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This
Article is in four parts. The first establishes the
context for understanding and using this material.
Part Two, covers the first 11 Aspects of Memory.
Part Three, the final 11 Aspects. Part Four, outlines
the required capacities, that applying this Method
to
the creation
of dynamic systems, are necessary in order to accomplish
the aim of this System and Method. It also addresses
some aspects, in terms of this Method, that memory
is not. |
|
1
- Memory is distributed |
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
scale of a regonal networks and ValueWebs rL6 supporting |
Human
design, individual and collaborative work processes
distribute the documentation @ per
the 10
Step Model [link] with
sufficient redundancy to ensure a high probability
of recall/recovery and Agent response across
a broad range of probable human, systems, climatic,
social and geopolitical occurrences.
Distribute,
separately, a tracking system % that
is not vulnerable to the same risks as the core
documents.
Distribute
the KnowledgeBase # in
a similar manor.
For
key, critical aspects of the knowledgeBase, distribute
in various media, languages and systems architecture,
with geographic perspective, to avoid, time,
location and culture specific obliteration. See:
S12 of Fig.SS1 -1 - Exit iteration.
Remember
the Library of Alexandria. |
4On the
scale of the human built environment as a global
system rL7 |
Create,
and connect through networks, smart buildings and
transportation units that report their status as
they function informing both the system, impacted
localities and immediate users of their status
and options. Employ this information on all levels
of the system rL1 through rL7 to
augment performance of all connected Agents on
all levels (of system). Store this information
in a variety of connected devices distributed throughout
the system. See: Fig, SS4-1 and Fig SS6-1 |
5On
the scale of rL1 through rL7 |
Design
distributed multi-model networks and to be partially
overlapping, encrypted for different private and
public levels of access so as to promote variety,
diversity and time-delayed I/O events between the
various components. This creates conscousness-like
and unconscousness-like behaviors in the system.
See: SS6-1 |
Memory
distribution
can be observed in any system of minimal complexity
and sustain-ability. A non distributed system in
a dynamic environment will fail. Any single-point-of
failure design [link],
in a complex environment is a weak strategy. |
Simple
rules can be hardwired at the level of the unit of
memory - as part of the memory. Complex rules act
as Agents ToA. |
Distributed
memory is more than defensive. The pattern of
distribution, itself, contains information. Distances
and signal rates matter and contain information.
Field effects are created and responded to - and
contain and transmit information when active. Channels
and Nodes are redundant for many different, unrelated memories.
The totality of this architecture has a style and
signature - it is brand. It can
be recognized. In an animal or human it is
part of what is perceived as personality. The
same will be said of machines when they become smart ToA. |
The
pattern, as an architecture, is an analog
of the systems genetic background and specific experience.
Transactions create another layer of pattern - and fields (levels
of recursion). Connection rules create chunks of
cascading hierarchies. Channels
and Nodes execute, by built-in logic and learned
rules, across analog Thresholds. |
Strong memories ToA have
many connections of different kinds. Weak memories ToA have
few connections and/or a lower variety of connection
types. A major objective of any intentional process
related to learning, creativity and
the creation of a complex, responsive system, is
to make STRONG memory; this is absolutely essential to
the kinds of entities that exhibit enduring
and/or intelligent characteristics. Strong
memory is also required for persistance. |
|
2
- The architecture of memory is a network |
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
scale of work teams rL4 working
is distributed networks for a global organiztion rL47 |
Structure
Teams in PatchWorks ToA configurations
of Patches, Nodes and Channels. Develop communications
protocols
that facilitates transparent communication between
nodes while avoiding grid lock between Patches.
See Fig. SS1-5 |
4On
scale of creating an augmented work environment rL4 for
human zxcv Agents ToA employing
the CyberCon System rL2 |
Support
the work process 2 with
documentation and feedback - in
active mode: ToA (hear/watch
- search - display - document @-
iterate) employing the 10
Step Model [link] [link] in real time ToA and
Distribute by the need-to-know ToA rule
as established by employing ValueWeb-Builder See:
Fig. SS6-3. |
5On
the scale of continent wide transportation corridors rL7 that
create replacement-economy ToA ribbon-regions ToA employ: |
Virtual-Agents ToA that
act as tranaction and transport Agents, Fig.
SS4-1 and Fig SS3-3, for every real-Agent ToA brought
into the system - said virtual and real Agents
reporting status, S-7, to each other at an apporpriate
rate and scale as established by the owner-Agent,
S-8, employing Agent
Builder Fig. SS3 - 3.
The state [link] of
said Agents to be readable by other Agents (real
and virtual) in the system determined by the
mutual-connectivity ToA rule-set ToA,
S-4, of
ValueWeb-Builder. |
There
are many organizing principles employed in memory
systems, however, the major, integrating architecture
of any system beyond minimal complexity ToA,
in an environment 4 beyond
minimal complexity, is a network ToA. |
The
architecture of this network, itself, contains information.
