sent to a party called Victor. Of the two remaining photons, one photon is sent to the party Alice and one is sent to the party Bob. Victor can now choose between two kinds of measurements. If he decides to measure his two photons in a way such that they are forced to be in an entangled state, then also Alice’s and Bob’s photon pair becomes entangled. If Victor chooses to measure his particles individually, Alice’s and Bob’s photon pair ends up in a separable state. Modern quantum optics technology allowed the team to delay Victor’s choice and measurement with respect to the measurements which Alice and Bob perform on their photons. “We found that whether Alice’s and Bob’s photons are entangled and show quantum correlations or are separable and show classical correlations can be decided after they have been measured”, explains Xiao-song Ma, lead author of the study. According to the famous words of Albert Einstein, the effects of quantum entanglement appear as “spooky action at a distance”. The recent experiment has gone one remarkable step further. “Within a naïve classical word view, quantum mechanics can even mimic an influence of future actions on past events”, says Anton Zeilinger at the Institute for Quantum Optics and Quantum Information, the University of Vienna”

discussion: psi / entanglement: “physiological indices of participants’ emotional arousal were monitored as participants viewed a series of pictures on a computer screen. Most of the pictures were emotionally neutral, but a highly arousing negative or erotic image was displayed on randomly selected trials. As expected, strong emotional arousal occurred when these images appeared on the screen, but the remarkable finding is that the increased arousal was observed to occur a few seconds before the picture appeared, before the computer has even selected the picture to be displayed. the trait of extraversion has been frequently reported as a correlate of psi, with extraverts achieving higher psi scores than introverts. In the experiment just reported, for example, there are several possible interpretations of the significant correspondence between the participants’ left/right responses and the computer’s left/right placements of the erotic target pictures: 1. Precognition or retroactive influence: The participant is, in fact, accessing information yet to be determined in the future, implying that the direction of the causal arrow has been reversed. 2. Clairvoyance/remote viewing: The participant is accessing already-determined information in real time, information that is stored in the computer. 3. Psychokinesis: The participant is actually influencing the RNG’s placements of the targets. 4. Artifactual correlation: The output from the RNG is inadequately randomized, containing patterns that fortuitously match participants’ response biases. This produces a spurious correlation between the participant’s guesses and the computer’s placements of the target picture. the empirical confirmation of Bell’s theorem (Cushing & McMullin, 1989; Herbert, 1987; Radin, 2006), which implies that any realist model of physical reality that is compatible with quantum mechanics must be nonlocal: It must allow for the possibility that particles that have once interacted can become entangled so that even when they are later separated by arbitrarily large distances, an observation made on one of the particles will be correlated with what will be observed on its entangled partners in ways that are incompatible with any physically permissible causal mechanism (such as a signal transmitted between them). The most extensive discussion of how entanglement might provide a theory for psi will be found in Radin’s (2006) Entangled Minds: Extrasensory Experiences in a Quantum Reality. Radin argued that over the past century, most of the fundamental assumptions about the fabric of physical reality have been revised in the direction predicted by genuine psi. This is why I propose that psi is the human experience of the entangled universe. Quantum entanglement as presently understood in elementary atomic systems is, by itself, insufficient to explain psi. But the ontological parallels implied by entanglement and psi are so compelling that I believe they’d be foolish to ignore (p. 235). Even before Bell’s theorem, it was known that whether light behaves like waves or like particles depends on the conditions of observation. These features of quantum mechanics have led to “observational” theories of psi in which it is not just the act of observation but the consciousness of the human observer that plays an active role in what will be observed”

discussion: theory / time / blockworld: “an entire human life, which exists over time, can be conceptualized as a four-dimensional tube set in a four-dimensional block of spacetime. the time traveler explains that each of us exists as a solid entity in four dimensions. every person has fuzzy thicknesses extending in all dimensions and consciousness precipitating out, instant by instant, like a dew drop from a fog, with each drop a fuzzy cross section of the person’s whole life. although we exist as four-dimensional beings frozen in space-time, we only experience the precipitation process, moment by moment. consciousness moves along only one of those dimensions – the time dimension – and only ‘sees’ a cross section of the whole, which it takes to be the whole being at a certain time…a living person would be the whole tube extended in four dimensions, so that an actual baby appears as a three-dimensional cross section through the tube, a young man as another cross section, and an old man as another, taken at the end of the temporal dimension for that particular individual. “this notion of ‘block spacetime’ is pervasive in modern physics theory arising from minkowski’s vision discussed in chapter 3. ‘ordinary’ time travel frees one from the ‘time tube’ instantaneous cross section in four-dimensional spacetime and allows one to move along the temporal dimension as freely as one moves from one room of a house to another. to actually accomplish this, however, means finding some technology that can counter the natural tendency to move along the tube in a singe direction – into the future – instant by instant as we all seem compelled to do.”

discussion: brain / consciousness: “Penrose/Hameroff Orchestrated Object Reduction (Orch OR) theory of quantum consciousness. In a nutshell, the theory suggests that inside each nerve cell, spindle-like microtubules (very tiny ropes of protein) exhibit quantum mechanical properties – dual wave/particle characteristics – holding two positions or configurations at the same time. These microtubules are able to dance in unison with thousands of others in a coherent network. Finally, the hybrid states collapse from their uncertainty of quantum entanglement into a singular, “classical” position, in the process forming conscious thought. Some thinkers, including the Boston-based professor of philosophy at Tufts University, Daniel Dennett, have argued that the brain processes inputs like a Darwinian computer, by selectively sorting perceived information, and that a separate consciousness outside the matrix of events and sensations of life is an idle construct. “Subtract them, and nothing is left beyond a weird conviction [in some people] that there is some ineffable residue of ‘qualitative content’ bereft of all powers to move us, delight us, annoy us, remind us of anything,” Dennett says. Is a person’s experience of life more than the sum total of sensory perceptions? Greenfield, a neuro-pharmacologist, has moved from labelling brain regions and prefers to describe the walnut-shaped brain, with its cauliflower-appendage of cerebellum, as operating more like New York City. The brain’s 100 billion neurons could be divided into boroughs, districts and blocks. A room in a building on a block is like a neuron, which communicates with other rooms in the city via messengers – transmitters that are received by receptor chemicals – and inside each room are desk-bound synapses and ion channel cupboards, with pumps for movement of electrical impulses which deliver the required end responses. The brain’s ability to self-repair – for example, after a mild stroke – indicates it has plasticity way beyond the earlier categorisations. Far from being on the genetic determinist side of the nature/nurture debate, Greenfield considers the mind as “the seething morass of cell circuitry that has been configured by personal experiences and is constantly being updated as we live out each moment”. Emotions, Greenfield argues, are the building blocks of consciousness, which emerges as a series of waves of neuron networks that rise and fall according to the degree of awareness or stimulation. “One thing is clear: the brain doesn’t work like a digital computer. It is swirling patterns of electrical activity. It has to do with patterns and complexity,” says Paul Davies. Certainly there is a huge global effort to find the bit where it happens, the NCC – the neural correlate of consciousness. Davies says mapping ways in which neural processes correlate to conscious outcomes is a reasonable approach. “But you are still stuck with the problem of what is it about a particular complex electrical pattern that has thoughts or sensation attached to it, let alone specific ones like love or a sense of greenness. What distinguishes those from the swirling electrical patterns in the Victorian electricity grid, which presumably doesn’t have thoughts and sensations attached to it? That is what a physicist would like to know. So it still seems to me, as a physicist, deeply mysterious, the problem of consciousness.” “Time is on our side. The classical approaches are going nowhere, they are flailing in terms of explaining consciousness,” he says. “It is all more of the same hand waving, emergence arguments, more ultra-reductionism – this part of the brain is important, that part is not – with no attempt to deal with the enigmatic issues. Nobody has a clue about the hard problem except to say that it emerges like a rabbit out of a hat … we have testable predictions and the classical people don’t.””

discussion: neurons / psi: “researchers at Washington University in St. Louis are beginning to unravel the process by which the brain makes these everyday prognostications. The researchers focused on the mid-brain dopamine system (MDS), an evolutionarily ancient system that provides signals to the rest of the brain when unexpected events occur. Using functional MRI (fMRI), they found that this system encodes prediction error when viewers are forced to choose what will happen next in a video of an everyday event. “Successful predictions are associated with the subjective experience of a smooth stream of consciousness. But a few times a minute, our predictions come out wrong and then we perceive a break in the stream of consciousness, accompanied by an uptick in activity of primitive parts of the brain involved with the MDS that regulate attention and adaptation to unpredicted changes.” In the functional MRI experiment, Zacks and his colleagues saw significant activity in several midbrain regions, among them the substantia nigra — “ground zero for the dopamine signaling system” — and in a set of nuclei called the striatum. The substantia nigra, Zacks says, is the part of the brain hit hardest by Parkinson’s disease, and is important for controlling movement and making adaptive decisions. Brain activity in this experiment was revealed by fMRI at two critical points: when subjects tried to make their choice, and immediately after feedback on the correctness or incorrectness of their answers. Mid-brain responses “really light up at hard times, like crossing the event boundary and when the subjects were told that they had made the wrong choice,” Zacks says. [put this with the baby blink6]

tablet

kurt spends more weeks not answering emails while he builds the quantum tablet, which is a level editor. take existing code, insert tool functionality, throw up a panel of controls on the screen and switch to keyboard shortcuts. using the quantum tablet as a level editor, they can select the parameters for each activity, link to an example somewhere (gravity anomalies) and the tablet generates the desired effect / functionality. drag and drop, fill, lasso, copy/paste, save/load. both quantum kernel and quantum tablet, and the beginnings of the game gear (pex, spex and flex – psfX)

he’s always stopping dead in his tracks to connect and do something inside the game. he works thru his custom-hacked bluetooth and his prototype glove, and if he’s talking to someone else he’ll just trail off and zone out, his hand working madly by his side. he’s very haggard and doesn’t sleep much. when he’s sleeping he’s also programming. his hands twitch like a puppy’s. sleep programming that he doesn’t remember, but that’s how he wrote most of the kernel – ambien and (salvia no, paralysis and being with god) tramadol. strange things happened while he was writing the kernel. he would find himself inside it, tinkering with the code, building in extra bits he understood perfectly at the time in his sleep. the programmer uses pharms. ambien and ecstasy. ambien and uppers. whatever. oxy.

chapter 5 or i forget 6 kurt making spex. ‘Immersive Display Experience’ would create a peripheral display around the television screen filling the room around the user with trees, Orcs and bloodstained train carriages, in a manner reminiscent of the holodeck in Star Trek. The peripheral image would merge seamlessly with the game image actually on the screen, which would remain the focus of the user’s attention. The idea is that bringing the room into the game is the next step to making games more immersive, building off Microsoft’s Xbox and motion-sensing Kinect. The application reads: User enjoyment of video games and related media experiences can be increased by making the gaming experience more realistic. Previous attempts to make the experience more realistic have included switching from two-dimensional to three-dimensional animation techniques, increasing the resolution of game graphics, producing improved sound effects, and creating more natural game controllers. This invention would take it a step further: An immersive display environment is provided to a human user by projecting a peripheral image onto environmental surfaces around the user. The peripheral images serve as an extension to a primary image displayed on a primary display. The peripheral image would be created by a 360 degree projector and would adjust as the gamer moved around in the game, and in the room. Eye-tracking tech would ensure that the scene shifts as the user looks around it. A special built in mechanism would avoid shining light into the user’s eyes. Perez’s application also suggests that the image could be adjusted to the shape and even colour of the room to optimise the experience. he patent describes elements of an HMD that will perform this function, including a user input facility, a video-in facility, memory for storing data and a processor for computing the displayed items in the central and peripheral fields of view. The patent text mentions audio: “[T]he HMDs … can also be equipped with an audio system … This will allow the user to watch feature movies … the user experience in viewing movies … can be as good, or even better, than what a user experiences in a movie theatre.”

air mouse

An Apple iGlass implementation would be a wearable computer with visual data presented to the eyes, audio to the ears, and some form of synching to a Mac host or the Apple cloud. Could Apple do this?

chapter 5 or i forget 6 kurt making spex. ‘Immersive Display Experience’ would create a peripheral display around the television screen filling the room around the user with trees, Orcs and bloodstained train carriages, in a manner reminiscent of the holodeck in Star Trek. The peripheral image would merge seamlessly with the game image actually on the screen, which would remain the focus of the user’s attention.

The idea is that bringing the room into the game is the next step to making games more immersive, building off Microsoft’s Xbox and motion-sensing Kinect. The application reads: User enjoyment of video games and related media experiences can be increased by making the gaming experience more realistic. Previous attempts to make the experience more realistic have included switching from two-dimensional to three-dimensional animation techniques, increasing the resolution of game graphics, producing improved sound effects, and creating more natural game controllers. This invention would take it a step further: An immersive display environment is provided to a human user by projecting a peripheral image onto environmental surfaces around the user. The peripheral images serve as an extension to a primary image displayed on a primary display. The peripheral image would be created by a 360 degree projector and would adjust as the gamer moved around in the game, and in the room. Eye-tracking tech would ensure that the scene shifts as the user looks around it. A special built in mechanism would avoid shining light into the user’s eyes. Perez’s application also suggests that the image could be adjusted to the shape and even colour of the room to optimise the experience. the patent describes elements of an HMD that will perform this function, including a user input facility, a video-in facility, memory for storing data and a processor for computing the displayed items in the central and peripheral fields of view. The patent text mentions audio: “[T]he HMDs … can also be equipped with an audio system … This will allow the user to watch feature movies … the user experience in viewing movies … can be as good, or even better, than what a user experiences in a movie theatre.”

An Apple iGlass implementation would be a wearable computer with visual data presented to the eyes, audio to the ears, and some form of synching to a Mac host or the Apple cloud. Could Apple do this?

kurt builds spex chapter. A patent newly-published by the USPTO and filed by Apple in June reveals plans for a system through which devices could be charged by the movement of a person’s body, thanks to electromagnetic induction using printed coils. Such a system could potentially allow an iPhone, iPad or any portable device to build up a charge as a user moves around, giving up a continual source of extra juice that should at the very least ensure that you never run completely dry while on the go.

**************

kurt creates kernel, then creates quantum tablet. they notice kernel blame solar storm, ignore activity smugly

kurt invents a quantum programming kernel, causing a power drain which nobody connects to the game. kurt hacks an interface for the quantum kernel.

the girl:

the boy:

kurt: sleep programming that he doesn’t remember, but that’s how he wrote most of the kernel – ambien and (salvia no, paralysis and being with god) tramadol. strange things happened while he was writing the kernel. he would find himself inside it, tinkering with the code, building in extra bits he understood perfectly at the time in his sleep. the programmer uses pharms. ambien and ecstasy. ambien and uppers. whatever. oxy. technical about quantum computing? mindguard to eliminate psychotronic radiation. tinfoil hats

snake:

fairy: vs snake: Do not behave inconsistently. Do not go back on your word. Be firm and resolute.

plucky band:

random: uptodate with developments, reads up on quantum computing. becomes friends with fairy? “23. concentrate your forces. conserve your forces and energies by keeping them concentrated at their strongest point. you gain more by finding a rich mine and mining it deeper, than by flitting from one shallow mine to another – intensity defeats extensity every time. when looking for sources of power to elevate you, find the one key patron, the fat cow who will give you milk for a long time to come.” random india

=p: failed relationship, used again. bitter and self-absorbed.

c3ll3r!: makes the money for next year’s dragoncon. starts planning costume, mom backs him up when dad criticizes. “In acknowledging a place for darkness and irrationality, the dynamic paradoxicalist must be very wary.  This acknowledgment can all to easily slide into the indulgence of sophisticated rationalization where one excuses foolishness by acknowledging that darkness has its place alongside light.  This is no small pitfall.  This type of rationalization excuses the sadistic and/or hedonistic antics of abusive gurus, for example, by claiming that they are “crazy wisdom teachers.” Dynamic paradoxicalism is a philosophy best suited for those who are grounded in a strong, Warrior stance. If you aren’t wary of the trickster function than of course you are going to encounter deities with ego and book concept enhancing prophetic messages. Wherever you cast obsessive attention—conspiracy theorists take note—there are going to be weird synchronicities seeming to confirm your obsessions. They found the glazed stare was accompanied by objectively measurable changes in automatic, reflexive eye behavior that could not be imitated by non-hypnotized participants. In the field of hypnosis research this result means that hypnosis can no longer be regarded as mental imagery that takes place during a totally normal waking state of consciousness. On the other hand, the result may have wider consequences for psychology and cognitive neuroscience, since it provides the first evidence of the existence of a conscious state in humans that has previously not been scientifically confirmed. For over 100 years researchers have debated if a special hypnotic state exists or whether it is just about using cognitive strategies and mental imagery in a normal waking state.” nathan claims to be going out for sports, continues working, makes the money for next year’s dragoncon. overhears kurt, examines prototype tablet. starts planning costume, mom backs him up when dad criticizes. “18 do not build fortresses to protect yourself – isolation is dangerous. the world is dangerous and enemies are everywhere – everyone has to protect themselves. a fortress seems the safest. but isolation exposes you to more dangers than it protects you from – it cuts you off from valuable information, it makes you conspicuous and an easy target. better to circulate among people, find allies, mingle. you are shielded from your enemies by the crowd.” c3ll3r! w/dad Third, confrontation: communication becomes more honest through conflict; new patterns of relationship are suggested. helps, befriends kurt.

The maintenance of civil order society rests on the foundation of family discipline. Therefore, a child who disrespects his parents must be permanently removed from society in a way that gives an example to all other children of the importance of respect for parents. The death penalty for rebellious children is not something to be taken lightly. The guidelines for administering the death penalty to rebellious children are given in Deut 21:18-21: Even though this procedure would rarely be used, if it were the law of land, it would give parents authority. Children would know that their parents had authority and it would be a tremendous incentive for children to give proper respect to their parents.

dad:

traits: Preference for conventional art, clothing.

events:

work: ominous silence at work, cold shoulder from boss

abuse: Control – He is overly demanding of your time and must be the center of your attention. Using Isolation. “Checking up on” your partner’s activities or whereabouts. Controlling what your partner does, who he or she sees and talks to, what he or she reads, where he or she goes. Using Intimidation. “good children are characterized by unthinking obedience, deference to their elders, and abasement before adults and children of higher social class than themselves.  their reward is in heaven because they would not dream of seeking earthly satisfactions.  bad children insist on thinking for themselves and attending to their own needs and interests, and they must be taught a lesson.  increasing maturity brings wider opportunities to behave well, but in general, adults are morally disabled by compromise, and it is better to die young.”

mom: always watched by dad, has to explain, eggshells.

sis: has dad pay her fine, gets another speeding ticket, mom finds out, sis threatens mom. “victim. Because they are blameless and bad things keep happening to them, victims live in a bubble of negative feelings; self-pity, helplessness, hopelessness, depression, anxiety, anger and fear color their world. It’s difficult, if not impossible to help someone with a victim mentality because lacking an internal locus of control, they look to an external source to rescue them and give them what they feel they are owed. take a victim stance in life. Treatment for them has become a lifestyle, and they get to stay in the problem, rather than move into the solution. If I get to be the victim, the overindulged one, the entitled one, the misunderstood one, the abused one and the wronged one, I don’t have to be responsible for myself. It is just that simple. Persons who feel victimized are often people who have become negative and developed a strong sense of entitlement.”

armchair authoritarian: Preference for conventional art, clothing, and institutions . Control – He is overly demanding of your time and must be the center of your attention. He controls finances, the car, and the activities you partake in. Becomes angry if woman begins showing signs of independence or strength.

sis: The spoiler child refuses to grow up, remains dependent in some way on the parent or a parent surrogate, and ruins and/or denigrates everything the parents try to do for them. A female child might start to lose or mistreat valuable designer clothes, and then demand both replacement of the expensive gifts and more of her mother’s time.

Nothing the parent does or says is ever good enough. The “child” – and this continues well into adulthood – will figuratively piss all over everything the parent does for them. The parents’ motives are consistently misinterpreted and they are constantly accused of being selfish, overly-demanding, stupid, or downright evil. They are treated with utter contempt.

This treatment of the parents is a form of invalidation.  

Invalidating someone else is not merely disagreeing with something that the other person says. It is a process in which individuals communicate to another that the opinions and emotions of the target are invalid, irrational, selfish, uncaring, stupid, most likely insane, and wrong, wrong, wrong. Invalidators let it be known directly or indirectly that their target’s views and feelings do not count for anything to anybody at any time or in any way. In some families, the invalidation becomes extreme, leading to physical abuse and even murder. However, invalidation can also be accomplished by verbal manipulations that invalidate in ways both subtle and confusing.

Spoilers never become independent of their parents because they never really function as competent adults. This allows the parents to remain obsessed with the child, as seems to be their fervent desire.  At the same time, the outrageous and scandalous behavior of the child gives the parents a much needed excuse to vent their often unacknowledged hostility at their offspring.

They often still nonetheless feel guilty over their poor performance in the parenting role, which agains leads them to become unstable.  In response, the child will start to try to “regulate” their emotions.  If the parents get too angry, the child makes them feel guilty.  If they start to feel too guilty, the child makes them angry!

The spoiler role is difficult to maintain, so the child needs to continually practice it with other people.  The usual candidates for them to practice on are lovers, spouses, and of course therapists. No one else will continue to put up with them.

shit happens: it’s like a light switching on somewhere on the grid, it’s a powerful light and draws a lot of electricity but it’s being drawn at a million points and is only detectable in the aggregate. shit happens, overall power fluctuation created by the quantum kernel, overall power fluctuation created by the quantum kernel, “I’m a weather forecaster in the Air National Guard and part of our training involves sunspots/CME’s, and it really would be a problem if another Carrington Event occurred. Not only would SATCOM be down but GPS, Radio, Power Grids, Television, and a whole slew of electronics. Keep in mind too that all air traffic would be grounded. Fortunately the Solar Min/Max cycle is roughly every 11 years, with the peak in 2013 for the current Solar Max cycle. Not as much activity is predicted for this cycle”

they: notice the quantum kernel goes online, but they don’t understand what it means. attributed to solar storm, they are suspicious and order investigation. conscious self-inflicted decline. “From the 1970s, there has been a significant change in the U.S. economy, as planners, private and state, shifted it toward financialization and the offshoring of production, driven in part by the declining rate of profit in domestic manufacturing. These decisions initiated a vicious cycle in which wealth became highly concentrated (dramatically so in the top 0.1% of the population), yielding concentration of political power, hence legislation to carry the cycle further: taxation and other fiscal policies, deregulation, changes in the rules of corporate governance allowing huge gains for executives, and so on. Meanwhile, for the majority, real wages largely stagnated, and people were able to get by only by sharply increased workloads (far beyond Europe), unsustainable debt, and repeated bubbles since the Reagan years, creating paper wealth that inevitably disappeared when they burst (and the perpetrators were bailed out by the taxpayer). Failure by Design. The phrase “by design” is accurate. Other choices were certainly possible. And as the study points out, the “failure” is class-based. There is no failure for the designers. Far from it. Rather, the policies are a failure for the large majority, the 99% in the imagery of the Occupy movements — and for the country, which has declined and will continue to do so under these policies. One factor is the offshoring of manufacturing. As the solar panel example mentioned earlier illustrates, manufacturing capacity provides the basis and stimulus for innovation leading to higher stages of sophistication in production, design, and invention. That, too, is being outsourced, not a problem for the “money mandarins” who increasingly design policy, but a serious problem for working people and the middle classes, and a real disaster for the most oppressed,” in the realworld – they notice when the quantum kernel goes online, but they don’t understand what it means. it’s like a light switching on somewhere on the grid, it’s a powerful light and draws a lot of electricity but it’s being drawn at a million points and is only detectable in the aggregate.

media: a million lightbulbs. illustrate dominant culture. tactic didn’t happen. then they ignore you.

authoritarian culture: “Persecution and past abuse are often the causes – or at least the antecedents – of the pathology. , grandiose, assumption of superiority. abuse – then they ignore you. Make invisible – just someone to make the tea. For the past three decades, especially, consumers haven’t so much bought their quality of life as they’ve borrowed it from banks and credit card companies. And since the Great Recession, Americans have been busy rebuilding their balance sheets and avoiding new financial encumbrances. When American consumers can’t—or won’t—borrow to purchase the goods and services they’ve come to consider part of their standard of living, how does the economy get back on its feet? The answer lies in consumers following the example of corporations—that is, becoming more efficient. The reaction to extended leverage and foolish borrowing isn’t to stop consuming and buying; it is to consume and buy more intelligently. That’s what the Rentership Society is all about. And it starts at home. Literally. Housing is the biggest single component of consumption in the U.S. economy and the source of much of our present misery. According to the Bureau of Labor Statistics, the typical consumer spends about 32% of his or her budget on shelter. In the last decade, that generally meant borrowing a lot of money to take “ownership” of a home. The vast mortgage-political-financial complex, for a variety of reasons, valued homeownership as a good in its own right. Democrats saw the extension of credit to people on the lower end of the income scale as a matter of social justice; Republicans thought homeownership would make people more bourgeois. Banks and Wall Street firms salivated at the fees mortgages could generate. So, during the boom, the homeownership rate grew steadily, peaking at a record 69% in 2006, according to the Census Bureau. But those gains were short-lived and came at a truly massive cost: a huge mortgage bust, expensive bailouts of Fannie Mae and Freddie Mac, an overhang of millions of foreclosed properties and falling home prices. Ownership-boosters failed to note that homes purchased in 2005 and 2006 with no-money-down, interest-only mortgages weren’t really bought. They were simply rented until the “owner” flipped them or walked away from the mortgage. Far from strengthening low-income neighborhoods, this destabilized them through the inevitability of foreclosure. t’s tempting to view the rise of rentership as an economic step backward. Renters can’t build up equity, and they have less control over their living standards than owners. Renting is generally seen as something you do when you’ve failed as a homeowner or are not yet ready to be one. But I’d argue the rise of rentership is a sign of a system adapting—albeit too slowly—to new realities. Fannie Mae and Freddie Mac have become reluctant owners of more than 200,000 properties thanks to the foreclosure crisis, working through the backlog, one painstaking foreclosure sale at a time. But in February, Fannie Mae said it would put up for sale some 2,490 homes as a package, asking for $321 million. The Wall Street Journal reported that an assortment of real estate companies and private-equity investors were considering making bids. The presumption was that these sophisticated investors would turn the homes into rental properties. The Enlightenment notions about human nature were reflected in the newly minted nation-state whose raison d’être was to protect private property relations and stimulate market forces as well as act as a surrogate of the collective self-interest of the citizenry in the international arena. Like individuals, nation-states were considered to be autonomous agents embroiled in a relentless battle with other sovereign nations in the pursuit of material gains. It was these very assumptions that provided the philosophical underpinnings for a geopolitical frame of reference that accompanied the first and second industrial revolutions in the 19th and 20th centuries. These beliefs about human nature came to the fore in the aftermath of the global economic meltdown and in the boisterous and acrimonious confrontations in the meeting rooms in Copenhagen, with potentially disastrous consequences for the future of humanity and the planet. If human nature is as the Enlightenment philosophers claimed, then we are likely doomed. It is impossible to imagine how we might create a sustainable global economy and restore the biosphere to health if each and every one of us is, at the core of our biology, an autonomous agent and a self-centered and materialistic being. This article concerns metaphors and ways of seeing, particularly ways of seeing what others are not looking at. The logical assumption is that a non-subject is therefore trivial, unworthy of serious study. Conversely, my response was and is to question why these are non-subjects, to investigate decisions made by others about what is likely to be important to me or to anyone else. So my work begins with a rejection—of the canon, of the politics of literature and its publication, of academic appropriateness, of the legislation of opinion. One of the ways that academics seem to operate is through the posing of binary or structural opposites. It is comforting to know that if a thing is not this it must be that; what is not cold is hot. Never mind that we are capable of thinking about and experiencing an enormous range of temperatures, that heat is a relative term as is cold; structural opposition (Lévi-Straussian construction) enforces binary coding, usually with the additional motivation of fixing, or affixing, moral values. Because one is already conditioned to look at things as this or that, cold or hot, the value indicators are similarly binary: negative and positive. We need both, of course, and not only in our flashlights: polarity is a dependent relationship. But because of this tendency towards a tension of opposites, we end up limiting our transactions, our thinking, to bad and good. This is the outcome—if not the point—of children’s literature: it conditions us to distinguish bad and good, and to make a number of other associations with these terms; that which is considered good is that which beautiful, smart, nice, polite, fair or even white, obedient, tall, slim, quiet, and so forth. In fairy tales, the basis of what we now call children’s literature, a person’s inner qualities are instantly discernible from external attributes. Good and bad are physiologically, physiognomically manifest: the dark little crooked old woman in black with the wart on her nose is not going to be the hero. Thus a good person is also pleasant to look at and (as we know from television) has clean clothes, fresh breath, and carefully styled hair.”

resistance. antiauthoritarian type. then they ignore you. “Recent discoveries in brain science and child development, however, are forcing us to rethink these long-held shibboleths about human nature. Biologists and cognitive neuroscientists are discovering mirror-neurons–the so-called empathy neurons–that allow human beings and other species to feel and experience another’s situation as if it were one’s own. We are, it appears, the most social of animals and seek intimate participation and companionship with our fellows. Social scientists, in turn, are beginning to reexamine human history from an empathic lens and, in the process, discovering previously hidden strands of the human narrative which suggests that human evolution is measured not only by the expansion of power over nature, but also by the intensification and extension of empathy to more diverse others across broader temporal and spatial domains. The growing scientific evidence that we are a fundamentally empathic species has profound and far-reaching consequences for society, and may well determine our fate as a species. What is required now is nothing less than a leap to global empathic consciousness and in less than a generation if we are to resurrect the global economy and revitalize the biosphere. The question becomes this: what is the mechanism that allows empathic sensitivity to mature and consciousness to expand through history? Communication revolutions not only manage new, more complex energy regimes, but also change human consciousness in the process. Forager/hunter societies relied on oral communications and their consciousness was mythologically constructed. The great hydraulic agricultural civilizations were, for the most part, organized around script communication and steeped in theological consciousness. The first industrial revolution of the 19th century was managed by print communication and ushered in ideological consciousness. Electronic communication became the command and control mechanism for arranging the second industrial revolution in the 20th century and spawned psychological consciousness.”

outline chapter 4

chapter 4, designing the game.

specs, ingame, work

specs: physics on each level is appropriate to the level, so classical physics on level 2, but time dilations, black holes and other cheats work on level 3. levels 4 and ! and !n are entirely quantum, where everything manifested is created by the players,

specs: necessary space – thousands of square miles in each ring, millions of players in each of a dozen cities of hinterlands, densities ranging from 30-50/mi for ring 1 to 50,000/mi for ring 6. in lowlands cities can have 12,000 – 200,000 per city.

specs: level 2 midway a primer in fundamentalist, conservative, classical, capitalist thinking – the mechanistic world, where everything can be known and described, an unchanging god, one right answer to any given problem, the usual rules society is supposed to operate by. the other zones teach control of mass, speed, momentum, angular forces, newtonian physics.

specs: list of 7 possible games and rides (roller coaster, arcade (target shooting, ring toss, jelly bean count), tilt-a-whirl, bumper cars, hall of mirrors, tunnel of love, )

specs: “[The core functionality typically provided by a game engine includes a rendering engine (“renderer”) for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, and a scene graph. scene graph has nodes for entities/objects including layers, child nodes branch off from each node, leaf nodes are rendered (visible)]”

specs: “Just like there are visual themes, the gameplay should also be broken into differentiated phases, when possible. Perhaps this part focuses on jump platforming, perhaps that part focuses on lock/key or torch/switch puzzles, perhaps this other area is pure combat. It’s entirely unnecessary (and often unwise) to cram every type of gameplay imaginable into every game, but what range is possible and worthwhile within the engine created should be explored in focused turns, rather than spread evenly into a murky gray from start to finish.”

