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by strogonoff 2209 days ago
> we rejected it as too under-constrained and difficult to work with in practice

I’m imagining a conversation as a space containing multiple regular UNLWS planes, intersecting at certain [binding?] points.

Such an approach would ideally leave dimensionality to the medium, language itself could remain under same constraints as before.

A conversation plane would be viewed in 2D, but certain points could indicate connections outside of current plane. For such a point, viewer can pull up a projection that shows connecting conversation planes in some way (possibly 3D or pseudo-3D).

Of course, there are some technical challenges in implementing a medium that works this way, and it’s unclear how groundbreaking or useful it would be in practice (after all, all conversation planes should be possible to represent as areas on one larger plane, just with longer connecting lines).

1 comments

I have two concerns with that, above the (major) technical challenges: 1. we wanted this to be writable using colored pens 2. if we add a dimension, we must add it for real.

#2 is to me the vastly harder problem. Just like in UNLWS, we always have to challenge our own assumptions in order to get a sense for what would be "native to" a two-dimensional written langauge, we'd have to do the same for 3D (or 2.5D). Merely slapping 2D planes together with some links would not come anywhere even close to a robust use of the medium, just like merely having English sentences branch off from each other isn't anywhere close to a robust use of two-dimensionality.

Fully 2D language is already an extremely conceptually challenging problem, at least to me. Hardly anyone has even tried. There are fundamental challenges, like "how do you tell a joke when you don't control the ordering".

I don't think anyone is currently able to do 3D in a way that would truly serve the medium - and the medium would need to be much better defined, since humans' inability to actually see anything 3D instantaneously (we see 2D with an imputed distance and assumptions about what the rest looks like) implies that there must be interaction-in-time of some sort (like, at minimum, moving your head or the object in order to see the whole thing). That's going to be very specific to the medium. Are we talking about arbitrary 3D disconnected polytopes, ants' nest casts, convex hulls, computer-manipulated 2D, VR goggles, ...? Those all have radically different affordances.

Simultaneously, it would trivialize problems in 2D that we have to deal with. E.g. in 3D, there's no circuit wire-crossing problem, whereas in 2D, Borromean rings e.g. have unavoidable collisions. It would be cheating to use 3D in some shallow way to get rid of that issue, without also dealing with 3D's own problems.

Design constraints are a good thing.