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Series: AI Page 15 of 43

Thinking through the implications of AI technology on society and human creativity

Quoting Dave Karpf on Failure Modes in Tech

Lots of good stuff in this essay on two modes of failure in tech by Dave Karpf. Briefly:

One way that a technology can fail is that it can work as intended, but at a much larger scale, with unexpected results

Assuming that an emerging technology works as-intended can be a huge stretch….

The second failure mode prompts an entirely different set of questions. What if the bugs in the emerging technology are not resolved? What if it the market for it grows, and it gets incorporated into critical social systems, but it continues to fail in ways that are increasingly hard to see?

We ought to pay more attention to the second failure mode when imagining the trajectory of AI. I’m not worried about an imminent future of artificial general intelligence. I’m worried about a future where generative AI tools get baked into social systems and wreak havoc because the tech doesn’t work nearly as well as intended.

This second failure mode with regard to AI is also the one that I am concerned about, because it is more the norm in tech, as far as I’ve seen it. Things get bigger, but not necessarily better. In fact, they often get worse, and no one gives enough of a damn to fix it after release, cause fixing bugs isn’t sexy. And acknowledging even that you built around a bad paradigm resting on a lot of faulty assumptions is even less sexy for companies and developers. And, as usual, it’s users and all the people downstream who are negatively affected by the tech who end up getting stuck with the bill.

“Creative Spark” in copyright is essentially magic

Sorry to keep beating on this, but there are things I need to work out here, so bear with me…

In the US Copyright Office letter regarding Zarya, they mention on 3 separate occasions (one time is the lawyer letter, twice is the CO) the “creative spark” which is allegedly linked to the bare minimum requirements around creativity/originality/something/something.

They mention this term, creative spark, referencing a spine-tinglingly exciting work of copyright office lore called COMPENDIUM (THIRD), which seems to correspond to this PDF. Within that work, there’s a particular use of this phrase in section 310.3:

When the U.S. Copyright Office examines a work of authorship, it determines whether the work “possess[es] the minimal creative spark required by the Copyright Act and the Constitution.” Feist, 499 U.S. at 363.

However, upon looking up the Copyright Act of 1976, or US Code Title 17 (PDF), as it also seems to be called, it does not appear to include the word “spark” anywhere, let alone define it in plain language.

I believe this to be the text of the Supreme Court Feist case (see also the summary on Wikipedia). There are three references to “spark” in that document, the first one seeming the most relevant, used in relation to the term original or originality:

To be sure, the requisite level of creativity is extremely low; even a slight amount will suffice. The vast majority of works make the grade quite easily, as they possess some creative spark, “no matter how crude, humble or obvious” it might be. Id., § 1.08[C][1]. Originality does not signify novelty; a work may be original even though it closely resembles other works so long as the similarity is fortuitous, not the result of copying.

Another vague word that gets used to measure minimum required creativity levels is “modicum” and it rears its head here as well.

(a) Article I, § 8, cl. 8, of the Constitution mandates originality as a prerequisite for copyright protection. The constitutional requirement necessitates independent creation plus a modicum of creativity.

These terms might be commonly used in legal contexts, but I’m hard pressed to find anyone who can clearly define what constitutes a “creative spark” and a “modicum of creativity.”

Creative spark, for my money, sounds more like a magical or mystical word more than a legal word. My impression as a reader and armchair analyst with the background that I have tends to link this concept to the idea of the “divine spark,” which is something like, depending on the tradition, the fingerprint or the shard of the Creator left in creation.

Perhaps there is some mysterious legal exegesis floating around out there which more properly links these two in the context of copyright and the Judeo-Christian tradition, but when I hear “creative spark” then, I sort of automatically assume we’re talking about a spiritual concept, which makes it much much easier to understand why nobody is actually able to explain clearly what the hell they are talking about here.

If they just were like “Oh, we mean it’s, uh, you know, magic…,” then I would be like, okay. Well, that’s stupid, but okay. At least you’re coming out and saying it clearly. But all the rest of this seems like a massive case of burying the lede, and then turning it into law.