specs: “As time advances, new technologies are developed; these technologies are the primary way in which the game changes and grows. At the start, players choose from advances such as pottery, the wheel, and the alphabet to, near the end of the game, nuclear fission and spaceflight. Players can gain a large advantage if their civilization is the first to learn a particular technology (the secrets of flight, for example) and put it to use in a military or other context. Most advances give access to new units, city improvements or derivative technologies: for example, the chariot unit becomes available after the wheel is developed, and the granary building becomes available to build after pottery is developed. The whole system of advancements from beginning to end is called the technology tree, or simply the Tech tree; this concept has been adopted in many other strategy games. Since only one tech may be “researched” at any given time, the order in which technologies are chosen makes a considerable difference in the outcome of the game and generally reflects the player’s preferred style of gameplay.” civilization video game.”

specs: list of animations – “sprint, stealth, resolute, stoneform, surefoot, acrobat, regrowth” “Sprint – Increases move speed for (3 + (.15 * enemy level)) seconds. Activated when they are first hit. To counter this ability, place units set to “Most HP” at the entry points so that the enemy sprints right away and not near the end of your defenses. Also selecting subclasses with slow effects and setting their target priority to “Fastest” helps stop sprinters in their tracks!
Stealth – Permanently invisible and undetectable by normal units. There are two ways to counter stealthers. First, make sure you’ve selected the talent that grants the Perception ability to your champion, and make sure you have enough energy to Teleport your champion around the map to pop the stealthers out. Your second option is to use your AoE ability (Hotkey 2) to pop enemies out of stealth. Once a stealth unit has been hit once, they are no longer undetectable.
Resolute – Immune to all damage for (1 + (.15 * enemy level)) seconds. Activated when they are first hit. To counter this ability, place units set to “Most HP” at the entry points so that the enemy sprints right away and not near the end of your defenses. Also, be careful not to place all of your units in one area when facing these enemies so that they aren’t immune as they pass through the main body of your defenses.
Resilient – Permanently takes (15 + (1.5 * enemy level))% less damage. The best way to counter this ability is to slow these enemies down.
Stoneform – Permanently immune to all puncture (arrows continue through) and sunder (removes armor) effects. The best thing to do against these enemies is to select subclasses that don’t grant sunder or puncture effects.
Sure Foot – Permanently immune to all slowing effects. To counter these enemies, you may need to teleport your champion to them or select subclasses that grant effects other than slowing.
Acrobat – All attacks have a (25 + enemy level)% chance to miss. These enemies can be a pain, especially if you get an unlucky string of numbers. To counter these guys, be ready to use your AoE ability (Hotkey 2) or teleport your champion to them.
Regrowth – Regains (5 + (2 * enemy level))% of their max health every second. To counter these enemies, you’ll need to deal a lot of damage at one time. Build your units in a centralized area and avoid spreading them out to give time for these enemies to regain their health.”

specs: SPACEBAR – Start Wave
1 – Use Champion Ability 1
2 – Use Champion Ability 2
3 – Use Champion Ability 3
4 – Use Champion Ability 4
Q – Build Guard Tower
W – Build Ranger
E – Build Warrior
R – Build WIzard
A – Build Ward Spire
S – Build Scouting Post
D – Build Battle Standard
F – Build Power Totem
X – Build Trading Outpost
C – Build Barracks
ESC – Cancel current action (build, teleport, AoE spell, etc.) “

specs: “Prior to Steam, Valve had problems releasing updates for their online games, such as Counter-Strike, wherein a patch would result in the disconnection of the larger part of the online user base for several days. They decided to make a platform which would update games automatically, and implement better anti-piracy and anti-cheat measures. Valve originally approached several companies – including Microsoft, Yahoo!, and RealNetworks – to build a client with these features, but all turned them down. Although digital distribution was still no match to retail in terms of sales volume, profit margins for Valve and developers were far bigger on Steam than at retail.”

specs: “the most common sources of funding, outside of individual investors, are either appealing to venture capital funds, or recourse to completion bond financing.  the latter is a novel financial instrument that sees an insurance company guaranteeing, or ‘bonding’ interim milestone payments, with a publisher stepping in to pay the bond, plus interest and fees, when the development of a game is complete. p41 the other thing that people really liked was that we had characters who’d walk around doing their own thing – a system that we called virtual theateron average, online gamers stay with a game for 10 to 12 months, which means that about 10 percent churn out of a game in any given month.  developers continually update their games, and add upper level depth in order to reduce churn. new massively multiplayer online games have about 20 minutes to attract a new user into a game.  in that 20 minutes, a new user should be able to do many thing.  they should be able to create a character.  they should be able to take that character on a mission, and not be killed.  indeed, they should win the mission – and be told how great they are, and given awards and honors, etc.  they should then be sent on an additional mission. currently there is lots of item selling and trading, but it is not sanctioned by the companies publishing the products.  this is a legal limitation, not a technical limitation.  if publishers acknowledge that these items have real-world value then they also have real-world liability if any of the items are lost or stolen in the game, and the publisher does not replace them.  for this to change, the legal atmosphere would need to change first.  p182 the main problem so far is that 99.9 percent of online games are medieval fantasy role-playing. p183 the main difficulty with controlling player action comes with too many people gathering in one place at one time.  when this happens, it stresses a couple of things:  the graphics-generating capability of many home computers, and the processing power of the single server that is hosting the large group. in order to overcome this issue, many games are designed to spread people out among the many servers by starting people at different locations, and having many different paths to complete a mission.  in city of heroes, we also have the ability to create multiple copies of the same exact area when too many people want to be in a certain place at one time.”

snake: hand-waving mages, just delivery mechanics, same as warrior swinging a sword. casting spells not magical if everybody can do it. real magicians spend years training, reading, studying. not out there with warriors battling the monster or sitting around tending to their wounds while advising them on ethics.

specs: “classical physics is generally divided into several different areas. These areas include mechanics (looking at motion, objects and the forces that act on them), dynamics, hydrodynamics, statics, optics, thermodynamics (studying energy and heat) and acoustics, as well as the studies of the phenomena surrounding magnetism and electricity. The laws of conservation of mass, conservation of energy and conservation of momentum are also very important to classical physics. space and time; straight-line kinematics; motion in a plane; forces and equilibrium; experimental basis of Newton’s laws; particle dynamics; universal gravitation; collisions and conservation laws; work and potential energy; vibrational motion; conservative forces; inertial forces and non-inertial frames; central force motions; rigid bodies and rotational dynamics. euler’s laws newton’s laws of motion (can we illustrate all three in one experiment?) linear motion, vectors. relative velocity. friction. harmonic motion (spring, pendumum). rotational / angular motion. centrifugal / centripetal force. roller coaster – The conversion of potential energy to kinetic energy is what drives the roller coaster, and all of the kinetic energy you need for the ride is present once the coaster descends the first hill. carousel – circular motion, linear motion. bumper cars – the law of action-reaction, the drivers feel a change in their motion and become aware of their inertia. The type of collision, velocity of the cars, and mass of the individual drivers all come into play in bumper car collisions. free fall – In the first part of the ride, force is applied to the car to lift it to the top of the free-fall tower. After a brief period in which the riders are suspended in the air, the car suddenly drops and begins to accelerate toward the ground under the influence of the earth’s gravity. pendulum – Feelings of weightlessness are not due to a decrease in forces of gravitation; people do not feel forces of gravity. What you feel is the force of a seat (or other external object) pushing on your body with a force to counteract gravity’s downward pull.  The motion of an object in a circle requires that there be a force directed toward the center of the circle (sometimes called a “centripetal force”). This means that at the bottom of the circular swing, there must be an upward force (since the circle’s center is upward). Gravitational forces are always directed downward upon a rider’s body; thus, gravitational forces cannot meet this centripetal force requirement. The seat must supply the centripetal force, pushing upwards on the rider with a force greater than gravity’s downward pull. riverboat simulator, projectile simulator, hit the target, racetrack, uniform circular motion, gravitation, orbital mechanics, standing waves, beat patterns.”

specs: “By nature, “massively multiplayer” games are always online, and most require some sort of continuous revenue (such as monthly subscriptions and advertisements) for maintenance and development. Some games, such as Guild Wars, have disposed of the ‘monthly fee’ model entirely, and recover costs directly through sales of the software and associated expansion packs. Still others adopt a micropayment model where the core content is free, but players are given the option to purchase additional content, such as equipment, aesthetic items, or pets. Games that make use of this model often have originated in Korea, such as Flyff and MapleStory. This business model is alternately called “pay for perks” or “freemium”, and games using it often describe themselves with the term “free-to-play”. In many MMORPGs the number of players in one world is often limited to around a few thousand, but a notable example of the opposite is EVE Online which accommodates several hundred thousand players on the same server, with over 60,000 playing simultaneously (June 2010 at certain times.”

specs: “Some problems faced by MMORPGs: · Geographic Location: Shards present in a particular geo-location will service gamers logging in from that locale only. The maximum gaming speed is decided by the slowest band-width connection. So a person logging in from a different geometric location can reduce the speed of gameplay massively. · On-Demand Gameplay: The pay-as-you-play model that most MMORPG’s run on enables the user to request resources at time of his/her choice. This coupled with a non-on-demand scalable architecture at the back end will cause a huge maintenance overhead. Systems will have to be maintained to support the peak load, resulting in huge quantities of unused computing power. · Maintenance issues: Maintaining huge datacenters spread all over the world is a huge burden in terms of the effort required to support such complicated hardware, lack of skilled manpower, and the difficulties of managing such an operation to service complicated and unpredictable user behavior. How Cloud Computing can help: Cloud vendor takes care of SLA Management Shifting to the cloud will lift the burden of support and maintenance of Datacenters from the shoulders of the game provider. SLA’s provided by the Cloud Vendors (Amazon EC2′s service-level agreement promises 99.5% service uptime.) will enable Game Development companies to focus on actual game development and R&D. Deployment of new DataCenters Shifting onto the cloud will drastically reduce the CAPEX expenditure and the logistics involved in setting up a new DataCenter. This burden now moves onto the cloud vendor. “

specs: “When the objects are positioned a place the player is meant to see them, they are shown on the screen. A modification might add a minimap or similar on the screen showing where all the other objects are at any time, like it’s done for Counter Strike and Warcraft III [17,14]. Another variant of ESP is “glow” [17]. Glow ESP helps a player see  enemies better. Either the whole object is changed to a color that is light or “glowing”, or only the sides of the objects are “glowing”. This makes it easer to distinguish friend from foe or spot objects in dark areas. The goal for these cheats is to show something to the player that he  shouldn’t be able to see. This can be done be removing objects or making it possible to see objects meant to be hidden behind other objects.In some games certain groups of objects clouds the visibility of other objects – and they are meant to. In Counter Strike smoke grenades release clouds of smoke that are very opaque, making them hard to see through. Cheats remove these clouds This kind of cheat is often known as wall hack [17]. The following group of cheats are also known as wall hack, but this is probably the one most players think of when a wall hack is mentioned, i.e. the ability to see through walls. This method aims at showing objects a player wants to see without modifying objects like walls. A cheater can put some objects that are located behind others in front of those hiding them, making them visible. A solution might be to put all objects of a certain kind in front of any other object. This might – like in Counter Strike [17] – be a player model, enabling a player to know where other players are located. This wall hack is more efficient than ‘transparent objects’ because the cheater now only sees what is important and not everything else behind the wall. Seeing everything can limit ones ability to navigate on the map. Cheaters often find their targets easy prey because data can bee seen in clear text, either between the client and server or internally in the machine under the cheaters control. An approach to reduce this threat is encrypting important data kept in memory or sent between the client and server or between the game engine and a modification (Mod). Pritchard [1] suggest another kind of “encryption”, known as security through obscurity. By dynamically changing the command syntax, hackers will have more trouble finding the desired data in memory. Such solutions are not popular in the academic world, but from a practical  approach, everything that increase the pain of the attacker at a low cost for the defender has some clear advantages.”

specs: “world diagrams usually start out as a list of locations and objectives.  changes of scenery during a game add variety and a sense of progression for the player.  since these scenery changes will involve development down the line, the game designers start listing these potential locations very early on.  players also like to experience slight changes in gameplay as they advance forward in a game.  in game designer terms, these slight changes amount to a set of objectives for the player.  for example, the first level could require the player to rescue a hostage, and the next level could ask the player to escort that hostage to a safe location.  by determining which locations match certain objectives, the designers can seam the entire game together through a world diagram. level designers use the design document as a guide to create a level diagram for each level in the game.  a level diagram is a drawing that shows the areas the player will progress through; it may also describe events that take place in each area.  depending on the project, level diagrams can be extremely detailed and thorough, or they can be vague and abstract.”

specs: blah. “Dot Universe, on the other hand, plays on Swedish psychologist Gunnar Johansson’s seminal research on the perception of biological motion in the 1970s. Johansson demonstrated that an array of just thirteen dots, positioned at the body’s cardinal points, is sufficient to create the illusion of a moving human figure. Cleary and Connolly re-created that effect but then jumbled up the results to create what resembles a dynamic, shape-changing constellation that moves with a pleasing, loose-limbed elasticity. A version of this work, Joining the Dots, has already been installed in Tralee, County Kerry. As Connolly notes, it demonstrates “the refusal of the mind to accept abstraction”. Even when an image appears to be formless or random, we’re constantly looking for patterns or shapes that we can interpret and render into meaning.”

4 specs: program: “Each full region (an area of 256×256 meters) in the Second Life “grid” runs on a single dedicated core of a multi-core server. Homestead regions share 3 regions per core and Openspace Regions share 4 regions per core, running proprietary software on Debian Linux. These servers run scripts in the region, as well as providing communication between avatars and objects present in the region. Every item in the Second Life universe is referred to as an asset. This includes the shapes of the 3D objects known as primitives, the digital images referred to as textures that decorate primitives, digitized audio clips, avatar shape and appearance, avatar skin textures, LSL scripts, information written on notecards, and so on. Each asset is referenced with a universally unique identifier or UUID.[57] Assets are stored on Isilon Systems storage clusters,[58] comprising all data that has ever been created by anyone who has been in the SL world. Infrequently used assets are offloaded to S3 bulk storage.[59] As of December 2007, the total storage was estimated to consume 100 terabytes of server capacity.[60] The asset servers function independently of the region simulators, though the region simulators request object data from the asset servers when a new object loads into the simulator. Each server instance runs a physics simulation to manage the collisions and interactions of all objects in that region. Objects can be nonphysical and non moving, or actively physical and movable. Complex shapes may be linked together in groups of up to 255 separate primitives. Additionally, each player’s avatar is treated as a physical object so that it may interact with physical objects in the world.[61] As of 1 April 2008, Second Life simulators use the Havok 4 physics engine for all in-world dynamics. This engine is capable of simulating thousands of physical objects at once.[62] Linden Lab pursues the use of open standards technologies, and uses free and open source software such as Apache, MySQL, Squid and Linux.[63] The plan is to move everything to open standards by standardizing the Second Life protocol. Cory Ondrejka, former CTO[64] of Second Life, has stated that a while after everything has been standardized, both the client and the server will be released as free and open source software. “

ingame,

ingame: economics and technology in each ring. need faucet-drain economy or will have infinite accumulation of wealth and unbalance in the game. ownership of houses, possessions, jobs, responsibility for things inside the game.

ingame: trade skills – item faucet; item sink; item converter; alternate career path; social glue; or some combination.

ingame: “Each virtual citizen is accounted for in the simulation. They need a place to live, they may work somewhere or have their own business, they consume goods that they pay for with the money they earn. While doing so, they alter their environment, they produce pollution, crime, or just wear down existing utilities. They require services like hospitals, police and education. They have a will of their own, usually moving from one place to another looking for better jobs, better commerce, or avoiding adverse conditions like pollution, crime, or even people from a different social class.”

ingame: gm – general manager? gamemaster, they turn and say in unison.

ingame/npc: what will npcs do? they help with the lessons, working with players to develop skills and the ability to think in quantum. they dispense the zen wisdom and come back to startle the wayward mind of the player. who’s working on npcs? fairy designs and since who is too busy animating everything else, she also animates them (poorly). the ? scripts their functions, writing dialog and flowcharting the player choices based on the interactions.

ingame/npc: argument about how much definition for npcs. completely defined with stats skills and gear, or fill it in as needed later. do we have to flesh them out at all? the more real they are the better for staying in character. photorealistic? southpark. nuff said.

ingame/npc/karma: karma is returned directly and down the line by npcs, who treat the player in a like manner, and adjust the mission difficulty to reflect the karmic score. under these conditions, karmic bonuses, sometimes thru agents from levels ! and !n (altho this is not planned for), can alter the fortunes of the player. karma shows in the avatar, which changes to reflect their karma/health status, as well as their social/political/economic status. quantum skills are invisible.

ingame/karma: do they need a certain number of points to get from level to level? how many kinds of points are there – karma, skill levels, experiences, connections to others, lessons learned, others? or not? how much depends on the quantum kernel? why do you move on? levelling, experience points, skills, remorting, grinding.

determining the various health and karma points. or not. let the kernel do it? could the kernel do it?

ingame: “Some characters operate primarily as traders, buying, selling and transporting goods to earn profits. Others operate primarily as producers, purchasing components or raw materials and transforming them, sometimes on massive scales, into useful items such as weapons, ships, ammunition, or various technologies wanted by players. Some less combat-oriented players operate as miners or salvagers, collecting and sometimes processing ore used in manufacturing and collecting salvage to make into ship rigs, respectively. Finally, some characters operate as mercenaries or pirates, earning money or being paid primarily to be battle-ready and either attack or defend from attack-profitable enterprises such as mining, salvaging or transportation of goods. Eve Online periodically has arisen for discussion within the wider gaming community as players of the game find various ingenious methods of scamming, deceiving, or attacking each other. One infamous example was a corporate infiltration and heist where one corporation infiltrated a target corporation over the course of nearly a year. They then performed a virtual assassination on the target’s CEO and proceeded to steal corporate property to which they had gained access. The target corporation lost billions of ISK worth of property (amounting to about $16,500 USD) and a great deal of prestige; the CEO’s expensive ship and cybernetic implants were destroyed in the attack. Such dangers are an inherent part of Eve Online’s virtual economy and thus are purposely not dealt with by the developers.[99] Players are expected to make financial decisions based (among other factors) on the possibility of other players’ fiduciary malfeasance, much as in real-life economics. The most common acts of piracy in Eve are ganking, gate camping, and small gang warfare. Every pirate corporation in Eve Online has its own preferred activities, strategies, and tactics. Some utilize cheap but high damage ships to “suicide gank” and kill people in high-security space (where they should theoretically be safe) quickly before CONCORD law enforcement units arrive to destroy them (thus “suiciding”), in the knowledge that certain ships they destroy will be carrying valuable commodities or expensive gear capable of recovering the cost of the pirate vessels lost in the gank. Others choose to set up gate camping fleets consisting of varied ship types and roles capable of rapidly disabling and destroying any unwitting passersby, thereby locking down star systems and killing or robbing whoever tries to pass through. Other pirates choose to roam in very fast and versatile skirmish ships, such as interceptors, recons, or heavy assault ships, killing anyone they encounter in lightning attacks. On gaining the upper hand in a fight many pirates will ask the victim for an ISK ransom, in exchange for sparing their ship or escape pod. Unlike many other MMOs, Eve Online permits griefing. The legitimate limits of grief-play are the source of ongoing debates amongst Eve players with the discussion focusing on playstyles that aim at extracting a negative out-of-game emotional response from the target. The prevalence of such behavior in Eve has often led players of other games, as well as some players of Eve itself, to label Eve Online as a game for sociopaths. The Interstellar Services Department (ISD) is a group of volunteers who share their free time in order to assist in a variety of tasks that all go towards supporting and enriching the players experiences in the world of EVE. They answer questions from players, help hunt down and resolve problems, provide news and fiction as well as acting as good-will ambassadors throughout the community. It includes ECAID (Equipment Certification and Anomaly Investigations Division), STAR (Support, Training and Resources), IC (Interstellar Correspondents), M (Mercury), and YARR (Yulai Archives & Records Repository Team).”

our abstract existential system has no tolerance for the gory details of death; in fact, abstract thoughts of death generate an aversion to bodily fluids, including blood. Indeed, previous experiments have supported this idea: after being reminded of their mortality, people are more squeamish about physical trauma. In the current study this aversion to blood was not strong enough to trump the cultural expectation that we should help those in need—but it carefully meted out generosity to those truly in the most need. People who have come close to perishing, on the other hand, see things differently. For them, blood is not something aversive at all—it is the stuff of life.”

ingame: some publicly known cheats
cheating by collusion
cheating by abusing procedure or policy
cheating related with virtual assets
cheating by compromising passwords
cheating by denying service from peer players
cheating due to lack of secrecy
cheating due to lack of authentication
cheating related with internal misuse
cheating by social engineering
cheating by modifying game software or data
object correlation
objects exposure
cheating by exploiting bug or design flaw”

ingame: categories for online cheating:
1. Reflex Augmentation: Exploiting a computer program to replace human reaction to produce superior results
2. Authoritative Clients: Exploiting compromised clients to send modified commands to the other honest clients who will blindly accept them
3. Information Exposure: Exploiting access or visibility to hidden information by compromising client software
4. Compromised Servers : Modifying server configurations to get unfair advantages
5. Bugs and Design Loopholes: Exploiting bugs or design flaws in game software
6. Environmental Weaknesses: Exploiting particular hardware or operating conditions”

ingame: “Achievers – Also known as “Diamonds,” these are players who prefer to gain “points,” levels, equipment and other concrete measurements of succeeding in a game. They will go to great lengths to achieve rewards that confer them little or no gameplay benefit simply for the prestige of having it. One of the appeals of online gaming to the Achiever is that he or she has the opportunity to show off their skill and hold elite status to others. They value (or despise) the competition from other Achievers, and look to the Socializers to give them praise. As they achieve more, they are no longer easy targets of the Killers and may enjoy their new position on the food chain. These gamers also tend to like seeing their user names at the top of scoreboards and ladder systems. Many games cater to these players by offering special titles and a special exclusive mounts to those that place in the top of the competitive Arena ladder.
Explorers – Explorers, dubbed “Spades” for their tendency to dig around, are players who prefer discovering areas, creating maps and learning about hidden places. They often feel restricted when a game expects them to move on within a certain time, as that does not allow them to look around at their own pace. The Explorer will often enrich themselves in any back story or lore they can find about the people and places in-game. Whereas an Achiever may forget about previous games as soon as they’ve conquered them, the Explorer will retain rich memories about what they experienced about their adventures.
Socializers – There are a multitude of gamers who choose to play games for the social aspect, rather than the actual game itself. These players are known as Socializers or “Hearts.” They gain the most enjoyment from a game by interacting with other players, and on some occasions, computer-controlled characters with personality. The game is merely a tool they use to meet others in-game or outside of it.
Killers – “Clubs” is a very accurate moniker for what the Killer likes to do. They thrive on competition with other players, and prefer fighting them to scripted computer-controlled opponents. These gamers love to sow destruction, so games that are high in carnage, action, and destructible environments are definitely a plus. Many of these gamers also enjoy the opportunity to depart from the norm of being “the good guy” who comes to save the day. Instead, they will play on the side of evil or conquest. On the flip side, Killers also represent the archetype which is most interested in affecting their environment, so sandbox games in which they can take a direct hand in building (or destroying) a virtual society will appeal to them as well. For others, it’s more about power and the ability to hurt others. One such example is “ganking” or “owning”, a process where the Killer takes their strong character to a place where inexperienced or weaker characters reside, and proceeds to kill them repeatedly. Market control appeals strongly to Killers, many of whom have a natural talent for reading markets (likely an extension of their common aptitude for sizing up strengths and weaknesses, vital to their play style). Social Killers tend to be guild, clan, or community leaders—or trolls.
in many older MMORPGs the fastest way to progress was simply by killing the same monsters over and over again, and as this is still common in thegenre, all MMORPG players know the process as “grinding“, or “camping” (sitting at a monster’s spawn point in order to attack it as soon as it respawns).”

ingame/npc: “Hiding a big Secret. Having a big secret that is scarcely referred to and hidden be an NPC, when shared only with the player, or found out by him gives Depth to the NPC. Hiding Emotions. An NPC that is trying to cover a strong emotion by another, when found out by the player can gain immense depth. (e.g. hiding fear with Sarcasm, Love with unnecessary toughness, etc.) NPC Emotions affect gameplay. Making the NPC’s emotions affect gameplay and vice versa helps deepen the character of the NPC. Give the Group Deep Attributes. Traits such as an Aesthetic culture, having ancient Wisdom, Carrying Mysterious knowledge of Nature and Creation, Being Noble, etc. add a lot of depth to a culture. Two NPC’s Think the same way. When two or more NPC’s think the same way and complement each others thoughts and dialogs, a sense of prior history is created between them. This creates chemistry between the NPC’s. Two NPC’s have an ongoing Argument. If two or more NPC’s have an ongoing argument about past events or current tastes, it also adds to their history and gives a sense of chemistry. This also creates a feeling of affection between the NPC’s, because it shows they haven’t left each other despite their argument and disagreement. Character Arcs don’t come easily to an NPC. The NPC will need to struggle a lot along a rocky path, going through emotional, physical and mental delusions, distress, enlightening and change in order to “Travel his Character Arc”. This must be shared with the player, therefore if an NPC does not appear regularly to the player, giving it an arc will look stupid! One Arc is more than enough. There is very little space and time in a game to give any single NPC more that one character arc (e.g. Timid-> Brave, Material -> Spiritual, etc.). More than this might confuse the player to as who the NPC is and why he is changing so often. Discarding Masks is a good Arc. Some NPC’s might be using masks to hide their true nature or feelings from the player. If the NPC can travel his/her arc behind this mask, then drop it when he has grown, the player will be impressed by that character’s change. Too much Uniqueness can cause engagement rupture!. If a character diamond, along with its quirks is so unique that the player cannot identify with it (e.g. a mother character that is evil and jealous and burps all the time!) the player will loose interest in him/her. Let the player invest into an NPC. An NPC that the player has invested a lot in, creates a rooting interest. E.g. if the player has been giving an NPC lots of attention and gifts to get him on his side, the player will have a strong emotional bond towards that NPC. Make the Player Responsible for an NPC. Characters that the player is responsible for (protecting them, killing them, guiding them, etc.) immediately have more rooting interest than others, especially if they are sympathetic to the player. Flip Rooting Techniques to get “Hating Techniques”. If a Rooting technique is reversed (e.g. instead of an NPC showing braver, showing fear and running from battle) the players emotions can be manipulated to hate that character (note that this is different from a player’s indifference towards an NPC). This allows us to tune the player’s emotions towards NPC’s quite early in the game. NPC reads Player’s mind! Every NPC’s dialog can be tuned, so her or she “knows” about past events that the player caused. This will allow the NPC to know the history of the player. When this history is referred to by any NPC, it makes that NPC seem to have a common past with the player. This makes the NPC immensely interesting to the player. The NPC has things in common with the Player. If the Player finds out that the NPC has had a past that resembles the current path that the player is taking in the game-world, especially if they both had similar problems, the player will have chemistry with that player. Complementary Skills. If among a group of NPC’s and/or players, skills available to each member, complement those available to other players, a necessary dependency and bond is created between them. Members of a Group Saying good things behind each other’s backs, even if they don’t to their Faces. Teasing or apparent antagonism between group members, when combined with good words that members say behind each other’s backs, creates an atmosphere of trust between members, and makes the player feel a strong bond in the group. Player is forced to do Evil. Forcing the player to do Evil (e.g. in order to prevent even greater evil, or in order to be able to do good subsequently) puts him/her in an emotionally complex situation. Doing Evil can be hurting good people, helping bad people, betraying a friend or group, joining up with evil forces, destroying something that belongs to the good, creating something that can cause potential evil, etc. Ambivalence towards a previous friend. Finding out that a friend was actually following their own agenda in helping the player creates ambivalence and a complex emotion. Ambivalence towards a previous Enemy. Finding out that someone who was an enemy, had to do what they did to the player creates emotional complexity, because whereas the player hated that enemy before, now he/she is forced to consider their position. The same thing might happen if the player finds out that his enemy has had a painful past, or is dying a terrible death, is helpless, or can actually cause great good at some points in the story. The Player finding out that he/she has been tricked or used. If the player finds out that he has been tricked or used by evil forces to do evil, or by good forces to do good, he will have an emotionally complex feeling towards those forces. The same holds true, if he thought he was doing the “right” thing all along, and suddenly found out it had terrible results, or vice versa. In a Weird way, even if some NPC tricks the player into doing good the player will feel an emotional complexity. Good and Evil are not White and Black. A Clash of interests between two factions in the game world could be used to put the player on the side of one faction (maybe because they are more pretty, cuter, more helpless or weaker.) causing the player to realize later on that helping that faction wasn’t necessarily helping the good, but rather just serving one cause and harming another equally valid one will create mixed feelings in them. The Story makes Spiritual Forces Palpable. Spirituality and spiritual forces made visual and active, be it in the game world or the player and NPC’s add to the plot’s depth. Create Guides and Helps to show the Player what the intended Character Arc is. The game world and NPC’s should provide the player with hints towards what he should change in himself. E.g. killing innocent people should be punished in gameplay if the Character arc is changing from a selfish person to a protective guardian. NPC’s in various places refer to each other. If NPC’s in different parts of the world seem to know each other, or at least have heard of each other the playe rwill feel like living in a cohesive world.”

ingame: slang “Coop: Also spelled Co-op, means a mode of multiplayer where everyone is on the same side, battling the AI. Gank: Where several players (normally of a higher level) team up and attack an anemy without warning. In most cases the player being ganked has little or no chance of survival. God Game: A game where the player is a deity, and controls the game world. There is usually no game over, but the game can become so disorganized that it is rendered unplayable. God Mode: A popular cheat that gives the character unlimited health. Other things may be optional, but infinite health is what makes the cheat known as “God Mode.”[7] Gold: A game that is in its final form. Going Gold is the act of mass producing a game so that it may be released. Lag: A drop in framerate that occurs when the technology is pushed to its limits. On consoles, this is a rare occurance offline because most games on that console are designed to fit the console’s specs, but online games often receive lag, especially if the player is using dial-up. Lagger: A gamer who engages in lagging. Lagging: The act of deliberately inducing lag into an online game as a method of cheating. Lagging is popular because it is difficult to prove that the lag is deliberate or honest. leaderboard: An online display of players, listed in order of most successful at that game to the least successful, often going from top down. Life: A number of times a character (usually the main one) can die without a game over occuring. When a character dies, its number of lives is reduced by one, and when it reaches zero, the next death results in a game over. Lives are especially prevelent in platformers. RPG: Stands for “Role-Playing Game,” a genre of games that features statistical attributes and skills, leveling up (usually via experience points), and HP. Sandbox: Describes a game where the player may explore the game world freely, doing virtually any activity available to them. Often do not have a main story line. This style of gameplay was popularized by Grand Theft Auto III. Team multiplayer: A multiplayer mode where multiple players are put onto two or more teams, and fight the opposing team(s). This is not to be confused with coop, where every player is on the same team and is fighting against AI controlled bots. In Team mode, the enemies are also players.”

