The Shape of Things to Come
The most difficult thing to deal with in a straight world is a curve. Curvillinear shapes and forms are difficult to describe in the X/Y Plane, even more so in XN/Z Space. The calculus method of describing curvilinear shapes in terms of ever smaller square sub-units was aptly named "Newtonian Exhaustion."
We propose a new calculus for cyberspace, the calculus of deformation. Given the "Generic" aspects of shape and form, we can define an object of two or three dimensions in terms of: a generic mean, a deviation from that mean, a scale, a generic environment, and a generic process within that environment.
So, we have the Form (object), a Mean and a deviation from that Mean
(Generic Formula), Map and Scale (environment), and a Process (linear instruction). If we wish to clothe this form with color and texture, there would also be a Fractal "instruction."
We now know that the form of biological organisms also has an "archtypic" aspect. (D'Arcy Thomson's On Growth and Form). Given a basic or "primal" form, a fish for instance, we see that by varying the magnitude of that form we describe most of the fish in the world from minnows to giants. What D'Arcy saw was that by changing the value of one or two axis while leaving the other axis unchanged, the resultant "deformations" of the archtypic shape describe the basic shapes of fishdom. We now have a vocabulary of generic forms based on an "Archtype." We do the same thing for the Bird Family, Cat Family, Dog Family, Horse Family, Anthropological Family, etc.
Archtype, Variation, Deviation, the generic Kingdom in all its Glory, packed into a Fractal Ark.
Deformations of the XYZ axis (splines) are easy to model in the ASCII Cube, as are statistical models. Models can be "built" in the ASCII Cube, and manipulated in the ASCII Sphere or the inverse. Both sides of the Global Matrix has its part to play in these transformations.