Message-ID: <Pine.NEB.4.64.0808180226140.16955@panix3.panix.com>
From: Alan Sondheim <sondheim@panix.com>
To: Cyb <cybermind@listserv.aol.com>, Wryting-L <WRYTING-L@listserv.wvu.edu>
Subject: Jumble
Date: Mon, 18 Aug 2008 02:26:39 -0400 (EDT)
Jumble http://www.alansondheim.org/jumble.mp4 http://www.alansondheim.org/jumble1.jpg http://www.alansondheim.org/dreamworld.jpg After this I needed air. http://www.alansondheim.org/grafton16.jpg http://www.alansondheim.org/grafton17.jpg The jumble begins to take advantage of screen resolution and frame/flicker rate; objects revolve and generate lissajous/moire/illusory patterns as a result of hatchings and cross-hatchings, read/write speed, cache speed, and a host of other variables.Jumble changes from machine to machine, resolution to resolution, and shading operators. Moving through the space, turning video/sound on and off - the phenomenology changes in relation to the dialectic established when an abacus was first used, at lightning speed, bullae scattered everywhere. Every marker is always already virtu- al, every marker is on the way towards disappearance, every annihilation has the potential for memory, perhaps later, inscription. The jumble here resolves, as every jumble does, on a micro-level; it is the non-aristotel- ian that throws everything off, gesture which trips up where raster and orthogonal configurations lie. Jumble in physical reality = noisy, not chaotic. Jumble in Second Life = equivalent to the order of perfection = the perfection of order.