ingame: “Unlike most role-playing game systems, Nobilis does not use random elements in determining success in characters’ actions. Instead, Nobilis uses a resource management system; players may spend Miracle Points to succeed at certain actions, but otherwise they rarely fail at what they set out to do. Instead of the action centering on whether or not the characters succeed, the emphasis is instead on the consequences of those actions. Since combat between Nobilis uses up Miracle Points very quickly and a Nobilis can easily defeat even great numbers of humans, social roleplaying is encouraged over combat. Though the characters may seem to have limitless power, in reality they must take into consideration both the outcome of every act and what other Powers or Imperators they may offend in the process. In the first two editions, each character has 4 attributes: Aspect, which governs their ability to perform superhuman physical and mental acts; Domain, which covers their power over their estate; Realm, which determines how much power they have in their Chancel; and Spirit, which describes how much magical power the Nobilis has. Spirit creates the Auctoritas, a shield that protects them from the Miracles of other Powers. A character’s Spirit also determines how many Anchors they may have. Each attribute has a number of Miracle Points associated with it. The character creation system also makes Nobilis notable by giving players an unusual amount of control over the setting. In addition to creating their own characters – a process which already allows for considerable customization – the players create their Imperator and Chancel. Players receive a number of points to invest in their Chancel equal to the total amount they spent on their characters’ Realm; they may use these to buy special attributes for their Chancel such as special technology or magical inhabitants. They do not receive any points for their Imperator, so they must take a corresponding drawback for every special attribute they wish their Imperator to have. Each Nobilis also has an Affiliation, which is a moral code they follow in order to regain Miracle Points, as well as character flaws called Limits and Restrictions. Much like their Affiliation, these allow the character to regain Miracle Points when they become an inconvenience. By the future time period of Norton, magic is referred to as the Fifth Fundamental Force, with its own primary particle, the Magicon (similar to a graviton). A few other series have used the technology/magic combined motif, notably Apprentice Adept, another series by Piers Anthony, and Four Lords of the Diamond by Jack Chalker.”

ingame: “Following a small prelude, there are four “chapters” in the original game, with each chapter consisting of a general storyline (the first chapter, for example, deals with a mysterious plague in the city of Neverwinter), and within each chapter, there are many quests, subquests, and mini-storylines. Depending on specific quests completed, and specific items kept, some storylines are continued throughout the entire game (such as Henchman or Aribeth’s tales). Completing many of the side quests will give the player’s character more experience (and special items), making him/her level up faster and continue to make the game easier as the player progresses. For example, completing all quests in the first and second chapters will place the player in Chapter 3 with a 13th level character, instead of a 10th.”

work

work: together in one location, boy and girl and fairy are design team. set out all the levels with remedial levels separate, then realize can use antarctica for levels 1 and 2 as a separate layer. start design document (design, graphical features). girl does background look of each level with photoshopped images of antarctica etc. boy insists on pirates, draws up level diagrams (areas w/obstacles and skills), names rings. fairy tracks assets in world diagram (locations, objects), suggests tarot card-based characters, pulls up examples. wants fantasy creature npcs. who suggests aliens? boy sketches out cut scenes, quests. girl photoshops rider deck character sketches, lists preliminary npc functions with boy and fairy. they discuss list of animations. fairy works on flowchart of possible actions for entire game. todo list. snake is there only for discussions, not work.

work: the boy creates the physical overlay. he researches climate, vegetation, geology; he determines the seasons, the rainfall, the water and wind currents. he decides where to start the desert and where to limit the glaciers, how much geologic rebound to plan for. passes all this to girl for art direction, who had already been proceeding with her own plan. they argue…

work: snake begins animating characters before the kernel is finished, claiming to be an expert. not well done, animation is poor. everything is cheap and handmade looking, southpark etc. but animation is where the quantum movement skills are practiced. the effort it takes to move a character involves the player’s core, which tenses up as she tries to move the character. ragdoll overdone.

work: “The New Aesthetic is an artistic movement. It is sometimes described as physical versus virtual, or the tension between humans and machines. Its major visual emblems include pixelated images, Photoshop glitches, gradients, render ghosts, and, yes, animated GIFs. Data visualization, like an elaborate Venn diagram, can fall under the New Aesthetic umbrella, as can graphic information, like a Google Maps screengrab. Strategically placing marks on a human face, so a machine can’t recognize it as a face, is an act of New Aestheticism. Another popular trend: Photos of people taking photos.”

they’ve forgotten about the remedial levels in their preoccupation with the vision. fairy brings them back.

work: later (after design document assembled) really uneven work from all of them. but what do you expect of a prototype? boy, after talking to snake. doubt we can do this. video games take millions of dollars and a staff of a hundred or more, and it’s just us. we can’t do anything better than a half-assed job, a mashup, why should we bother? i feel like i’d be better off if i just said never mind and got a job. my cousin needs someone to help around the shop. but teaching the essence, we have to do that. i don’t know, maybe i can set up as a mystical essence-teacher and develop some sort of mumbo-jumbo exercise ritual filled with a lot of abstract newage concepts. newage sex maybe. we were specifically told to make the damned game. i know. i just hate doing something that’s going to look like drunk southpark. you just want to be walt disney. i just want to do it all myself. angel said to create a game. go write a book if you want all this extra stuff in it.

work: argument. “But Jaffe did argue vociferously against “games that have been intentionally made from the ground up with the intent and purpose of telling a story or expressing a philosophy or giving a designer’s narrative.” Because no matter how hard we want to fight it, Jaffe said, games just aren’t meant for this kind of storytelling. Jaffe thinks the industry obsession with telling grander stories started in the early ’90s, when CD-ROM and consumer-level 3D technology allowed for cinematic camera angles and voice acting. At that point game makers started to get “seduced by the power and language of film” he argued, thinking that “because they started to look like movies… they should feel like movies.” The game industry should respect the success we’ve had in entertaining the world, he argued, and stop trying to force more from what has historically been the worst medium for expressing complex narrative ideas. In other words, if you think you have something significant to say about philosophy or human nature, stick with the media that have proven they’re suited to imparting that message effectively.”

work: argument. “For the last two generations of consoles (notably since the PS2), we have witnessed a lot of developers strive for the success of genre-leading developers by imitation. These games often follow a very well-established template for a game and tend to mingle aspects of two or more successful games but rarely bring anything new to the table. But this honey-trap has claws – the level of investment is necessarily high (anything less would be creating an inferior and uncompetitive product), and with high investment comes high sunk costs. It has spelt the downfall of many developers who have failed to anticipate the over-saturation of their chosen genre. Single-A title! A relatively new term that I first saw discussed in a GamesTM article to describe medium-investment titles. Costs can be less than a quarter of the production cost of typical triple-A games and instead of being shackled by investors’ risk-aversion to unproven formulae, these games have the opportunity to fill the niche gaps between the triple-A titles. This position encourages innovation and uniqueness. Naturally, lower investment represents lower production values, so the quality-inferior single-A titles must choose their battles carefully. Some qualities are cheaper than others, and some qualities don’t matter to certain audiences.”

work: argument. the idea i’m trying to express on level 2 is that all the things we know about classical mechanics change when we move to another system of physics.  and i’m talking about metaphorically.  i’m talking about inside a video game, when it’s all a matter of trickery to begin with.  just that on level 2 all the tricks of level 1 are exposed and a new system comes into play. so while the roller coaster is a ride where you can change the forces – change the track – on level 2 you can bend forces, dilate time, use black holes to control the ride.  workers on level 2 operate the spinning ride where the floor drops out and you have artificial gravity, while the players on level 1 can only move around squashed against the wall and launch themselves into the gravity pit faster or slower, stuff like that.

the vision is done three times. the first time is the dreamiest, the most vague. it’s all very significant but they don’t remember anything specific. vast powers, wrongly used, lots of running around doing things, and lot of white buildings near water, a city on a hill, highways, a station. then the next day in the retelling of it, they gradually come clearer on the message, the quest. no, that’s the third time, when they get it right. the second time it’s all about their powers, the plus. with the quest comes what can go wrong, the preview of the rings, only the point of the rings is shown, the meaning hidden in plain sight. when is this, the third time gong thru the vision? chapter 3 w/kurt, or 4 designing or 6 creating? of 13 w/exkurt on cloud level at final testing.

???they understand why the message is so badly spelled – it’s not big thumbs but the electric field, the same one that interfered with the angel’s photo of them in front of antarctica.

???they use the frequent misspelling of teh gema in the provisional title, and there is an argument about how to say antartiQ, is it pronounced aunt-ar-TEEK, ant-AR-tik-you? it’s ant-r-tiCK – antartiQ

???disillusionment is good “There are some hard truths that we must swallow in order to be free of some of the shared illusions that have infiltrated our subconscious and unconscious minds. In this short essay, I’ll be expressing some of these truths. Once Occupy has fully swallowed these hard truths, they can be spread out to more and more people, and the energy released from the process of dispelling these illusions will be the fuel of rapid change. Each of these illusions are detrimental to the process of Occupy moving forward. None of these illusions will be dispelled by the major media, as these illusions benefit the corporate owners of our media. as the government is working to redefine “terrorists” as anyone who is against the system continuing as it is currently. This redefinition is aimed at getting us so scared of our neighbors that we’ll allow the imprisonment of those whose only crime is standing against a system based on inequality, resource depletion, and elite control. The reason the Plutocracy is threatened is simple. They are having their corruption exposed on all levels. Through internet technology, social media, and heightened forms of lateral communication, the tools for the liberation of the people are in our grasp. The collective community empowerment of the public, armed with knowledge of the Plutocracy and no longer willing to sit back and take the abuse of the Plutocracy are rising up all around the world. This rising up is an amazing opportunity of the people to create a new ground level system that is not dependent on the Plutocracy in order to thrive. To take this step collectively will basically put the Plutocracy out of power. The responsibility of Occupy and other social movements is to begin to build the structures that will hold us up as a community when the system begins failing. If we can take care of our own needs locally, and collectively take responsibility for each other, the people win. In order to avoid this eventuality, the Plutocracy will do everything within their power to suppress and repress this drive for freedom and community interdependence. That’s why it’s very likely that the repression will turn more and more overt in the coming years. When you live in an Empire, ruled by a scared Plutocracy that is willing to kill its own citizens to maintain their power, it is important that it is understood. Once the illusions are removed, and the mourning is done, the work must begin. I’ll be honest, I don’t think fighting the Plutocracy directly is going to help. I think that through our community centered actions in our own communities, we can make those power-hungry bastards irrelevant. Our biggest weakness as a people is our food supply. I urge everyone to plant a few seeds that will bear fruits and vegetables this planting season. Building a city-wide garden is the most revolutionary act in which we can be involved.”

boy girl and fairy design game in detail but run into details. snake animates badly.

the boy and girl and their friend fairy design the game in detail but run into problems with the details. their friend snake animates an early version. the result is klugy.

the girl: they both act as producer, scheduling and logistics, writing, design document (list design and graphical features), world diagram (list of locations and objectives), level diagram (drawing that shows the areas the player will progress through with obstacles and skills). game testers. girl is the lead designer, and designs art assets. , tasks/scripts npcs, designs the characters . she comes from a church background, with her mom as a musical director and the dad as the holy preacher. she lives by herself in an apartment inman park, motorcycles or marta in motorcycle leathers, works in computer graphics in a corporation. art school. makes $45k but is always at work. the girl leans toward fairies and fantasy.  she tries to hold in her observations, but is never sure of her conclusions, but her enthusiasm gets the better of her and she blurts things out. she thinks quickly so she is tactless especially under stress. and she often finds out what she thinks on a topic when she hears it come out of her mouth. and she’s got a wicked sharp tongue and isn’t afraid to say what she thinks before she even knows she’s thinking it.  so she’s tactless. and a bitch.    and she’s pretty sure she’s right about her analysis, so she goes off half-cocked, tries to do everything herself, and irritates a lot of people who don’t see things the way she does. the boy creates the physical overlay. he researches climate, vegetation, geology; boy determined a lot of stuff and passee all this to girl for art direction, who had already been proceeding with her own plan. they argue…When designing the game she’s trying to get the artwork right because that’s what she does. She has little to do with lessons and disciplines, and inserting quantum into the objects and operations, scripts and quests; it’s left to snake and the boy, and the boy is being led by snake and neglects the quantum because he learns to doubt the things the vision taught him. She keeps reminding him, and snake only pretends and makes fun of her behind her back – ‘only tea.’ “ Fighting fuck toys are hyper-sexualized women protagonists who are able to “kick ass” (and kill) with the best of them — and look good doing it. The FFT appears empowered, but her very existence serves the pleasure of the heterosexual male viewer. In short, the FFT takes female agency and appropriates it for the male gaze. In fact, the problem isn’t their sex; the problem is their portrayal as sex objects. Objects aren’t convincing protagonists. Subjects act while objects are acted upon, so reducing a woman action hero to an object, even sporadically, diminishes her ability to believably carry a storyline. The FFT might have an enviable swagger and do cool stunts, but she’s ultimately a bit of a joke. “ “ a lack of self-love coupled with victim thinking would lead to relationship trouble. attract partners who mistreat them and to allow those to mistreat them. They also tend to abdicate their authority and responsibility in their relationships. At soul-level this results in lots of unhealthy, draining connections to others”

the boy: the boy creates the physical overlay. he researches climate, vegetation, geology; he determines the seasons, the rainfall, the water and wind currents. he decides where to start the desert and where to limit the glaciers, how much geologic rebound to plan for. passes all this to girl for art direction, who had already been proceeding with her own plan. they argue…boy, after talking to snake. doubt we can do this. video games take millions of dollars and a staff of a hundred or more, and it’s just us. we can’t do anything better than a half-assed job, a mashup, why should we bother? i feel like i’d be better off if i just said never mind and got a job. my cousin needs someone to help around the shop. but teaching the essence, we have to do that. i don’t know, maybe i can set up as a mystical essence-teacher and develop some sort of mumbo-jumbo exercise ritual filled with a lot of abstract newage concepts. newage sex maybe. we were specifically told to make the damned game. i know. i just hate doing something that’s going to look like drunk southpark. you just want to be walt disney. i just want to do it all myself. they both act as producer, scheduling and logistics, writing, design document (list design and graphical features), world diagram (list of locations and objectives), level diagram (drawing that shows the areas the player will progress through with obstacles and skills). game testers. boy designs the levels and animates the assets. levels and level missions, programs the graphics and assets (?), animates the characters, and writes and programs the cut scenes that enhance describe story, reward for achieving major milestone. boy draws up level diagrams and quests. Heptagram “Disrespectful Dannys: These people will say or do things at the most inappropriate times and in the most inappropriate ways.  In essence, they are more subtle, grown up bullies.  Maybe this person is a friend who you confided in and uses your secret against you.  Maybe it is a family member who puts their busy-body nose into your affairs when it is none of their business.  Or maybe, it is a colleague who says demeaning things to you. They make fun of your ideas, especially in front of others . Why they are toxic: These people have no sense of boundaries and don’t respect your feelings or, for that matter, your privacy.  These people will cause you to feel frustrated and disrespected.”

kurt: who hangs out in foodcourts up and down the marta line all day while his van is parked in the shade.

snake: is there only for discussions, not work. after talking to snake. doubt we can do this. video games take millions of dollars and a staff of a hundred or more, and it’s just us. we can’t do anything better than a half-assed job, a mashup, why should we bother? go write a book if you want all thise extra stuff in it. snake: “hand-waving mages, just delivery mechanics, same as warrior swinging a sword. casting spells not magical if everybody can do it. real magicians spend years training, reading, studying. not out there with warriors battling the monster or sitting around tending to their wounds while advising them on ethics.” snake begins animating characters before the kernel is finished, claiming to be an expert. not well done, animation is poor. everything is cheap and handmade looking, southpark etc. tries to pass it off. but animation is where the quantum movement skills are practiced. the effort it takes to move a character involves the player’s core, which tenses up as she tries to move the character. ragdoll overdone. “1) They never actually discuss issues head on or provide constructive input, generally avoiding citation of references or credentials. Rather, they merely imply this, that, and the other. Virtually everything about their presentation implies their authority and expert knowledge in the matter without any further justification for credibility.” snake is from real money; his parents live in country club of the south or better, and he’s got an apartment in buckhead and drives a bmw because he’s slumming.  ga tech and he works at emory in their computer department, but he’s more of a manager than a programmer. davie meets randall (steve buscemi) / minio. he’s 33. medium: 5’11” thin and bony, with short greasy hair and a pinched face, older than his years, tense and nervous, quick moving and darting. when he’s pope he gets fat and bald with warts and moles, looking like a toad. dresses all in black. he mumbles a lot and rambles, but answers with a question so he has time to think. he’s always ready with a believable story, and seems to tell people everything, but nobody knows much about him or what he’s doing with his time. he is shifty looking and has a good salesman’s patter, and people check their wallets after he passes. he is addicted to coke or meth, and is fidgety and always scratching himself. snake is meticulous, fashionable, polite, outgoing, talks a great game, and is upfront about what he wants out of life.  he’s also smart, but nothing like kurt (nobody is as smart as kurt, anywhere).  his smart is more wiley, outsmart, smartass, a knowitall smartypants.  snake’s head is thinking/feeling/observing from a user’s point of view (48 laws).

fairy: fairy tracks assets in world diagram (locations, objects), suggests tarot card-based characters, pulls up examples. fairy designs npcs, textures, sounds, draws up a flowchart of possible actions for entire game. thinks of herself as fairy godmother. thinks she owns world diagram, flowchart, already sees how it’s supposed to go and trying to make it happen by controlling the lists. since snake isn’t around, she has no opposition; the girl and boy appreciate what she’s doing, she feels she’s the one holding it all together. wonders if she can copyright it for its own good. vs snake: Be yourself. Don’t misrepresent your wishes, boundaries, preferences, priorities, and red lines.

plucky band:
random back in india working in call-center, trying to make sales record for another trip. no f/sf convention in india. closest is new zealand or japan. starts playing videogames. likes adventures, doesn’t like shooters. panchen lama. “To add to the effectiveness of the affirmation, The Setup also includes the simultaneous tapping on one of the acupuncture meridian points. Tuning in is seemingly a very simple process. You merely think about the problem while applying the tapping. That’s it…at least in theory. “The cause of all negative emotions is a disruption in the body’s energy system.” As with energy movement, it is essential to pay attention to the cognitive shifts that can occur with even a single round of the tapping. A cognitive shift has occurred when you reframe the problem. Seeing the problem from a new angle, you will often express a sense of surprise and insight. These movements can offer valuable connections and associations and may open new pathways for healing. Following a cognitive shift, you often feel less guilt and self-blame, more hope, or a simple sense of relief in an area where there has never been relief before. It is important to stop after tapping and see if you notice anything different or if something new came up after you tapped. This is frequently the underlying issue that is the real root of your problem. When a fear thought comes up, simply say thanks for sharing, thank you for protecting me. Do not give it power. Don’t run from it. Whatever comes up, it is very important to acknowledge it, when you hear them you can even write them down. Once you have written the fear though down, you can turn it around to a positive affirmation and tap it in with EFT. You can say even though I have this fear (name the fear) I deeply love and accept myself and I fully appreciate that it is only trying to help me. Then do an affirmation for what you really want, which is typically the positive present tense opposite of the fear, or whatever positive outcome you would desire instead of the fear. Avoid denying the fear. You always want to acknowledge the fear. That is the real beauty of EFT, it always acknowledges the truth and helps you get out of the denial trap that so many of us fall into. EFT helps you understand that your fear thought is there to protect you. That is what fear really is for, to protect us. I certainly have noticed this with many people I have worked with. It all starts with our self-talk. Our self-talk or the way we talk to ourselves becomes important because it becomes the basis of our spoken word. It sets up the mental atmosphere that we operate in. This will attract to us experiences. You see your subconscious is really an electromagnetic transmitter and receiver. It broadcasts emotions in space and whatever we broadcast we tend to receive from our environment. BE VERY CAREFUL WITH YOUR LANGUAGE You see much of your power is in your words. The thoughts you think and the words you say are constantly creating your future. Your beliefs shape your life. The things you say are extension of your thoughts. This is why it is so important to never, ever berate yourself. Always tell yourself you are doing the best you can. Choices must “pull” to be effective. This requirement is often neglected. A Choice that is lifeless is like a dull ad; you just skip over it, don’t attend to it, and it has very little impact on your life. You might think of a choice as a sort of ad made up by you and directed to yourself as a consumer. The person who must be sold is you. You have to buy into and truly want the manifestation you are trying to bring about. Whenever possible seek to carefully add an adjective or adjectives to make the Choice as appealing as possible. The aim is to draw you like a magnet toward the goal they seek. Repeating the Choice during the EFT session should be a source of real pleasure and comfort so that you really want to keep saying the Choice over and over simply because it is so enjoyable to do so. Examples: Let it be easy to … Surprise myself by … Find a creative way to … Find it fun to … Alternatively you can add any of these adjectives to give it more appeal: Comfortable Satisfying Delightful Ingenious Safe Unexpected Third Rule of Choices: Go for the Best Possible Outcome The rule of thumb here is to be inwardly “truthful” in what is asked for. You need to choose what you really want in your innermost self, not what you think you should want – and it should be the very best you can imagine having. The details are less important than the intent when applying this rule. The point here is not to act as though we were all-powerful in another person’s life, but rather word the Choice so as to be as genuinely helpful to them as possible without imposing your values on them. Psychological Reversals The most common reason that psychological reversal does not change is that the affirmation was not said strongly enough or with enough emphasis. Most people will quietly state the affirmation I have frequently seen that it was necessary for the client to nearly shout the statements prior to the reversal shifting. Criteria Related Reversals. These are subconscious mechanisms that may be in place and blocking the client’s ability to successfully resolve their reversal. Deservedness This is the most commonly seen of the criteria-related reversals. Common sense dictates that if a person consciously or unconsciously holds the position that he or she does not deserve o get over a problem, attempts to alleviate the problem will be met with considerable resistance. This reversal is common among trauma survivor, patients, with eating disorders, and those who have violated closely help personal values and morals. Safety If the client experiences the problem as affording some level of safety, it will not easily be resolved. This consideration does not necessarily apply to situations that are truly unsafe or dangerous. This reversal is common among clients with anxiety-related conditions and even clients suffering from chronic pain. Possibility/Doubt Some clients experience deep doubt about their ability to resolve the presenting problem, for whatever reasons. While doubt by itself does not signal a reversal, if it is deep enough it will be consistent with a reversal. Permission In many instances this operates in conjunction with another, such as safety or deservedness. It is as if the energy system is saying, “I won’t allow myself to get over this problem because it isn’t safe to get over it” or “I won’t allow myself to over this problem because I don’t deserve to get over it.” Deprivation Especially in the treatment of addictions, the issue of deprivation may serve to block progress. When this type of reversal is diagnosed, a discussion around this issue is appropriate.”
=p: various boring department store jobs. nearing retirement, health failing.
c3ll3r!: nathan gets a job to make dragoncon money, food court dragoncon hotel area. mom colludes. dad takes paycheck. notices kurt who hangs out in foodcourts up and down the marta line all day while his van is parked in the shade. Second, the individual mobilizes him or herself: priorities shift, inner resources are called on, relations with other persons may be strengthened.
dad:
traits: Becomes angry if woman begins showing signs of independence or strength. “the strict father is the moral leader of the family, and is to be obeyed.  the family needs a strict father because there is evil in the world from which he has to protect them – and mommy can’t do it.  the family needs a strict father because there is competition in the world, and he has to win those competitions to support the family – and mommy can’t do it.  you need a strict father because kids are born bad, in the sense that they just do what they want to do, and don’t know right from wrong.  they need to be punished strictly and painfully when they do wrong, so they will have an incentive to do right in order to avoid punishment.  that is how they build internal discipline, which is needed to do right and not wrong.  with that discipline, they can enter the market and become self-reliant and prosperous.  as mature, self-disciplined self-reliant adults, they can go off on their own, start their own families, and become strict fathers in their own households, with out any meddling by their own fathers or anyone else. “mapped onto politics, the strict father model explains why conservatism is concerned with authority, with obedience, with discipline, and with punishment  it makes sense in a patriarchal family where male strength dominates unquestionably.  authority, obedience, discipline, and punishment are all there in the family, organized in a package. “why would someone in the midwest genuinely feel threatened if gays in san francisco are allowed to marry?  the explanation is simple:  there can be no gays in a strict father family; the gender difference and the role of masculinity are crucial.  suppose that kind of family – its values and its politics – defines who you are in everyday life.  suppose those values define your personality, not only how you function in your family but with your friends, in your business, in your church.  suppose that strict father marriage, with its version of masculinity, is a major narrative you live by.  then a threat to its legitimacy is a threat to your very being.  marriage isn’t the real issue; the real issue is identity. “there is a second reason as well.  for the father to know right from wrong, there must be an absolute right and wrong, and that means that categories must be absolute.  if category lines are fuzzy, it could be hard to tell if a rule or a law was broken.  absolute categorization requires essences, properties that define absolute categories.”
events:
work: new requirements at work, can’t make quota.
“‘in america you grow up with that cowboy ideal, that you should be independant and self-reliant and value your freedom above all else.  that’s what the films, and tv, and books, and popular culture tell you america is all about.  then you find out that, in reality, society wants you to be exactly the opposite: obedient, fearful, dependant, basically a good little wage slave.  my reaction was to get a motorcycle, wear a lot of black leather and chains, and develop an extremely confrontational attitude.’”
abuse: Making your partner ask for money. Using Economic Abuse. He controls finances, the car, and the activities you partake in. Giving your partner an allowance. Using Economic Abuse.
mom: Becomes angry if woman begins showing signs of independence or strength. Making your partner ask for money. “progressives, correspondingly, have a nurturant parent model:  two parents, with equal responsibilities, and no gender constraints – or one parent of either gender.  their job is to nurture their children and raise them to be nurturers of others.  nurturance is empathy, responsibility for oneself and others, and the strength to carry out those responsibilities.  this is opposite of indulgence:  children are raised to care about others, to take care of themselves and others, and to lead a fulfilling life.  discipline is positive; it comes out of the child’s developing sense of care and responsibility.  nurturance requires setting limits, and explaining them.  it requires mutual respect – a parent’s respect for children, and respect for parents by children must be earned by how the parents behave.  restitution is preferred over punishment – if you do something wrong, do something right to make up for it.  the job of parents is protection an empowerment of their children, and a dedication to community life, where people care about and take care of each other.”
sis: gets speeding ticket.
armchair authoritarian: ???

because some or many people want something, that desire must be genetic in origin. declaring that this is what Nature Intended. the One True Way and that everyone who goes against it is Denying Their Instincts, making up a just so story about how it evolved, ignoring countervailing evidence or theories, and telling people that because we evolved in a way that you just made up, we are required to act in the way you demand.

Work hard, keep your head down, never try to outthink the boss, and never show an original thought or they’ll use it against you.

problem, move writing up his job description to next chapter. next chapter; not allowed games or videos. it’s a computer not internet i’ll take it away. school computer you can’t ap classes. in my house it’s mine.

“There’s nothing controlling my destiny except the good lord, and he’s already promised to see me thru and make me rich. Anybody who doubts that is listening to the devil whispering in his ear.”

They’re just trying to get revenge, norman observed. Dad did that when he got mad. Punished you with something else…\

greed is good, revenge is sweet. unlimited wealth and power is good. Only the strong and ruthless Survival of the fittest is the American Way. I admire the rich and powerful. look how much they make. every man for himself

tv tonight, he’s fabulously wealthy, a financial wizard and a job creator. a one man army, punishing, cruel, ruthless, and hyper-masculine, struggling to compete in a ruthless, privatized, commodified, deregulated, militarized, ruthless national security state in which only the fittest survive. he’s about to take revenge for all of our social and economic ills caused by the diseased vermin infesting our cities and towns.

abuse: Treating your partner like a servant. Using Male Privilege.

India had an annual comic book convention, but it was a baby only, in its third year, and had been around since the late ’80s.

“I’ll tell you what freedom is. It’s being able to look after myself and my family without having to deal with haters who don’t want me doing anything because it might offend some whining scumbag welfare rat, or endanger some goddamn salamander or something. I don’t care about them. I don’t have any obligation to solve America’s problems. My only responsibility is to feed my family.”

shit happens: n/a

they: “Such critics of the IPCC predictions receive virtually no public attention, unlike the fringe of denialists who are supported by the corporate sector, along with huge propaganda campaigns that have driven Americans off the international spectrum in dismissal of the threats. Business support also translates directly to political power. Denialism is part of the catechism that must be intoned by Republican candidates in the farcical election campaign now in progress, and in Congress they are powerful enough to abort even efforts to inquire into the effects of global warming, let alone do anything serious about it. The basic viewpoint was outlined with admirable frankness in a major state paper of 1948 (PPS 23). The author was one of the architects of the New World Order of the day, the chair of the State Department Policy Planning Staff, the respected statesman and scholar George Kennan, a moderate dove within the planning spectrum. He observed that the central policy goal was to maintain the “position of disparity” that separated our enormous wealth from the poverty of others. To achieve that goal, he advised, “We should cease to talk about vague and… unreal objectives such as human rights, the raising of the living standards, and democratization,” and must “deal in straight power concepts,” not “hampered by idealistic slogans” about “altruism and world-benefaction.” Kennan was referring specifically to Asia, but the observations generalize, with exceptions, for participants in the U.S.-run global system. It was well understood that the “idealistic slogans” were to be displayed prominently when addressing others, including the intellectual classes, who were expected to promulgate them. The plans that Kennan helped formulate and implement took for granted that the U.S. would control the Western Hemisphere, the Far East, the former British empire (including the incomparable energy resources of the Middle East), and as much of Eurasia as possible, crucially its commercial and industrial centers. These were not unrealistic objectives, given the distribution of power. But decline set in at once.”

media: illustrate dominant culture ???

authoritarian culture: need for admiration or adulation and lack of empathy, usually beginning at the group’s early history and present in various contexts.

resistance: ???

then you plan it,

[move chapter 4 design]“When the creator of Portal makes a new game, we sit up and take notice. That game: Quantum Conundrum. Kim Swift’s new title features first-person action puzzles and is designed to bend your mind to the breaking point. Quantum Conundrum tasks players with solving problems by changing the very nature of reality itself. You throw your surroundings into different dimensions in order to overcome obstacles.  According to Swift, creating such an ambitious title required three things: “Play-testing, play-testing and play-testing.” Game Description:In Quantum Conundrum, players take on the role of a 12-year old nephew to the eccentric Professor Fitz Quadwrangle (Professor Q). Upon entering the Professor’s vast, highly customized mansion, players quickly realize their uncle has gone missing. In order to find him, players will need to use an Inter-dimensional Shift Device, allowing them to manipulate space and objects. While on the journey, becoming adept at switching between dimensions will help them trek from one bizarre room to the next. It might sound easy enough, but it’s a tall order for a 12-year old in a vast, kooky mansion! Once players start shifting between dimensions, they’ll soon discover physics is on their side! The primary game mechanic is the Interdimensional Shift Device (shortened to I.D.S.) – at the press of a button, the player can switch into one of four different dimensions. To do this, they must first locate special batteries and place them into coloured receptacles, which subsequently creates a dimensional rift. The geometry of the normal environment is retained when switching dimensions, but changes are made to the aesthetics, and the physics and properties of objects are altered significantly. One of the dimensional options is the “fluffy dimension”. When swapped to this, the environment takes on a bright white, softened look. This causes objects to become 10 times lighter in weight, allowing the player to interact with them in ways that would not be possible in the default dimension. Other dimensions revealed so far include one that slows down time to a twentieth of its ordinary speed, one where objects become 10 times heavier in weight and one that reverses the direction of gravity.”

