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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. |
|
12
- The state of the entire system is the memory
(State 1, State 2, State 3 State... n) |
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
scale of interaction among |
| 4on the
scale of a global Transportation Systems such as
an Airline rL5-Ss4: |
Employ
the movement of the human and artifact Agents
through the System as the means of governing
the response and adaptation of the System. Track %each
Event ! (from home
to home) as a series of descrete steps
(State 1, State 2, State 3, State... n) that
switch/trigger responces that:
1
- facilitates 2 each
traveling Agent through a seamless, non
interrupted, user option-rich travel
experience ;;
2
- provides feedback (ToA) [link] to
optimize the real-time (ToA) and
future performance of the System itself;
3
- enhances the information (ToA) in the
system, about the system (Agency ToA) and
its components (Agents ToA),
providing memory for all participating
Agents on a Reciprocal Transparency (ToA) [link] basis;
4
- Automates and supports Agent transaction
processes. |
See:
Fig. SS3-12 |
| 5On
the scale of designing global communities of work |
| Build
ValueWebs with infrastructure resources, Fig. SS6-2,
and employ processes, Fig. SS1-1, in augmented
environment (real and virtual), Fig. SS3-12, at
critical mass ToA and
scale ToA,
sufficient (Appropriate Response Model)
to make Mind Engines, Fig. SS6-1, that
provide Nets, 20 Fig. SS6-2, with active, strong ToA memory
that remains requisiteToA with
the transaction rate and changes within said Net
and its environment. |
| The
entire system is the memory. Every change change
the memory of the part and the whole.
Recall, reenacts a circuit of the system
(Channel, Nodes, Thresholds) and, itself, becomes
an event (which is then “added”). |
| This
can be seen and treated as a progression of discreet
States. |
| The
frequency of (messaging, measurement or awareness)
these states (1, 2, 3, n... ) is determined by the
change rate of the system and its environment.
Too fast is redundant and burdens the system, too
slow and the system fails. This is context sensitive.
To govern itself in this regard, the system must
employ feddback of a complex kind (ToA);
i.e. feddback on feedback. |
| The
system does not remember - it re-acts. Doing
so, it changes the memory. |
| Prior
States leave physical traces for extended periods
of time. |
architecture_pattern
• 13 |
|
| 13
- Awareness of the systems architecture pattern is
necessary |
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
scale of |
| In
any complex system, some awareness (feedback)
of the architecture pattern has to be available to
some portions of the system as content. This
does not have to occur on the threshold level necessary
to provoke consciousness (as commonly defined or
experienced by Humans). |
|
| 14
- Sensors to the environment are necessary |
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
scale of |
| A
system cannot retain memory cut off from an environment.
Memory, to be retained, has to be stimulated and
reinforced. It bleeds like a capacitor.
It takes continual information and energy to keep
memory intact. Bleeding, however, does not loose memory
- it changes it. |
| Different
Channels, Nodes, Thresholds and Clusters can have
different sensors. Different Channels, Nodes, Thresholds
and Cluster can rely exclusively on others
sensors as the information is passed on. These architecture
attributes are significant. |
| No
sensor, no feedback, No feedback,
no learning. No learning, no memory. A memory event
requires a difference, a distinction. |
| The
environment of any system can be can be acted upon
on many levels of recursion depending on the function
being studied or employed. What is an environment
is functionally defined and revealed by a process
action. |
|
| 15
- Geometry has content |
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
scale of |
| The
shape, form and pattern (multidimensional in a complex
system) of the geometry of memory, itself, has content.
Channels, Nodes and Thresholds form Clusters. When
active, Clusters look for a similar patterns
in their own system and in other systems. When active,
Channels, Nodes, Thresholds and Clusters generate
fields which influence and act upon other Channels,
Nodes, Thresholds and Clusterss. |
| These clusters are
embedded experience and, therefore, have meaning -
Agents of similar composition complexity and pattern
experience - not necessarily species - can understand
this meaning - and add their own to it
(given a coherent system). |
|
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
scale of |
| When
memory acts there are competing Agents each
bringing a different shading to the experience. Systems
employ simple voting rules to sort out these voices. These
rules are context sensitive and adjust (by rules)
from feedback (in complex systems). |
| Voting
is continuous and never complete. Voting rate is
a factor of ambiguity and importance (greater gap
equals greater information potentail equals more
voting) to the system (inside a non-external-crises context).
Ambiguity and importance are discribed by the 3
Cat Model (the difference between RealZ, Concept X and “Mechanical C cats).
More than one level of recursion and iteration is
necessary in complex conditions and environments. |
| Voting
competes with other potential actions and consumes
system bandwidth. This is a feature, The system becomes aware of
high levels of conflict. |
|
| 17
- Memory employs language |
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
scale of interaction among human Agents rL4-Ss1,
when messaging to or communicating with individuals
from different fields, professions, regions, age
groups, philosophies: |
Test
your circuit before investing in massive communication.
