she is in a canoe in a trough and she has a virtual reality helmet on her head. She rows steadily but the constant-flow current pushing against her and her craft keep her stationary
while the vr changes what she sees, which are ghosts against a backdrop of dizzying riverbank
mountainscapes. the ghosts are the real-life characters in playlets plucked from her memories, moments good and bad from her relationships, that through biofeedback were chosen
as appropriate “life lessons.” they serve to distract her from the ache of her exertions
and, it is hoped, help her to process what happened between her and her lovers
so that she might move on. the lining under her eyes inside the helmet is of a material
that wicks away her tears and sweat.
two good cries and 90 minutes of strong pulling, and the bell chimes and the images fade
and the current ebbs to stillness. she wonders
when the apparatus will deem it non-traumatic and therapeutic
to show scenes of her with carlita
and jules and marcus.