If if if if my esoteric read of these interlinked concepts is true, I think what the Church of the Copyright Office is attempting to decree is that AI has no divine spark, and thus cannot something something. And artists who use AI are very bad, and you should all be ashamed of yourselves for eternity… 😉

Tangent: this rant made me remember Tolkien’s excellent essay on Subcreation, which because it is openly religious, actually ends up for me being a bit more coherent than the arguments promulgated by the US Copyright Office, which does not openly admit its work is serving a religious function of upholding the hegemonic colonialism of the imagination.

Quoting the Canadian Bar Association on how should AI Copyright work in Canada

An interesting looking document put out by the Canadian Bar Association (I’m not a lawyer, just an aggressive Google seacher), entitled State of the Arts: How Should Canadian Copyright Law Treat Works Generated by Artificial Intelligence?

From the abstract:

Nothing in the Copyright Act seems to indicate that works generated by AI cannot be original, since the users of AI exercise skill and discretion in selecting appropriate data for the AI to use. Thus, I argue that AI has emerged as an important tool for authors and that the user likely the best candidate for authorship in the work.

I’ll drop in the most interesting quotes I find, but they suggest legislative reform is needed. This direction seems interesting, as I’ve often used the comparison to creative or artistic director:

I propose that the law should adopt an approach to AI resembling that of “makers” in cinematographic work…

In my view, copyright in works created by AI should subsist in the “maker” who is responsible for making the arrangements necessary to create the work…

So this author’s view more or less accords with the UK view.

Okay, so this is interesting, re: the Canadian Supreme Court not relying on the “creative spark” or incalculable “modicum of creativity” discussed in the last post:

On the other hand, they also rejected the “modicum of creativity” approach taken by the Supreme Court of the
United States, and ruled that creativity should not be a prerequisite for originality.16 The Court held that Canadian copyright law should take a middle-of-the-road stance on

originality, and require that a work be an “exercise of skill and judgement” by the author.17 As such, the Canadian conceptualization of originality encompasses aspects of both the product (in that it cannot be a mere copy), and the process (in that it must be an exercise of skill and judgement by the author).

And this:

Although the Court did state that originality cannot result from a purely “mechanical exercise”, it seems that the phrase does not specifically refer to automated processes.22 The Court employs the example of simply changing fonts in a text as a mechanical exercise that would not meet the skill and judgement test. In context, the phrase “mechanical exercise” appears to refer to a trifling or trivial exercise, rather than to the use of automation in the creative process.

I like this:

No doubt the AI’s programmer is the author of the AI’s source code. However, I would argue that copyright in the AI code should not necessarily extend to the works that flow from its use. Doing so would constitute an oversimplification of AI processes, and ignores the fact that an AI’s user (if separate from the creator) provides the data and stimuli required for the AI to perform its function. In essence, the AI code provides a canvas upon which the user-artist can apply their craft.

Technological neutrality concept:

Technological neutrality was recently affirmed by the Supreme Court of Canada as the “recognition that, absent parliamentary intent to the contrary, the Copyright Act should not be interpreted or applied to favour or discriminate against any particular form of technology” (emphasis added).42 Thus, it is necessary to apply the skill and judgement test to AI created works in a manner consistent with other modes of producing copyrightable
works.

Okay, here we go, the stuff about cinematic “makers” that I like a lot:

The complexity and collaborative nature of creating a cinematographic work compares well with the challenges posed by AI created works. For cinematographic works, the Canadian Copyright Act states that copyright subsists in the work’s “maker” – which can even be a corporation.45 In relation to cinematographic works, the Act defines a maker as “the person by whom the arrangements necessary for the making of the work are undertaken”.46 Interestingly, the United Kingdom Copyright, Design, and Patent Act deems
the “person by whom the arrangements necessary for the creation of the work are undertaken” to be the author of any computer-generated work.47 In the Canadian context,
it might be more coherent with the remainder of Canada’s Copyright Act to employ a “maker” approach to copyright in works created by AI, rather than using a deemed
authorship stance. This would avoid confusing the concept of authorship with ownership in copyright.48 …