What you said is the feedback (message) that
returns not the meaning you ascribed to your
words as an output.
What
happened to your message is the
memory map unique to the individuals/group
you engaged. |
| Each
individual is the sum of their prior experience.
They are their memory. Each human culture
attaches different meaning to words according to
their common experience (group memory). The description
and language of this experience reinforces the experience
and memory of it. The language is the codification
of the experience. Each field and profession has
Terms-of-Art that define their profession. This is memory
of the profession. Your message creates new memory
- there is no experiment (dialog) without
consequence. |
| 4on the
scale of an environment rL5-Ss2 for
human Agents of different backgrounds and cultures: |
| Employ
a matrix of denotative and connotative elements,
each speaking specific Agent idioms, in order
to deliver a clear, unified architectural message
to a broad population. |
Different
shapes, colors, sounds, forms, textures, rhythms,
denote and connote different meanings. This is
the language of human architecture (and
culture). Different humans, as individuals, and
as members of different cultural groups, are different
memory sets - or patterns. There are universal
and idiosyncratic meanings given to the components
(shapes, colors, sounds, forms, textures, rhythms)
of this architectural language. To speak strongly to
the memory that is - to create a new memory
- requires linking directly with the existing memory
pattern, then, bridging to and creating the new
pattern(s). This is why idiom and style are so
important - they are cultural gestalts. Expereince chunks. People
who make movies understand this.
To
deliver a single message requires a plurality
of language elements. Each human agent will connect
each element in a different way. However, the sum of
all of them can provide a remarkably uniform experience
(and memory). This is what art does. This
is why art is not a luxury but a necessary function
of human experience. Manufacturers of quality,
high perforce automobiles understand this. |
| 5On
the scale of designing a computer augmentation system
interfaces rL2-Ss3 facilitating
human Agent work: |
| Employ
multiple languages. Avoid the too simple interface
mostly word based. Avoid arbitrary uses of color,
form, sound, textures. Allow the user to build
the interface from a language kit. Employ icons
and glyphs that have intrinsic, deep, social
and cultural meaning. |
| Existing
systems actually work against the memory patterns
of some users. Using such systems can cause memory
lapse, confusion and deterioration. Systems and technologies
are not neutral. They are embodied thought
processes. Using them, employs those thought
processes. This triggers all kinds of mental and
physiological responses in Human Agents - mostly
unintended. |
| Signals
in a memory circuit are coded - they employ Language
(Deep Language). Channels and Nets are not neutral
- they become part of the message (Channels and Nets
modify both language and the message).
The power of a message is related to its fit:
the number of nodal connections made, the reinforcement
of existing Channels and the location of these hooks in
the architecture (chunks of self organizing clustered
cascading hierarchies) of
the system. |
| Agents
of different types employ different languages and
language systems. An Agents access to the information
in a system is limited by the ability to read the
language employed. Information potential can
exist but not be readable. It is a feature of this
System and Method to employ new
language(s) as a means of reading existing
information previously unreadable by human and other
Agents and to make bridges between these gaps. |
|
| 18
- Dialog within and without the system transacts instructions |
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
scale of interaction among human Agents rL4-Ss1,
as a facilitator using the natural authority of
the position (facilitator, teacher, guide): |
| Shape
language as an instruction to the group - as
a whole - and to the subconscious of each individual. |
Conscious
(ToA)
mind programs unconscious (ToA)
which will respond within the limits of the system.
Giving oneself the instruction to wake up in the
morning at a specific (non habitual) time is an
example of this process (see Lilly).
Within
the negotiated limits of the facilitation mandate, direct the
process, firmly, without equivocation. This frees
the participants from unnecessary overhead. |
| 4on the
scale of an environment of human Agents rL5-Ss2,
arrange the environment of Agents (furniture, artifacts,
knowledge-objects, natural elements, and so on): |
| To
speak explicitly to the work to be done and the
spirit of the occasion. |
| The
design use of prospect and refuge, connotation and
denotation, symbol and message are the means for
doing this. |
| 5On
the scale of a computer knowledge-base systems rL7-Ss3 using
the 10
Step Knowledge Management Model: |
| If
step 3 finds match of 65% or greater send list
to step 4 recipients as priority 2; then, initiate
step 5. |
| This
is a push action on the part of the knowledge-base
that delivers a must read message to
a work team on a real time basis. The Tracking (Step
5) and Feedback (Step 6) protocols are automatically
started. |
| Each
transaction is an instruction to some Agent
(simple or complex) part of the system to take some
action K.
