{"title":"技术诊断,魔法,记忆和信息天使","authors":"E. Davis","doi":"10.1215/9780822396765-003","DOIUrl":null,"url":null,"abstract":"ions, tend towards baroque complexity, contain magical or hyperdimensional operations and frequently represent their abstractions spatially. Like allegory, interfaces blend mimetic symbols (in the Mac's case, trashcans and folders) with unreal magical symbols (a phoenix in a didactic alchemical engraving is no mere image, but like icons on a Hypercard, \"opens\" onto a particular operation or unit of information). And some in the avant-garde of computer interface design are developing \"agents,\" programmed anthropomorphic functions which help the user manage information space. As computer interfaces become more robust, the Mac's desktop \"metaphor\" may open like some sigil-encrusted gateway onto a huge realm of allegory. It's therefore no surprise that when we look at one of the computer's earliest virtual spaces, we discover the allegorical mode in all its magical splendor. Adventure was a text-based fantasy game created by programmers on the mainframes of Stanford's AI Lab in the '70s. By typing simple commands, players could probe Adventure's underworld cartography, gather treasure and spells, solve puzzles, kill trolls. Adventure was similar to Dungeons and Dragons, an impressively virtual game which consists of not hing more than dice-rolls, simple math, printed manuals and the imaginations of the players interacting with a virtual cartography described by the \"dungeon master.\" In Adventure, the computer was the dungeon master, greeting the player with this description: \"You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully.\" This image is schematic but strangely potent, and it may remind us of another traveller, at the end of another road, about to begin another grand adventure: When I had journeyed half our life's way, I found myself within a shadowed forest, for I had lost the path that does not stray. [14] So does Dante begin his descent into the underworld of the Inferno. Dante and a computer game resonate because both inhabit the peculiar environment of coded space. As Fletcher noted, allegory is \"a fundamental process of encoding our speech.\" [15] Allegory's coded levels of meaning are not distinct from its surface, but the two levels interpenetrate each other. Neither reading is fully realized, but are held in an ambiguous tension which Fletcher believes creates the frequently enigmatic, surreal and magical quality of the mode. Dante's images thus compel us to tear through the surface imagery and unpack distinct meanings: historical personages, medieval theology, Italian politics. But the poetry, the phantasm, always comes back. Appropriately, when the Dartmouth Dante Project created a searchable on-line Dante database that linked six centuries of commentary with Dante's text, they embedded the tension between text and interpretation in cyberspace. Though the project was later discontinued, Dante became for a while a multi-dimensional cluster of poetry, information and commentary, a coded space that, like the Comedy itself, was searched. [16] Adventure's magical spaces also cloaked an underlying code, not just the puzzle that had to be deciphered to pass to the next room, but the computer itself. For computers are nothing if not hierarchies of code, higher-level programming languages descending into the decidedly unnatural machine language of ones and zeros. As Steven Levy writes in Hackers, \"In a sense Adventure was a metaphor for computer programming itself--the deep recesses you explored in the Adventure world were akin to the basic, most obscure levels of the machine that you'd be travelling in when you hacked in assembly code.\" [17] This magical metaphor, or allegory, seemed to fit the computer like a glove, and continues to influence cyberspace. Adventure laid the way for countless fantasy games, so that today even an elementary school computer spelling game like Wizards is organized around a magical model of powers, spells and levels. Adventure also inspired the \"wizards\" and virtual cartographies of the MUDs, or \"multi-user dimensions,\" that populate the Internet. And it helped conjure up Vernor Vinge's Other Plane, the only SF cyberspace cartography that rivals Gibson's. In the novella \"True Names,\" Vinge describes the Other Plane as a virtual representation of \"data space\" accessed by game interfaces called Portals. The reigning metaphor is a magical world of \"sprites, reincarnation, spells and castles,\" as well as Spen serian woods where