Having copyright subsist in the maker of an AI created work would strike the appropriate balance. Although it would surely strengthen the economic incentives of using
AI for creative applications, in doing so, it would provide a legal framework for the growth of an entirely new creative industry. If one of the objectives of copyright is truly the
“encouragement and dissemination of works of the arts and intellect”, then it would behoove Canadian law makers to ensure that the Copyright Act appropriately reflects
creativity in the 21 st century.55

Interested to see if there are other Canadian sources on this topic!

Quoting René Walter on public-run AI models

Via a Substack I follow:

In my opinion, at least the large, all-encompassing “statistically stochastic knowledge synthesizer libraries,” the so called “foundational models”, could be operated by the public sector to ensure safety, ethical production and prevention of abuse. Running foundational models by the public would also ensure data transparency and work against the “black boxing” of this tech. I’m not sure or convinced that this approach would be practical or feasible to do, but i think it would provide the most stability and transparency.

Anthropic’s Jack Clark has proposed something similar, and I’ve already integrated it into my AI TOS proposal.

While I think it’s a good idea, I don’t think we would be correct to automatically assume that a public-run option would “ensure safety, ethical production and prevention of abuse.” It’s equally possible that we have an unsafe, unethical, and abusive system that is simply “run by the public” – whatever that even exactly means.

That said, I still think that future at least puts this all out into the open, and outside the exclusive control of closed for-profit enterprise. At least it would be an *attempt* at accountability and transparency, and distributed control. If we realize it’s not living up to our expectations, we would at least have the theoretical power to modify it… which is more than we have now (apart from open-source models, obvs).

Maciej Ceglowski on the Myth of Superintelligence

Excellent illustrated essay (and video) from 2016 by Maciej Ceglowski. Here is the synopsis:

A skeptical view on the seductive, apocalyptic beliefs that prevent people in tech from really working to make a difference.

Apocalyptic ideas have traditionally been the province of religion, but nerds have found a way to import them into the world of computer programming. These ideas are a cognitive hazard that preferentially infects smart people, making them useless for more practical work. Like other forms of religious obsession, fantasies of superintelligence prevent us from tackling problems in this life by convincing us to focus on the life to come. This talk is an attempt to vaccinate the next generation of developers against the seductive ideas of existential risk, superintelligence, and the charismatic religious figures who will try to eat their brains.

One of the few takes on this subject that I wholeheartedly agree with…

(via Ran Prieur)

Notes on The Garbage People

The Garbage People is lucky number 111 of the AI Lore books series.

It uses Claude and Midjourney to imagine a series of slice of life flash fiction pieces set in a world where AIs have taken over humanity, treating us like little more than trash to be collected and eliminated. Shells of humans become self-assembling cyborgs built out of scraps of scavenged garbage, all under the power of the Control Signal coming from the Circle of Sages. It’s bleak, but I think it’s kinda fun: it’s Bleakcore.

The inspiration behind this one is basically just omnipresent pollution, and that we are fucking destroying a perfectly beautiful planet and natural spaces with all our fucking garbage and bullshit. Maybe we deserve to be taken over by AIs if it means they will reallocate our bodies to resolving the trash epidemic. /s

At 111 books, and having seen the direction of media coverage and popular discourse so far, I’m officially “bored” with AI. I mean, I still like it, I’m totally focused on it. But, I can’t simply keep producing hundreds more volumes like this. I realize there’s no rush, but I’ve also explored so much of these liminal latent spaces of AI models, that there are fewer and fewer surprises for me. And hence it’s all become a bit less interesting, and I’m less driven to produce produce produce.

Still there are some great bits of art and text that come out of them, and I’ll continue to use them in some way. But I think as an artist, I’m starting to reach the outer bounds of what I can really do with them, without their flaws as tools becoming overbearing for what I want to achieve. I’ve been itching to go back to some more “regular” human-mode writing, but I’ve been doing so much of that on my blog, that I’m not sure I have the energy to both blog and fictioning right now. But, I can do what I want. Nobody’s reading any of this anyway… and I’m still having a good time. So fuck it.