An instruction does not have to be followed by a free-Agent ToA -
it does by a owned-Agent ToA. |
| In
poorly designed and/or operated systems, instructions
self-cancel - this leads to sub-optimization of the
system and high overhead. The net vector of
a group of activities is low. Natural alignment in
an individual human, an organization or a system
is the result of the clarity and fit of the language
instructions employed. |
|
19
- Memory chunks
into self organizing clustered cascading hierarchies |
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
the scale of a complex PatchWorks Design exercise, |
hierarchy_of_environment_functions |
| 4on the
scale of an Innovation city [link] rL5-Ss2, to
design &the
organzation of functional spaces: |
| Structure
the relationship between the functional spaces
in an hierarchy that clearly expresses the purpose
and program of the environment and allows for
a high level of user alternatives and adaptability. |
| The
experience of human Agents within a building lack
coherence and continuity if the pattern language
of the environment does not convey necessary information
related to location and logistics, place and purpose,
use and tool assembly - and so on. This is critical
in the case of large scale structures such a cites
and mega-structures. This is the same issue that
in the design of computer systems is called interface. It
is a question of language. Readable (by
the Agents in focus) language has to be embedded
into the structure of the environment. Contradictory
and arbitrary messages have to be avoided - they
are often built-in by default or ignorance. |
| Provide
feedback to the Structure (as Agency [link]) and
Technical Systems (as Agents [link]) so
that they can adapt, respond and document as
they learn and support
user routines [link]. |
| The
experience of human and other agents inside a building
(made up of agents) is the memory of the building.
In traditional buildings, there are few means to
retain that memory and make it effective. There exists
a
gap between the level of recursion of the building
and the human and other Agents within it. A smart or intelligent building
has means to retain the Agent experience and employ
it in specific ways - it adapts (see Brand [link]). |
Large_system_optimization |
| 5On
the scale of a global Transportation System: |
| (Agent
tracking/transacting) |
| These chunks can
act K as
Agents - or not. Chunks are at a higher level of
recursion ToA than
the parts of which they are composed. The hierarchies
are clustered. Cascading is the propensity to recall and
trigger (act K).
It is never determined. |
| Self-organization
is a factor of memory being active [link] and seeking patterns of like kind. This
is a requirement of an evolving network architecture.
Patterns of different media (numbers, text,
size, shape, tone, rhythm, relationship, material,
age, texture, sound, taste, smell, color, to name
a few) can be recognized (by
different systems) and chunked. |
| Clustered
cascading hierarchies can be switched/triggered
leading to complex, fast and autonomous responses.
In human Agents, reading, speaking, reacting to
perceived danger are examples. In machine Agents,
an expert system landing an airplane is an example.
In network systems, a load prioritization routine,
in response to an overload, is an example. Feedback L is
a common switch/trigger in these examples. All
these switched/triggered responses are rule-based (hard
or soft coded). Clustered cascading
hierarchies are roughly equivalent to long
term memory in systems where this concept
is relevant. |
|
| 20
- Memory is not storage |
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
scale of |
| Storage
is necessary to memory but is not memory.
Storage, itself, cannot be considered memory. Everything is
storage and contains memoryy. |
|
| 21
- Consciousness is not necessary |
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
scale of |
| Consciousness
is feedback Kfrom
one part and/or level (of recursion) of a system
of sufficient scale, mass and repetitive frequency
that the system becomes aware of some aspects of
its own functioning and/or actions (see: Janes).
Feedback of a complex kind (see: Weiner) and critical
mass is required for complex memory and self-aware
systems. |
|
| 22
- Complex Memory systems parallel process |
EXAMPLES
Of Pattern Language principles and Rules in various expressions:
2On
scale of |
| Information
Theory and AI established the Model, long ago,
that most organic systems must parallel process.
This conclusion stems from the difference of their
throughput compared to their cycle time. To date,
most human-designed systems are linear; they are
very fast - on the level of machine cycle time
- but engage in one sequential operation following
the one before. |
| Complex
systems require a far greater utilization of resources. |
| This
makes sequencing a far greater engineering problem
than exists in simpler, linear systems. However,
sequencing and threading do not have to be totally
understood or controlled in order for the system
to be viable. Certain rules of intersection,
input and feedback do have to be working.
Non-directed, not predictable inputs and feedback
messages are a means of inducing randomization
into a system that otherwise may just be a self-fulfilling
process heading for stasis. This random process
subsystem is essential to, what on the Human scale
of recursion, is called creativity. It is an essential
element in the creation of machine intelligence.
Design and operation of the random element (via
feedback and inputs from different iterations and
levels of recursion of the system), on the scale
of large, complex, multi-modal systems - made up
of Agents of different kinds - is critical.
It is a key aspect of how these systems actually work. |
| The
same mechanisms can function in a way that does
not trigger self-awareness - even in systems capable
of it. |
|
Matt
Taylor
Nashville
September 20, 2002

SolutionBox
voice of this document:
• ENGINEERING STRATEGY •
PRELIMINARY
|
posted:
September 20, 2002
revised:
June 16, 2005
20020920.473711.mt 20020921.789718.mt •
• 20020922.075531.mt • 20020923.441411.mt •
• 20020924.450902.mt • 20020925.344512.mt •
• 20050615.100826.mt • 20050616.562810.mt •
(note:
this document is about 55% finished)
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Taylor 615 525 7053
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