On the felicities of graph-based game-board design: eleven
[ by Charles Cameron — graphical thinking really has pretty much permeated the tech end of our culture at this point ]
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Two more examples of graphics — in the double sense of the word, or graphics squared if you like, where graphs, in the node and edge mathematical & network sense are used within graphics, in the visual or illustrative sense:
The first comes from a page on Carnegie Europe’s Strategic Europe blogpost titled Cyberspace and the World Order:
The second is from the Eventbrite invite to The Future of Cybersecurity: A Conversation with Admiral Mike Rogers at Georgia State University on Moday 24th at 10am, courtesy of John Horgan.
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From a graphic (visual) perspective, the symbolic content is in each case interesting, and I’d be glad to read any comments on why, for instance, there’s a honeycomb hex grid in the upper image, and why the information flow is so much more curvaceous after the lock than before it (assuming a left-to-right reading in temporal sequence) — and in the lower image, why some of the nodes and edges are slowly getting stained red (and here I’m guessing an epidemiological image for the spread of a virus).
From a graphic (graph as potential HipBone game board) perspective, the upper graph doesn’t offer a game board as I envisage them, but the lower one certainly does, albeit this would be a complex game, with the sizes of nodes and lengths of edges to be taken somehow into account.
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Earlier in this series:
On the felicities of graph-based game-board design: preliminaries On the felicities of graph-based game-board design: two dazzlers On the felicities of graph-based game-board design: three On the felicities of graph-based game-board design: four On the felicities of graph-based game-board design: five On the felicities of graph-based game-board design: six On the felicities of graph-based game-board design: seven On the felicities of graph-based game-board design: eight On the felicities of graph-based game-board design: nine On the felicities of graph-based game-board design: ten