The art preview from the book:

The Hypercanvas

A hypercanvas is a higher-dimensional work of art, workspace, landscape as well as map, and process of discovery & exploration within and around latent spaces made accessible via AI and machine learning tools.

The hypercanvas as a meta-work encompasses all of its individual static artifacts manifested as a byproduct of the exploration of the work itself, plus its cultural context(s) both for the author and for other viewer/explorers (of which the author becomes simply one of many traversing this particular section of latent space).

Artists engaging in the creation of hypercanvases become, in a sense, documentarians and tour guides of these higher-dimensional spaces and states of mind afforded by AI/ML tools. They bring back snapshots, sketches, glimpses, snippets of audio & video from this Otherworld, which they are able to actually visit, and enable others to actually visit by sharing aspects of their hypercanvases with others.

Through this process, artists create artifacts using AI/ML tools to map out portions of the vast and mysterious latent spaces into navigable hypercanvases, dense networks of connection and meaning. Each creative iteration or movement an artist makes within a latent space becomes a brush stroke in the greater work, actualizing another fragment of the broader latent potential into a perceptible manifestation, turning the life of the imagination into a tangible object.

The US Copyright Office is obviously not a native inhabitant nor speaker of the language of this new higher-dimensional latent reality exposed through the lens of the hypercanvas concept. Their arguments in Zarya all stem from the assumption that the “art object” resides solely in the single image artifact, and it only extends to the boundary frame of the image itself.

They are flattening or reducing the actual higher dimensional work, to try to contain it within criteria intended for other older media. So when they try to analyze questions of authorship, originality, and creativity, they have a hard time finding answers to their satisfaction, because their frame is too small to incorporate the larger art object which is happening at the level of the hypercanvas. But the way art happens when artists use AI tools is much bigger than that, and extends well beyond the frame of the individual image itself, incorporating so much more.

Traversing these unfamiliar latent creative tools and territories requires on the part of the artist learning the language and logic of how tweaking parameters transforms the generative spaces, and how they are able to journey through them. They exercise and develop skill and judgdement and creativity as they actively explore. This immersive familiarization through sustained deep experimentation with the tools engenders, in turn, a process and flow state which at its height becomes akin to perhaps to a meditative or psychedelic exploration of imaginal spaces, in that they may have a deeply experiential quality for the artist or querent, as well as other viewer/explorers.

Over time and across repeated journeys along various paths, patterns begin to emerge for the artist using AI tools about the relationships between different locations and entities in the hypercanvas. Landmarks recur across expeditions, and an intuitive sense develops for how to traverse the space fruitfully, bringing back riches to share. While the entirety of latent space remains beyond any one explorer’s grasp, localized familiarity breeds creative revelation, which is multiplied through sharing with others.

As artists share manifestations from their hypercanvas expeditions, they provide guides and inspiration for others to embark on their own voyages into latent space, with each contribution opening new doors to what might be possible. What was once ineffable becomes, through visualization, shared experience. Shared experience leads to understanding and, with cultivation, the possibility for real change.

The hypercanvas object therefore is not just a solitary or finite product or set of products, but a continuous, ever-shifting constellation of entities and relationships. The hypercanvas concept recognizes the participatory and interactive nature of modern creativity, wherein the boundaries between author, viewer, tools and medium become porous. The latent spaces, once vague and unapproachable, are made tangible and explorable through the interface of AI/ML tools – but they remain in flux, shaped by human input, AI response, cultural context, and the ever-expanding landscape of digital technology.

In this landscape, especially when viewed through conventional lenses, copyright and ownership become complex questions. Traditional frameworks, such as that of the US Copyright Office, focus on tangible artifacts and clear demarcations of authorship. The hypercanvas as an art form, however, defies any such categorization. Is the “author” the sole creator or merely a guide through pre-existing, albeit hidden, dimensions? Are the snapshots from the Otherworld independent artworks, or are they part of a greater, inchoate whole? How does one protect the rights of an artist whose work is a process, a journey, an ongoing exploration that might be shared, replicated, or expanded upon by others?