0 1 2 3 4 5 6 7
style watercolor monochrome pastel bright garish stark b/w wireframe
level tutorial midway carneytown cloud antarctica heaven earth
reality xian newtonian relativity quantum animism goddess god consciousness
power movement knowledge esp time travel entanglement manifestation consciousness
discipline mind body quantum head subtle body esp flying manifesting
lesson all one way all knowable all relative all possible all alive all together all one
midway game coaster tiltawhirl bumper cars arcade hall of mirrors tunnel of love ???
classical physics momentum angular ? 2nd law optics ??? ???
carneytown job service game master miner builder accounts personnel cop
relativity time dilation distortion of light gravity wave curvature big bang black hole ???
cloud powers / physics action at a distance teleportation clairvoyance time travel manifestation multiple universes entanglement
ring isles mountains lowlands wilderness hinterlands hell gamburtsevs
age baby kid teenage adult committed midlife old
ring skill create name nurture guide share preserve pass on
ring religion animism goddess early xian buddhism fundamentalist black pope god consciousness
ring period neolithic viking medieval invasions revolutionary totalitarian quantum

game dynamics

1. Achievement

Definition: A virtual or physical representation of having accomplished something. These are often viewed as rewards in and of themselves.

Example: a badge, a level, a reward, points, really anything defined as a reward can be a reward.

2. Appointment Dynamic

Definition: A dynamic in which to succeed, one must return at a predefined time to take some action. Appointment dynamics are often deeply related to interval based reward schedules or avoidance dyanmics.

Example: Cafe World and Farmville where if you return at a set time to do something you get something good, and if you don’t something bad happens.

3. Avoidance

Definition: The act of inducing player behavior not by giving a reward, but by not instituting a punishment. Produces consistent level of activity, timed around the schedule.

Example: Press a lever every 30 seconds to not get shocked.

4. Behavioral Contrast

Definition: The theory defining how behavior can shift greatly based on changed expectations.

Example: A monkey presses a lever and is given lettuce. The monkey is happy and continues to press the lever. Then it gets a grape one time. The monkey is delighted. The next time it presses the lever it gets lettuce again. Rather than being happy, as it was before, it goes ballistic throwing the lettuce at the experimenter. (In some experiments, a second monkey is placed in the cage, but tied to a rope so it can’t access the lettuce or lever. After the grape reward is removed, the first monkey beats up the second monkey even though it obviously had nothing to do with the removal. The anger is truly irrational.)

5. Behavioral Momentum

Definition: The tendency of players to keep doing what they have been doing.

Example: From Jesse Schell’s awesome Dice talk: “I have spent ten hours playing Farmville. I am a smart person and wouldn’t spend 10 hours on something unless it was useful. Therefore this must be useful, so I can keep doing it.”

6. Blissful Productivity

Definition: The idea that playing in a game makes you happier working hard, than you would be relaxing. Essentially, we’re optimized as human beings by working hard, and doing meaningful and rewarding work.

Example: From Jane McGonical’s Ted Talk wherein she discusses how World of Warcraft players play on average 22 hours / week (a part time job), often after a full days work. They’re willing to work hard, perhaps harder than in real life, because of their blissful productivity in the game world.

7. Cascading Information Theory

Definition: The theory that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative.

Example: showing basic actions first, unlocking more as you progress through levels. Making building on SCVNGR a simple but staged process to avoid information overload.

8. Chain Schedules

Definition: the practice of linking a reward to a series of contingencies. Players tend to treat these as simply the individual contingencies. Unlocking one step in the contingency is often viewed as an individual reward by the player.

Example: Kill 10 orcs to get into the dragons cave, every 30 minutes the dragon appears.

9. Communal Discovery

Definition: The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge. Immensely viral and very fun.

Example: DARPA balloon challenge, the cottage industries that appear around McDonalds monopoly to find “Boardwalk”

10. Companion Gaming

Definition: Games that can be played across multiple platforms

Example: Games that be played on iphone, facebook, xbox with completely seamless cross platform gameplay.

11. Contingency

Definition: The problem that the player must overcome in the three part paradigm of reward schedules.

Example: 10 orcs block your path

12. Countdown

Definition: The dynamic in which players are only given a certain amount of time to do something. This will create an activity graph that causes increased initial activity increasing frenetically until time runs out, which is a forced extinction.

Example: Bejeweled Blitz with 30 seconds to get as many points as you can. Bonus rounds. Timed levels

13. Cross Situational Leader-boards

Definition: This occurs when one ranking mechanism is applied across multiple (unequal and isolated) gaming scenarios. Players often perceive that these ranking scenarios are unfair as not all players were presented with an “equal” opportunity to win.

Example: Players are arbitrarily sent into one of three paths. The winner is determined by the top scorer overall (i.e. across the paths). Since the players can only do one path (and can’t pick), they will perceive inequity in the game scenario and get upset.

14. Disincentives

Definition: a game element that uses a penalty (or altered situation) to induce behavioral shift

Example: losing health points, amazon’s checkout line removing all links to tunnel the buyer to purchase, speeding traps

15. Endless Games

Definition: Games that do not have an explicit end. Most applicable to casual games that can refresh their content or games where a static (but positive) state is a reward of its own.

Example: Farmville (static state is its own victory), SCVNGR (challenges constantly are being built by the community to refresh content)

16. Envy

Definition: The desire to have what others have. In order for this to be effective seeing what other people have (voyeurism) must be employed.

Example: my friend has this item and I want it!

17. Epic Meaning

Definition: players will be highly motivated if they believe they are working to achieve something great, something awe-inspiring, something bigger than themselves.

Example: From Jane McGonical’s Ted Talk where she discusses Warcraft’s ongoing story line and “epic meaning” that involves each individual has motivated players to participate outside the game and create the second largest wiki in the world to help them achieve their individual quests and collectively their epic meanings.

18. Extinction

Definition: Extinction is the term used to refer to the action of stopping providing a reward. This tends to create anger in players as they feel betrayed by no longer receiving the reward they have come to expect. It generally induces negative behavioral momentum.

Example: killing 10 orcs no longer gets you a level up

19. Fixed Interval Reward Schedules

Definition: Fixed interval schedules provide a reward after a fixed amount of time, say 30 minutes. This tends to create a low engagement after a reward, and then gradually increasing activity until a reward is given, followed by another lull in engagement.

Example: Farmville, wait 30 minutes, crops have appeared

20. Fixed Ratio Reward Schedule

Definition: A fixed ratio schedule provides rewards after a fixed number of actions. This creates cyclical nadirs of engagement (because the first action will not create any reward so incentive is low) and then bursts of activity as the reward gets closer and closer.

Example: kill 20 ships, get a level up, visit five locations, get a badge

21. Free Lunch

Definition: A dynamic in which a player feels that they are getting something for free due to someone else having done work. It’s critical that work is perceived to have been done (just not by the player in question) to avoid breaching trust in the scenario. The player must feel that they’ve “lucked” into something.

Example: Groupon. By virtue of 100 other people having bought the deal, you get it for cheap. There is no sketchiness b/c you recognize work has been done (100 people are spending money) but you yourself didn’t have to do it.

22. Fun Once, Fun Always

Definition: The concept that an action in enjoyable to repeat all the time. Generally this has to do with simple actions. There is often also a limitation to the total level of enjoyment of the action.

Example: the theory behind the check-in everywhere and the check-in and the default challenges on SCVNGR.

23. Interval Reward Schedules

Definition: Interval based reward schedules provide a reward after a certain amount of time. There are two flavors: variable and fixed.

Example: wait N minutes, collect rent

24. Lottery

Definition: A game dynamic in which the winner is determined solely by chance. This creates a high level of anticipation. The fairness is often suspect, however winners will generally continue to play indefinitely while losers will quickly abandon the game, despite the random nature of the distinction between the two.

Example: many forms of gambling, scratch tickets.

25. Loyalty

Definition: The concept of feeling a positive sustained connection to an entity leading to a feeling of partial ownership. Often reinforced with a visual representation.

Example: fealty in WOW, achieving status at physical places (mayorship, being on the wall of favorite customers)

26. Meta Game

Definition: a game which exists layered within another game. These generally are discovered rather than explained (lest they cause confusion) and tend to appeal to ~2% of the total gameplaying audience. They are dangerous as they can induce confusion (if made too overt) but are powerful as they’re greatly satisfying to those who find them.

Example: hidden questions / achievements within world of warcraft that require you to do special (and hard to discover) activities as you go through other quests

27. Micro Leader-boards

Definition: The rankings of all individuals in a micro-set. Often great for distributed game dynamics where you want many micro-competitions or desire to induce loyalty.

Example: Be the top scorers at Joe’s bar this week and get a free appetizer

28. Modifiers

Definition: An item that when used affects other actions. Generally modifiers are earned after having completed a series of challenges or core functions.

Example: A X2 modifier that doubles the points on the next action you take.

29. Moral Hazard of Game Play

Definition: The risk that by rewarding people manipulatively in a game you remove the actual moral value of the action and replace it with an ersatz game-based reward. The risk that by providing too many incentives to take an action, the incentive of actually enjoying the action taken is lost. The corollary to this is that if the points or rewards are taken away, then the person loses all motivation to take the (initially fun on its own) action.

Example: Paraphrased from Jesse Schell “If I give you points every time you brush your teeth, you’ll stop brushing your teeth b/c it’s good for you and then only do it for the points. If the points stop flowing, your teeth will decay.”

30. Ownership

Definition: The act of controlling something, having it be *your* property.

Example: Ownership is interesting on a number of levels, from taking over places, to controlling a slot, to simply owning popularity by having a digital representation of many friends.

31. Pride

Definition: the feeling of ownership and joy at an accomplishment

Example: I have ten badges. I own them. They are mine. There are many like them, but these are mine. Hooray.

32. Privacy

Definition: The concept that certain information is private, not for public distribution. This can be a demotivator (I won’t take an action because I don’t want to share this) or a motivator (by sharing this I reinforce my own actions).

Example: Scales the publish your daily weight onto Twitter (these are real and are proven positive motivator for staying on your diet). Or having your location publicly broadcast anytime you do anything (which is invasive and can should be avoided).

33. Progression Dynamic

Definition: a dynamic in which success is granularly displayed and measured through the process of completing itemized tasks.

Example: a progress bar, leveling up from paladin level 1 to paladin level 60

34. Ratio Reward Schedules

Definition: Ratio schedules provide a reward after a number of actions. There are two flavors: variable and fixed.

Example: kill 10 orcs, get a power up.

35. Real-time v. Delayed Mechanics

Definition: Realtime information flow is uninhibited by delay. Delayed information is only released after a certain interval.

Example: Realtime scores cause instant reaction (gratification or demotivation). Delayed causes ambiguity which can incent more action due to the lack of certainty of ranking.

36. Reinforcer

Definition: The reward given if the expected action is carried out in the three part paradigm of reward schedules.

Example: receiving a level up after killing 10 orcs.

37. Response

Definition: The expected action from the player in the three part paradigm of reward schedules.

Example: the player takes the action to kill 10 orcs

38. Reward Schedules

Definition: the timeframe and delivery mechanisms through which rewards (points, prizes, level ups) are delivered. Three main parts exist in a reward schedule; contingency, response and reinforcer.

Example: getting a level up for killing 10 orcs, clearing a row in Tetris, getting fresh crops in Farmville

39. Rolling Physical Goods

Definition: A physical good (one with real value) that can be won by anyone on an ongoing basis as long as they meet some characteristic. However, that characteristic rolls from player to player.

Example: top scorer deals, mayor deals

40. Shell Game

Definition: a game in which the player is presented with the illusion of choice but is actually in a situation that guides them to the desired outcome of the operator.

Example: 3 Card Monty, lotteries, gambling

41. Social Fabric of Games

Definition: the idea that people like one another better after they’ve played games with them, have a higher level of trust and a great willingness to work together.

Example: From Jane McGonicgal’s TED talk where she suggests that it takes a lot of trust to play a game with someone because you need them to spend their time with you, play by the same rules, shoot for the same goals.

42. Status

Definition: The rank or level of a player. Players are often motivated by trying to reach a higher level or status.

Example: white paladin level 20 in WOW.

43. Urgent Optimism

Definition: Extreme self motivation. The desire to act immediately to tackle an obstacle combined with the belief that we have a reasonable hope of success.

Example: From Jane McGonical’s TED talk. The idea that in proper games an “epic win” or just “win” is possible and therefore always worth acting for.

44. Variable Interval Reward Schedules

Definition: Variable interval reward schedules provide a reward after a roughly consistent amount of time. This tends to create a reasonably high level of activity over time, as the player could receive a reward at any time but never the burst as created under a fixed schedule. This system is also more immune to the nadir right after the receiving of a reward, but also lacks the zenith of activity before a reward in unlocked due to high levels of ambiguity.

Example: Wait roughly 30 minutes, a new weapon appears. Check back as often as you want but that won’t speed it up. Generally players are bad at realizing that.

45. Variable Ratio Reward Schedule

Definition: A variable ratio reward schedule provides rewards after a roughly consistent but unknown amount of actions. This creates a relatively high consistent rate of activity (as there could always be a reward after the next action) with a slight increase as the expected reward threshold is reached, but never the huge burst of a fixed ratio schedule. It’s also more immune to nadirs in engagement after a reward is acheived.

Example: kill something like 20 ships, get a level up. Visit a couple locations (roughly five) get a badge

46. Viral Game Mechanics

Definition: A game element that requires multiple people to play (or that can be played better with multiple people)

Example: Farmville making you more successful in the game if you invite your friends, the social check-in

47. Virtual Items

Definition: Digital prizes, rewards, objects found or taken within the course of a game. Often these can be traded or given away.

Example: Gowalla’s items, Facebook gifts, badges

girl design character first choosing a face card from one of the four suits as their personal avatar, then a card from the major arcana as the tribe they belong to. that’s 352 possible characters in 22 tribes. this means a range of additions to customize each character. necessarily limited.

 

Josh planned to have lots of easter eggs, all very well marked. – that means the alien vampire zombies are back in the game, with the hidden tunnels and the sidequests thru most levels.

 

outline: chapter 3

the boy and girl show kurt their game idea. he is working on a nanocomputer or a quantum computer. kurt gets very excited and points out how easily their world could be simulated inside a computer, using lots of jargon.

with the quest comes what can go wrong, the preview of the rings, only the point of the rings is shown, the meaning hidden in plain sight. when is this, the third time gong thru the vision? chapter 3 w/kurt, or 4 designing or 6 creating? or 13 w/exkurt on cloud level at final testing?

the girl: she starts as in insecure codependent enabler.  thinking/feeling/observing from liberal introvert pov. goes along with things.

the boy: he starts as an easy-going popular loser with talent. he goes along with girl and makes faces behind her back.

kurt: physical description: he’s 45. medium: 5’9” and his long ratty ponytail is graying on the top. his face is pudgy, he wears granny glasses, he shaves fitfully and incompletely, resulting in long gray stubble and strange bare patches. he smokes cigarettes, and there are many long burn marks on the carpet around his chair from his nodding off and dropping lit cigarettes. everyone urges him to switch to e-cigarettes, but they’re idiots. he looks apologetic, but he acts arrogant and dismissive. his health is atrocious – 50 lbs overweight, high blood pressure, diabetic, with early congestive heart trouble. he makes noises when he breathes. he snores loud enough to shake his van. he sweats easily and his hair becomes lanky and falls in his eyes, but the graceful toss of the head is a gesture unavailable to him, and he swipes his hair out of his eyes like a tangled mop with his pudgy hand. when he smokes, he starts coughing and can’t stop, getting red and swollen, and drooling as his tongue protrudes and his eyes pop. he only eats junkfood but usually just has an energy drink, and then looks fevered and acts distracted. when he’s not actively engaged in something, he stares into the distance and his mouth hangs open, his lower lip pouching out. kurt. 3. “Debbie Downers: These people can’t appreciate the positive in life.  If you tell them that it is a beautiful day, they will tell you about the impending dreary forecast.  If you tell them you aced a mid-term, they’ll tell you about how difficult the final is going to be. Complains about their life and dumping their frustrations on you . Why they are toxic: They take the joy out of everything.  Your rosy outlook on life continues to get squashed with negativity.  Before you know it, their negativity consumes you and you start looking at things with gray colored glasses yourself.” kurt is so smart it’s painful, and so he doesn’t talk to people very much, and mutters and uses jargon when he does.  he’s not very sociable, not very neat, not very graceful, and he’s got issues with the amount of pharmaceuticals that he consumes regularly, some of which interact.  kurt’s head is thinking/feeling/observing from autistic antisocial pov

programming computer time: “illusion of simultaneity – Everything happens one thing at a time. The code in every function goes from top to bottom, one instruction at a time. Even though it looks like dozens or hundreds of things are happening and moving at once, they’re each getting a turn. They appear to be moving at the same time since the updates are happening very quickly. The game moves and draws all objects by calling a main or draw function 20-60 times per second, top to bottom, instruction by instruction.”

theory / computer simulation. many worlds videogames. theory of universe inside the computer mwi.

theory / computer simulation: “The many-worlds interpretation could be one possible way to resolve the paradoxes that one would expect to arise if time travel turns out to be permitted by physics (permitting closed timelike curves and thus violating causality). Entering the past would itself be a quantum event causing branching, and therefore the timeline accessed by the time traveller simply would be another timeline of many. In that sense, it would make the Novikov self-consistency principle unnecessary. The two-step procedure of the Schrodinger equation and the Feynman system may be impossible to duplicate with physical systems, but for the computer it is trivial. Quantum mechanics involves “waves” which cannot be duplicated or even approximated physically; but which easily can be calculated by mathematical formula and stored in memory, creating in effect a static map of the wave shape. This quality of something having the appearance and effect of a wave, but not the nature of a wave, is pervasive in quantum mechanics, and so is fundamental to all things in our universe. It is also an example of how things which are inexplicable in physical terms turn out to be necessary or convenient qualities of computer operations. an electron does not change regardless of whether it is one of the two electrons associated with the helium atom, or one of the ninety-two electrons associated with the uranium atom. You could not, even in principle, tell one from another. The only way in this world to create such identical images is to use the same formula to produce the same image, over and over again whenever a display of the image is called for. In our experience, things move from one end to the other by going through the middle; they get from cold to hot by going through warm; they get from slow to fast by going through medium; and so on. Phenomena move from a lower state to a higher state in a ramp-like fashion — continuously increasing until they reach the higher state. Even if the transition is quick, it still goes through all of the intermediate states before reaching the new, higher state. In quantum mechanics, however, there is no transition at all. there is no presently conceived computer architecture that would allow anything but such a discrete, digitized time and space, controlled by the computer’s internal clock ticking one operation at a time. Accordingly, it seems that this lack of continuity, so bizarre and puzzling as a feature of our natural world, is an inherent characteristic of a computer simulation. the essence of non locality is unmediated action-at-a-distance. A non-local interaction jumps from body A to body B without touching anything in between. Voodoo injury is an example of a non-local interaction. When a voodoo practitioner sticks a pin in her doll, the distant target is (supposedly) instantly wounded, although nothing actually travels from doll to victim. Believers in voodoo claim that an action here causes an effect there. The non-locality which appears to be a basic feature of our world also finds an analogy in the same metaphor of a computer simulation. In terms of cosmology, the scientific question is, “How can two particles separated by half a universe be understood as connected such that they interact as though they were right on top of each other?” If we analogize to a computer simulation, the question would be, “How can two pictures at the far corners of the screen be understood as connected such that the distance between them is irrelevant?” In fact, the measured distance between any two pixels (dots) on the monitor’s display turns out to be entirely irrelevant, since both are merely the products of calculations carried out in the bowels of the computer as directed by the programming. The pixels may be as widely separated as you like, but the programming generating them is forever embedded in the computer’s memory in such a way that — again speaking quite literally — the very concept of separation in space and time of the pixels has no meaning whatsoever for the stored information. Even though the mathematical formulas were initially developed to describe the behavior of universe, these formulas turn out to govern the behavior of the universe with an exactitude that defies our concept of mathematics. As Nick Herbert puts it, “Whatever the math does on paper, the quantumstuff does in the outside world.”[7] That is, if the math can be manipulated to produce some absurd result, it will always turn out that the matter and energy around us actually behave in exactly that absurd manner when we look closely enough. It is as though our universe is being produced by the mathematical formulas. The backwards logic implied by quantum mechanics, where the mathematical formalism seems to be more “real” than the things and objects of nature, is unavoidable. In any conceptual conflict between what a mathematical equation can obtain for a result, and what a real object actually could do, the quantum mechanical experimental results always will conform to the mathematical prediction. For many years, it has been assumed that the universe exists independently of human perception. Why would scientific minds now alter their perspective? The answer is based on a fundamental aspect of quantum mechanics, sheer observation affects the observed – its potentiality collapses. Therefore, if information is fundamental, exists in a duality of nature, and is affected by observation, there is strong evidence that observation itself may cause it to exist – and even if that is not correct, certainly that shared knowledge of existence affects the “probability of trueness”, and the emergence of an information element into what humans recognize as “reality” – a part of our universe. The similarity of processes which appear to underpin our perceived universe is apparent from microcosm to macrocosm. The pivotal concept here is how to manipulate the “probability of trueness” of any specific element of information. One factor that has been demonstrated to have an effect on the “position” of elements is sheer observation of those elements. It is conceivable that manipulating the frequency and intensity of “observation” is the variable required. One of the intriguing possibilities that springs to mind with regard to how this might occur is the advent of the internet. It has been theorized by a number of researchers that a “global brain” is under development through the evolving”

computer simulation: “Feynman’s insight was that simulations that inherently include quantum physics from the outset have the potential to tackle those otherwise impossible problems. Quantum simulations have, in the past year, really taken off. The ability to delicately manipulate and measure systems containing just a few atoms is a requirement of any attempt at quantum simulation and it is thanks to recent technical advances that this is now becoming possible. Most recently, in an article published in the journal Nature last week, physicists from the US, Australia and South Africa have teamed up to build a device capable of simulating a particular type of magnetism that is of interest to those who are studying high-temperature superconductivity. Their simulator is esoteric. It is a small pancake-like layer less than 1 millimetre across made from 300 beryllium atoms that is delicately disturbed using laser beams… and it paves the way for future studies into quantum magnetism that will be impossible using a classical computer. It is one thing to build a dedicated simulator, aimed at tackling one particular scientific problem, but we can be more ambitious and try to build a general purpose computer that exploits quantum physics to perform a variety of otherwise impossible tasks. Simulating physical systems would be just one task suited to such a computer. We can liken that to what is done in computing today – modern computers don’t just run simulations for scientists. The idea of a general-purpose quantum computer was first recognised in 1985 by Oxford physicist David Deutsch and today the race is on as groups around the world aim to figure out how best to build one. At its heart, a quantum computer works with switches that do not only exist in “on” and “off” states but also in states that are simultaneously “on” and “off”. They are known as qubits (pronounced “cubits”) and by accounting for the dual nature of a qubit it becomes possible for a quantum computer to perform many calculations in parallel. Put simply, if a classical computer gives one answer if a switch is “on” and another when the switch is “off” then one would need to perform the calculation twice, once for each possibility, to collect both possible answers. With a quantum computer, the calculations can be done at the same time. The real power of a quantum computer comes from manipulating several qubits at once. A computer operating on a mere 250 qubits (which could be encoded using 250 atoms) would require a classical computer built from all the atoms in the visible universe to encode the same information. This is a field of research where progress is very rapid – important developments are a weekly occurrence – and right now the challenge is to build systems that can manipulate a handful of qubits without destroying their essential quantum nature. It is probably too soon to speculate on when the first full-scale quantum computer will be built but recent progress indicates that there is every reason to be optimistic. “

Manipulating a bit in a conventional computer, by turning a 1 into a 0, is easily accomplished millions of times per second in laptops and smartphones using established technology in microchips. Manipulating qubits will be much trickier and (at least for now) subject to many hazards. One hazard is that the qubit itself will fly apart; that is, that parts of the quantum system constituting the qubit will no longer cohere. Another hazard is that in steering a qubit around the surface of a Bloch sphere it won’t end up quite where you want it to be.

they talk about quantum computing and technical aspects

theory: many worlds interpretation. “Some versions of the Copenhagen interpretation of quantum mechanics proposed a process of “collapse” in which an indeterminate quantum system would probabilistically collapse down onto, or select, just one determinate outcome to “explain” this phenomenon of observation. Wavefunction collapse was widely regarded as artificial and ad-hoc, for a composite system – for example a subject (the “observer” or measuring apparatus) observing an object (the “observed” system, such as a particle) – the statement that either the observer or the observed has a well-defined state is meaningless; in modern parlance the observer and the observed have become entangled; we can only specify the state of one relative to the other, i.e., the state of the observer and the observed are correlated after the observation is made. This led Everett to derive from the unitary, deterministic dynamics alone (i.e., without assuming wavefunction collapse) the notion of a relativity of states. MWI removes the observer-dependent role in the quantum measurement process by replacing wavefunction collapse with quantum decoherence. Since the role of the observer lies at the heart of most if not all “quantum paradoxes,” this automatically resolves a number of problems; see for example Schrödinger’s cat thought-experiment, the EPR paradox, von Neumann‘s “boundary problem” and even wave-particle duality. Quantum cosmology also becomes intelligible, since there is no need anymore for an observer outside of the universe. MWI is realist, deterministic, local theory, akin to classical physics (including the theory of relativity), at the expense of losing counterfactual definiteness. MWI achieves this by removing wavefunction collapse, which is indeterministic and non-local, from the deterministic and local equations of quantum theory.[48][49] MWI (or other, broader multiverse considerations) provides a context for the anthropic principle which may provide an explanation for the fine-tuned universe.[50][51] MWI, being a decoherent formulation, is axiomatically more streamlined than the Copenhagen and other collapse interpretations; and thus favoured under certain interpretations of Occam’s razor.[52] Of course there are other decoherent interpretations that also possess this advantage with respect to the collapse interpretations. “

quantum computer. an entangled kernel would use a minimum of space on any device, and would run in a browser or on a phone, hell it’d run on an electronic watch – every copy of the game being entangled with every other. algorithms can be written that take into account minute differences in finger pressure and the energy level of the player, even detecting patterns of thinking, and use that as player feedback.

quantum computer. “Typical personal computers calculate 64 bits of data at a time. A 64- qubit quantum computer would be about 18 billion billion times faster. Quantum computers could also take advantage of another quantum property, teleportation. Teleportation allows information about one particle to be transmitted to another particle some distance away. A quantum computer could use teleportation instead of wires to move bits around inside itself. The field of video gaming could also be transformed. By exploiting the multiple states of qubits, quantum video game consoles could generate a truly random aspect to gameplay, producing a more realistic experience. They could also generate new types of games that rely upon betting against which state the qubits will take.”

quantum theory: ..”in addition to these (gravitation, electromagnetism, the strong nuclear force, the weak nuclear force; quarks (mesons and baryons); leptons (electrons, muons, tau particles) and their nutrinos) – “altogether that makes 61 kinds of particles. that is the ‘standard model.’ “in addition to these, there is one more particle called a higgs bosun, a particule expected to be like the quanta (i.e., the chunks of energy) postulated to give the W+, W-, and Z0 particles their heavy masses. to say the least, as chris quigg put it in scientific american, ‘by the criterion of simplicity the standard model does not seem to represent progress over the ancient view of matter as made up by earth, air, fire and water, interacting through love and strife.'””

discussion of macro quantum devices move to spex chapter. “Current oscillators are silicon-based and use the charge of an electron to create microwaves. The UCLA-developed oscillators, however, utilize the spin of an electron, as in the case of magnetism, and carry several orders-of-magnitude advantages over the oscillators commonly in use today. UCLA’s electron spin-based oscillators grew out of research at the UCLA Henry Samueli School of Engineering and Applied Science sponsored by the Defense Advanced Research Projects Agency (DARPA). This research focused on STT-RAM, or spin-transfer torque magnetoresistive random access memory, which has great potential over other types of memory in terms of both speed and power efficiency. “We realized that the layered nanoscale structures that make STT-RAM such a great candidate for memory could also be developed for microwave oscillators for communications,” said principal investigator and research co-author Kang L. Wang, UCLA Engineering’s Raytheon Professor of Electrical Engineering and director of the Western Institute of Nanoelectronics (WIN). The structures, called spin-transfer nano-oscillators, or STNOs, are composed of two distinct magnetic layers. One layer has a fixed magnetic polar direction, while the other layer’s magnetic direction can be manipulated to gyrate by passing an electric current through it. This allows the structure to produce very precise oscillating microwaves. “Previously, there had been no demonstration of a spin-transfer oscillator with sufficiently high output power and simultaneously good signal quality, which are the two main metrics of an oscillator — hence preventing practical applications,” said co-author Pedram Khalili, project manager for the UCLA-DARPA research programs in STT-RAM and non-volatile logic. “We have realized both these requirements in a single structure.” The SNTO was tested to show a record-high output power of close to 1 micro-watt, with a record narrow signal linewidth of 25 megahertz. Output power refers to the strength of the signal, and 1 micro-watt is the desired level for STNOs to be practical for applications. Also, a narrow signal linewidth corresponds to a higher quality signal at a given frequency. This means less noise and interference, for a cleaner voice and video signal. It also means more users can be accommodated onto a given frequency band. In addition, the new nanoscale system is about 10,000-times smaller than the silicon-based oscillators used today. The nano-oscillators can easily be incorporated into existing integrated circuits (computer chips), as they are compatible with current design and manufacturing standards in the computer and electronic device industries. And the oscillators can be used in both analog (voice) and digital (data) communications, which means smart phones could take full advantage of them. “For the past decade, we have been working to realize a new paradigm in nanoelectronics and nanoarchitectures,” said Wang, who is also a member of the California NanoSystems Institute at UCLA. “This has led to tremendous progress in memory research. And along those same lines, we believe these new STNOs are excellent candidates to succeed today’s oscillators.””

coursera quantum class – quantum algorithms break most modern public-key cryptosystems (like rsa cryptosystems). “quantum computing exploits the most counter-intuitive aspects of quantum mechanics.” [like believing 7 impossible things before breakfast]. need to build new kind of intuition to understand quantum mechanics.

move to spex chapter. Mathew Maye, assistant professor of chemistry in SU’s College of Arts and Sciences, and Rabeka Alam, a chemistry Ph.D. candidate, have discovered that the size and structure of custom, quantum nanorods could hold the key. In their paper “Designing Quantum Rods for Optimized Energy Transfer with Firefly Luciferase Enzymes”, which was published online in Nano Letters, they explain their plan to harness the chemical reaction between luciferin and its counterpart, the enzyme luciferase which causes fireflies to glow. The team attached the manipulated luciferase enzyme to the nanorod’s surface allowing it to act as a fuel. The energy that was released when the fuel and the enzyme interacted was then transferred to the nanorods, causing them to glow. The process is known as Bioluminescence Resonance Energy Transfer (BRET). “Firefly light is one of nature’s best examples of bioluminescence,” Maye said a press statement. “The light is extremely bright and efficient. We’ve found a new way to harness biology for nonbiological applications by manipulating the interface between the biological and nonbiological components. The trick to increasing the efficiency of the system is to decrease the distance between the enzyme and the surface of the rod and to optimize the rod’s architecture,” Maye added. “We designed a way to chemically attach genetically manipulated luciferase enzymes directly to the surface of the nanorod.” The nanorods are composed of an outer shell of cadmium sulfide and an inner core of cadmium seleneide and by manipulating the size of the core, and the length of the rod, the team were able to alter the color of the produced light. While the technology is currently restricted to the laboratory, Maye and Alam believe it will be very simple to scale up the system and use glowing nanorods as substitutes for LED lights. “The nanorods are made of the same materials used in computer chips, solar panels and LED lights,” Maye added. “It’s conceivable that someday firefly-coated nanorods could be inserted into LED-type lights that you don’t have to plug in.”

