Research Direction

Information Theory is entrenched in all forms of dialogue - where as, what is normally needed is transactional based activity, NOT communication.

Communication is used a a mask to conceal that a transaction is not possible. Communication is normally irrelevant to achieving something.

Sharing is not a communication issue. Sharing is an exchange through agreement - communication is designed not to deliver agreement - communication does not persist if there is agreement.

Creatively, through investigative design, and applying technologies, the mechanisms of sharing are yet to be fully exploited.

Analog, linear process, practical thinking is more than a shroud of the industrial convents; it resists the needs of software design - that is - primarily, concurrency.

Finding magical sequences enables systems to manage more than logical requests. Processing through narrative rather than Boolean filters still finds little traction with engineers. Further, commissioning of products, services and research within the area of narrative filters restricts the evolution of free cultural production.

Considering the value in narrative, along with the need for groking huge data sets - much of which is social data - the opportunity to revise the notion of centralized currencies may indicate that social value is within the sharing of narrative filters rather than the exchange of goods.

How the worlds presents it self is an investigation in how we see the world. To understand the world misses the function of human cognitive needs; our reliance of language and rules, most compelling when formed as games, indicates the required functions to share, exchange and use. Communication is not a factor any where near the first order objects.

The role of identity within communication and agreements changes bias: Persistent is the need of phatic communications, but how high is the need for detailed personas within a network of preformed agreements. Acceptance, trust, intimacy, reputation and faith seem to control information theories around the notion of channel noise - but the design of transactions may require more obtuse aspects of relevancy than seen within the field of communications.

Research is covered by 3 main areas:


- how we fashion tools
- how we improve them them through use


- how the worlds presents itself to us
- not how things are, but how things are presented.
- language governs as an interface between the self and the world


- languages to translate aesthetics into technology
- an exploration process, not a destination

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