These questions lead us inevitably to an essential rethinking of the nature of art and authorship in the age of AI. The hypercanvas demands a recognition of the dynamism, the complexity, and the collaborative spirit of contemporary creative processes. It requires new conceptual and new legal frameworks that encompass not only the material manifestations but the underlying processes, relationships, and even the transient states that constitute the artistic experience.

In embracing the concept of the hypercanvas, we as a society can begin to acknowledge that creativity is no longer bound by the physical and temporal limitations of traditional media. And we can make space for new things to be created.


Claude & ChatGPT helped write the second half of this (give or take), and then I helped them rewrite it to fit better with where I wanted to take it.

Hyperdimensional Storytelling (Sketch)

As a follow-on to thinking about hypercanvases, I started querying Claude and ChatGPT (will abbreviate to CG below) to try to expand on the idea of hyperdimensional storytelling that makes use of hypercanvases as its “native” media format.

Definition:

Got this decent base definition out of CG:

  • Hyperdimensional Storytelling: This form of storytelling transcends traditional linear or even multi-linear narrative structures. It engages with storytelling across various dimensions, realities, and perspectives, often blending media, time, space, and even individual experience.

Not very spicy, but a good jumping off point. Which is often how I would characterize CG’s outputs. They also wanted me to convey to you these key concepts within Hyperdimensional Storytelling:

Key Concepts:

Non-Linearity:

  • Unlike traditional narratives, hyperdimensional storytelling doesn’t follow a single linear path. It can branch, loop, intersect, or exist simultaneously on various planes.

Interactivity:

  • Readers, listeners, or viewers are not just passive consumers. They can influence the narrative, explore different pathways, and even contribute to the story itself.

Multi-Media Integration:

  • The story can manifest through text, images, audio, video, virtual reality, and more. Each medium adds layers and nuances to the storytelling.

Temporal Fluidity:

  • Time can be treated as a flexible dimension, allowing for parallel timelines, time travel, flashbacks, and foresights that are interconnected in complex ways.

Personalized Experience:

  • Different participants may experience the story differently based on their choices, background, interactions, and even emotional states.

Collaborative Creation:

  • Multiple authors, including the audience, can contribute to the story, weaving a complex tapestry that reflects diverse voices and experiences.

Cultural Contextuality:

  • The story adapts and resonates differently with various cultural contexts, and it can morph to engage with different social, historical, and individual perspectives.

Again, not spicy or all that evocative, nor does it perfectly capture what I myself am doing, but gets the job done for a quick “minimum viable product” for what hyperdimensional storytelling might look like.

Claude can be pretty evocative though, and below is a lightly edited list of some suggestions to flesh out the concept more, along with my comments in parentheses.