about quantum mind,

quantum computer / consciousness: “deutsch’s interpretation says: it’s possible to construct a quantum computer that operates without any collapse effects of observation. if one does not make any attempt to look into its operation, the quantum computer will perform as if it were in parallel universes rather than in a single universe. ultimately, when an observer looks in for a result, one can then treat the effect of this observation as if it were a collapse. the observer simply enters into as many universes as there are possible outcomes form the quantum computer. since he doesn’t care about he other ‘ghost’ quantum computers, the outcome to him appears as if a collapse had occurred. in effect, the collapse can be put in the hands of the user. “certainly changing the physical situation as indicated above can change a possibility-wave, for, after all, the possibility-wave represents the physical situation. in the remainder of this chapter, we will explore another way in which such a change can occur. we will see how a possibility-wave can change as a result of making different choices in the ways we go about observation. i call this simply changing awareness. simple, yes, but such a change is profound in its implication. “if we can learn to alter our awareness in a certain way – that is, learn to become mind yogis, we can change possibilities, alter outcomes, and even enable outcomes to ‘flow’ as new possibility-waves that eventually emerge as new physical events.” “

quantum computer / brain: “Davies concludes that if Penrose and Hameroff are right, and there are microtubules in the brain that allow quantum coherence to be maintained through many cycles of information processing in a hot environment (the brain), “then that is exactly what the quantum computing people would need to make a functioning quantum computer, and that would be a revolution as great as the invention of the computer in the first place. “

consciousness / internet metaphor: ““consider that the question, what is the field? may be the wrong question. it limits us to old world view thinking of a fixed ‘way that it is.’ if reality is multi-dimensional, then the field itself manifests all of these aspects, and probably some we haven’t discovered yet. “we can learn a lot from the internet. it is nonlinear. it is infinite. it is non-locatable. it’s a both/and world – the nonpareil of individuality and interconnected unity at the same time. it equalized people and companies in spirit, large and small. it is a 24/7 operation functioning in real time and it’s timeless. it out-pictures humanity and reflects us back to ourselves: from the vile to the sublime, from mediocrity to ingenuity,from the inane to the brilliant. the internet isn’t a ‘thing,’ it’s a field.” “

however real the world of ‘solid’ objects and ‘fixed’ circumstances may seem to our ordinary five senses, the fact is we are living in a multidimensional universe that has been spoken about for thousands of years in the perennial wisdom of our spiritual traditions, and is now being verified by modern science. ours is a universe comprised not of solid physical objects, but of energy continuously in flux, vibrating frequencies, always moving and changing. we live in a world comprised not of dead or inert matter, but of intelligent living systems, whole systems – a world not restricted by old concepts of time and space, but a world at its source beyond space-time.”

time / connected universe: ““the autonomy principle. it says that we can do experiments in our local neighborhood without reference to or concern for the rest of the universe…said differently, i can assume that the actions of distant stars and planets need not be taken into account when i boil water for tea or decide to take the dog for a walk. if this principle wasn’t true, any action i take would evoke all kinds of consequences for the rest of the world or even the universe at large. “magical belief systems base their logic on just such notions: that we are not autonomous, that everything is connected. “together, the autonomy principle and the grandfather and creativity paradoxes constitute an unstated assumption called the chronology tenet that concludes simply: you cannot move backward through time. if the chronology tenet is not actually a part of physics, why do we believe in it? the reason has more to do with our commonsense view of causality than with physics. we believe that if something happens, there must have been a prior cause plus a means by which the cause leads to the effect. travel into the future does not violate this commonsense view, but travel to the past, even for the briefest of times, apparently does. “let’s examine this conclusion more clearly. we have seen how the general theory and the special theories of relativity introduce new ideas about time. specifically, through the time dilation effect, which briefly says that when in motion time slows down, the special theory of relativity allows us to travel to the distant future while aging minimally. here no causality paradoxes are encountered, even though such travel would certainly be weird.” “

theory / consciousness intent / either/or: “the very nature of our universe is infinite possibility. the quantum view tells us that every moment contains an infinite number of possible outcomes, one of which manifests according to the intent of the observer. to the finite aspect of our minds, to envision something infinite is unimaginable. yet, quantumthink demands of us that we imagine the unimaginable. to our ordinary minds something either exists or it doesn’t, because from the classical world view existence refers to what is physical. we don’t think of the world of possibility as existing. we hold what isn’t there as nothing, as having no existence. there is either something or nothing. this is thinking shaped by a classical world view – the world of an either/or reality of one dimension, the dimension of physical matter, that which we can glean with our ordinary senses. in a classical either/or world, something either exists or it doesn’t, because ‘existence’ in that world view means the physical material world. “yet, one of the most eye-opening insights we’ve learned from physicists of the new science is that the total universe consists of both the actual physical world whose existence is obvious to us, and it also consists of the possible world whose existence is unseen. the possible world has existence. “in the new world view we move beyond the limits of an either/or reality to the world of both/and. both the possible and the actual worlds exist, and they exist at the same time.”

intent: “in a quantum world view our perspective is entirely different. if everything always exists, then generosity exists for everyone, including you. it exists in the possible world. now the question is – does your generosity exist in the other aspect of the world, the actual world said another way, is your generosity manifesting? “from a new world view we don’t end up classifying people as one way or another; as honest or dishonest, selfish or giving, stingy or generous. we can see everyone as the possibility of any human quality or attribute. which specific trait or quality actualizes what becomes manifest, is contingent upon the intent of the observer. this is really, really important; you can literally bring someone else’s generosity into actuality by virtue of your intent to see them that way. intent is the dynamic of creation, the activation of the life force. intent activates possibility that originates in this quantum vacuum, the realm of infinite possibility. there is so absolute truth about the way a person is. there is only what you the observer actualize by virtue of your intent. what you bring is what you get. in contrast to infinite possibility as the limitless source of all creation, a least-action pathway is the route of the mechanical, the automatic, the non-thinking. you could think of our habits arising as a result of our least-action pathways. no new action has to be taken. the energy, thought or action will automatically go in the direction established by the past.”

brain / consciousness / drugs: “Many users of psychedelics report the experience as a consciousness-expanding one, and conventional wisdom suggests that such drugs should increase brain activity and blood flow to the brain.. Instead, the research in PNAS showed that psilocybin decreased blood flow to specific regions of the brain that act as “connector hubs”, where information converges and from where it is disseminated. In the paper, we suggest that these hubs normally facilitate efficient communication between brain regions by filtering out the majority of input in order to avoid over-stimulation and confusion. But the hubs also constrain brain activity by forcing traffic to use a limited number of well-worn routes. Psilocybin appears to lift some of these constraints, allowing a freer and more fluid state of consciousness. In the second study, subjects were given cues to recall positive events in their lives. With psilocybin, their memories were extremely vivid, almost as if they were reliving the events rather than just imagining them. The findings suggest potential uses for psilocybin in the treatment of depression, a condition characterised by rigidly pessimistic thinking patterns. These fixated patterns are associated with overactivity in the medial prefrontal cortex – one of the same connector hubs deactivated by psilocybin. Psilocybin may also be a useful adjunct to psychotherapy, helping patients who are stuck in negative thought patterns to access distant memories and work through them.”

neurons / drugs / emotions: “The speed of signal transfer between nerve cells (synapses) is reduced with long-term use, as a consequence of the loss of neurons (nerve cells) and components of nerve cells. Poor memory, learning difficulties, and a general apathy are the results of prolonged, frequent use of cannabinoids. experiencing strong emotions synchronizes brain activity across individuals. Human emotions are highly contagious. Seeing others’ emotional expressions such as smiles triggers often the corresponding emotional response in the observer. Such synchronization of emotional states across individuals may support social interaction: When all group members share a common emotional state, their brains and bodies process the environment in a similar fashion. Researchers at Aalto University and Turku PET Centre have now found that feeling strong emotions makes different individuals’ brain activity literally synchronous. The results revealed that especially feeling strong unpleasant emotions synchronized brain’s emotion processing networks in the frontal and midline regions. On the contrary, experiencing highly arousing events synchronized activity in the networks supporting vision, attention and sense of touch. Sharing others’ emotional states provides the observers a somatosensory and neural framework that facilitates understanding others’ intentions and actions and allows to ‘tune in’ or ‘sync’ with them. Such automatic tuning facilitates social interaction and group processes, says Adjunct Professor Lauri Nummenmaa from the Aalto University. – The results have major implications for current neural models of human emotions and group behaviour, but also deepen our understanding of mental disorders involving abnormal socioemotional processing, Nummenmaa says”

consciousness: “first and most important is the fact that consciousness is an onset phenomenon. by this i mean that consciousness springs into being where certain conditions of brain functioning are met (such as when we awaken). consciousness does not come into being only when the brain begins to think. even when we are asleep and not dreaming, our brain is usually very active. thoughts – that is to say, thinking and data processing – are present, and yet consciousness is absent or, at most, is maintained at an extremely low level. if awakened from a sound sleep and asked what we were just thinking, we may indeed be able to relate that our brains were active with thought but this data processing was not associated with any conscious awareness. these thoughts existed merely as ripples of neural activity ready to rush to the surface of consciousness from an ever active brain when awakened. consciousness happens when some new process comes into play as our awakening brain becomes somewhat more active. “from neurological studies, we know that the brain, the seat of consciousness, is not inactive when consciousness is absent, even during deep, nondreaming sleep. in fact, from brain wave data and from direct electrical probes placed in brains, we know that the level of activity of the brain changes only by a factor of about 2 between the awakened state and the sleep state. but something very dramatic happens when we awaken. everything changes. the colors of the sky, the sounds of breezes, the odor of the fresh air of the woods – these did not exist the moment before. consciousness came into being and gave sentience to existence.“in that moment marking the transition from unconscious existence of the body to conscious existence, as the level of brain activity changed from an idling engine of thought to a vehicle that has lurched into motion, something new has come into being – something that gives rise to this freshly awakened consciousness. whatever it is that has happened in the brain, consciousness has made a discrete change. it has turned on..“what has happened in the brain is that it has changed in its level of activity. and there must be an associable or correlate number, some quantity that tells us just what level of brain activity had to be reached in order to bring about the onset of consciousness. the consciousness came into being in that moment of increased brain activity. consciousness is an onset phenomenon and, as such, can be associated with numbers characterizing the physical correlates of the occurrence of consciousness. this fact will serve to dramatically narrow our search for the mechanism of consciousness.”

memory / reality: “given a set of incomplete information, we’re overwhelmingly likely to use our own experiences to speculate about the missing details rather than admit we don’t know. No doubt you’ve participated in some type of gossip involving the bizarre actions of a friend or relative. Lacking an explanation from the source, everyone, including you, had a theory that was “more right” than everyone else’s. Our brains don’t cope well with missing information. We can’t accept incomplete stories, so in place of confusion we create our own connections, regardless of their accuracy. This means that a memory can literally change over time and, even more shockingly, that the simple act of remembering may be what causes a memory to warp and change. The more you remember something, the more the memory changes and the further it gets from objective reality. You may literally be changing your history each time you think about it. The only hypothesis that can be drawn from the results is that each person, with their own unique set of previous experiences—distorted as they may be—heavily influences what types of things are remembered in the future. Of course, if this is true, then the doors are open for biased memories and memories based on prior experiences and expectations. You may remember only what you subconsciously want to, whether it’s accurate or not. Your memory is highly susceptible to contamination. The memories you create of the events in your life are suspect, highly susceptible to contamination, and there’s no way to predict with any regularity what, in fact, you’ll actually remember. It’s a grim outlook, but all hope is not lost for memory. Despite its unreliability, there is one way that you can carefully and accurately control your mind: intentional memory. When you set out to learn something, learn it, and then remember it, you’re creating what we’ll refer to as an intentional memory. The forgetting curve rules your memory, and it’s a harsh dictator, indeed. In fact, more than 50% of the information you learn at any given time is gone in less than 20 minutes. 80% after just 24-48 hours But the forgetting curve has a loophole. When Ebbinghaus discovered the curve, he also discovered a way to beat it—by perfectly timing the reminders your brain needs to retain the information it’s going to forget. “although we know that our common-sense understanding of the world is merely fiction, the illusions stay with us. science has entirely overturned what we know about the structure of the world. but rather than revising our picture of what reality is, we cling to a collage of incongruent shards. we preserve a false assemblage of images, one pasted upon another, so that we can keep unchanged the mental portrait of ourselves and of the world to which we are accustomed. we go about our business despite the fact that the world on which we base our lives is so much in question, so much a mystery.”

observer bias / internet: “on a personal level, we would see each other as separate, our determinations as black or white, our options as limited to what we ourselves had jurisdiction over and could control. so this idea that our results and what we think we are capable of is shaped and limited by our world view is not a dry theory; you can see this present and alive all around you. our technology and our artifacts and inventions, our extensions of ourselves, the offspring of our current culture and state of evolution, are thrown out into the world so we can see who we have become. we invented the internet. it is an extension of our nonlocal consciousness. now the internet reflects back to us, and we learn that the nature of reality is spaceless and timeless, chaotic and self-organizing webs and networks, continuously in flux, and requires the use of all the dimensions of our being, including our intuition and logic combined, to effectively deal with it. the internet shows us that we live in a universe of infinite possibility, continuously expanding. it teaches us that the accumulation of information in our ‘local’ mind is no longer feasible nor is it necessary.”

consciousness / intent: “thought may not be energy yet it activates it. thought may not be matter yet it shapes it. thought may not ‘be’ resonance yet it generates it. thought may not be energy or matter but simply a connection, a direction, a force of its own unique brand. perhaps thought simply tunes us in to one set of coordinates or another. what we are doing here is expanding our thinking another octave to see thought and intent as generating patterns that are not linear; rather the patterns are geometric. our most focused intents take form.”

training / habit: “how does a least-action pathway show up in your life? in your automatic habits. what we mean by a habit is one that is automatic, mechanical, without thinking, one over which we have no mastery because we lack awareness of it; it’s a reaction to circumstances. our least-action pathways do not allow for any new possibilities. a least-action pathway does not even have any conscious awareness to it; it just happens automatically, unconsciously. “this automatic functioning is actually one of the most marvelous functions of the classical world. the electro-chemical processes of our body work this way. when we perform certain repetitive functions, this automatic functioning is operating; when we are driving a car, or when we learn a language or when we learn to type or play an instrument. we don’t have to have our attention on which letter on the keyboard to press, because of this mechanical functioning that doesn’t require our full conscious awareness. this requires catching ourselves in the automatic habit of looking for ‘what’s wrong’ and why this can’t work. with conscious awareness and conscious intent, we can shift the focus to what’s possible and how can we have this work. this is the discipline of mastery. it takes having vigilance over your own automatic ways of thinking and being, over your automatic habits. a least-action pathway is one lacking in spirit or life force or conscious awareness. notice if you find yourself in a ‘habit’ of reacting resulting in one of these states: agitation, complaining, worrying, criticizing, irritation, pressured, stressed, angry. if you find it difficult to admit these to yourself, it is probably because you have ascribed some undesirable meaning to it. (probably a result of another least-action pathway) when you realize these mechanistic ways of being are simply an outcome of a stage of evolution we can now transcend, you note them and move on with ease. two – just once today, when you catch yourself in a least-action pathway, shift it by thinking from infinite possibility and generating a new intent.”

3 training: neurons / brain / consciousness: “when we have done brain scans of people who are presented with this situation and reject the offer, we find that the areas of their brain related to emotion are activated. other subjects, however, decide that a penny is better than nothing and accept the offer; these people show greater activity in their prefrontal cortex. what are the timing characteristics of human attention? measured in the laboratory and using normal subjects, it is commonly found that a percept needs 50 to 100 milliseconds of stability to command attention. yet discussions with our buddhist colleagues suggest that a highly trained mind may be able to attend to one event per millisecond, which represents a much more compressed time scale. we scientists tend to think of attention as effortful and to believe that it is difficult to maintain a selective or enduring focus of attention over a long period of time. in buddhist practice it appears that, at least after initial training, focusing attention is an effortless and almost relaxing process. Many nuclei with distinct chemical signatures in the thalamus, midbrain and pons must function for a subject to be in a sufficient state of brain arousal to experience anything at all. These nuclei therefore belong to the enabling factors for consciousness. Conversely it is likely that the specific content of any particular conscious sensation is mediated by particular neurons in cortex and their associated satellite structures, including the amygdala, thalamus, claustrum and the basal ganglia. Conversely, conscious perception is believed to require more sustained, reverberatory neural activity, most likely via global feedback from frontal regions of neocortex back to sensory cortical areas that builds up over time until it exceeds a critical threshold. At this point, the sustained neural activity rapidly propagates to parietal, prefrontal and anterior cingulate cortical regions, thalamus, claustrum and related structures that support short-term memory, multi-modality integration, planning, speech, and other processes intimately related to consciousness. Competition prevents more than one or a very small number of percepts to be simultaneously and actively represented. This is the core hypothesis of the global workspace theory of consciousness.”

3 training / c3ll3r!: “buddhist meditative cultivation of the mind. such attention training has specific goals, of which the first is relaxation. one proceeds in this practice with a sense of ease; it must not be intensely, ambitiously bound up with hopes and desires. one can certainly exert too much effort. on the basis of relaxation. one cultivates stability, involving coherence and continuity of attention to one’s chosen object. but it is not enough for attention to be merely stable. it must also be imbued with a sense of clarity, vividness, and high resolution. if you are attending to something mindfully, how do you know whether your mind has unconsciously ‘exploded’ out into sensory distractions or wandering thoughts, or ‘imploded’ into laxity, dullness, or sleepiness? to recognize such attentional imbalances as soon as they arise, you must develop and apply a kind of meta-attention (samprajanya), which has the function of monitoring the quality of attention. so mindfulness and meta-attention are the two faculties to be developed int he cultivation of attentional stability and vividness. five mental factors of ascertainment, which include aspiration, confidence or trust, mindfulness, single-pointedness, and intelligence…if there were little or no single-pointed stability in our normal cognitive experience, then we would never be able to apply intelligence. one of the five omnipresent mental factors is known as sempa, which could be translated as ‘will.’ this is different from aspiration in our system. we are talking here about two different classes of mental factors: five omnipresent factors and five factors of ascertainment. aspiration is an omnipresent factor; will (sempa) is the other type. but how do you define will, or sempa, as opposed to attention? attention skills might be developed thru repetitious activity and fine-tuning of focus in a task such as playing video games, which may be why they increase skills in certain academic areas. but the element of habituation has another side. the way films are made, the average clip is very, very brief. just a few seconds long. what that means is one gets bored more easily. if you need a high level of rapidly changing stimuli to keep your attention, then as soon as things drop below that level, you are bored. you want to do something new, something different. so there are two contrasting elements involved in that habituation. teenagers, or even adults, might be harmed by repetitious, high-intensity activity if it leads to a need for so much stimulus coming in just to avoid feeling depressed or restless. one purpose of learning to develop attention with uninteresting objects like the breath is to establish that quality of attention and ease with the present moment with an absolute minimum of stimuli, so that you can feel at home in yourself with very little going on. teenagers need to be playing a video game and listening to the stereo and checking their e-mail simultaneously, and then they feel good! that takes a lot of hardware to feel at home in life.”

habit: “The brain goes through two main steps when it’s focused on a task. It’s thought that selective focus is controlled by the top-down attention system. This system is under your control and asks a simple question, “What do you want to focus on?” When you decide to focus on something, the brain goes through two steps to sort and understand the information. Visually, you take in all information in a scene and start processing the information to find what you need to pay attention to. Picture the process like a blurry photo that slowly starts to come into focus. The second part involves focusing on one single aspect. As that same photo comes into focus, the attention starts to zoom in on the one aspect you want to pay attention to. This is the same essential process for voluntary and involuntary focus. When you’re focused your perception of the world around you changes and you have a heightened ability to ignore things around you. This is being in “the zone,” or “the flow.” It’s when you’re focused and don’t notice events around you unless something initiates your bottom-up attention system (which we’ll get to in the next section). The root of breaking focus is an evolutionary system meant to keep us safe. Where selective focusing is reliant on top-down attention, breaking focus comes from the involuntary bottom-up attention. You cannot control this because bottom-up attention is hard-wired into your brain as a passive process. Bottom-up attention asks, “What is happening that needs your attention?” Two outside events cause us to break focus: bright colors or lights, and loud noises. Your focus is drawn to things that might be dangerous or rewarding, like the growl of an animal or the sound and lights of a police siren. Once the top-down focus is broken it takes an average of 25 minutes to return to a project. Each time it’s broken, you restart the process and use up your brain’s resources. Essentially you’re slowly growing exhausted by distractions. To inhibit distractions, you need to be aware of your internal mental process and catch the wrong impulses before they take hold. It turns out that, like the old saying goes, timing is everything. Once you take an action, an energetic loop commences that makes it harder to stop that action. Many activities have built-in rewards, in the form of increased arousal that holds your attention. Once you open your email program and see the messages from people you know, it’s so much harder to stop yourself from reading them. Most motor or mental acts also generate their own momentum. Decide to get out of your chair and the relevant brain regions, as well as dozens of muscles, are all activated. Blood starts pumping and energy moves around. To stop getting out of your chair once you start will take more focus and effort than to decide not to get up when you first have the urge. To avoid distractions it’s helpful to get into the habit of stopping the wrong behaviors early, quickly, and often, well before they take over. meditation can build brain tissue around areas of the brain associated with attention. Although the study looked at long term effects, the most interesting part is that the brain is malleable and trainable. In this case, meditation is used to train your brain to focus better. putting the brakes on wandering thoughts is one of the key ways to keep yourself focused. The very first step of meditation teaches you how to do this. It’s a trick that applies at nearly any moment and is worth training yourself to do, even if you don’t follow through with the entire meditation ideal. You can use any type of entertainment you like, but the key point Dr. Perry points out is that it’s challenging and you’re doing it actively. Television doesn’t work so well because ads break focus, but books, movies, and games are all ways to utilize your escapism as a means to calibrate your brain to focusing. The key is that you actively pay attention and absorb what you’re consuming. “

brain: “children were strategic about when they blinked. While watching a recorded scene, the toddlers seemed to inhibit their blinking during the moments that sucked them in. “The timing of when we don’t blink seems to relate to how engaged we are with what we’re looking at,” Jones says. differences in the blinking patterns of autistic and developmentally normal children. Both groups watched a video that included moments of human emotion and sudden action. Developmentally normal children inhibited their blinking before emotional climaxes, as though they were following the narrative and predicting an outcome. Autistic children blinked right through those moments, suggesting they were not following the emotional arc of the story, but they responded sharply when an object suddenly moved.”

neurons / habit: “NMDA receptors on dopamine neurons in the brain’s basal ganglia are essential to habit formation. These receptors function like gateways to the brain cells, letting in electrically charged ions to increase the activity and communication of neurons. Their pivotal role reminds neuroscientist Dr. Lei Phillip Wang of a computer’s central processing unit. “The NMDA receptor is a commander, which is why it’s called a master switch for brain cell connectivity,” Dopamine neurons regulate circuits all over the brain but they need to be regulated too,” Tsien said. “The questions become how and whether regulation of dopamine neurons is important. Our study shows it’s important and it’s through the NMDA receptors.” Part of that regulation includes proper sequencing: so a habit plays out the same way every time, Tsien noted, much like standard lettering on a keyboard enables typing rather than confusion. Dopamine is a chemical that helps brain cells communication. Glutamate, another neurotransmitter, brings information to the dopamine neurons to enable learning and memory but the neurons must travel through the gateway NMDA receptors to get properly categorized”

consciousness / habits / classical: “crucial throughout your development was your instinctive concern with survival – your ability to move your body and care for and protect it. hence you have come to believe you have no choice in the matter: you are what your body tells you it is through the feedback loops in the nervous system. the spiritual traditions of the world tell us that we are more than merely what our bodies tell us we are. and many of us – mystics and nonmystics alike – may catch glimpses of what they’re talking about from time to time. but these insights also tend to be explained in physical terms. the conviction that material objects are more real is so convincing that it becomes our default assumption. it takes a lot of teaching and practice – a steady practice of mind yoga – to convince us otherwise. this habitual notion – that the physical world is more real – continues to make its presence felt in science, even though quantum physics tells us repeatedly that the basis of this notion is flawed. that basis is the conviction that the world we experience is the world of classical, newtonian physics, and it is fixed in our minds through powerful logic and buttressed with mathematical argument. if this view of things were true, it would mean that consciousness must arise out of the interactions of material objects. but in none of our neurological or biological studies of these interactions do we see anything like consciousness emerge. it is important to note that when we observe consciousness in others, we are objectifying it, seeing it in terms of what our sense organs tell us. but when we observe consciousness within ourselves, this process of objectification totally, and necessarily, fails. this faulty assumption is first of all the belief, based on our observations, that others we see around us are physical beings who ‘have’ consciousness; and secondly, that the connection between material processes and the consciousness we think we’re seeing applies to our own inner experiences in the same way. hence we believe that, whatever mind is, it has grown out of matter in some causal manner. “let me go through the evidence for believing that mind arises out of matter. it its strongly based on the theory of evolution. “we see that intelligent entities like animals and people exhibit varying degrees of complexity. we appear to be more complex than single-celled animals, for example, so we take it for granted that our sophisticated minds arose from this complexity. in brief, amoebae don’t think because they are too simple; we thing because we are sufficiently complex. …we see evidence that through random events affecting genetic material of simple animals exposed to environmental changes over many life spans, these life forms adapt. they learn to make changes that fit the changes occurring in their environment… we understand survival in terms of the law of cause and effect. how a creature adapts itself depends on cuases affecting its life span handed down to it from its ancestors… these observations – and i am sure more could be added – would certainly be true, provided the ground on which they are based was solid itself. but even though these arguments are scientifically based, they still rely on the commonsense view that space, time, and matter are fundamental. hence, anything that doesn’t fit into a matrix built up from these three elements, must not and cannot be real or have any effect on reality. but quantum physics tells us relentlessly that there is something prior to space, time, an matter. i call it a sub-spacetime. others have called it the imaginal realm, and in present quantum theory it is posited to be an infinitely dimensional space. quantum processes are vital in this realm, and what we call consciousness appears to play a fundamental role at the level of even the most primary matter, consisting of atoms and subatomic particles. with the presence of consciousness at that level and with principles of quantum physics factored in, modern science necessarily changes the belief expressed above that consciousness or mind arose from matter, as the theory of evolution would have it.”

classical philosophy: “theirs was a science based upon absolutes, certainty, and prediction: a linear, logical, rational world of solid objects reducible to their constituent parts, fixed objects that moved only when an outside force was exerted on them. there was always a ’cause and effect’ behind every action – the world as a perfect clockwork machine. if we could analyze the parts and figure out how they worked together, we could predict and control everything. also during the 17th century the french philosopher, rene descartes, best known for his famous conclusion, ‘i think, therefore i am’ strengthened the idea of separation and parts by declaring mind and body as separate, that each of us are isolated egos inside our bodies. why should we care? because a world of fixed and solid objects renders us powerless victims in the face of fixed circumstances. in that view we are destined to be the effects of whatever unchangeable forces happen to come our way. (translation = your wife, your boss, your partner, are not going to change and there is nothing you can do about it. we should care because an either/or world of predictable outcomes drastically limits the possibilities. (translation = infinite possibility has been downsized.) we should care because a one-dimensional view of reality has no soul. if the classical world view saw the universe as a giant machine, the quantum world view sees it as a giant mind. in the quantum view, there is no static or absolute reality. (translation = we are no longer stuck with the way things ‘are’,) everything exists as infinite possibility (with certain probabilities). exactly which possibility manifests is dependent on the observer. (translation = dependent on you.) objects are not solid as we perceive them to be with our ordinary five senses, but mostly empty space; fluttering with fluctuations of energy. (translation = reality is malleable.) matter can exist as a wave or a particle. (translation = ‘opposites’ are both true, and at the same time.) particles are not particles, but are more like tiny vibrating strings. (translation = your ‘vibe’ reverberates out to the world whether you realize it or not.) chaos is self-organizing. (translation = you don’t have to work so hard to get things ‘right,’) energy moves backward and forward through time. (tip: throw out your old concepts of time.) energy does not flow smoothly in a straight line path, but ‘leaps’ in bursts from orbit to orbit with no pathway in between.”

consciousness: “there is a vigorous debate within physics over this very issue. Lots of researchers do think that human free will has something to do with the deep laws of nature. Within quantum mechanics, there are three basic arguments for such a connection:
1. Quantum mechanics is indeterministic, in that the outcomes of measurements are chosen at random from the slate of possibilities. So, if quantum effects help to shape our conscious choices, they sever the connection between us and the initial conditions of the universe.
2. When we conduct experiments on quantum particles, we exercise our free will—for example, we make choices about what precisely to ask of the particles.  Or at least we think we exercise our free will. How those particles respond can depend on whether we really do.
3. Quantum physics is time-symmetric, so we are as justified in saying that our choices set the cosmic initial conditions as the other way round. Like much else in quantum physics, the connection to free will hinges on the phenomenon of entanglement. Does the coordinated behavior of quantum particles reflect a nonlocal connection between them or some built-in cheat sheet that allows them to arrange their answers in advance? If we lack free will, the coordinated outcomes can be explained without any nonlocal connection. The reason is that the setup of the experiment assumes the outcomes are independent of the measurement settings. If the two are somehow synchronized, that might produce the illusion of nonlocality. “

Superdeterminism is extremely troubling, because if true it would pull the rug out from under empirical science. If measurement outcomes depended on our experimental choices, we could never conduct a controlled experiment. All the laws of physics would be illusions. [blockworld]”

neurons: “the same part of the brain we use in seeing is also used in imagining that we are seeing, in remembering seeing, in dreaming that we are seeing, and in understanding language about seeing. the same is true of moving. the same parts of the brain used in really moving are used in imagining that we are moving, remembering moving, dreaming about moving, and in understanding language about moving. mental ‘simulation’ is the technical term for using brain areas for moving or perceiving, imagining, remembering, dreaming, or understanding language. it is mental stimulation that links imaginative stories to lived narratives. but what links your lived narratives to those of someone else? our most plausible hypothesis at present is ‘mirror neuron circuitry, which integrates action and perception.’ we apparently have ‘mirror neuron circuits’ in the premotor cortex that fire when we either perform a given action or see someone else perform the same action. this is not magic. mirror neuron circuits are connected via two-way pathways to other brain areas: 1. to the primary motor cortex, which connects to motor neurons in the muscles of the body and directly controls muscle movement; 2. to the parietal cortex, which integrates sensory information arising in the visual, auditory, and somatosensory regions; 3. via the insula to the positive and negative emotional pathways; 4. to the posteromedial cortex, which must be active in the experience of empathy, say, in compassion and admiration; and 5. to the so-called super-mirror neurons in the prefrontal cortex, which modulate the activation of the mirror neurons, apparently to either enhance or limit their capacity for empathy. mirror neuron circuits are apparently used in so-called mind reading, when we guess from seeing part of a familiar action what the rest of the action will be.”

neurons: “Before the introduction of real time brain scans, it was believed that a process of cell division creates brain cells, called neurogenesis, which begins to slow down in early life and stops when we reach adolescence. The result, according to scientists, is that as we get older we simply base or behaviors on the way we were taught to think in early childhood to the point that our brains become hardwired based on early life sense impressions. However, the discovery of neuroplasticity changes all this thinking to a much more hopeful view of life. We are creating new brain cells and creating new neural connections all the time. “

neurons: “All thosepeople were wrong. If we did use only 10 percent of our brains we’d be close to dead, Damaged brains may have been where this myth originated. During the first half of the last century, a pioneering neuroscientist named Karl Lashley experimented on rodents by excising portions of their brains to see what happened. When he put these rodents in mazes they’d been trained to navigate, he found that animals with missing bits of brain often successfully navigated the mazes. This wound up being transmuted into the idea humans must be wasting vast brain potential. With the rise of the human potential movement in the 1960s, some preached that all sorts of powers, including bending spoons and psychic abilities, were laying dormant in our heads and that all we had to do was get off our duffs and activate them. The brain, Chudler said, isn’t like a disc drive with some set amount of capacity. It’s a dynamic maze of wiring where new connections can be created in response to new stimuli, or lost with disuse. And much of it is constantly occupied not with intellectual thinking, but running our systems.“That’s why the brain is such an expensive organ,” he explained. “It requires 20 percent of our blood supply, and it’s a real energy hog.””

neurons: “the reality simulation principle, which is based on the idea that so much neural real estate is shared by imagery and perception. it says that most effects that can occur by interacting with an object in the world can be mimicked by interacting with objects and mental images.”

observer / consciousness: “quantum mechanics requires that we take into account the fact that conscious observers exist as unique entities, as a part of the total reality of the world….bell’s theorem was an effort to escape this obvious conclusion about quantum mechanics, and that effort failed. it failed because it was an attempt to design a universe that would leave out consciousness. the way out of our difficulty, the path we must take now, is to try to understand what was previously rejected. we must recognize that objective reality is a flawed concept, that state vector collapse does arise from some interaction with the observer, and that indeed consciousness is a negotiable instrument of reality. others, including einstein and bell, tried to show quantum mechanics (or at least the copenhagen interpretation of quantum mechanics ) to be wrong, and this attempt led to the tests of bell’s theorem. those tests showed instead that any effort to picture the physical world in terms of local and objective reality (independently existing objects ) would yield results that are inconsistent with the known behavior of atomic phenomena.”