errant knights easily lose their way. The hacker denizens of the Covens perform various pranks for fun and profit, and take on colorful handles like Mr. Slippery and Wiley J. Bastard; like D&D players, they construct the imagery of their characters, most choosing to represent themselves as magicians and witches. As Mr. Slippery's description of the path to the Coven makes clear, the Other Plane is a space of techno-allegory, where imagery is directly linked to abstract functions. \"The correct path had the aspect of a narrow row of stones cutting through a gray-greenish swamp... The subconscious knew what the stones represented, handling the chaining of routines from one information net to another, but it was the conscious mind of the skilled traveller that must make the decisions that could lead to the gates of the Coven.\" [18] At these gates, Mr. Slippery encounters the allegorical machine Alan, a sub-routine represented as a chthonic elemental creature who tests Mr. Slippery's authenticity by trading spells and counter-spells. Unlike the hard lines of Gibson's cyberspace, which are as objectively apparent as a video game image, the Other Plane requires that the imagination of the traveller cooperate with a minimum amount of signals. \"You might think that to convey the full sense imagery of the swamp, some immense bandwidth would be necessary. In fact...a typical Portal link was around fifty thousand baud, far narrower than even a flat video channel. Mr. Slippery could feel the damp seeping through his leather boots, could feel the sweat starting on his skin even in the cold air, but this was the response of Mr Slippery's imagination and subconscious to the cues that were actually being presented through the Portal's electrodes.\" This process of eliciting phantasms with a minimum of signals dovetails with VR designer and theorist Brenda Laurel's insistence on the positive role of ambiguity in computer interfaces. Arguing against a high-bandwidth overload, Laurel--who began her career as a fantasy game designer--recognized that one of the imagination's greatest powers is its psychedelic ability to generate perceptions with a minimum of sensory cues. Using our ability to see faces in rocks and clouds as one example, Laurel argued that there is a threshold of sensory ambiguity that boots up fantasy, a threshold that virtual interfaces should emulate. [19] As Mr. Slippery notes, \"magic jargon was perhaps the closest fit\" to this process, for Vinge recognized that magic's manipulative power operates in the ambiguous gap between sensation and internal imagery. In Eros and Magic in the Renaissance, Ioan Couliano paraphrases Giordano Bruno, stating that \"Magic action occurs through indirect contact....through sounds and images which exert their power over the senses of sight and hearing...Passing through the openings of the sense, they impress on the imagination certain mental states...\" [20] The magician would not only impress fantasies on other people, but on himself through his virtual mnemonics. Some coven members in \"True Names\" argue that their magic jargon is simply a more natural and convenient way for manipulating data space that the \"atomistic twentieth-century notions of data structures, programs, files, and communications protocols.\" As we now see, this \"naturalness\" stems from the structure of magic, its artificial mnemonics, phantasmic manipulations and allegorical conceptions. As Fletcher points out, modern science depends on a disjunction between the synthetic fantasies of the imagination and the rigor of analytic systemization, whereas allegory fuses these two modes. The allegorical pressure on coding also dovetails with one of Vinge's central concerns: cryptography. On the Other Plane, power is not knowledge--power is code. When Mr. Slippery follows the Red Witch Erythrina as she opens up a castle's secret passage s through cryptic gestures and spells, he enters a space of encryption. And when Mr. Slippery first accesses the Other Plane, he makes sure his encryption routines are clouding his trail. \"Like most folks, honest citizens or warlocks, he had no trust for the government standard encryption routines, but preferred the schemes that had leaked out of academia--over NSA's petulant objections--during the last fifteen years.