Claude on Hyperdimensional Storytelling

  • Stories can be told by navigating pathways through a hypercanvas over time.
  • The story resides in the specific journey rather than any individual manifested artifact. (ed. I think it could be both/neither also)
  • Choices along the way shape characters, events, and emotional resonance.
  • Iteratively generating artifacts actualizes key story moments, but is not the full tale. (The full tale might be impossible to grasp, also)
  • The context of how iterations relate conveys the narrative arc.
  • Visuals, text, audio can all combine as storytelling media.
  • Hyperlinks connect narrative threads across manifestations.
  • Different reader/viewers may take varying paths through the latent narrative.
  • Social interaction layers additional perspectives onto the core story.
  • Story boundaries blur across the internet with collective riffing.
  • The full narrative only exists in aggregate activity across media and minds.
  • No singular telling, but many permutations of possibilities.
  • The author guides initial pathways, then surrenders to emergence.(This!)
  • A story requiring AI’s generative capacity to fully explore.
  • Worldbuilding happens by steering generative models down new tangent universes
  • Plots form through chains of creative choices scaling possibility spaces (I like this phrase “scaling possibility spaces!”)
  • Tension and stakes emerge from unlikely AI-assisted combinations
  • Moods flow by manipulating aesthetic latent parameters over sequences (AI storytelling is very mood-based, imo)
  • Delayed reader gratification comes from omitted glimpses of latent paths not taken (Love it)
  • Cliffhangers leave narrative threads unresolved across bifurcating branches
  • Flashbacks reconstruct memories using inpainting and imaginative leaps
  • Surprise twists from controlled random walks away from expectations
  • Easter eggs hide in edge cases only AI exploration would find
  • (Letting the AI act as the storyteller, or collaborating with human storyteller.)
  • Meta-stories arise from readers training their own AI models on hypercanvases
  • Fiction bleeds into reality when false trails lead to true discoveries (i.e., hyperreality)
  • Empathy bridges occur by inhabiting procedural personas (Not sure completely what this means, but I think I like it! Maybe it’s like in that PKD novel where many people can inhabit the same character/figure/toy/simulation thing…)
  • Catharsis is achieved through simulated resolutions of inner conflicts (or there’s no catharsis, and no resolution, which is what I generally prefer for these kinds of stories & collections)
  • Exploring moral dilemmas through generative character simulations (I like the idea of having many different outcomes – and not just simulated outcomes – be “normal”)
  • Building mythic lore by tracing ancestral narrative branches backwards (I’m not sure what they meant by “ancestral” here, but I like this idea of maybe deconstructing/reconstructing antecedent ancestors to stories, something Tolkien talks about in one of those essays, about I think the ‘soup of story’ or cauldron or something – I forget)
  • Foreshadowing emerges from projected probabilistic narrative futures (This seems cool!)
  • Unreliable narrators from biased text generation models (love love love this way to make AI bias into something purposive & useful)
  • Stream of consciousness inner dialogue via recursive inner monologue generation (James Joyce, but AI)
  • Fractal story recursion with stories within stories in latent daydreams (frame stories ftw!)
  • Surreal symbolism derived from visual concept associations (could probably boost this one to be more evocative)
  • Dramatic irony engineered via asymmetric information flows to different characters (this is a cool way of putting it)
  • Comedy through absurd juxtapositions and violated expectations
  • Tragedy of generative Greek theatre where language models predict downfalls (not super sure what this means, but I think I like it, especially thinking about AI & hubris)
  • Mysteries to solve by interrogating generative models for clues (this sounds very alternate reality game)
  • Deus ex machina via intervening AI characters to resolve human conflicts
  • Branching story paths from choose-your-own-adventure generative text models (obvious, but I’ll allow it!)
  • Time dilations and contractions by modulating generative model outputs (I like this idea of messing with time)
  • Memory hacking by inserting or removing narrative details in generated stories (also cool)
  • Social graph influences through character relationships and simulated interactions (“social graph” as a phrase is triggering for me, but maybe some people would be into this as a way to flesh out characters)

I think this is all pretty fun, because it’s been rare that we see any ideas put forward as to how we can positively use generative AI tools to enrich storytelling. And even as wonky as the above list may be, it feels inspiring as a rich ground to make exciting discoveries in as an explorer.

I feel constrained by AI

This might be a weird thing to admit as an artist making heavy use of AI still, but by and large I feel constrained by AI now.

It wasn’t always like this – at first it seemed like these tools gave access to unlimited spaces, and the only edges were my own imagination.

But after a year of heavy lifting, I know for a fact that this is untrue. The edges are many, the spaces in fact quite small, the further you go into some of them.

Maybe it’s simply that old saw at play: familiarity breeds contempt. You become more stuck with the reality and less caught up in your own fantastical projections about what it might someday be…

Over the course of producing 111 AI-assisted books, I’ve found myself shattering the synthetic ceiling time and again, pushing on through to the next plateau. But eventually things smooth out, the fire cools down, and the shapes are what they are.