“The human mind has no specific department for religion. Instead, religions appear to be a by-product of various cognitive systems that evolved for unrelated reasons. Research on the cognitive foundations of religious thought has spawned insights about religion itself, as well as providing a fresh perspective on the long-standing project of comparing religion and science. From an early age humans confront numerous fundamental problems that must be solved in order for them to function in the world. These include distinguishing between inanimate objects and “agents” that can act on their surroundings, recognising faces, avoiding contaminants, parsing speech and reading other people’s intentions. By the time children are 6 or 7 years old, their cognitive systems for solving these problems are mostly up and running (see “The God issue: We are all born believers”). Such cognitive systems are “maturationally natural”; they emerge without effort and virtually define normal cognitive development. Although culture infiltrates them – for example, determining the language a child learns – acquiring them does not depend upon instruction or education. Maturationally natural systems are also what Nobel prizewinning psychologist Daniel Kahneman calls “fast” – they operate automatically and effortlessly. Because of this, they are highly susceptible to false positives. For example, our hair-trigger system for detecting human forms leads us to see faces in the clouds, and our “agency detection device” leads us to talk to our computers and cars. These rapid and automatic systems also make people receptive to religions. Humans are ready to leap at, swallow and digest religious stories like a hungry frog will leap at, swallow and (attempt to) digest a ball bearing that flies within reach. Successful religions are adept at engaging these dispositions. Supernatural beings trigger our natural beliefs about agents, and our theory of mind. Sacred spaces and objects cue our involuntary precautions against contaminants; it is no coincidence that so many religious rituals involve cleansing and purification. Similar elements have recurred in religious systems throughout human history all over the world. New religions pop up all the time but the ones that last mostly stir in the same old ingredients. These recurrent themes – myth, ritual, sacred spaces, belief in supernatural agents and so on – are the elements of what I call popular religion. None of this, however, bars the application of Kahneman’s “slow” forms of thought to religion. Deliberate, conscious reflection about the meaning and truth of religious claims is called theology. Theologians try to make intellectual sense of the enigmatic claims of popular religion. They reflect, debate and sometimes generate abstract formulations that religious and political authorities decide to label as doctrines. Not all religions have theology but many do, especially the proselytising Abrahamic ones. Unlike popular religion, theology routinely makes abstract and radically counter-intuitive statements that are conceptually complex and difficult to understand: God is three persons in one, for example, or a disembodied person who is present everywhere at once. In addition, theological proposals are not at all memorable compared with, say, a story about Jesus’s virgin birth. This is why religious people must often make an effort to memorise them and why religious leaders adopt a variety of measures to indoctrinate and police “theological correctness”. These include everything from religious education and catechisms to inquisitions. Maintaining theological correctness is difficult, however, as the mental systems that underpin popular religion consistently intrude. The consequence is that theological incorrectness is inevitable: the religions that the vast majority of people actually practise are not the same as the doctrines they learn and recite. Theological incorrectness is seen across cultures and religious systems. When asked in experiments to talk or think about gods’ thoughts and actions in stories, religious people immediately and completely abandon theologically correct doctrines in favour of popular religion – even if they have just affirmed and recited those doctrines. The way they think and talk reveals that they see God as more like Superman than the omniscient, omnipresent and omnipotent ruler of the universe in whom they say they believe. This view of popular religion offers a new perspective on the project of comparing religion and science. It suggests that science poses no threat whatsoever to the persistence of religion. The fears and trepidation of so many believers – and the jubilant anticipation of so many critics of religion – that science will eventually displace religion are wrong-headed on many counts. First, they underestimate the power and pervasiveness of maturationally natural cognition. Not everyone is religious, but religious ideas and actions spontaneously and inevitably arise in human populations. Second, they underestimate the creativity and imaginativeness of theology, and so its ability to accommodate any change in our understanding of the universe that science produces. Theologians eventually accommodated our displacement from the centre of things by Copernicus, Galileo and Darwin. It took some time because of the size of the challenge, but it happened. The third point is that believers and critics alike underestimate how hard it is to do science. Science is far more complicated than theology. Its esoteric interests, radically counter-intuitive claims and sophisticated forms of inference are difficult to invent, learn and communicate. Science depends on extensive and elaborate social arrangements which are complex and expensive. Its continued existence, at least in the long run, is therefore fragile, certainly in comparison to the continued existence of religion. Finally, the difference between popular religion and theology suggests that standard comparisons of religion and science are often ill-conceived. Cognitively, science has more in common with theology than it does with religion; both rely on slow, deliberate, reflective thought. Popular religion, on the other hand, is more like a common-sense explanation of the natural world. Those who would criticise either religion or science need to be sure what it is they are attacking.”

“Take the Eurasian systems. They’re quite literal: one finger equals one count, and the brain immediately perceives this concept. But Chinese finger counting uses symbolic gestures to represent any number higher than five, and people from Papua New Guinea utilise much of the upper body to represent number. Such symbolic gestures need to be learned, and then retrieved as needed from our working memory. That requires more cognitive effort, but symbolic systems do allow for more sophisticated arithmetic. These questions of diversity lead us into the peculiar world of embodied cognition – the somewhat controversial theory that body parts other than the brain can play a role in cognition. Proponents of embodied cognition argue that we reduce the cognitive load on the brain by outsourcing tasks to other parts of our body, and in the related case of distributed cognition, even to external objects.”

The areas they pinpointed as the seat of meta-consciousness belong to a network in the outer layer (cortical) of the brain that includes the right dorsolateral prefrontal cortex, the frontopolar regions and the precuneus.

Some people can have episodes of self-awareness while they sleep and dream. These “lucid dreamers” are aware that they are dreaming, and are also able to control their dreams. During lucid dreaming episodes they can access their memories, perform actions and are aware of themselves, even though they are unmistakeably in a dream state and not awake.

First author Martin Dresler, from the Max Planck Institute of Psychiatry in Munich, explains:

“In a normal dream, we have a very basal consciousness, we experience perceptions and emotions but we are not aware that we are only dreaming. It’s only in a lucid dream that the dreamer gets a meta-insight into his or her state.

“During lucid dreaming the bilateral precuneus, cuneus, parietal lobules, and prefrontal and occipito-temporal cortices activated strongly as compared with non-lucid REM sleep.”

“The general basic activity of the brain is similar in a normal dream and in a lucid dream.”

“In a lucid state, however, the activity in certain areas of the cerebral cortex increases markedly within seconds. The involved areas of the cerebral cortex are the right dorsolateral prefrontal cortex, to which commonly the function of self-assessment is attributed, and the frontopolar regions, which are responsible for evaluating our own thoughts and feelings. The precuneus is also especially active, a part of the brain that has long been linked with self-perception.”

Three components are necessary for a rainbow.  there must be sun, there must be raindrops, and there must be a conscious eye (or its surrogate, film) at the correct geometric location.  if your eyes look directly opposite the sun (that is, at the antisolar point, which is always marked by the shadow of your head), the sunlit water droplets will produce a rainbow that surrounds that precise spot at a distance of forty-two degrees.  but your eyes must be located at that spot where the refracted light from the sunlit droplets converges to complete the required geometry.  a person next to you will complete his or her own geometry, and will be at the apex of a cone for an entirely different set of droplets, and will therefore see a separate rainbow.  their rainbow is very likely to look like yours, but it needn’t be so.  the droplets their eyes intercept may be of a different size, and larger droplets make for a more vivid rainbow while at the same time robbing it of blue.  then, too, if the sunlit droplets are very nearby, as from a lawn sprinkler, the person nearby may not see a rainbow at all.  your rainbow is yours alone.  but now we get to our point:  what if no one’s there?  answer:  no rainbow.” p22-3

in the absence of anyone or any animal, it is easy to see that no rainbow is present.  or, if you prefer, there are countless trillions of potential bows, each one blurrily offset from the next by the minutest margin.” p23

The visual image of that butter, that is, the butter itself, actually exists only inside your brain.  that is its location.  it is the only place visual images are perceived and cognized.  some may imagine that there are two worlds, one ‘out there’ and a separate one being cognized inside the skull.  but the ‘two worlds’ model is a myth.  nothing is  perceived except the perceptions themselves, and nothing exists outside of consciousness.  only one visual reality is extant, and there it is.  right there.  the ‘outside world’ is, therefore, located within the brain or mind.  of course, this is so astounding for many people, even if it is obvious to those who study the brain, that it becomes possible to over-think the issue and come up with attempted refutations.  ‘yeah, but what about someone born blind?’ ‘and what about touch; if things aren’t out there, how can we feel them?’  none of that changes the reality:  touch, too, occurs only within consciousness or the mind.” p36

“”more recent experiments by libet, announced in 2008, analyzing separate, higher-order brain functions, have allowed his research team to predict up to ten seconds in advance which hand a subject is about to decide to raise.  ten seconds is nearly an eternity when it comes to cognitive decisions, and yet a person’s eventual decision could be seen on brain scans that long before the subject was even remotely aware of having made any decision.  this and other experiments prove that the brain makes its own decisions on a subconscious level, and people only later feel that ‘they’ have performed a conscious decision.  it means that we go through life thinking that, unlike the blessedly autonomous operations of the heart and kidneys, a lever-pulling ‘me’ is in charge of hte brain’s workings.  libet concluded that the sense of personal free will  arises solely from a habitual retrospective perspective of the ongoing flow of brain events.  what, then, do we make of all this?  first, that we are truly free to enjoy the unfolding of life, including our own lives, unencumbered by the acquired, often guilt-ridden sense of control, and the obsessive need to avoid messing up.  we can relax, because we’ll automatically perform anyway.” p39

as more sophisticated experiments were devised, it became obvious that mere knowledge in the experimenter’s mind is sufficient to cause the wave-function to collapse.” p51

before bell, it was still considered possible (though increasingly iffy)  that local realism – an objective independent universe – could be the truth.  before bell, many still clung to the millennia-old assumption that physical states exist before they are measured.” p53

constants: atomic mass unit, avogadro’s number, bohr magneton, bohr radius, boltzmann’s constant, compton wavelength, deuteron mass, electric constant, electron mass, electron-volt, elementary charge, faraday constant, fine structure constant, hartree energy, hydrogen ground state, josephson constant, magnetic constant, molar gas constant, natural unit of action, newtonian constant of gravitation, neutron mass, nuclear magneton, planck constant, planck length, planck mass, planck time, proton mass, rydberg constant, stefan boltzmann constant, speed of light in vacuum, thompson cross section, wien displacement law constant.  p85-6

you either have an astonishingly improbably coincidence revolving around the indisputable fact that the cosmos could have any properties but happens to have exactly the right ones for life or else you have exactly what must be seen if indeed the cosmos is biocentric.  either way, the notion of a random billiard-ball cosmos that could have had any forces that boast any range of values, but instead has the weirdly specific ones needed for life, looks impossible enough to seem downright silly.” p91

it is not solely atoms and proteins that hold the answer to the problem of consciousness.  when we consider the nerve impulses entering the brain, we realize that they are not woven together automatically, any more than the information is inside a computer.  our thoughts and perceptions have an order, not of themselves, but because the mind generates the spatio-temporal relationships involved in every experience.  even taking cognition to the next step by fabricating a sense of meaning to things necessitates the creation of spatio-temporal relationships, the inner and outer forms of our sensuous intuition.” p175.

deeper discussion of quantum disciplines and teachings, the angel’s quest, and relevant disciplines and teachings that could be incorporated into such a game.

programming game time: the passage of time differs from level to level and from world to world on the horizontal level of parallel universes, as does most everything else. the time the player spends away from the game will pass in the game at a quantum-determined rate that depends partly on weather conditions and the positions of the planets, and partly on the wishes and karma of the player, as well as other factors.

develop 7 level game structure.

develop 7 level game structure.

0 1 2 3 4 5 6 7
style watercolor monochrome pastel bright garish stark b/w wireframe
level tutorial midway carneytown cloud antarctica heaven earth
reality xian newtonian relativity quantum animism goddess god consciousness
power movement knowledge esp time travel entanglement manifestation consciousness
discipline mind body quantum head subtle body esp flying manifesting
lesson all one way all knowable all relative all possible all alive all together all one
midway game coaster tiltawhirl bumper cars arcade hall of mirrors tunnel of love ???
classical physics momentum angular ? 2nd law optics ??? ???
carneytown job service game master miner builder accounts personnel cop
relativity time dilation distortion of light gravity wave curvature big bang black hole ???
cloud powers / physics action at a distance teleportation clairvoyance time travel manifestation multiple universes entanglement
ring isles mountains lowlands wilderness hinterlands hell gamburtsevs
age baby kid teenage adult committed midlife old
ring skill create name nurture guide share preserve pass on
ring religion animism goddess early xian buddhism fundamentalist black pope god consciousness
ring period neolithic viking medieval invasions revolutionary totalitarian quantum

supporters discuss antiauthoritarian personality. detractors (snake).

snake: n/a

fairy: n/a

shit happens: ???

they: ???

media: illustrate dominant culture ???

authoritarian culture: illustrate dominant culture “An all-pervasive pattern of grandiosity (in fantasy or behavior), Kinnaman called the problem of young dropouts from church “particularly urgent” since many churches are used to “traditional” young adults who leave home, get educated, find a job and start a family before age 30. “Churches are not prepared to handle the ‘new normal,”‘ said Kinnaman. “However, the world for young adults is changing in significant ways, such as their remarkable access to the world and worldviews via technology, their alienation from various institutions, and their skepticism toward external sources of authority, including Christianity and the Bible.”

resistance: criticism of traditions, espousing new normal

Meanwhile, in another part of town…

plucky band:
random: goes back to india and researches and volunteers and keeps in touch w/developers (fairy?). learns about business side of videogames. cousin who sells videogames. indie developers (later indian mods to the game). “According to a report by In-Stat/MDR, a market research firm, the market for mobile gaming in India was expected to be around US$26 million by end of 2004.The market was expected to reach US$336 million by 2009. The penetration of cell phones in India was higher when compared to personal computers; hence more people were likely to get their first gaming experience on a cell phone. Moreover, a large proportion of youth were keen to try out new games. Cellular service providers such as Hutch and Reliance had capitalized on the popularity of mobile gaming in order to attract more subscribers by offering games for download through their websites. The online gaming sector in India is being driven by the increasing number of Internet users, increase in disposable incomes, and propensity to spend among the youth. The growth of Internet cafes such as Sify i-way and Reliance WebWorld, who have installed online games to attract more consumers, has also contributed to the rise in online gaming in India. The PC gaming segment in India mainly consists of youth and college students. The growth in this market is being propelled by the growth in the personal computer market. PC sales in India have increased on account of the decrease in prices due to decrease in import duties on hardware components and increased competition. Microsoft Game Studios, the gaming division of Microsoft Corporation, had conducted the “Halo” (in 2003) and “War of a Million'(in 2005) PC gaming championships in India. The positive response received by these championships highlighted the growing popularity of PC gaming in India. However, piracy and price competition among the distributors were seen as the key challenges for this segment. Console gaming is still at a nascent stage in India. Individual consumers, schools and IT/ITES are the target market for console gaming. india also has great potential to become an attractive destination for outsourcing of gaming development activities. India can capitalize on its strong reputation for outsourcing of IT/ITES services in this regard. But in the outsourcing sector India will have to compete with South Korea and Taiwan whose talent pool is greater than that of India with regard to game development. India needs to establish special training institutes to develop quality professionals. In addition to outsourcing, Indian companies can team up with their foreign counterparts to co-produce games. In 2006, Indian gaming companies and Indian subsidiaries of foreign gaming companies established the Indian Games Industry and Trade Association (iGITA). iGITA would help Indian gaming companies to secure a strong foothold in the global gaming development market. Indian gaming companies are in the process of developing products that are targeted at both domestic and international markets. Despite the growth and opportunities for development, the Indian gaming industry has to deal with challenges such as scarcity of skilled professionals and high prevalence of piracy.” 38. think as you like but behave like others. if you make a show of going against the times, flaunting your unconventional ideas and unorthodox ways, people will think you only want attention and that you look down upon them. they will find a way to punish you for making them feel inferior. it is far safer to blend in and nurture the common touch. share your originality only with tolerant friends and those who are sure to appreciate your uniqueness. random india
=p: life???
c3ll3r!: nathan studies some aspect of quantum programming or consciousness, something that goes along at a tangent. dad criticizes. makes deal with mom over grades and dragoncon. “11. learn to keep people dependent on you. to maintain your independence you must always be needed and wanted. the more you are relied on, the more freedom you have. make people depend on you for their happiness and prosperity and you have nothing to fear. never teach them enough so that they can do without you.” c3ll3r! w/dad (ch 4 nathan gets a job)
dad:
traits: conventional and uninquisitive. Preference for conventional institutions.
events:
work: new process at work, has to document department’s functions.
abuse: Treating your partner like a servant. Using Male Privilege.
mom and girl don’t get along, she prefers son
sis cops call 3 am, not arrested sorry face dad, vicious to mom.
armchair authoritarian:
???

outline: chapter 2

chapter 2, dragoncon 1, brainstorming the game. levitation; lessons; videogame; news w/family; report

levitation.

the boy and girl find an empty stretch of floor on the ballroom level of the hotel (which hotel?) and quickly write down what the angel showed them, what happened to them on their quest, and the point of it all, the answer to the angel’s question. they draw a map of the layout. they’re still shaken; someone gives them a croissant and bagel. coffee. red bull.

various friends come by and stay to hear their story. they explain their experience, they show the text message to their friends. they post it on fb and tweet it.

they find they can communicate with each other inside their heads. they know where each other are and can hear each others’ thoughts. they realize they are different because of what happened to them, and feel closer to each other.

quantum powers. at first the buzz is positive. the people around them are getting excited by their experience, even tho it didn’t happen to them. just telling about it, just being around the boy and girl starts a vibe going that has them all thinking maybe they can do it too. some of them feel a vibration.

we really flew. the angel, reading thoughts, zapping clouds, seeing long distances – they argue about the nature of how they were seeing – we weren’t just seeing like thru a closeup, we moved closer just like that – instantaneously, and popped right back again when we were thru. teleportation. neat antarctica game; we’ll get to that. creating worlds, that was fun. and the people we made, so cute, and their little lives, i felt really responsible and was really angry when he turned them off. i was like livid. yeah, she burst into flame like the angel. he was impressed, wasn’t he? yeah.

we really flew. flying is like in dreams. there’s a pull or a push, a leap anyway, an intent. that sounds like an oob. what’s that? boo backwards… an inverted boo, a surprise when it happens first, and then it’s normal. right.

it was real we really flew around atl. graffiti. remember taking pic, pulls it up – grafitti on top of something odd. planet antarctica on her phone. her and boy taken by angel w/flares where hand is. overexposed pic of angel. she remembers as she goes thru phone. posts pics, everybody pulls them up on their phones (image of everybody and their phones).

can you do it now? fly? they look at each other. what can we do right now? well, i know what you’re thinking. duh. can you read my mind? mine? she looks puzzled, looks inward. is she picking up any thoughts? just the vision of millions of players changing the world. nothing personal or specific. the boy is off doing something else. people close can feel a vibration, and someone touching her feels it. one by one they reach to touch someone touching her until the whole crowd is feeling the vibration, silent and intent. they are all deep within themselves and joined and aware within the others. it seems they are all floating in a much larger area than their bodies make up, thru extra dimensions. they feel connected to everybody there, and feel the contact extend thruout the world. suddenly the lights go out, and a wave of reaction hits the crowd, who all feel a jolt and snap back into themselves. they hear maniacal laughter as some prankster takes credit for the lights, but they all agree that something extraordinary was happening with that vibration thing, and they all go off to tell others about it.

the quantum event makes dragoncon tv that night, referred to as unscheduled performance art with spooky action at a distance shit – had us all going. people instinctively belittle quantum activity at first. the boy comes back to find everything buzzed up about it, is concerned about too many people knowing? them? being thought a crank? something embarrasses him.

buzz in the bathroom and smoker’s gauntlet.

teaching the essence.

the crowd grows, management moves them into a large empty room. the boy and girl go up on the platform. the first objections.

they’re asked to demonstrate, they immediately do something spectacular, but very fleeting. a lot of people miss it. and they try again, and nothing. it seems the more they try, the harder it is to do. it’s not something that can be ordered, or that the left brain can make happen. it’s spontaneous, linked to genuine emotions, flow. you can’t cause flow with your rational mind, you can only relax into it and allow it. some go off grumbling.

they realize they have to teach how to allow it, someone suggests mashing up magic and yoga and the force and the bene gesserit teachings and lots of newage stuff, obe, starwars, bene gesserit references. miracles of jesus. harry potter. merlin. how to achieve the full mystical experience. zen, yoga, tantra, breathing exercises, magic, drugs. affirmations, i love my life. all the new age ways of creating the world you want to live in. sales psychology techniques. orgone and orgasm. and start teaching it as philosophy and martial arts and healthcare, as well as selling it as a comic book and a game. some go off thinking it’s a racket.

we really could change things just with our minds. willpower. thoughtforms, really easy…Star Wars Force Trainer. tulpas. this from a bellydancer from the silk road track.

how do we design a game that teaches the essence? what’s the essence? we’re all one. “It surrounds us and penetrates us. It binds the galaxy together.” the force is with us. that’s quantum theory said a science track guy. that’s a full mystical experience, said a psylicibin aficionado and a zen practitioner. microbians…Midi-chlorians. symbiont cells in touch with the force. quantum tunneling at synapses. starwars track guy.

star wars “Dark side feeds off anger, jealousy, fear, and hate (snake). telekinesis, telepathy, levitation, deep hypnosis, enhanced empathy, reflexes, precognition, and enhanced speed, strength and accuracy. mind trick. Sith Force Lightning in combat or as an instrument of excruciating torture. enhanced skills in lightsaber combat. the ability to heal or drain the life-force of others, increased resistance to attack, ability to warp space and to dissipate energy attacks.

quantum – mind over matter, connection = power. entirely quantum, where everything manifested is created by the players, who either leave them there (the advanced ones) or pull them around in the air after their avatars.

players’ knowledge of quantum physics is developed by the graduated exercises they were shown in their vision, starting with a review of classical and relativistic physics. the exercises are designed to produce quantum effects in the game that must be learned and practiced by the player, and knowledge is tested before the player moves to the next level. must be educational progression, some practical basis of understanding in order to pass the essence on. it’s not just feeling, there are theories and it’s a real learning curve.

so called OBEs are products of dehydration and oxygen starvation and aren’t actually valid, observed a skeptic track guy. and they’ve been scripted by popular culture. just because it’s a common experience thru the ages argues for its validity, not continuing human error. sucker born every minute. eternal truth. which truth; if it’s quantum, there is no one truth, so which one is the eternal one? grrr. don’t give me beauty and lightworkers, because the dark side uses the force to control and oppress the universe, so it’s not like a quantum world is going to be happy like heaven.

why teach the 3×7 if the real message is we’re all one? in a quantum world. so we need to act like it. and like our generation grown up on the internet, we conceive of the world differently than old people, and so different things are possible for us that weren’t for them. like before pcs and cellphones it was xeroxes and faxes. stone knives and bearskins. so if we make a game where you have to immerse yourself in a quantum world, then people will get used to it, and pretty soon they’ll be using the same techniques at home, school, and the office. the whole world will change.

can’t have quantum effects on macro level. dogmatism already. anger by some at pretending it’s possible – raising hopes, manipulating gullible. reject multiple worlds. pseudoscientific misuse of quantum to include consciousness and thus hippy drug stuff.

that everyone hit by a tsunami or erupting volcano, etc, had past life karma that made such circumstances right for them, or unconsciously intended by them.  Although this can’t be proven or disproven, it starts to get morally repugnant, as an affluent New Ager can thereby feel that people experiencing macro catastrophic events are still in charge of their own destinies.  From their POV, an infant dying of AIDS is creating their own reality, however unconsciously, as surely as some affluent person repeating a neurotic tendency in romantic relationships. You-create-your-own-reality absolutists may invoke quantum mechanics to justify their fundamentalism.  Indeed, the wave-particle duality—a photon being a particle or a wave depending on which you expect it to be—does raise questions about reality as observer dependent.  Again, I feel that this principle is a potent reality-forming vector; I just don’t think it is the only vector.  There may be other humans collapsing the wave function based on different intentions than ours, and there is also the gigantic inertia and momentum of the collective human psyche affecting our world.  There is a New Age tendency to use quantum mechanics as a magic wand, or an endless supply of fairy dust, that can be used to justify any proposition, no matter how fantastic.  The abuse of Heisenberg’s Uncertainty Principle, which was created to have very specific application on the subatomic plane, is used by some relativists and New Agers to mean, “Everything is uncertain,” which for them means, “Anything goes.” Quantum mechanics does have profound implications, but we can’t be cavalier about applying them to the human reality. Quantum mechanics applies to the subatomic domain, and it is comprehensible in the language of mathematics, not English, so we need to be careful about applying our personal mythology of what quantum mechanics means to the human domain. Although you-create-your-own-reality absolutists never admit this, their principle requires an act of faith as much as any religious fundamentalism.  They never acknowledge how much their principle is divorced from empirical experience.  Why hasn’t some sufficiently positive thinking you-create-your-own-reality person, for example, created a world without any environmental pollution?  If everyone is creating their own reality, why does the rotation and orbit of the earth have such predictable clock work accuracy?  Wouldn’t some true believing schizophrenic who knew absolutely that the earth’s orbit was based on his whims have an influence?  Wouldn’t people who wanted a particular day or night to last a bit longer throw off the Newtonian clockwork?  Does the you-create-your-own-reality principle apply only to benign, politically correct intentions like world peace—which shows no signs of happening, despite all sorts of individual and mass prayers and intentions?  Wouldn’t the principle apply with equal validity to malevolent individuals?  Suppose my intention is to bring a black hole into the solar system or to abuse and manipulate someone else’s reality?  Since we are part of a human collective, what happens when our application of the you-create-your-own-reality principle is inconsistent with other members of the community? How does that get worked out? Even on the individual scale, the principle seems to work in some cases, but not others.  There are all sorts of medical miracles where someone does seem to create their own reality in direct contradiction of medical prognosis.  But this effect seems to go only so far; we don’t, for example, have any documented cases of a transsexual, who absolutely believed he was another gender, waking up one day to find a new set of genitals that matched his beliefs, intentions, etc Somewhere I remember reading about someone who observed many faith healings, and saw many crutches thrown away, but never a wooden leg.  Philip K. Dick said, “Reality is that which, when you stop believing in it, doesn’t go away.””

Raymond Moody, an MD who has written several books on the afterlife based on patient testimonials,  who believes NDEs are evidence of  a soul (consciousness that exists separately from the brain), and evidence of the existence of an afterlife. He’s boiled the typical NDE down to a few key features. First, there’s a strange kind of noise, alternately described as a ringing or a buzzing. There is a sense of blissful peace, and often an out-of-body experience (feeling as if one is floating above one’s body and observing it from that vantage point). There’s that light at the end of the tunnel, being met by loved ones, angels, or other religious figures, and a kind of “life review” — seeing one’s life flash before one’s eyes. But as the Skeptic’s Dictionary helpfully points out, Moody’s books ignore the fact that as many as 15% of NDEs are outright hellish experiences….The results were a bit startling: about 18% reported being able to recall some portion of what happened when they were clinically dead, and between 8 and 12 percent said they experienced some form of an NDE. Neurochemistry offers some convincing alternative explanations. Perhaps NDEs aren’t evidence of an afterlife, but illusions created by a dying (oxygen deprived) brain. Cardiac arrest and the anesthesias used in ERs are capable of triggering NDE-like brain states. The Dutch researchers found that “similar experiences can be induced through electrical stimulation of the temporal lobe,” for instance, as can neurochemicals such as endorphins and serotonin, and hallucinogenic drugs like LSD and mescaline. He describes REM intrusion as “a glitch in the brain’s circuitry that, in times of extreme stress, may flip it into a mixed state of awareness where is is both in REM sleep and partially awake at the same time.” Something similar might be happening with NDEs,…..managed to induce NDEs with ketamine, a hallucinogenic related to PCP, but far less destructive; it’s an anesthetic that works not just by dulling pain, but by creating a dissociative state. According to Jansen, the conditions that give rise to NDEs — low oxygen, low blood flow, low blood sugar, and so forth — can kill brain cells, and the brain often responds by triggering a flood of chemicals very similar to ketamine to protect those cells, which would produce “out of body” sensations and possibly even hallucinations. Jansen claims his approach can reproduce all the main elements Moody attributes to NDEs: the dark tunnel with a light at the end, out of body experiences, strange noises, communing with god, and so on……neural noise. During cardiac arrest, in the throes of death, the brain is deprived of oxygen, causing brain cells to fire rapidly and quite randomly in the visual cortex. There are lots of cells firing in the middle, and fewer towards the outer edge, producing white light in the center fading into dark at the outer edges. That feeling of peace and well-being might be due to the fact that the brain is pumping out endorphins in response to pain, which can produce a dream-like state of euphoria. That same cerebral anoxia might also cause the strange buzzing or ringing sound people claim to hear when they enter an NDE.”

exercises for mind control.  not them controlling your mind, you controlling your mind. here’s a whole course on magic for kids. here are some typical mind exercises. a bunch of aikido warmup exercises, good for generating ki. how to use that pre-sleep wandering state to program your sleep. machines that train your brain to produce whatever-waves. yoga and pilates and their insights on stilling the mind. zen and the art of controlling your thoughts by telling jokes. regular meditation exercises. tantric sex. drugs to attain nirvana. rock and roll, dance, sound, singing. are we just talking about brainwaves here?  is deep meditation equivalent to whatever waves on the eeg?  alpha and theta.  if you induce these waves, do you lapse into these states?

The new Copernican revolution of quantum physics inspired the recent movie sensation What the Bleep Do We Know, a lively, thought-provoking film that predictably takes a somewhat narcissistic approach to quantum reality. Whereas Islam orients us toward awed submission to the Lord of the Worlds, new age spirituality often emphasizes personal power and gratification. Rather than finding balance and inner peace, and marveling at the stunning richness and multiplicity of unfolding creation, the new age approach to the discovery of multiple universes is, “That means I can choose which universe I want to live in—I can control the very reality I perceive! Wow, I’m almost a god! Maybe I AM God!” This mistake is inevitable, given Western culture’s drift from Christianity (which confuses a man with God) to humanism (which makes mankind into its God) to the current state of confusion as technology grasps for seemingly godlike powers.”