\" [21] Vinge's cryptographic hunch (he was writing in 1980) is born out in current cyberculture. While hackers have long explored restricted-access dungeons, and phone phreaks hoard phone spells, cypherpunks have begun creating anonymous remailing systems which will insure that all traffic is untraceable and all participants remain anonymous. For as Vinge realized, the ultimate secret code is one's True Name, one's real human identity. Though Vinge may not have realized it, magic spells are not mere metaphors for encryption schemes. Hermeticism is rife with secret codes and unnatural languages, most stemming from the complex numerological methods that medieval Kabbalists used to decipher the esoteric messages they believed were buried in the Torah. Two of these methods for mystical exegesis should be mentioned: Gematria and Temurah. Temurah consisted of simple letter transposition according to a number of schemes, while Gematria took advantage of the strict numerological equivalents for each Hebrew letter. By replacing words with their numerical equivalents, one could discover esoteric correspondences (for example, the words fo","PeriodicalId":128028,"journal":{"name":"Flame Wars","volume":"110 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1993-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"Techgnosis, Magic, Memory, and the Angels of Information\",\"authors\":\"E. Davis\",\"doi\":\"10.1215/9780822396765-003\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"ions, tend towards baroque complexity, contain magical or hyperdimensional operations and frequently represent their abstractions spatially. Like allegory, interfaces blend mimetic symbols (in the Mac's case, trashcans and folders) with unreal magical symbols (a phoenix in a didactic alchemical engraving is no mere image, but like icons on a Hypercard, \\\"opens\\\" onto a particular operation or unit of information). And some in the avant-garde of computer interface design are developing \\\"agents,\\\" programmed anthropomorphic functions which help the user manage information space. As computer interfaces become more robust, the Mac's desktop \\\"metaphor\\\" may open like some sigil-encrusted gateway onto a huge realm of allegory. It's therefore no surprise that when we look at one of the computer's earliest virtual spaces, we discover the allegorical mode in all its magical splendor. Adventure was a text-based fantasy game created by programmers on the mainframes of Stanford's AI Lab in the '70s. By typing simple commands, players could probe Adventure's underworld cartography, gather treasure and spells, solve puzzles, kill trolls. Adventure was similar to Dungeons and Dragons, an impressively virtual game which consists of not hing more than dice-rolls, simple math, printed manuals and the imaginations of the players interacting with a virtual cartography described by the \\\"dungeon master.\\\" In Adventure, the computer was the dungeon master, greeting the player with this description: \\\"You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully.\\\" This image is schematic but strangely potent, and it may remind us of another traveller, at the end of another road, about to begin another grand adventure: When I had journeyed half our life's way, I found myself within a shadowed forest, for I had lost the path that does not stray. [14] So does Dante begin his descent into the underworld of the Inferno. Dante and a computer game resonate because both inhabit the peculiar environment of coded space. As Fletcher noted, allegory is \\\"a fundamental process of encoding our speech.\\\" [15] Allegory's coded levels of meaning are not distinct from its surface, but the two levels interpenetrate each other. Neither reading is fully realized, but are held in an ambiguous tension which Fletcher believes creates the frequently enigmatic, surreal and magical quality of the mode. Dante's images thus compel us to tear through the surface imagery and unpack distinct meanings: historical personages, medieval theology, Italian politics. But the poetry, the phantasm, always comes back. Appropriately, when the Dartmouth Dante Project created a searchable on-line Dante database that linked six centuries of commentary with Dante's text, they embedded the tension between text and interpretation in cyberspace. Though the project was later discontinued, Dante became for a while a multi-dimensional cluster of poetry, information and commentary, a coded space that, like the Comedy itself, was searched. [16] Adventure's magical spaces also cloaked an underlying code, not just the puzzle that had to be deciphered to pass to the next room, but the computer itself. For computers are nothing if not hierarchies of code, higher-level programming languages descending into the decidedly unnatural machine language of ones and zeros. As Steven Levy writes in Hackers, \\\"In a sense Adventure was a metaphor for computer programming itself--the deep recesses you explored in the Adventure world were akin to the basic, most obscure levels of the machine that you'd be travelling in when you hacked in assembly code.