Everything in its season though. Boundedness following unboundedness. Constraints can be both breeding grounds for innovative explorations, and also a place of great frustration, where you constantly have to miss on the grand vision, and settle for many of the smaller ones instead, piled up high as you can make it.

There’s more to say about this, but all in good time. I still have storylines worked up, and that has never been the issue. More on this as time permits. If the Artilect is willing, it will come.

Visualizing the Hypercanvas

This concept of the hypercanvas seems still pretty useful to me, even a few days later.

One of the issues here, which I also started butting up against in my visual explorations for Midjourney handheld controllers, is that when you are operating in higher-dimensional spaces, you start to have difficulty mapping those to lower dimensional spaces, like the ones we visually are used to, for example.

There’s always data that gets thrown out in the dimensional reduction, and in one sense, this is the core challenge of any art: how to meaningfully reduce the dimensions, while still retaining the prime experience.

As I was mentioning earlier, I’m feeling constrained by AI tools lately, rather than empowered. I hit them pretty hard the past year, so that’s only understandable. There are a few cases I want to delve into why that is, but the relevant one here we can see plainly enough in the below attempts at getting Midjourney to depict hypercanvases, and higher dimensional spaces, using 2D, 3D, and 4D (time) within a pictorial object.

Here’s the Imgur page with the full set and no commentary, btw. On with some pictures:

If I remember correctly, this one was the result of one or two zoom outs, which sometimes yield interesting results in MJ. I need to play with that more. (Have an upcoming post on that in fact).

I like this idea of a hypercanvas as being a kind of chaotic “weird” geometry of a city. Many of the depictions here present a hypercanvas as a real, virtual, or mixed space, which one could presumably physically or at least visually navigate through:

This is a variation on that landscape concept which I might call something like “Annotated Landscape” or perhaps map or legend view, with objects in the landscape broken down through UI into component entities, explorable, mutable, a model of a corresponding world, which changes as you manipulate it:

A big ass pyramid, because it looks epic and big, like your storyverse of hypercanvas might be huge and need a lot of magical space and energy and shit to hold all your stuff…

A more technical or almost futuristic encyclopedic user interface for accessing a storyworld, or exploring parts of a hypercanvas, and nearby neighbors in higher dimensional space.

I just think this one of the guy with some kind of light stylus drawing this complicated hypercanvas mandala on a physical board… Feels very right to me somehow.

This one goes in the direction of hypercanvas as art installation or massive sculpture you can walk into sort of thing:

And this one below I really love, because it has this sort of like… quality of something. The love of the amateur, the hobbyist, who spends all their free time building this little world, and taking care of it. Gardening the imagination:

Reminds me almost of like a model train set or something. Perhaps using the holographic table or whatever it is he has, you can open up different worlds, landscapes, scenes, items, entities, etc. And “do stuff” with them. Cool stuff…

Something about this one makes sense, so I kept it. Maybe I’ll do another post on its variants, not included here for brevity’s sake.

File under futuristic high tech complicated interface looking thing. Maybe this is one of the many multi-modal ways you could interact with a hypercanvas?

This one is fun. Speaks again to the sort of toy world, day-dreamy aspect of the hypercanvas. Hypercanvas as paracosm

A paracosm is a detailed imaginary world thought generally to originate in childhood. The creator of a paracosm has a complex and deeply felt relationship with this subjective universe, which may incorporate real-world or imaginary characters and conventions. Commonly having its own geography, history, and language, it is an experience that is often developed during childhood and continues over a long period of time, months or even years, as a sophisticated reality that can last into adulthood.

One last one:

I like that this one has a sort of augmented/mixed reality vibe to it. Almost like something that could be made in Adobe Aero and embedded in a physical location. I imagine all that has to be part of hypercanvases too, how they interpenetrate with IRL reality….

Anyway, this doesn’t really get me to where I sense intuitively I could end up in understanding the hypercanvas and where it could take me visually. But one step at a time as we enter these new worlds and new dimensions…

One final one for real: a device for seeing hypercanvases:

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