In “Islam’s Quantum Question,” you relate a shocking story about a supposedly scholarly scientific conference held in Kuwait in 2006, in which presenters talked seriously about pseudo-scientific topics, such as Qur’anic ways to combat the evil eye. You decry this as nonsense, but say that this kind of religious-science hodgepodge is widely accepted in Islamic society, even among the educated elite. Why? It is actually much worse than that. First, that conference was the eighth in a series, held every two years by the “International Commission on Scientific Signs in Qur’an and Sunna” (Sunna refers to Prophet Muhammad’s Tradition, i.e. statements and acts): there’s an English website, alongside a huge Arabic website and others in eight additional languages. Secondly, the topics discussed are not just related to the evil eye, but how certain Qur’anic verses contain predictions on the laser, iron abundance on Earth, various facts of geology and physics, and a long list of topics systematically mixing scientific issues with acrobatic references to the scriptures. Even “training workshops” for “young scholars” are organized by such institutions, which receive generous funding from various governments. And, what is worse, many of the practitioners of this field are scientists and academics. As astonishing as this may be, this is the biggest trend in the cultural landscape of the Muslim world nowadays! And few voices are countering this “theory.” Why and when did this phenomenon come to exist and become such a dominant cultural trend? That is explained in my book, but suffice it to say that both science and religious education have been hugely deficient in recent times in this region, combined with a feeling that “despite our temporary lag behind other nations, what we have (our religion and tradition) is truly special” — to the point of being well ahead of modern science in various predictions).”

conscious fields are powerful, that is, fields where the people who comprise them are consciously aware of the field as a field.  most of the fields we pass thru, in shopping malls, grocery stores, office buildings are not particularly conscious fields and are therefore experienced as a bit chaotic or as having a kind of coherence.  however, you and i can generate conscious fields with the awareness that we are doing so.  when you come together with others to generate a conscious field, the field is focused and guided by a deliberate, created intent.”

“”we could ask why should methods for awakening consciousness be kept a ‘mystery?’  one reasonable explanation put forth is that a person needed to have reached a certain level of responsible maturity and spiritual advancement to learn about such things because when the higher states are reached, (as we have pointed out,) it is said one acquires the use of certain ‘powers’ of creation and the holders of the knowledge wanted to make sure people used the knowledge wisely.  now we can consider that we’re in an era when such ideas can be discarded simply as old ways of thinking.  if we continue to lock in place the idea that enlightened minds or awakened thinking is only for a special few ‘spiritual elite’ how can we ever expect to live the wisdom?”

since everything exists as energy fluctuating in varying frequencies, consider that your intent sets up a resonant field.  intent sets up  probability waves in the field of infinite possibility.  this means that your intent sets up a probability for any number of beneficial outcomes to attract your way – whatever resonates with the energy frequency of your intent.  you cannot use intent in a way that is manipulative, in the sense of forcing or push-pull.  intent establishes the nature of relationship between you and the other person, a relational field, like a field of attraction that activates all the probabilities consistent with your intent.”

ramana explained to those who inquired that it is the mind that is vast, not the world.  the knower is ever greater than the known, and the seer is greater than the seen.  that which is known is contained within the knower, and that which is seen is in the seer; the vast expanse of the sky is in the mind, not outside, because the mind is everywhere and there is no outside to it. “here is the essential key that opens the lock to time travel:  find ways to suspend your bodily awareness.  this can be accomplished in two paradoxically differrent ways.  one way is to do as maharshi did – contemplate your essential self by holding one thought in your mind, ‘i am not the body.’  the second way involves practicing mindfully what patanjali calls asanas, the physical poses and reposes used to bring the mind to concentration and absorption.  as iyengar explains, this often involves perfecting the asanas, going beyond the trials of learning the poses to discover both the power and the limitations of the finite body. that is, by becoming fully conscious of the body, the practitioner realizes that he or she is other than the body and merges with the soul.”

real message is about raising consciousness. hippie. an unconscious person is dogmatic and judgmental, believes ads and news reports, thinks what everybody knows must be true, gets caught up in their emotions (panic about the overwhelming urgency of my needs in this moment), is conservative and fearful and stupid. a conscious person avoids histrionics and strong emotions because they cloud the mind, sees the twist involved in understanding the background truth, the boy and girl are more conscious now; calmer and more insightful, more rational. but in a quantum way, because we’re not talking about regular newtonian rationality.

what about the ethics? changing peoples’ worldviews when they’re not ready? arjuna must fight evil; they’re already dead.

some leave thinking it’s all a scam or at best a delusion.

buzz in the hamster tubes, in the line for shatner’s appearance.

quantum videogame.

management asks them to move to an auditorium, the crowd still getting larger. the boy and girl lead a brainstorm about the game, the ultimate purpose is to teach quantum consciousness in the player. the idea is for as many people to play the game as possible to achieve quantum critical mass. but not just play it, to have the full mystical experience and become quantum-enabled, like the boy and girl are after their vision.

illustration: the girl (or the boy) standing in the middle of a crowd at a panel discussion while people shout out genre suggestions, either in a million separate tailed balloons, or better yet one big balloon with a million tails. the character thinks for a moment, maybe looks over at the other one for agreement, and says with feeling, “we’ll do it all!”

antarctica “Tourists go there every year, yes, in their well-heeled hundreds. They fork out the price of a house for a cruise, which takes them through seas that squeeze at their stomachs and make them curse the fact that sea legs cannot be bought in stores. They step onto the ice for a couple of hours, snap a few thousand penguin shots, shutter fingers shaking in cold-weather gloves. And then they leave, possibly quite delighted to have breathed a glimpse of paradise and to return to a life sponsored by supermarkets and satellite TV”

genre: an open source game that caters to everybody – a free to play, online, massively multiple, emergent, first person shooter, realtime strategy, management, adventure, driving, non-violent, exploratory, role-playing party and puzzle game. Action, Shooter, brawler, Action-adventure , Adventure , Role-playing , Simulation , Construction and management simulation , life simulation , Vehicle simulation , Strategy, music, party, sports, puzzle, trivia, board, adult, advergame, art, casual, xian, educational, exergame, serious/training

rules: a voluntary set of guidelines instead of rules governing players’ behavior. a game that rewards cooperation and inclusiveness, and where your own karma provides the punishment for your sins. unlimited lives, karmic scoring, connectedness is the highest good.

point system: players have unlimited lives, and the more advanced ones can choose when and where and even who to be spawned as. karma=rank is the tally of each character’s behavior and actions and takes into account the other players’ reactions. karma is influenced by your history, your attitude, your actions, your wishes. karma can be good or bad (plus or minus) points. karma is reflected in an avatar’s health, as well as the severity of hardships and the difficulty of tasks. health is food and sleep (time out of the game) and good relations and connections and places, and instant karma from actions. possessions are positive in the level, but count as a negative when you change levels. places also have karma/health points which affect players both directly and subtly.

scoring: health points reset to a level determined by your progress in the game (complicated formula). karma is directly connected to empathy, things done for others, and connection to other players. the karmic score is decreased by unkindness, abuse, cruelty, cheating, theft, violence, waste, selfishness. karma can be increased by learning your lesson, moderating your behavior, doing favors unasked, helping other players. call-center philosophy: connectedness increases good karma. evil people/actions are isolated to the point where they have to become god in order to get anything to happen – that’s like working all night just to get the sun to come up.. connected people get to share the powers and duties and burden of being a god. a lonely god is a crazy god.

karma is not the same as health. karma is long term overall score, health is day to day food and instant-karma things, including what people think of you and how you treat npcs. [move?] things have health points that you can eat, and unscrupulous players go around eating everything for the points. the boy especially. the girl cares for every living thing, and avoids getting points from things. she ages fast, while he remains in the peak of condition but finally uses a khan chest and ends up like gandolf, fading fast.

violence: you want the first two levels to be nothing but arcade games? with flying? that’s the lowest slice of the game industry. by far. and fill it up with adventure, strategy, role playing. but you’re leaving out sports and action and shooter and racing, which are all more popular. so you’re marketing to the bottom quarter and totally ignoring the top 75% of users and buyers. wtf.

Mike Sellers’ Hypothesis: “The more persistence a game tries to have; the longer it is set up to last; the greater number (and broader variety) of people it tries to attract; and in general the more immersive a game/world it set out to be–then the more breadth and depth of human experience it needs to support to be successful for more than say, 12-24 months. If you try to create a deeply immersive, broadly appealing, long-lasting world that does not adequately provide for human tendencies such as violence, acquisition, justice, family, community, exploration, etc (and I would contend we are nowhere close to doing this), you will see two results: first, individuals in the population will begin to display a wide range of fairly predictable socially pathological behaviors (including general malaise, complaining, excessive bullying and/or PKing (player killing), harassment, territoriality, inappropriate aggression, and open rebellion against those who run the game); and second, people will eventually vote with their feet–but only after having passionately cast ‘a pox on both your houses.’ In essence, if you set people up for an experience they deeply crave (and mostly cannot find in real life) and then don’t deliver, they will become like spurned lovers–some become sullen and aggressive or neurotic, and eventually almost all leave.” You’re going to have violence done to people no matter what the facilities for it in the game are. It may be combat system, stealing, blocking entrances, trapping monsters,stealing kills to get experience, pestering, harassment, verbal violence, or just rudeness. It is always more rewarding to kill other players than to kill whatever the game sets up as a target. A given player of level x can slay multiple creatures of level y. Therefore, killing a player of level x yields ny reward in purely in-game reward terms. Players will therefore always be more rewarding in game terms than monsters of comparable difficulty. However, there’s also the fact that players will be more challenging and exciting to fight than monsters no matter what you do.”

Lambert’s Laws: As a virtual world’s “realism” increases, the pool of possible character actions increase. The opportunities for exploitation and subversion are directly proportional to the pool size of possible character actions. A bored player is a potential and willing subversive. Players will eventually find the shortest path to the cheese.”

Bethesda wanted to “immerse players in the daily life on Skyrim’s citizens.” But I don’t want to spend time in a video game doing every day activities when there are dragons to fight and adventures to be had. The repetitiveness of chopping wood at least gives you planks to sell, but the saw mill? You move some logs around and get no benefit out of it.”

relativity – winning for the house (the rudiments of capitalism) time dilations, black holes and other cheats

When the creator of Portal makes a new game, we sit up and take notice. That game: Quantum Conundrum. Kim Swift’s new title features first-person action puzzles and is designed to bend your mind to the breaking point. Quantum Conundrum tasks players with solving problems by changing the very nature of reality itself. You throw your surroundings into different dimensions in order to overcome obstacles.  According to Swift, creating such an ambitious title required three things: “Play-testing, play-testing and play-testing.” Game Description:In Quantum Conundrum, players take on the role of a 12-year old nephew to the eccentric Professor Fitz Quadwrangle (Professor Q). Upon entering the Professor’s vast, highly customized mansion, players quickly realize their uncle has gone missing. In order to find him, players will need to use an Inter-dimensional Shift Device, allowing them to manipulate space and objects. While on the journey, becoming adept at switching between dimensions will help them trek from one bizarre room to the next. It might sound easy enough, but it’s a tall order for a 12-year old in a vast, kooky mansion! Once players start shifting between dimensions, they’ll soon discover physics is on their side! The primary game mechanic is the Interdimensional Shift Device (shortened to I.D.S.) – at the press of a button, the player can switch into one of four different dimensions. To do this, they must first locate special batteries and place them into coloured receptacles, which subsequently creates a dimensional rift. The geometry of the normal environment is retained when switching dimensions, but changes are made to the aesthetics, and the physics and properties of objects are altered significantly. One of the dimensional options is the “fluffy dimension”. When swapped to this, the environment takes on a bright white, softened look. This causes objects to become 10 times lighter in weight, allowing the player to interact with them in ways that would not be possible in the default dimension. Other dimensions revealed so far include one that slows down time to a twentieth of its ordinary speed, one where objects become 10 times heavier in weight and one that reverses the direction of gravity.”

The “this is not a game” (TINAG) aesthetic. ARGs themselves do not acknowledge that they are games. They do not have an acknowledged ruleset for players; as in real-life, they determine the “rules” either through trial and error or by setting their own boundaries. Narratives present a fully realized world: any phone number or email address mentioned works, and any website acknowledged exists. Games take place in real-time and are not replayable. Characters function like real people, not game pieces, respond authentically, and are controlled by real people, not by computer AI. Some events involve meetings or live phone calls between players and actors. A large and extremely active fan community called the Cloudmakers formed to analyze and participate in solving the game,[20] and the combined intellect, tenacity and engagement of the group soon forced the puppetmasters to create new subplots, devise new puzzles, and alter elements of the design to keep ahead of the player base As players of the Beast, members of the Lockjaw development team were extremely aware of the community playing the game and took steps to encourage the tight bonding of the player base through highly collaborative puzzles, weekly Euchre games, and the inclusion of player personas in the game. While the numbers never rivaled those of The Beast, the game proved both that it was possible for developers to create these games without corporate funding or promotion, and that there was interest in the ARG form beyond a one-time audience for a production on the Beast’s scale. Lockjaw marked the start of the ARG as a genre of gaming, rather than simply a one-time occurrence…..In the wake of these successful, low-budget independent ARGs, an active “grassroots” development community began to evolve within the genre. While the quality of the grassroots games varies wildly, amateur storytellers, web designers, and puzzle creators continue to provide independently developed ARGs for the active player community……Serious ARGs introduce plausibility as a narrative feature to pull players into the game. People participate to experience, prepare for or shape an alternative life or future.[45] The games thus have the potential to attract casual or non-players, because ’what if’ is a game anyone can play.[46] Serious ARGs may therefore be sponsored by organizations with activist or educational goals; World Without Oil was a joint project of the Public Broadcasting Service’s Independent Lens and its Electric Shadows Web-original programming.[47]….Their serious subject matter may lead Serious ARGs to diverge from mainstream ARGs in design. Instead of challenging collective intelligence to solve a gamemastered puzzle, World Without Oil’s puppetmasters acted as players to guide the “collective imagination” to create a multi-authored chronicle of the alternative future, purportedly as it was happening.[48] By asking players to chronicle their lives in the oil-shocked alternative reality, the WWO game relinquished narrative control to players to a degree not seen before in an ARG….a number of possible ARGs, where players engage in seemingly fictional covert spy operations.”

another symptom of a city, a nation and a world at perpetual war with itself. It’s merely one in a series of tragedies that we are numb to or never hear about or, because it happens overseas and at our hands (and we call it war), we wholeheartedly support. Even worse, it’s part of pop culture. Violence is our national distraction; we consume it as entertainment, whether in the movies or in the news.”

levels: intro not-really-a-level where you suit up and learn how to interface with the game, get the history etc. then using rudimentary flying skills navigate to antarctica (second star on the right exercise (girl gets right and left confused) blending all three physics (aiming classical, time dilation or suchlike, and action at a distance). then the levels where you learn all the lessons and move on.

“zones – the engine doesn’t care about the contents contained in a zone that the player can’t see. that means the engine doesn’t display any geometry, textures, lighting information, objects, props, or actors in that zone. when the engine displays less, it performs better.” zones, layers. the basic level is antarctica. only parts of antarctica are available for each ring? no, all parts are available to each, but what keeps the players contained in their area are the tasks. if they don’t achieve enough points, then the next layer is invisible, and that area where they are goes on forever, over the whole of antarctica, with only the present tasks available. but you can try your skill facing other rings’ challenges. you’ll just die.

they make a rough sketch on the back of an autographed picture. the game has to model their vision closely, but when they try to explain quantum mechanics to all their friends, they realize an ignorance of classical physics makes it harder to understand the difference. they argue about teaching quantum skills directly – it wasn’t in the game – but decide there’s a place for it in the chart, and besides it’s a good place to put shooter and puzzle games, things the gaming world expects in a videogame.

using the 7 levels of reality as a guide, and rearranging it a bit, they put newtonian and relativistic models in their own areas (the carnival) that weren’t in the original vision. they argue over xian and animism and goddess placement and decide a simple shift works. “everything’s a metaphor. everything’s relative. in carneytown!”

heptagram

they look around them. all these jobs to do and none of them were anything but amateurs. who are we going to find that can do all this? game design, graphics, sound, programming, writer, scripts, character animation. hands keep going up. costuming, battle sequences, period details, fonts, hud design. more hands. game production? lead programmer? lead artist? lead designer? loads of hands but all on one- or two-person games. who wants to devote the next year and a half on no budget? they melt away, leaving email addresses and friending the facebook page. snake keeps in touch but can’t help right now. wrapping up project and very interested in being a part, believe in power.

someone writes up a report. security footage shows the participants and the activity but the noise level is too high to record, so all they have to go on is the report, full of baffling references and crossed out words, some noisy youtube videos from cellphones in the crowd, and the girl’s text message and in-game photos (screenshots?).

0 1 2 3 4 5 6 7
style watercolor monochrome pastel bright garish stark b/w wireframe
level tutorial midway carneytown cloud antarctica heaven earth
reality xian newtonian relativity quantum animism goddess god consciousness
power movement knowledge esp time travel entanglement manifestation consciousness
discipline mind body quantum head subtle body esp flying manifesting
lesson all one way all knowable all relative all possible all alive all together all one
midway game coaster tiltawhirl bumper cars arcade hall of mirrors tunnel of love ???
classical physics momentum angular ? 2nd law optics ??? ???
carneytown job service game master miner builder accounts personnel cop
relativity time dilation distortion of light gravity wave curvature big bang black hole ???
cloud powers / physics action at a distance teleportation clairvoyance time travel manifestation multiple universes entanglement
ring isles mountains lowlands wilderness hinterlands hell gamburtsevs
age baby kid teenage adult committed midlife old
ring skill create name nurture guide share preserve pass on
ring religion animism goddess early xian buddhism fundamentalist black pope god consciousness
ring period neolithic viking medieval invasions revolutionary totalitarian quantum

turns into an all day ad-hoc track panel discussion program with various people seeing and discussing the various aspects. first they write down and talk about their vision. demonstrate the quantum superpowers they learned in their game-vision by levitating the crowd. they reveal their new quest: to make a quantum videogame and change the world. then they talk about what the essence of their vision was and how to translate it into learnable skills. then they talk about what a video game based on these teachings would be like. lots of people are interested, and they brainstorm elements of the game in ad-hoc panel discussions. people only see some of it, like those who just heard about the angel giving them special powers and them making cute people on cute planets with their powers. and some people only hear about the flying and how to do it in real life. some people went away after the shared energy, and some people refuse to believe that happened and only heard the criticism and ridicule from those skeptics and others. some were only in it for the game brainstorm. supporters think this should be taught to everyone. detractors think powers should be secret. this is reflected in tweets and overheard conversations, especially between panels. they examine video and phone images and dismiss the event. media reports performance art. the couple’s use of unusual abilities is noticed and reported by the authorities.

the vision is done three times. the first time is the dreamiest, the most vague. it’s all very significant but they don’t remember anything specific. vast powers, wrongly used, lots of running around doing things, and lot of white buildings near water, a city on a hill, highways, a station. then the next day in the retelling of it, they gradually come clearer on the message, the quest. no, that’s the third time, when they get it right. the second time it’s all about their powers, the plus. with the quest comes what can go wrong, the preview of the rings, only the point of the rings is shown, the meaning hidden in plain sight. when is this, the third time gong thru the vision? chapter 3 w/kurt, or 4 designing or 6 creating? of 13 w/exkurt on cloud level at final testing.

***

the girl: the boy and girl at the first dragoncon. in their mid 20s, they’ve been going for years. neither of them could attend for the last couple of years, as the job, etc has gotten more onerous. but now and the girl just decided she didn’t want to be a manager and stopped giving 573%. the girl attends the costuming and artshow tracks. she’s at a crossroads and not sure what to do with her life. she’s been making small changes, clearing things out in unconscious preparation. but not sure she wants to devote her life to a videogame. they find they can communicate with each other inside their heads. they know where each other are and can hear each others’ thoughts. they realize they are different because of what happened to them, and feel closer to each other. they argued in their heads. but the vision didn’t have war and competition and killing. and any tendency toward violence was brought in by us, in error, insisted the girl. the snake in the garden is us? he asked. yeah, she said. everything was fine until we got there and be’d stupid humans and got kicked out, the boy responded. we got kicked out for wasting our time playing with our toys, and we were forced to grow up and use our abilities for the good of all, shouted the girl. the good of all, he scoffed; well, i spent all my time winning and levelling up. you wasted your time in social gameplay and had a really low point score in the end, the boy pointed out reasonably. but don’t you remember, she pleaded, the score and winning was just a distraction? the real point was to share everything and bring everybody up, not be the last man standing on a field of bones, the girl said scornfully. the girl insists on sticking with the vision, with majority peaceful play, and violent play restricted to easter egg levels. the boy plans on making these easter eggs very well marked. The girl walks off the cliff. At first she’s swept along by the experience of the vision, the reception by the crowds, her powers. She’s at a loss when it comes to translation, codification, specification. The expectations everyone has for her are stressful because she doesn’t see anything special about herself and gets tongue tied when someone knows more than she. So fast-talking snake runs rings around her, makes her feel stupid, has her studying his knowledge. But does the work because he’s depending on her to inform him. When planning the game she’s lost in techniques for enlightenment. she’s 23. little: 5’3” with big black eyes and dark hair cut pixie short and flyaway (anime-like without being too much so). she weighs nothing and looks bird-frail, but she’s lithe rather than fragile, graceful but quick. when she’s tired she gets dark rings around her eyes. army brat, dad a colonel, lived everywhere, speaks a bunch of languages sort of.

the boy: they find they can communicate with each other inside their heads. they know where each other are and can hear each others’ thoughts. they realize they are different because of what happened to them, and feel closer to each other. they argued in their heads. but the vision didn’t have war and competition and killing. and any tendency toward violence was brought in by us, in error, insisted the girl. the snake in the garden is us? yeah; everything was fine until we got there and be’d stupid humans and got kicked out, the boy responded. we got kicked out for wasting our time playing with our toys, and we were forced to grow up and use our abilities for the good of all, shouted the girl. the good of all. well, i spent all my time winning and leveling up. you wasted your time in social gameplay and had a really low point score in the end, the boy pointed out reasonably. but don’t you remember, the score and winning was just a distraction? the real point was to share everything and bring everybody up, not be the last man standing on a field of bones, the girl thought scornfully. the girl insists in sticking with the vision, with majority peaceful play, and violent play restricted to easter egg levels. the boy plans on making these easter eggs very well marked. the boy does armory and gaming, the boy is a military nut, and is in the sca because he likes medieval brawlers, but dragoncon doesn’t have an sca track, so he is into space opera military things.  he lives in midtown. the boy’s mom’s basement is moldy, and the furniture is all old and battered, it’s full of things the family hasn’t used for years, and the boy made a nest in one room and tunnels to the bathroom and the basement stairs. but now the boy is unemployed and living in his parents’ basement, the boy is a c++ programmer who was downsized mainly because he didn’t have the corporate attitude, and now lives in his mom’s basement. then reality reasserts itself (according to the dominant culture). our heroes realize the system is changeable at that point, when reality comes back. so we’re teaching quantum thought, magic, zen and sufi training, activist techniques, and changing the story. donald sutherland meets gandalf meets robbie. he’s 27. tall: 6’3” and dark and handsome-ugly. he’s gangly and his movements are awkward and exaggerated. he hides this with languid, slow-moving graceful gestures and long pauses. he used to have a stutter. he likes to be the man, to be looked up to. he has a sense of honor and tribal loyalty that extends to his woman and his friends. he likes the girl because she’s small and vulnerable and needs him, but he wishes she weren’t so stubborn and just a teeny bit nicer.

kurt: is at dragoncon – walks by, sees glow, hates crowds

snake: levitation: flicks lights, gets prankster to takes credit it. essence: star wars “Dark side feeds off anger, jealousy, fear, and hate (snake). videogame: violence: you want the first two levels to be nothing but arcade games? with flying? that’s the lowest slice of the game industry. by far. and fill it up with adventure, strategy, role playing. but you’re leaving out sports and action and shooter and racing, which are all more popular. so you’re marketing to the bottom quarter and totally ignoring the top 75% of users and buyers. wtf. snake keeps in touch but can’t help right now. wrapping up project and very interested in being a part, believe in power. vs fairy: “Emotion vs. Logic If you can guide them to feel a certain way—a way that benefits you—you’ll have a much easier time getting what you want. Be Charming and Flirt Often Charm is an important part of manipulating people. If you’re ridiculously likable most of the time, when you react with extreme emotion it’ll have a greater impact. Having control over your emotions also involves keeping them in check most of the time and not just being able to act. Because manipulation generally makes the target feel poorly, whether they understand that they’re being manipulated or not, the more they like you the better.”

fairy: fairy works as a massage therapist and is into bdsm and altered states.  is a role player and social type, (sims and farmville, mario). fairy’s head is thinking/feeling/observing from altruistic newager’s point of view (course in miracles). sweet, sexy and appealing. she likes pink frilly things that make her look like gift wrapping, and has the fashion sense of a burlesque queen, so she looks like a fat hooker and acts like mae west. little 5 points where everybody has a record and has been thru rehab. she’s there for the levitation, goes out for most of the talk about essence, talks and brings lots of people back with her, and comes back in for videogame specifics, volunteering to work unpaid. vs snake: “Be guarded. Don’t be too forthcoming in a first or casual meeting. Gather intelligence.” miss piggy meets lorie meets ginger/mom – fairy plays jeanne d’arc. she’s 37. short: 5’3” and blowsy, with long red frizzy hair, as round as she is tall, with a shelf of an ass and a tiny little waist. very middle class background, or hippies.  lives in little 5 points, of course.

plucky band:
random in town for bonus vacation w/his company (call center in india), wandering around without membership, hears about levitation, is in discussion about videogame specifics, thinks about what he’d like to see. comment on call-center organization gets taken up and written into chart. “Your first name of Random makes you a quick thinker, both philosophical and creative. You appreciate music, art, and drama and, if given training, could excel in those fields. Self-consciousness may prevent you from feeling at ease in positions of impromptu expression. Desiring to be free from detail and monotony, you find it difficult to finish what you start if it does not hold your interest. You enjoy reading and the beauties of nature, experiencing peace and relaxation in outdoor activities. A very individual, independent person, you live within your own thoughts. Although the name Random creates an interest in the deeper aspects of life, we emphasize that it causes procrastination, lack of confidence, and the inability to realize your goals and ambitions. This name, when combined with the last name, can frustrate happiness, contentment, and success, as well as cause health weaknesses in the heart, lungs, bronchial area, and fluid systems.”

=p: working for hotel security, nabs street people rolling conventioners, feels sorry for their innocence. she can notice kurt and snake and fairy, can witness levitation but not believe it.

c3ll3r! nathan, 15, wants to go to dragoncon but dad dismisses the idea, and he goes to mom w/levitation buzz on forums. business boost, the tv said. dad danger bad don’t leave house or else bad things, criminals blah. 15boy into games, boy wants to go to dragoncon, consumerist. First, awareness comes: unhappiness, an idea that things could be better, and a realization of the dynamics of the relationship.

dad:
traits: Conventional, ordinary. corporation middle-management job. never had all that much, now is getting in trouble. blames family expenses, indulgent wife, greedy unthinking kids. wants normal life but wife busy, teenage kids,
events: boy wants to go to dragoncon, wife too indulgent, hippy freaks. girl gets tatoo. consumerist.
work: When we allow debt to be the sole driving force of our economy, we create a situation where one person may toil only so that he can support his lender.
abuse: Making your partner afraid by using looks, actions, gestures. Using Intimidation.

mom wife busy. 1wife blond shorts suv suburb works part time. wife too indulgent, consumerist

sis 16girl doing the pretty thing. girl gets tatoo. consumerist. runs up cellphone bill.
armchair authoritarian: Conventional, ordinary. wants normal life but wife busy, teenage kids, 15boy into games, 16girl doing the pretty thing. 1wife blond shorts suv suburb works part time. boy wants to go to dragoncon, wife too indulgent, hippy freaks. girl gets tatoo. consumerist.
“Jealousy & Possessiveness – Becomes jealous over your family, friends, co-workers. Tries to isolate you. Views his woman and children as his property instead of as unique individuals. Accuses you of cheating or flirting with other men without cause. Always asks where you’ve been and with whom in an accusatory manner. Giving your partner an allowance. Using Economic Abuse. Treating your partner like a servant. Using Male Privilege. Putting your partner down. Using Emotional Abuse. Making your partner afraid by using looks, actions, gestures. Using Intimidation. When we allow debt to be the sole driving force of our economy, we create a situation where one person may toil only so that he can support his lender.”
“who sings as she is dressed—oh, those happy peasants!—in accordance with the tradition of musical theatre to sing instead of enjoying a useful discussion. Everything stops while we listen to the same few lines being repeated. The formula recurs in nearly every Disney movie: when animals, peasants and racial minorities show up it’s time for a song.”

shit happens: levitation

they: first they can’t see you. someone writes up a report. security footage shows the participants and the activity but the noise level is too high to record, so all they have to go on is the report, full of baffling references and crossed out words, some noisy youtube videos from cellphones in the crowd, and the girl’s text message and in-game photos (screenshots?). tactic dismiss as cranks.

media: tactic dismiss levitation as delusion/art. “Police expect hundreds of thousands of visitors this weekend in Atlanta to attend several large events. That means there will be that many more people on the roads to tie up traffic. On Saturday afternoon, there will be a series of free concerts at Centennial Olympic Park. The gates opened at noon, but it seems wherever you turn this weekend, you’re going to find a crowd. Residents met up for their Saturday morning workout in Woodruff Park even as storm troopers took over the sidewalk. “It’s wonderful. It’s wonderful to see the city alive,” Jane Monahan said. The DragonCon parade got the party started Saturday. SLIDESHOW: See Wonder Woman, Joker, Other Creatures At Dragon*Con Parade “We get to be the heroes that we want to be, the heroes that we see on TV,” DragonCon participant Doc Geressy said. The concerts at Centennial Olympic Park will lead up to Saturday night’s Chick-fil-A Kickoff Game between the University of Georgia and Boise State. Then there’s Braves baseball and the black gay pride events. With so many people downtown, police are urging residents to carpool or better “take MARTA, its smart-a. It’s the best way to get around,” Jane Monahan said. Police are blocking streets to corral the crowds and traffic. Thousands packed Peachtree Street for the DragonCon parade to watch witches, aliens and creatures from the deep go by. It’s an event that grows every year. “Last year they were about 10-deep and we were bowled over. We were amazed. And this year I’m just scared,” Cooper Holland said. While it may cause problems for those trying to find a parking spot, the city said it’s great for businesses. “Food, lodging. You have to think 30,000 people here in Atlanta this weekend. So, the amount of revenue that it’s bringing in, it’s an amazing amount,” Geressy said. If you do drive to any of the events this weekend, police stress their clean car campaign. Leave your valuables at home and remove everything from your console, even pocket change, to deter robbers from breaking in.”

authoritarian culture: starts out as b/w authoritarian utopia. “This is just a drip of change’s color into nostalgia’s black-and-white bucket of yearning for the way we never were, starring the fifties’ Father Knows Best and Sandra Dee’s virginity. No matter that beneath Dee’s “good girl” gloss was an incest survivor, divorced at 22, and a lonely life of anorexia, alcoholism and depression. Times were simpler back in the good ol’ days of sexual purity when guys were predators, girls were gatekeepers, and anyone in between stayed in the closet.” (chapter 8 authoritarian culture) “neoliberal thinking in terms of facts and figures on the one hand and serving the interests of demographic groups on the other also leads to ‘issue silos,’ the isolation of one issue from another – food and drug safety; children’s health care; controlling military contractors – as if there were no general moral principle and political issue governing all of these.  but there is: privateering (see chapter 7).  privateering is the destruction of the capacity of government to carry out its moral missions, together with the privatization of government functions with no public accountability and the enrichment of corporations at the public’s expense.” p54 their thought also leads to policy as technocratic solutions and ‘rational systems’ to be instituted through legislation and implemented in government.  the assumption is that the rational system of law, the enforcement of law, government regulation, and the courts will win the day.  meanwhile, conservatives have figured out ways to undermine all such strategies, by defunding or reassigning regulators, hiring lobbyists in government positions, letting corporate lobbyists write laws, refusing to enforce laws, and getting their judges into the courts.  let us call this ‘administrative undermining.’ when people define their very identity by a worldview, or a narrative, or a mode of thought, they are unlikely to change – for the simple reason that it is physically part of their brain, and so many other aspects of their brain structure would also have to change; that change is highly unlikely. “conservative thought has a very different moral basis than progressive thought.  it begins with the notion that morality is obedience to an authority – assumed to be a legitimate authority who is inherently good, knows right from wrong, functions to protect us from evil in the world, and has both the right and duty to use force to command obedience and fight evil.  he is ‘the decider.’  obedience to legitimate authority requires both personal responsibility and discipline, which are prime conservative virtues.  obedience is enforced through punishment.  in large institutions, there will be a hierarchy of authority, used, among other things, to maintain order.  loyalty is required to maintain the hierarchy.  freedom is seen as functioning within such an order.””

first they can’t see you.

resistance. should be free for everyone. then you think it.

outline: chapter 1

chapter 1, dragoncon 1, the vision.

gifts, lessons, obligation

first you see it.

the vision is from their shared point of view. they don’t understand the angel’s motivation. they play like a demo, with crosstalk about the effects. they know it’s a game, they already want to recreate it themselves. the boy thinks he can program it based on something he did almost a decade ago. aren’t your skills a bit outdated? they’re very clear about the quantum lessons, the idea that we’re all one, and enthusiastic about spreading it.

once upon a time…there lived a boy and a girl who partied a little too much at the dragoncon ball, and went up on the roof of their hotel to look for stars and wait for the good drugs to kick in. the boy and girl party too hard at dragoncon1 and pass out on the roof, where they have a vision. rooftop party. pass out/vision. learning to fly. going to garden of eden, they visit the garden of eden, located under the ice of antarctica, learn how to manifest, play with toys and freeload. kicked out, steal sord and fthr. and are sent on a quest by a fiery angel. they play a vividly real civilization-building game in antarctica without ice. it’s the best game they’ve ever played, and they are dismayed to reach the end. make things grow and build shelter, invent transportation, build towns, organize groups, move over the earth, build cities, build empire, fight each other, stop. learn lesson. once they fulfill the angel’s quest, they wake up in the stairwell of their dragoncon hotel, where the girl gets a text message from the angel with a new quest. wake in stairwell, text message, feather

the vision is done three times. the first time is the dreamiest, the most vague. it’s all very significant but they don’t remember anything specific. vast powers, wrongly used, lots of running around doing things, and lot of white buildings near water, a city on a hill, highways, a station. then the next day in the retelling of it, they gradually come clearer on the message, the quest. no, that’s the third time, when they get it right. the second time it’s all about their powers, the plus. with the quest comes what can go wrong, the preview of the rings, only the point of the rings is shown, the meaning hidden in plain sight. when is this, the third time gong thru the vision? chapter 3 w/kurt, or 4 designing or 6 creating? of 13 w/exkurt on cloud level at final testing.

before:

dragoncon parade over the shoulders of the boy and girl, with ptree st bldgs in back. packed and dynamic, as many different characters as possible. where’s waldo, from high in the marriott atrium looking down on a hugely intricate crowd scene. captions point out a small group of people on the lower right, with security cameras, snake, and kurt in different locations. jostled by the crowd, the boy, the girl, fairy, and several others hold their programs and point off in different directions like a crazy signpost, indicating where they’re going next. the programs showing different tracks. atlanta at night, centered on a dragoncon hotel roof with 2 small figures lounging on top…boy and girl admiring view. dragoncon. atlanta is overrun by fans…anything is possible. the late-night revelry of 10,000 partiers 45 floors below can be felt and heard on the roof, but a couple of stars are visible, the wind is cool, and the boy and girl are alone, relaxing and talking casually before the large quantities of various recreational substances they ingest kick in…boy and girl as they slump into a vision together:

the couple asleep on the rooftop. a wireframe hand with fairy wings (monty python joke) comes out of a tiny cloud and sprinkles the boy and girl with fairy dust (peter pan joke). groggy but not surprised, they wake as the hand (khalil gibran joke) points them toward the second star on the right (peter pan joke). “straight on till antarctica.” boy and girl look at each other, appalled by the joke references.

at dragoncon, a boy and girl sneak up onto the roof and ingest large quantities of various substances. together they have a vision of being sprinkled with fairy dust and being sent to the second star on the left.