\\\" [17] This magical metaphor, or allegory, seemed to fit the computer like a glove, and continues to influence cyberspace. Adventure laid the way for countless fantasy games, so that today even an elementary school computer spelling game like Wizards is organized around a magical model of powers, spells and levels. Adventure also inspired the \\\"wizards\\\" and virtual cartographies of the MUDs, or \\\"multi-user dimensions,\\\" that populate the Internet. And it helped conjure up Vernor Vinge's Other Plane, the only SF cyberspace cartography that rivals Gibson's. In the novella \\\"True Names,\\\" Vinge describes the Other Plane as a virtual representation of \\\"data space\\\" accessed by game interfaces called Portals. The reigning metaphor is a magical world of \\\"sprites, reincarnation, spells and castles,\\\" as well as Spen serian woods where errant knights easily lose their way. The hacker denizens of the Covens perform various pranks for fun and profit, and take on colorful handles like Mr. Slippery and Wiley J. Bastard; like D&D players, they construct the imagery of their characters, most choosing to represent themselves as magicians and witches. As Mr. Slippery's description of the path to the Coven makes clear, the Other Plane is a space of techno-allegory, where imagery is directly linked to abstract functions. \\\"The correct path had the aspect of a narrow row of stones cutting through a gray-greenish swamp... The subconscious knew what the stones represented, handling the chaining of routines from one information net to another, but it was the conscious mind of the skilled traveller that must make the decisions that could lead to the gates of the Coven.\\\" [18] At these gates, Mr. Slippery encounters the allegorical machine Alan, a sub-routine represented as a chthonic elemental creature who tests Mr. Slippery's authenticity by trading spells and counter-spells. Unlike the hard lines of Gibson's cyberspace, which are as objectively apparent as a video game image, the Other Plane requires that the imagination of the traveller cooperate with a minimum amount of signals. \\\"You might think that to convey the full sense imagery of the swamp, some immense bandwidth would be necessary. In fact...a typical Portal link was around fifty thousand baud, far narrower than even a flat video channel. Mr. Slippery could feel the damp seeping through his leather boots, could feel the sweat starting on his skin even in the cold air, but this was the response of Mr Slippery's imagination and subconscious to the cues that were actually being presented through the Portal's electrodes.\\\" This process of eliciting phantasms with a minimum of signals dovetails with VR designer and theorist Brenda Laurel's insistence on the positive role of ambiguity in computer interfaces. Arguing against a high-bandwidth overload, Laurel--who began her career as a fantasy game designer--recognized that one of the imagination's greatest powers is its psychedelic ability to generate perceptions with a minimum of sensory cues. Using our ability to see faces in rocks and clouds as one example, Laurel argued that there is a threshold of sensory ambiguity that boots up fantasy, a threshold that virtual interfaces should emulate. [19] As Mr. Slippery notes, \\\"magic jargon was perhaps the closest fit\\\" to this process, for Vinge recognized that magic's manipulative power operates in the ambiguous gap between sensation and internal imagery. In Eros and Magic in the Renaissance, Ioan Couliano paraphrases Giordano Bruno, stating that \\\"Magic action occurs through indirect contact....through sounds and images which exert their power over the senses of sight and hearing...Passing through the openings of the sense, they impress on the imagination certain mental states...\\\" [20] The magician would not only impress fantasies on other people, but on himself through his virtual mnemonics. Some coven members in \\\"True Names\\\" argue that their magic jargon is simply a more natural and convenient way for manipulating data space that the \\\"atomistic twentieth-century notions of data structures, programs, files, and communications protocols.