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	<title>Comments on: &#8220;Easy As Pie&#8221; in Audio.  Got Bokeh?</title>
	<atom:link href="http://www.rudyrucker.com/blog/2008/05/31/easy-as-pie-in-audio/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rudyrucker.com/blog/2008/05/31/easy-as-pie-in-audio/</link>
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		<title>By: HAL-1701</title>
		<link>http://www.rudyrucker.com/blog/2008/05/31/easy-as-pie-in-audio/comment-page-1/#comment-15445</link>
		<dc:creator>HAL-1701</dc:creator>
		<pubDate>Wed, 04 Jun 2008 08:34:43 +0000</pubDate>
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		<description>hmm so the terms Kata and Ana are not entirely obscure in certain subworlds:

i just now fynded a game that features 
a &#039;10 degree of freedom interface&#039; to a 4D world:  &#039;adanaxis&#039;.

the game, demo, and &#039;tesseract trainer&#039; (in OSX and windos):
http://www.mushware.com/portal.php?page=4

context:
http://www.halfbakery.com/idea/Kata_2fAna_20Alter-Dimension_20Games

relevance to &#039;bokeh&#039; metaphorics:
when &quot;focusing in&quot; from a 4D awareness to a 3D (locus), (the focus locus), one gets a kind of fuzzy fanout around the 3D world of interest.  viz the &#039;redshift&#039; in deepsky measurements:  a &#039;bokeh&#039; field that is similar to having a thin depth of field.  the 4D surround gets &quot;blurry&quot; as space &quot;widens&quot;.

quote from &#039;halfbakery&#039;:  
&quot;If the 4th dimension can be expressed mathematically then a PC shouldn&#039;t have too much trouble *calculating* it, you mean. Rendering is quite something different. Although... Maybe kata should be a kind of fading overlay of the object in one color (say green), and ana in another color (say red). This would limit how far you could &quot;look&quot; in those directions, just as much as your 3D eye is limited. Shimmering would be optional.&quot; (!!) (!!!)</description>
		<content:encoded><![CDATA[<p>hmm so the terms Kata and Ana are not entirely obscure in certain subworlds:</p>
<p>i just now fynded a game that features<br />
a &#8216;10 degree of freedom interface&#8217; to a 4D world:  &#8216;adanaxis&#8217;.</p>
<p>the game, demo, and &#8216;tesseract trainer&#8217; (in OSX and windos):<br />
<a href="http://www.mushware.com/portal.php?page=4" rel="nofollow">http://www.mushware.com/portal.php?page=4</a></p>
<p>context:<br />
<a href="http://www.halfbakery.com/idea/Kata_2fAna_20Alter-Dimension_20Games" rel="nofollow">http://www.halfbakery.com/idea/Kata_2fAna_20Alter-Dimension_20Games</a></p>
<p>relevance to &#8216;bokeh&#8217; metaphorics:<br />
when &#8220;focusing in&#8221; from a 4D awareness to a 3D (locus), (the focus locus), one gets a kind of fuzzy fanout around the 3D world of interest.  viz the &#8216;redshift&#8217; in deepsky measurements:  a &#8216;bokeh&#8217; field that is similar to having a thin depth of field.  the 4D surround gets &#8220;blurry&#8221; as space &#8220;widens&#8221;.</p>
<p>quote from &#8216;halfbakery&#8217;:<br />
&#8220;If the 4th dimension can be expressed mathematically then a PC shouldn&#8217;t have too much trouble *calculating* it, you mean. Rendering is quite something different. Although&#8230; Maybe kata should be a kind of fading overlay of the object in one color (say green), and ana in another color (say red). This would limit how far you could &#8220;look&#8221; in those directions, just as much as your 3D eye is limited. Shimmering would be optional.&#8221; (!!) (!!!)</p>
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	<item>
		<title>By: Steve H</title>
		<link>http://www.rudyrucker.com/blog/2008/05/31/easy-as-pie-in-audio/comment-page-1/#comment-15355</link>
		<dc:creator>Steve H</dc:creator>
		<pubDate>Mon, 02 Jun 2008 15:24:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.rudyrucker.com/blog/2008/05/31/easy-as-pie-in-audio/#comment-15355</guid>
		<description>Rudy, would you suspect you were in a simulated world if the Bokeh wasn&#039;t good? A bokeh short story might be inevitable now.</description>
		<content:encoded><![CDATA[<p>Rudy, would you suspect you were in a simulated world if the Bokeh wasn&#8217;t good? A bokeh short story might be inevitable now.</p>
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