Compass to Hermenaria project

UPDATE : New Navigation Menu. You can read a description directly here or below at the end of the current page.

Compass to start navigation

This is a good place to start if you want to explore Hermenaria project as I imagined it. However, you are free to navigate in your way, which is a part of the project itself.  

Hermenaria project is a compass to navigation in visual worlds, analogies and information structure.

You may start with the overview article that shows a perspective on the Hermenaria project. You can see it as a presentation of the series Analogy Articles. It is a place to experiment analogies and their dimensions.

A Goldsmith in his Shop (detail), Petrus Christus, 1449

Hermenaria Analogy game is a collection of articles that explores a creation of a gameplay, game elements, symbolic references and a presentation form. You may start looking at the game essence. It shows the way a symbolic game may deal with navigation in visual worlds and information formats.

Brunaria Path is a visual fiction. So if you want to dive into a mystic story, start from the first chapter and keep following the narration.

However, if you want to see Brunaria Path as a game process creation of the visual world – then switch to Analogy Bubble. It highlights a main concept of Hermenaria gameplay – a path. A subjective point of view from which you see the story of Brunaria Path or of any other visual world. A role-playing game character state.

View in Fisheye perspective of a Hall with Columns and Cross Rib Vaulting, Hans Pesser, ca. 1610–20

Want to know the path elements – skip to the Hermenaria Analogy game.

A path is a character’s and reader focus in a visual world. His way, order and interpretation of information. Do you want to see it through a different perspective? Go out of one’s analogy bubble and visit Brunaria Universe which may be an analogy to a worldbuilding or a lore. Here is a second form of the visual world navigation – Universe artefacts – information elements of all kind. As in real life, you can see them from the different points of view and observe how it changes a meaning. In Compass Universe, I explore the way I create Brunaria Path world using analogies references and inspirations.

This is an example of how Hermenaria game may synthesize an interaction and influence of a subjective view on a world and vise-versa. The way that an observer influences an object and an object influences an observer. The way, one character will focus on an information artefact and another character will keep it out of focus. The way the two characters will read an artefact from a different perspective and make different conclusions. However, as dynamic as a perception is, they may certainly reread it multiple times.

 Still, these readings and their dimensions is a part of one’s unity of the reality.

Light and the Shades, Henry George Hine, ca. 1870

UPDATE : Hermenaria website new navigation menu.

Choice of structure and titles.

I imagined Hermenaria website and project as an exploration. I like a way some old websites expose all their content in a front page. I also like when sites have many subcategories and links that sometimes you forget your target theme and follow those that you pass through. In many cases, it is a matter of an old site theme or a lack of redesign rather than a voluntary aesthetics style.

Still, there is something personal, Do it yourself, natural, in a way a creator puts its content, struggles with or does not care about its reordering. The absence of categories may be awful when you search, but only categorization and proprieties classes may led to a lack of synthesis that gives a personal search or response. A synthesis, organically grown from search’s time, condition and dimension. 

This is a reason I wonder about optimization or transformation of my website menu. I’d like to keep an exploration vibe but still think about a clear and meaningful titles. To do this, I thought about analogies in different forms of narrations like literary language from novels to songs and visual language from paintings and symbols to movie and games. I have an idea that I may organize my navigation menu in a more technic, practical way although I think that my actual way points to new personal forms what is often interesting and challenging in creation/innovation process.

Please find below five new menu main categories

The actual menu categories become subcategories:

  • Analogies Studies includes as sub-menu -> Analogies Articles
  • CHARACTER/KeyPath includes as sub-menu -> Analogy Bubble
  • LORE/Information includes as sub-menu -> Universe Artefacts; Compass Universe
  • Symbolic Game/Context Search includes as sub-menu -> Hermenaria Analogy Game
  • Brunaria Visual FICTION includes as sub-menu -> Brunaria Visual fiction
  • The SYNTH Review includes as sub-menus ->
    • Subscribe to the Synth;
    • The Synth Review;
    • The Synth Monthly Cover and Summary;
    • Download The Synth Monthly Issue (Coming soon)

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On the one hand, the titles written in red show a common use of community and industry names like Character, Lore, Game, Articles, and Visual Fiction. They reflect Hermenaria project navigation in visual digital worlds.  On the other hand, the titles written in violet highlight a second navigation form of Hermenaria project: a navigation in information structure. By information structure, I mean forms of semantic search and optimization, keywords concepts development, research in analog meaning interactions like trails, links and dimensions between personal points of view.

I’d like to hold the previous titles: Analogy Bubble, Compass Universe, Universe Artefacts, Analogy Game and Analogies articles but put them under the new listed categories.

You are welcome to contact Hermenaria by email on feedback@hermenaria.com or in a comment area if you wish to express your preferences.