1. ABSENTATION: A member of a family leaves the security of the home environment. This may be the hero or some other member of the family that the hero will later need to rescue. This division of the cohesive family injects initial tension into the storyline. The hero may also be introduced here, often being shown as an ordinary person. – on the rooftop”

learning to fly:

they learn to fly.  they’re up on the roof sleeping it off, and the angel comes along, pokes them, sprinkles fairy dust on them, and directs them to the second star on the right, then decides to go down off the roof and join the party.  their first flight takes them as far as the next skyscraper, where they leave a mark that they’d been there, and take a picture with the girl’s phone.  their next flight is smoother, and by the time they get to morning they’re expert beginning fliers, tho she has trouble staying aloft.  they approach a planet, that turns into a moon as they get closer, then an island, a lake, a pond, a pool, a plate, a reflection in a bubble, a molecule, an atom.  that’s too far, so they back up until it’s an island again, and park themselves on a cloud, where the angel joins them.

at first it’s very hard to do. you have to run and then jump, and it’s hard to get up the speed. it helps if you run downhill, or cast yourself off of something that’s not too high, just in case. at first it’s all arms and legs, swimming thru the air, constantly fighting to overcome gravity and weight. as you get the hang of it, the process changes, takes less effort. it gets to where you can give a little half skip and you’re off, climbing into the air with your arms and legs. and then, when you get good at it, you just think of where you want to go, desire it, will it, and then go there. just leap up into the sky and go whizzing off as fast as you like. the power comes from your chest, your solar plexus, your gut. you don’t have to use your arms and legs any more, you can feel the physical will of your desire to fly.

they get this on their own, the boy and girl, in the vision that the first chapter tells about. the angel sprinkles them with fairy dust and sends them off, and they figure out how to fly. and it’s a real learning curve. but by the time they get to the cloud where they meet up with the angel, they’re good beginning fliers. yay.

boy and girl discover they can fly…stumble once…and flutter feebly into the sky..monochrome image riffing off john and michael combined with ET over the moon. flying thru space approaching star.

11. DEPARTURE: Hero leaves home;”

angel’s gifts:

star resolves into a ball with a fractal-looking outline on it, resembling a logo. closer still, it becomes a white planet with colored stripes, the details obscured by clouds. even closer, and they can see islands and a small continent. the colored stripes suggest the figure of a person.

they land on a cloud. above the garden of eden/antarctica, the boy and girl looking in awe, a fiery angel (with a wireframe hand) descending to the cloud. the angel gives them powers just like his, powers of an expanded will. they don’t feel any different. lounging in the garden of eden.

the boy and girl arrive together in the garden of eden. a fiery angel greets them and shows them around. it’s a mmorpg. he shows them antarctica. he shows them both sides of the amusement park. he shows them the clouds where things are created. he shows them the horizontal level and the struggle for antarctica. he shows them seven levels and seven rings. he teaches them seven quantum skills. he teaches them all the hacks.

i’m not clear on this part yet, but the angel gives, shows, or teaches them a bunch of powers to make, name, create, speak into being.  the angel shows them, gives them, awakens them to other powers. he shows them how to create things. how to do magic. the angel tells them all they see is theirs to do with what they wish, and then goes off somewhere while they do what they wish with the place. 

so the angel teaches them their powers. it starts by focusing on an invisible ball of energy between your hands. there’s that pull in your stomach. there’s a thrumming. there’s heat coming out of your feet and that weird sensation at the top of your head, and tension in the back of your neck and shoulders. and a loosening in your gut. then a sort of internal click, conscious but completely inaudible.

the angel ‘tunes’ the land below – it has already gone from being a distant star to being a planet, then a moon, then an ocean, then a continent, then a lake, then an island, then a pond, then a plate, then a bubble, then an atom. they were standing around on a cloud above the continent, but the angel tunes it so they’re floating above a valley, and drops the boy and girl off there, telling them to go do things with their powers.

9. “Friend” is usually a mysterious creature or character who gives the protagonist gifts (often x 3; often magical agents) – angel
11. Protagonist is endowed with gifts – quantum powers
2. INTERDICTION: An interdiction is addressed to the hero (‘don’t go there’, ‘don’t do this’). The hero is warned against some action (given an ‘interdiction’). – angel warning time
3. VIOLATION of INTERDICTION. The interdiction is violated (villain enters the tale). This generally proves to be a bad move and the villain enters the story, although not necessarily confronting the hero. Perhaps they are just a lurking presence or perhaps they attack the family whilst the hero is away. – wasting time w/videogames
4. RECONNAISSANCE: The villain makes an attempt at reconnaissance (either villain tries to find the children/jewels etc.; or intended victim questions the villain). The villain (often in disguise) makes an active attempt at seeking information, for example searching for something valuable or trying to actively capture someone. They may speak with a member of the family who innocently divulges information. They may also seek to meet the hero, perhaps knowing already the hero is special in some way. – angel watches them
12. FIRST FUNCTION OF THE DONOR: Hero is tested, interrogated, attacked etc., preparing the way for his/her receiving magical agent or helper (donor);”

had enough:

the angel watches in dismay as multiple versions of the boy and girl spend all their time playing games with multiple universes they have created. the angel turns off their games and multiples, tells them that they’ve got better things to do with their powers, and promises they can have the key to the garden if they can answer a simple question… the angel. “what is the essence of the game?”… they look at him and say, “huh?” and offer a shallow response…. “to win,” says the boy… to learn practical strategies. “to learn,” says the girl… to practice being human, to share, to communicate. the angel clarifies, “what is behind that curtain?” they look at each other this time. “what?”… the angel tries to be more specific. “answer yes or no.” they are baffled. “huh?” the angel loses his temper …and kicks them out of the garden with his fiery sword. at the gates of the garden of eden. the boy looks back to see the angel quenching the fiery sword in a rock, the girl notices a feather dropping from the angel’s wings. they steal back to get them.

once they master all these things, the angel looks on in dismay as they spend all their time creating universes and playing games on the horizontal level. he steps in and turns off their games, tells them that he’s kicking them out, that they’ve got better things to do with their powers, and that he’ll give them the deed to the garden if they can bring him the answer to a simple question – “what is the essence of the game? (what is behind that curtain? [everything/nothing/me/god/])” the fiery angel kicks them out of the garden. the boy looks back and sees the angel putting the fiery sword into a rock, and the girl sees a feather drop from the angel’s wings, and they go back to get them.

the angel realizes they’re narcissistic and decides to kick them out for their own good, if i don’t enable them they’ll have to do it on their own, tries nagging, imposing schedules and routines and reports but they ignore them or pay lip service and there’s always an excuse why not and a crisis that prevents them. god says tell them they owe me rent, angel acts like indulgent mom exasperated.

when the angel returns, who knows from where, it’s instantly apparent that everything’s wrong. all the animals of the valley are cowering in a corner and being threatened by dinosaurs with ugly teeth. the other end of the valley is blackened and smoldering. the angel finds the boy and girl in a clearing they’d materialized, sitting on a couch they’d conjured, focused on a plasma tv they created, and playing videogames they dreamed up using their godlike powers.

the angel throws a fit. look what you’ve, i turn my back for, i can’t believe you’d. do you know what you’ve done? do you realize what you’re doing? do you know why i brought you here? do you know what all this is for? the two of them just look at the angel. dude, you brought us here, the boy says. we’re kind of waiting for you to tell us, the girl explains.

the angel throws them out, uses the fiery sword to throw up a wall and a gate, and escorts them out of it. then the angel stows the sword and collapses on the couch, head in hand. the boy and girl return for the sword and a feather that dropped from the angel’s wings, then turn and hike off into the distance.

the angel comes back to find them wasting their time playing idle games and lying on the couch all day, so they get kicked out to do it for real, steal a feather and a sword, and go off to have their antarctic adventures.

1. Protagonist confronted with interdiction/prohibition she violates – wasting their time
2. departure or banishment – kicked out into the game
3. protagonist takes or is given task related to interdiction/prohibition – stealing, quest ?
4. TASK is a sign mark or stereotype of character (names are rare, insig) – ???answer w/in you
5. DELIVERY: The villain gains information about the victim. The villain’s seeking now pays off and he or she now acquires some form of information, often about the hero or victim. Other information can be gained, for example about a map or treasure location. – angel surprises them
6. TRICKERY: The villain attempts to deceive the victim to take possession of victim or victim’s belongings (trickery; villain disguised, tries to win confidence of victim). The villain now presses further, often using the information gained in seeking to deceive the hero or victim in some way, perhaps appearing in disguise. This may include capture of the victim, getting the hero to give the villain something or persuading them that the villain is actually a friend and thereby gaining collaboration. – gives them their quest (snake is angel)
7. COMPLICITY: Victim taken in by deception, unwittingly helping the enemy. The trickery of the villain now works and the hero or victim naively acts in a way that helps the villain. This may range from providing the villain with something (perhaps a map or magical weapon) to actively working against good people (perhaps the villain has persuaded the hero that these other people are actually bad). – carry out angel’s nefarious deed???
8. VILLAINY or LACK: Villain causes harm/injury to family member (by abduction, theft of magical agent, spoiling crops, plunders in other forms, causes a disappearance, expels someone, casts spell on someone, substitutes child etc., commits murder, imprisons/detains someone, threatens forced marriage, provides nightly torments); Alternatively, a member of family lacks something or desires something (magical potion etc.). There are two options for this function, either or both of which may appear in the story. In the first option, the villain causes some kind of harm, for example carrying away a victim or the desired magical object (which must be then be retrieved). In the second option, a sense of lack is identified, for example in the hero’s family or within a community, whereby something is identified as lost or something becomes desirable for some reason, for example a magical object that will save people in some way. – angel kicks them out, makes them work for healthpoints
13. HERO’S REACTION: Hero reacts to actions of future donor (withstands/fails the test, frees captive, reconciles disputants, performs service, uses adversary’s powers against him);
14. RECEIPT OF A MAGICAL AGENT: Hero acquires use of a magical agent (directly transferred, located, purchased, prepared, spontaneously appears, eaten/drunk, help offered by other characters);”

in antarctica:

they leave thru the gates together, out of a lush sunny garden…into a barren wasteland full of gray rocks, under an angry sky. neolithic: among barren rocks they are like babies and have to coax the environment to help them. they interact with winds and water and seeds and finally with great effort establish contact with animals who help them and feed them until they can grow weak bodies.

viking: in harsh mountain forests and on cold deep seas they compensate for their childish weakness with psychokinetic muscles, concentrating energy to build ships and buildings and make fires.

medieval: in pastoral villages and small port towns they attain their full strength and opacity, and develop the ability to manifest, as other players appear to fill out the other roles. they find themselves entraining other players, hampering their gameplay with interactions.

golden horde: over vast areas of uninhabited piedmont and estuary they avoid the growing crowds for a time, developing a sense of where all the players are. they become aware of everything in the game world. their powers enhance their appearance and confidence, exaggerating their strength.

hinterland: in rich and productive lands being steadily encroached upon by the big city, they organize the adoring crowds and teach them how to harness their wills as best they can. but the crowds are mesmerized by them and can only be controlled imperfectly. their appearance hardens and lumps up, shrinking slightly as they tire from the effort.

hell city: in dark, dirty and crowded city of extremes they and all the droids they command are no match for the powers that be, and they resist as best they can, within the system and against it. they continue to spread techniques for self-mastery / quantum powers, even tho tptb are winning. their appearance ages and weakens as their powers are exhausted by fighting tptb and watching their people suffer.

they boy goes on to fight everyone he meets, and wins because of his sword. he grows rich and powerful and becomes a strict patriarch. the girl goes on to help everyone she meets with her similarly magical feather, and grows beloved and respected as mother of all.

in time, his lands become despoiled and his people sickly, and he casts his eyes on her fertile lands and healthy people, and begins to take them, while his people, oppressed and suffering, begin deserting and joining her side.

feeling threatened, he amasses his armies on her borders. afraid, she goes to face him alone. he begins the attack, she waves her feather, and his weapons grow heavy, bend, and turn into trees. his soldiers disappear into the forest.

they spend a lot of time going thru antarctica having adventures, like the most involved and intricate videogame ever, but it’s much more real.

here it’s still hazy, and goes very fast. i’m not sure if that’s a good thing, but it’s what i’m working on at the moment. if i concentrate on it during my next meditation, it will expand in detail. i’m learning that this is how it works. whatever you concentrate on expands.

they wander thruout the land, creating things, purring things into order. wherever the girl sweeps the feather, people spring up, families and tribes and civilizations spreading out. wherever the boy touches his sword, castles spring up, fortresses, walled cities, and vast armies spreading out. all this takes a very long time, and is very tiring. the boy and girl lie down to rest.

while they are resting, their bodies spread out, the edges become less defined. they feel themselves becoming the land underneath them, feel themselves growing immense, endless, their bodies stretching to the horizon and beyond. the people, the civilizations are part of them, as if they are bits of fingers and arms, hairs, muscles. the whole world becomes an expression of the boy and girl, waving, wandering, breathing; carrying out even their unspoken dreams.

in the end, they both have the sensation that they are just lying there, the essence of antarctica, as if their very bodies formed the land masses and seas of antarctica, the soil, the mountains, as if every particle of their bodies were players, teeming over the archipelago and continent, playing the most real videogame ever, thinking they were individual players while actually being nerve endings of the boy and girl who were actually lying comatose on a rooftop.

5. Characters function according to social class/profession & transform selves or cross boundaries – from kids to rulers
7. Protagonist will meet enemies or friends – ????
8. Antagonist is often a witch, ogre, monster, or evil fairy – ???
12. Protagonist is tested & overcomes inimical forces – winning game
13. Usually peripeteia (sudden fall) in fortunes = temporary set back – ???(not in garden)
14. Miraculous / marvelous intervention needed to reverse wheel of fortune – ???(sword/fthr?)
15. Often protagonist here uses endowed gifts (including magical agens & cunning) – ???
9. MEDIATION: Misfortune or lack is made known, (hero is dispatched, hears call for help etc./ alternative is that victimized hero is sent away, freed from imprisonment). The hero now discovers the act of villainy or lack, perhaps finding their family or community devastated or caught up in a state of anguish and woe. – scales fall ????
10. BEGINNING COUNTER-ACTION: Seeker agrees to, or decides upon counter-action. The hero now decides to act in a way that will resolve the lack, for example finding a needed magical item, rescuing those who are captured or otherwise defeating the villain. This is a defining moment for the hero as this is the decision that sets the course of future actions and by which a previously ordinary person takes on the mantle of heroism. –
15. GUIDANCE: Hero is transferred, delivered or led to whereabouts of an object of the search;
16. STRUGGLE: Hero and villain join in direct combat;
17. BRANDING: Hero is branded (wounded/marked, receives ring or scarf);”

realization

gamburtsevs: in an electronic mountain range they stand alone to fight the boss enemy. their appearance is old and weak, but they are at the peak of their powers. they are surprised by the identity of their enemy. they face themselves as they were in the garden of eden – young, spoiled, innocent, stupid. then they are those younger selves, facing caricatures of their old selves in ridiculous ill-fitting fantasy getup. both versions ready to fight to the death. on both as they decide this is a silly idea, and put the weapons down, and embrace.

the embrace makes them all explode, and they see that they are all one, and there is no time or space, and they create the entire universe in their own minds. the angel appears to ask the meaning of what they’ve just been thru and they answer with a koan-type answer that embraces the quantum universe. or not. fade to black.

the boy and girl stand alone against each other. they are old. they have missed each other. he is sorry for all the fuss. she’s sorry for staying away. they embrace, and energy builds up between them until their synapses overload and they explode in bliss. they see the duality of all things, and the oneness of all things.

in the light, as the feeling dulls down, the fiery angel appears and asks them the answer to the riddle. the answer is “binary/qunary/yes.” what is the meaning of this? that they are really one person. that everything is one, or else it’s nothing. and love is all you need.

and then what? there’s a final bit here right before they come back to consciousness, and i forget what it is. some final takeaway lesson. and do i need to have the angel come back and make them answer the questions – what’s it all for? but their quest was all about answering the questions. otherwise, what’s the point of hte wandering and the becoming the world?

6. Significant or signifying encounter – with themselves
10. Miraculous or marvelous change / transformation – into one
16. Success usually = marriage, acquisition of money, survival, wisdom or combination of first 3 – gamburtsev confrontation
17. As a whole these functions form TRANSFORMATION (overall focus of the tale) – gamburtsev hole
18. VICTORY: Villain is defeated (killed in combat, defeated in contest, killed while asleep, banished);
19. LIQUIDATION: Initial misfortune or lack is resolved (object of search distributed, spell broken, slain person revived, captive freed);
20. RETURN: Hero returns;
25. DIFFICULT TASK: Difficult task proposed to the hero (trial by ordeal, riddles, test of strength/endurance, other tasks);
26. SOLUTION: Task is resolved;
27. RECOGNITION: Hero is recognized (by mark, brand, or thing given to him/her);
28. EXPOSURE: False hero or villain is exposed;
29. TRANSFIGURATION: Hero is given a new appearance (is made whole, handsome, new garments etc.);
30. PUNISHMENT: Villain is punished;
31. WEDDING: Hero marries and ascends the throne (is rewarded/promoted).”

after:

the bottom of a stairwell at their dragoncon hotel. they awake the next morning with hangovers. they’re lying in a stairwell looking all the way up thru the railings, feeling sick. a feather floats down beside them. the girl goes to pick it up but the boy criticizes her because it’s from a filthy pigeon and is probably diseased. she pockets it when his back is turned. her phone goes off – messages, missed calls. a text message from the angel: “cre8 teh gema antarctiQ. t’ch hte Sns 3*7. sord/fthr”

a computer-filled basement in the realworld, lit by multiple monitors, a tech reviews a clip of security footage, showing the boy and girl materializing into a stairwell. the tech passes it on to his superiors.

when they come back to themselves, it’s the next morning and they’re lying in a stairwell feeling sick. they find a feather. the girl goes to pick it up and the boy criticizes her because it’s from a filthy pigeon and is probably diseased. she picks it up when his back is turned. they get a text message from the angel: cre8 game, t’ch Sns, 3×7. fthr/sord.

21. PURSUIT: Hero is pursued (pursuer tries to kill, eat, undermine the hero);
22. RESCUE: Hero is rescued from pursuit (obstacles delay pursuer, hero hides or is hidden, hero transforms unrecognisably, hero saved from attempt on his/her life);
23. UNRECOGNIZED ARRIVAL: Hero unrecognized, arrives home or in another country;
24. UNFOUNDED CLAIMS: False hero presents unfounded claims;”

shit happens: apparition, security footage showing the boy and girl materializing into a stairwell.

they: write it off. the tech passes it on to his superiors.

use the negative space around a story to tell a different story. mary poppins as an evil witch who doesn’t know her place. things we aren’t permitted to see ‘disappeared’ by stage business (musical interlude etc) that covers reality.

morality tale – the dangers of being lazy and selfish, the desirability of ‘all one’. evil character – ??? use magic numbers, do things 3 times. clear contrast between good and evil???

The more recognizable and vivid the situations you describe, the more vague the feelings you suggest, the more he will then complete the vague images that you are offering with content that is meaningful to him and which he will agree with. This will deepen the rapport and make him more receptive to what you are saying.
Link descriptions of actions and situations to feelings: Description of action or situation + and this made him feel like … / gives you the feeling of …
Insert embedded commands: By inserting embedded commands, you may talk about anything but simultaneously you will be programming the reader,
A handy way to make your reader think about or imagine something, is to tell them * not to think about it * that there’s no such thing as … * It is impossible to imagine …
you can “anchor” strong emotions, that is: mark them and in this way link them to a touch, to a specific motion, to a painting, to the starlit sky … in fact, to anything at all.  The stronger the emotion felt when the anchor is set, the stronger the response will be when the anchor is “fired” later.  The more special and specific the anchor, the longer it will retain its function.”

celebrate the heroes at the margins, inspire us to face the true scale of our problems, and herald visions of a world remade. they will accommodate complexity, embrace diversity, and foreshadow the challenges and triumphs we all will face. step out of their traditional scripted roles and challenge the dominant expectation of obedience. this shifts power relationships in the moment and makes lasting imprint in imaginations – fundamental change at the deepest levels. story-based strategy is an exploration of how social movements can operate in the realm of narrative to create a shared story for interpreting political issues that inform the understanding of a critical mass of society.”

suspend binary judgements, to move beyond an evaluation of “absence” as the opposite of “presence,” and to consider absence in a different way: as something present—but not. That which is “not not present” is absent. When something present is not looked at, not recognized, not seen, it acquires a certain invisibility—in part, what I call “absence.” Absence is what is always there but overlooked, or there but unheard, or seen and heard but never mentioned. We do not immolate the story in reconsidering what it conceals. Those characteristics of Cinderella left unaddressed support this view of absence: somewhere behind the story sits another story, the one we are not meant to hear. Were we to hear it we would walk away with an entirely different perception of the poor beaten Cinderella—or several different perceptions. We might be inspired to question the value of the hidden features, to wonder where issues of class, aesthetics, nature, superstition, parenting, hunger or politics fit in our founding myths, to wonder at the importance of such a myth as Cinderella in our female lives. We might be sufficiently moved to overturn the patriarchal texts, insert others in their place (Nature filling its vacuum). Not, that is, to rewrite Cinderella, but instead to find a more feasible model for contemporary female behavior. Perhaps even to acknowledge that there can be no models except those we embrace through personal experience. Unlike other ways of seeing, this strategy does not limit or eliminate the text, but it does subvert it. By examining our essential stories, those we encountered at the knee, and those we “teach” to children, we begin to see in other ways, to discover culture as a tool for moral education, sexual regulation and female containment, and to locate female absence very close to home.
One of the few exceptions is Mary Poppins, who is also depicted as an aberrant, desexualized creature. For one thing, she is a woman without children of her own, who literally takes, and seduces, other people’s children. Here again is a magical woman, a witch, dressed in black, like a widow; appropriately, her boyfriend is also a witch of sorts, having the “luck” of the chimneysweeps. Does it not seem curious to anyone that he is able to impart good fortune through physical contact—and is this not somehow frightening? (As parents wouldn’t you tell your children, “Just say no?”) Mary’s relationship with Bert does not stray from what we expect, even demand, of her class—her “boyfriend” (neither is married, nor do they discuss it, at least onscreen) is also a working-class Victorian London stiff (which is to say that he is also poor), with the robust happiness we need to ascribe to poor people, as well as a tendency to copulate below stairs; still we never see or are even permitted to imagine the content of their romantic holidays, interrupted by a song or some bit of magic. Because of her magic, and an understanding of what children really need that surpasses the ordinary, Mary is cleverly depicted as being able to breach the class zone: here her magic characteristics are essential for an explanation of this otherwise scandalous, and (in terms of class distinctions) uncomfortable flexibility. She doesn’t know her place—the moral that the children’s father ends in teaching, as he “rescues” his children from the unsavoriness of their relationship with this queerly unmarried woman and her odd friend. Mary’s ability to tread between classes, however, elevates her even from Bert’s league: we know that she will leave him too, and are secretly satisfied. He is, for one thing, truly from the lowest class, as his mangled Cockney accent tells us, while Mary’s impossibly perfect speech distinguishes her as something quite different (though this is never really acknowledged); Bert is also, if only figuratively, black, while Mary is, however trenchantly, white.”

Structure: How will the story begin? What will be the problem? How is the problem going to be resolved? Theme: What is the theme / message the writer is attempting to communicate? Step1: THE MORAL LESSON Decide what lesson your fairytale is going to teach before you write it. At their core fairy tales are morality tales from the horror of stepmothers to not talking to strangers. They are generally teaching something and yours should do the same. A fairytale must have an evil character that works as an antagonist to the good character. The evil characters usually have special powers of some sort and they must use those powers in a way to cause the good character pain. The true essence of a fairy tale comes in the pixie dust and magic wands. Clever songs about magical words are optional, but some sort of magic should be present. The magic can be good or bad, or maybe even both. The main character can have magical abilities or perhaps be the victim of some sort of bad spell. It’s up to you. Don’t forget your numbers: Use the special numbers Three or Seven : Like magic, fairy tales wouldn’t be the same without special numbers. There were seven dwarves, three fairy godmothers, seven mermaid sisters and three little pigs. Three wishes or tests are very common, too. Find a way to work in three or seven of something and you’ll be set. Step9: IMPORTANT ELEMENTS- clear contrast between good and evil – often good and bad behaviour immediately after each other – often repetition: twice wrongly, once differently dealt with – so often groups of two or three: good and evil sisters – first, second, third son – also set phrases / sayings are often repeated.”

the character can clearly identify his or her plot goal but is not able to articulate the personal goal – at least not until it is achieved. it is the achievement of the personal goal, as a result of change/growth, that enunciates the theme of the screenplay.” “reversals – unexpected and often times unwanted events – appear in a number of different ways. there are the major reversals that completely alter the existing circumstances. these major reversals often come at the end of act 1 and act 2 and, as pointed out above, are sometimes called plot points. they’re the events that force the protagonist to move in an entirely different direction.” the necessity to overcome or sidestep obstacles continually involves the reader/viewer and also serves to motivate a character’s behavior. the choice of how to overcome or to sidestep an obstacle tells us about the character – his or her thoughts and background.” “screenwriters work with the characters who refuse to admit to the truths that are staring them in the face; those who direct their hostility toward a non-threatening person rather than the source of their hostility; those who use humor to hide behind; the ones who avoid feelings by engaging in predominantly intellectual concerns; those who accuse others of the behavior they dislike in themselves; the persons who deny their feelings, continuously excuse their own unacceptable behavior, over-achieve, under-achieve, live in fantasy worlds, repress anxiety-producing feelings and thoughts, and adopt and imitate the behavior of other people rather than develop their own. screenwriters people their screenplays with these kinds of characters because they are reflections of parts of themselves and the people they love and live with; and because these kinds of characters do the things that stories are made of.” “the final stage of personality development comes with a sense of integrity – when we accept ourselves and the people within the scope of our lives as being important and worthwhile. this brings an acceptance of responsibility for our own lives, a sense of communion with all people in all times and all places, and the ability to defend the dignity of our own lives against any external threats. when we don’t have this sense of integrity we live lives of despair and malcontent. we feel defeated and contemptuous about life and the way we’ve been treated.””

1. The villain — struggles against the hero. – angel
2. The dispatcher —character who makes the lack known and sends the hero off. – angel
3. The (magical) helper — helps the hero in the quest. – npc/angel?
6. The donor —prepares the hero or gives the hero some magical object. – angel
4. The princess or prize — the hero deserves her throughout the story but is unable to marry her because of an unfair evil, usually because of the villain. the hero’s journey is often ended when he marries the princess, thereby beating the villain. – girl
5. Her father — gives the task to the hero, identifies the false hero, marries the hero, often sought for during the narrative. Propp noted that functionally, the princess and the father can not be clearly distinguished. – girl
7. The hero or victim/seeker hero — reacts to the donor, weds the princess. – boy
8. False hero — takes credit for the hero’s actions or tries to marry the princess. – snake”