\\\" As we now see, this \\\"naturalness\\\" stems from the structure of magic, its artificial mnemonics, phantasmic manipulations and allegorical conceptions. As Fletcher points out, modern science depends on a disjunction between the synthetic fantasies of the imagination and the rigor of analytic systemization, whereas allegory fuses these two modes. The allegorical pressure on coding also dovetails with one of Vinge's central concerns: cryptography. On the Other Plane, power is not knowledge--power is code. When Mr. Slippery follows the Red Witch Erythrina as she opens up a castle's secret passage s through cryptic gestures and spells, he enters a space of encryption. And when Mr. Slippery first accesses the Other Plane, he makes sure his encryption routines are clouding his trail. \\\"Like most folks, honest citizens or warlocks, he had no trust for the government standard encryption routines, but preferred the schemes that had leaked out of academia--over NSA's petulant objections--during the last fifteen years.\\\" [21] Vinge's cryptographic hunch (he was writing in 1980) is born out in current cyberculture. While hackers have long explored restricted-access dungeons, and phone phreaks hoard phone spells, cypherpunks have begun creating anonymous remailing systems which will insure that all traffic is untraceable and all participants remain anonymous. For as Vinge realized, the ultimate secret code is one's True Name, one's real human identity. Though Vinge may not have realized it, magic spells are not mere metaphors for encryption schemes. Hermeticism is rife with secret codes and unnatural languages, most stemming from the complex numerological methods that medieval Kabbalists used to decipher the esoteric messages they believed were buried in the Torah. Two of these methods for mystical exegesis should be mentioned: Gematria and Temurah. Temurah consisted of simple letter transposition according to a number of schemes, while Gematria took advantage of the strict numerological equivalents for each Hebrew letter. 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引用次数: 7
摘要
离子,倾向于巴洛克式的复杂性,包含神奇的或超维度的操作,并经常在空间上表现它们的抽象。就像寓言一样,界面将模拟符号(在Mac的例子中,垃圾桶和文件夹)与不真实的魔法符号(在说教的炼金术雕刻上的凤凰不仅仅是图像,而是像超级卡片上的图标一样,“打开”一个特定的操作或信息单元)混合在一起。一些计算机界面设计的先锋派人士正在开发“代理”,这是一种程序化的拟人化功能,可以帮助用户管理信息空间。随着计算机界面变得越来越强大,Mac的桌面“隐喻”可能会像一些镶有符号的门户一样打开,进入一个巨大的寓言王国。因此,当我们看到计算机最早的虚拟空间之一时,我们在其所有神奇的辉煌中发现了寓言模式,这并不奇怪。《Adventure》是一款基于文本的奇幻游戏,是由程序员在70年代斯坦福AI实验室的主机上创造的。通过输入简单的命令,玩家可以探索冒险的地下世界地图,收集宝藏和咒语,解决谜题,杀死巨魔。《冒险》类似于《龙与地下城》,这是一款令人印象深刻的虚拟游戏,除了掷骰子、简单的数学、印刷手册以及玩家与“地下城主人”所描述的虚拟地图互动的想象力之外,没有其他内容。在《Adventure》中,电脑是地下城主,它会向玩家发出这样的问候:“你站在路的尽头,前方是一座小砖房。你的周围是一片森林。一条小溪从大楼流出,顺着一条沟壑流下。”这幅画面虽然简单,但却异常有力,它可能会让我们想起另一个旅行者,在另一条路的尽头,即将开始另一场伟大的冒险:当我走了半辈子的路时,我发现自己在一片阴影笼罩的森林里,因为我失去了不会迷路的路。于是但丁开始了他堕入地狱的旅程。但丁和电脑游戏之所以产生共鸣,是因为它们都生活在编码空间的特殊环境中。正如弗莱彻所指出的,寓言是“对我们的语言进行编码的一个基本过程”。寓言的编码层次与其表面意义并无区别,但这两个层次是相互渗透的。这两种解读都没有完全实现,但都处于一种模棱两可的张力中,弗莱彻认为这种张力创造了这种模式的神秘、超现实和神奇的品质。因此,但丁的形象迫使我们撕开表面的意象,揭示不同的含义:历史人物,中世纪神学,意大利政治。但是诗歌,幻想,总是会回来。当达特茅斯但丁项目创建了一个可搜索的在线但丁数据库,将六个世纪的评论与但丁的文本联系起来时,他们在网络空间中嵌入了文本与解释之间的紧张关系。虽然这个项目后来停止了,但但丁在一段时间内成为诗歌、信息和评论的多维集群,一个编码空间,就像《喜剧》本身一样,被搜索。《[16]Adventure》的神奇空间也隐藏着一种潜在的代码,不仅是必须破译才能进入下一个房间的谜题,还有计算机本身。因为如果不是代码的层次结构,计算机就什么都不是,高级编程语言会下降到由1和0组成的绝对不自然的机器语言。正如Steven Levy在《黑客》中所写的那样,“从某种意义上说,《Adventure》是计算机编程本身的隐喻——你在《Adventure》世界中探索的深度与你在汇编代码中使用的最基本、最晦涩的机器关卡类似。”这个神奇的比喻,或寓言,似乎像手套一样适合电脑,并继续影响着网络空间。冒险为无数奇幻游戏奠定了基础,所以今天即使是像Wizards这样的小学电脑拼写游戏也是围绕着魔法的力量、咒语和关卡模式组织起来的。冒险也启发了“巫师”和虚拟地图的mud,或“多用户维度”,流行于互联网。它还催生了弗诺·文奇(Vernor Vinge)的《另一个平面》(Other Plane),这是唯一一部可以与吉布森的作品相媲美的科幻网络地图。在中篇小说《真名》(True Names)中,Vinge将“Other Plane”描述为一种虚拟的“数据空间”,通过名为“portal”的游戏界面来访问。主要的隐喻是一个“精灵、轮回、咒语和城堡”的魔法世界,以及斯彭塞林,在那里,骑士很容易迷路。女巫会的黑客们为了好玩和赚钱而搞各种各样的恶作剧,还会使用各种各样的化名,比如滑头先生(Mr. Slippery)和威利·j·巴斯德(Wiley J. Bastard);与《龙与地下城》玩家一样,他们也会构建自己角色的形象,大多数人选择将自己描绘成魔术师或女巫。先生。 Temurah由简单的字母调换组成,根据一些方案,而Gematria利用严格的数字学对等的每个希伯来字母。通过将单词替换为它们的数字等价物,人们可以发现深奥的对应关系(例如,单词to
Techgnosis, Magic, Memory, and the Angels of Information
ions, tend towards baroque complexity, contain magical or hyperdimensional operations and frequently represent their abstractions spatially. Like allegory, interfaces blend mimetic symbols (in the Mac's case, trashcans and folders) with unreal magical symbols (a phoenix in a didactic alchemical engraving is no mere image, but like icons on a Hypercard, "opens" onto a particular operation or unit of information). And some in the avant-garde of computer interface design are developing "agents," programmed anthropomorphic functions which help the user manage information space. As computer interfaces become more robust, the Mac's desktop "metaphor" may open like some sigil-encrusted gateway onto a huge realm of