This pattern can be read from another
level of recursion. Activity (transactions) through
the network, levels, rates, patterns, kinds (of transactions),
and so on, contain and transmit information. |
The architecture of
memory is specific to the actual degrees of freedom
of Channels, Nodes and Thresholds and their access
strategies (rules); real estate is important. |
|
3
- The architecture changes with use |
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
scale of documents and artifacts associated with
the design process rL2 |
Employ
the Stages of an Enterprise [link], Solution
Box [link] Models
and appropriate visual/verbal/ graphical pattern
language to describe the status of
an idea or artifact and that reflects its change
as the work moves through iterations of development.
Provide
means
for the placement of Agents in knowledge-base
system to adjust and reconfigure according to
the status
of these documents and artifacts (i.e. SolutionBox
KnowledgeBase System). See 3 SS3-12 |
4On the
scale of collaborative work enviornments for teams rL4 |
Create
flexible environments - user configurable and auto
mode - that respond to evolving needs need in real
time by adjusting tool carts, multimedia space
shape, color, acoustic properties, temperature,
light levels, and so one by protocols based on
the Creative process [link] Model.
See: 2 of SS3-12 and 61,62, 63, 64 and 65 of SS3-11. |
5On
the scale of human economic and planetary ecology rL7 |
Provide
a Master planning process and augmentation system
that reflects past, present and possible future
states of the landscape and built environment on
global, regional, ribbon, political/economic and
local scales. Feed this system with human and virtual
Agents inputs real time so that the system accurately
reflects the status - and possible future status
- of development. |
Memory
is not something in something like an immutable
box, it is the thing and the architecture
of its composition. Nodes ToA,
Channels ToA and
Thresholds ToA change
with experience. The pattern of the whole changes
with experience j. Change
happens on levels of recursions above and below
the system-in-focus and field of emergence (in
activity).
Delay
rates between an activity and its reflection in
the architecture are significant. Delay rates can be
a design feature of the system.
In
complex systems, emotions effect Thresholds
most; thoughts effect logic and rules
most. Emotions are (more) analog. Thoughts are
(more) digital. Fields are generated by activity
and form part of the architecture. |
|
4
- Memory utilizes reuse |
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
the scale of human knowledge workers seeking work/life
integration and individual-to- corporate continuity
with large-scale, long-term projects rL3 |
Establish
the personal practice of journal keeping and
publishing employing both “hand” and digitally
augmented means [link]. Employ
the practice throughout all Phases of the Creative
Process [link].
Keep
the journals “live” for extended periods of time;
update past pages with relevant material from
the present; keep tract of ideas and projects
as they
manifest through all the steps of Design Formation [link];
create every step to produce a published product
to be
used throughout the life cycle of the idea/project
- as both tool and documentation; pay close attention
to dates, indexes, links and “information about
the information.”
Commingle
personal, professional and business content. Create
an “external” memory and periodically use
it like a consumer (Janes [link],
lilly [link])
- to promote self-awareness. |
5On
scale of knowledge base systems that support collaborative
work environments for teams rL4 |
Augment
the 10 Step Process [link] with
multimedia and computer technology modular ToA knowledge
Agents ToA that
can be stored, retrieved, adapted and modified
for reuse. Design these Agents so that the history of their
use is embedded ToA in
them and alters them. |
An
existing pattern will be employed, as a first choice,
if/when/where available. This is efficient and saves
energy and storage media. Reuse reinforces a Channel
and Net, making it a candidate for more reuse starting
an increasing returns, positive feedback loop. The
consequence can be getting into a rut. |
The
resulting Network acts K like
an economy. It is always voting, shifting, changing;
it makes clusters and super-nodes. |
Synergistic,
unpredictable associations are formed
between unrelated events when reuse is
employed. This a principle means of introducing randomness
- an important aspect of a complex system and what,
in human terms, becomes a key element of what is
called creativity. |
|
5
- It is digital and analog |
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
scale of
|
Binary
yes-no and sliding scale (analog) modalities,
in various combinations, are necessary to achieving
memory of any complexity. The architecture of how
these modalities interrelate and interact is significant. |
Chunks [link] of these strategies can act as Agents
of the system or a subsystem within the system. |
|
6
- It is active
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
scale of human work environments designed to
augment human/machine interaqction and creativity/productivity rL5 |
Create
an Agent augmentation ToA process/system
that holds the context of each individual’s
mission/goals, learns by direct feedback
- instructions from user - and indirect
feedback - observation of user choices -
and provides full CyberCon support on multiple
recursion levels - individual, team, group,
organization, society - and, performs the
entire 10 Step Process [link] per
user preferences. As one example
see Xanadu: [link]
[link] |
4On the
scale of human work environments rL5 |
Provide
smart furniture that knows its own docking
and
placement rules for esthetics, utility
and safety, provides feedback to users and
self-adjusts when in auto-mode ToA. |
5On
the scale of social systems and ValueWebs rL6 as
expressed in public projects rL5 in
support of the global network and economy rL7 |
Provide
CyberCon ToA in
active mode to collect and display - in places
of social significance like
Speranova [link] -
in real-time, compressed-time and accelerated-time,
the world’s
data/information
thereby
integrating
and displaying global trends and transactions
among people, products, animal and plant
life, resources and Gaia [link] as
a living system. |
|
Memory
is often seen as passive. This cannot account for
the performance of complex systems. Memory actively seeks,
through multiple channels, patterns of like kind. |
Memory
never sleeps. Robust memory systems actively
avoid boredom and potential bleed off. This is one
factor that triggers reuse. |
|
7
- Proximity, signal strength and repetition are important
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
4on the
scale of |
4On the
scale of a creating an environment of human zxcv Agents
working in Teams rL4-Ss3: |
Do
not isolate the teams (visually, traffic
pattern, acoustically, energy-field-reach,
work process experience, technical language)
so that signal strength and reinforcing
contacts are effectively eliminated.