allegory. It's therefore no surprise that when we look at one of the computer's earliest virtual spaces, we discover the allegorical mode in all its magical splendor. Adventure was a text-based fantasy game created by programmers on the mainframes of Stanford's AI Lab in the '70s. By typing simple commands, players could probe Adventure's underworld cartography, gather treasure and spells, solve puzzles, kill trolls. Adventure was similar to Dungeons and Dragons, an impressively virtual game which consists of not hing more than dice-rolls, simple math, printed manuals and the imaginations of the players interacting with a virtual cartography described by the "dungeon master." In Adventure, the computer was the dungeon master, greeting the player with this description: "You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully." This image is schematic but strangely potent, and it may remind us of another traveller, at the end of another road, about to begin another grand adventure: When I had journeyed half our life's way, I found myself within a shadowed forest, for I had lost the path that does not stray. [14] So does Dante begin his descent into the underworld of the Inferno. Dante and a computer game resonate because both inhabit the peculiar environment of coded space. As Fletcher noted, allegory is "a fundamental process of encoding our speech." [15] Allegory's coded levels of meaning are not distinct from its surface, but the two levels interpenetrate each other. Neither reading is fully realized, but are held in an ambiguous tension which Fletcher believes creates the frequently enigmatic, surreal and magical quality of the mode. Dante's images thus compel us to tear through the surface imagery and unpack distinct meanings: historical personages, medieval theology, Italian politics. But the poetry, the phantasm, always comes back. Appropriately, when the Dartmouth Dante Project created a searchable on-line Dante database that linked six centuries of commentary with Dante's text, they embedded the tension between text and interpretation in cyberspace. Though the project was later discontinued, Dante became for a while a multi-dimensional cluster of poetry, information and commentary, a coded space that, like the Comedy itself, was searched. [16] Adventure's magical spaces also cloaked an underlying code, not just the puzzle that had to be deciphered to pass to the next room, but the computer itself. For computers are nothing if not hierarchies of code, higher-level programming languages descending into the decidedly unnatural machine language of ones and zeros. As Steven Levy writes in Hackers, "In a sense Adventure was a metaphor for computer programming itself--the deep recesses you explored in the Adventure world were akin to the basic, most obscure levels of the machine that you'd be travelling in when you hacked in assembly code." [17] This magical metaphor, or allegory, seemed to fit the computer like a glove, and continues to influence cyberspace. Adventure laid the way for countless fantasy games, so that today even an elementary school computer spelling game like Wizards is organized around a magical model of powers, spells and levels. Adventure also inspired the "wizards" and virtual cartographies of the MUDs, or "multi-user dimensions," that populate the Internet. And it helped conjure up Vernor Vinge's Other Plane, the only SF cyberspace cartography that rivals Gibson's. In the novella "True Names," Vinge describes the Other Plane as a virtual representation of "data space" accessed by game interfaces called Portals. The reigning metaphor is a magical world of "sprites, reincarnation, spells and castles," as well as Spen serian woods where errant knights easily lose their way. The hacker denizens of the Covens perform various pranks for fun and profit, and take on colorful handles like Mr. Slippery and Wiley J. Bastard; like D&D players, they construct the imagery of their characters, most choosing to represent themselves as magicians and witches. As Mr. Slippery's description of the path to the Coven makes clear, the Other Plane is a space of techno-allegory, where imagery is directly linked to abstract functions. "The correct path had the aspect of a narrow row of stones cutting through a gray-greenish swamp... The subconscious knew what the stones represented, handling the chaining of routines from one information net to another, but it was the conscious mind of the skilled traveller that must make the decisions that could lead to the gates of the Coven." [18] At these gates, Mr. Slippery encounters the allegorical machine Alan, a sub-routine represented as a chthonic elemental creature who tests Mr. Slippery's authenticity by trading spells and counter-spells. Unlike the hard lines of Gibson's cyberspace, which are as objectively apparent as a video game image, the Other Plane requires that the imagination of the traveller cooperate with a minimum amount of signals. "You might think that to convey the full sense imagery of the swamp, some immense bandwidth would be necessary. In fact...a typical Portal link was around fifty thousand baud, far narrower than even a flat video channel. Mr. Slippery could feel the damp seeping through his leather boots, could feel the sweat starting on his skin even in the cold air, but this was the response of Mr Slippery's imagination and subconscious to the cues that were actually being presented through the Portal's electrodes." This process of eliciting phantasms with a minimum of signals dovetails with VR designer and theorist Brenda Laurel's insistence on the positive role of ambiguity in computer interfaces. Arguing against a high-bandwidth overload, Laurel--who began her career as a fantasy game designer--recognized that one of the imagination's greatest powers is its psychedelic ability to generate perceptions with a minimum of sensory cues. Using our ability to see faces in rocks and clouds as one example, Laurel argued that there is a threshold of sensory ambiguity that boots up fantasy, a threshold that virtual interfaces should emulate. [19] As Mr. Slippery notes, "magic jargon was perhaps the closest fit" to this process, for Vinge recognized that magic's manipulative power operates in the ambiguous gap between sensation and internal imagery. In Eros and Magic in the Renaissance, Ioan Couliano paraphrases Giordano Bruno, stating that "Magic action occurs through indirect contact....through sounds and images which exert their power over the senses of sight and hearing...Passing through the openings of the sense, they impress on the imagination certain mental states..." [20] The magician would not only impress fantasies on other people, but on himself through his virtual mnemonics. Some coven members in "True Names" argue that their magic jargon is simply a more natural and convenient way for manipulating data space that the "atomistic twentieth-century notions of data structures, programs, files, and communications protocols." As we now see, this "naturalness" stems from the structure of magic, its artificial mnemonics, phantasmic manipulations and allegorical conceptions. As Fletcher points out, modern science depends on a disjunction between the synthetic fantasies of the imagination and the rigor of analytic systemization, whereas allegory fuses these two modes. The allegorical pressure on coding also dovetails with one of Vinge's central concerns: cryptography. On the Other Plane, power is not knowledge--power is code. When Mr. Slippery follows the Red Witch Erythrina as she opens up a castle's secret passage s through cryptic gestures and spells, he enters a space of encryption. And when Mr. Slippery first accesses the Other Plane, he makes sure his encryption routines are clouding his trail. "Like most folks, honest citizens or warlocks, he had no trust for the government standard encryption routines, but preferred the schemes that had leaked out of academia--over NSA's petulant objections--during the last fifteen years." [21] Vinge's cryptographic hunch (he was writing in 1980) is born out in current cyberculture. While hackers have long explored restricted-access dungeons, and phone phreaks hoard phone spells, cypherpunks have begun creating anonymous remailing systems which will insure that all traffic is untraceable and all participants remain anonymous. For as Vinge realized, the ultimate secret code is one's True Name, one's real human identity. Though Vinge may not have realized it, magic spells are not mere metaphors for encryption schemes. Hermeticism is rife with secret codes and unnatural languages, most stemming from the complex numerological methods that medieval Kabbalists used to decipher the esoteric messages they believed were buried in the Torah. Two of these methods for mystical exegesis should be mentioned: Gematria and Temurah. Temurah consisted of simple letter transposition according to a number of schemes, while Gematria took advantage of the strict numerological equivalents for each Hebrew letter. By replacing words with their numerical equivalents, one could discover esoteric correspondences (for example, the words fo