Design
the environment so that an appropriate
level of interaction is forced and
so that the levels of bleed-through between
Teams can be gated (light,
sound, view, sense-of-presence, and so
on) and modulated in concert (rule-based)
with a Creative
Process Model [link] (and
decision process [link]).
Memory
of the TEAM experience is, thus,
created if supported with the appropriate
technical system, documentation and feedback
process [link]. |
|
Memory
creates itself in physical media by signal strength ToA and
repetition. It prioritizes access by use, context
and proximity. This requires voting among
Agents. |
Non
physical related memory phenomena, such as fields,
rely heavily on signal strength and proximity and
transacts by resonance and field effect. |
Physical
(things) and non physical (no-things) co-operate in
complex systems. |
|
8
- It is context sensitive |
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
scale of |
Context
is information ToA and
feedback ToA, from
one level of recursion to another, about the state of
the system or a chunk of the system.
State sensitivity can be transacted through Threshold
and Channels and, thus, act on Nodes and/or effect
Nodal logic. Context can raise or lower resistance
to act. |
A
Threshold or Channel can be an Agent or act as a
simple Rule and be context - i.e. be
a modal switch - to another level of recursion of
the system. |
A
part of the system that is context-sensitive can
be triggered/switched (clustered cascading hierarchies [link])
to execute a series of programmed and/or learned
actions (an autonomous or automated response).
How did you read this? |
|
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
scale of |
Agents
are made of various combinations of the system (Channel,
Nodes, Thresholds), in self organizing clustered
cascading hierarchies, and have the functional ability
to act as if autonomous. |
An
Agent is a Cluster with certain characteristics.
Among them are feedback, sensors, rules, multiple
(action) choices, ownershipp. |
Parts
of one Agent can be in another Agent - or not. |
Agent
rules are formed on another level of recursion than
the Agent. An Agent can work on more than one level
of recursion; a complex Agent must do so. |
Agents
change through iterations of experience. |
Agents act.
Agents learn. |
|
10
- It employs morphic resonance |
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
scale of |
Field
effects are important channels in complex systems.
Hardwiring cannot supply enough information (size
and connection complexity). Activity through hardwired
channels generate fields. The fields, themselves,
contain information. They interact with other fields.
Fields influence and or act upon material elements
to change them and sometimes trigger action. They
can be a Threshold media. |
Affinity
for like-kind is strong and can be recognized as
a pattern. Many, non physical Channels and
fields can create a resonate effect. Resonance and
entrainment (ToA)
are major means of information creation and transaction
in a complex system. |
|
11
- The components are rule-based
(nodes, channels, Nets and threshold media) |
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
scale of |
Nodes,
channels and thresholds follow simple rules in their
operation. A rule can be hardware or software coded.
Software is volatile hardware coding on one level
of recursion working on another level of recursion. |
There
are rules about rules usage - rules (multiple iterations)
cluster to create requisite variety. |
|
Go
to part Three of this Article for the last
11 Aspects of Memory. |
|
Matt
Taylor
Nashville
September 20, 2002
SolutionBox
voice of this document:
• ENGINEERING STRATEGY •
PRELIMINARY
|
posted:
September 20, 2002
revised:
June 15, 2005
20020920.473711.mt 20020921.789718.mt •
• 20020922.075531.mt • 20020923.441411.mt •
• 20020924.450902.mt • 20020925.344512.mt •
• 20050615.090806.mt •
(note:
this document is about 55% finished)
Matt
Taylor 615 525 7053
matt
Taylor e-mail [link]Taylor
IP
Statement and Policy [link]
Copyright© Matt
Taylor 2002, 1998, 2001, 2002, 2005
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