Welcome to our introductory story about dynamic systemic semiotics – The Communicating Complexity Project.
The first part of this document is more background for you – exploring what the big idea is and what the hooks are. The later part of this document focuses on one specific topic, concussions. We compare traditional media’s presentation of concussion with the big idea’s presentation of a bit of concussion. The concussion topic enables both of us to take it slow, tickling the big idea’s armpit by introducing one small instantiation of the big idea.
THE BIG IDEAS:
There are 5 components of the big idea and there are 5 Concussion Gotcha’s that the big idea surfaces and delivers.
Here they are:
The 5 High Level Components of the Big Idea
1. The ONLY way to accurately, comprehensively and compellingly create, accumulate, organize, store, browse and process anything complex involves a symbiotic mix of words and dynamic semiotic (ontological modelsets consisting of variable-cells filled with patterns, colors, sounds and forms) representations of systems – conveying the variables, the relationships among the variables, the exchanges and interactions and state changes among the variables, cause and effect etc. and how to understand the full system, how to solve problems and optimize performance of the system, and how to cooperatively contribute to and process sources, derivations and proofs associated with any aspect of the system or the integrity of the content sources.
The Evolution and Revolution – A Universal Dynamic Semiotic Ontological Pattern Language Capable of Signifying Systemic Meaning.
Human beings understand their world through the lenses of their inherited programming, their constructed languages, their sensory capacities, their manufactured communications mechanisms, their life experiences and their conscious interpretations and creative manipulations of all of the above.
From the beginning of human evolution until now, humans have adapted and evolved without the benefit of a systemic lens that would enable them to consciously perceive, test and understand the “what is” of the universe as the dynamic multivariate, multi-dimensional, multi-layered, multi-unknown construct that it is. Our existing forms of mass communication rely heavily on written and spoken primary symbols, (words and their accompanying sounds), inherited through centuries of unfocused cultural iteration. This form of language uses words as narrow building blocks that cannot represent a whole view or thought until all of the blocks are in place, and even then, once the wall of words is viewed, the user is limited to a one or two dimensional form incapable of representing complexity, exchanges, interactions, relationships, proofs, alternative views and the inherent inadequncy of current knowledge… and changes across time and space.
For the purposes of this concept paper, we are going to characterize human beings as a mutually inclusive dynamic compilation of conscious, subconscious and corporal constructs. This is a systemically informed choice, encouraging the reader to understand a human being as an exchange of matter and energy and bio/chemo/physio functions (corporal), autonomic/genetic programming and hidden inheritances (subconscious), and retained or real time self aware thought processes (consciousness).
Humans are a product of their genetic/inherited programming, their life experience, and their conscious, subconscious and corporal interaction with their life experience. Among the inheritances re a strong predisposition to identify deviations from the anticipated pattern of an environment or situation – across all sensory modalities. Inherited sight and sound processing tends to relegate the common, the every day, the expected, into general background noise, and to promote certain characteristics of sight and sound into immediate and important signal awareness. Unexpected movements and sounds, bright moving colors and lights, sharp piercing noises and specific music constructions, facial features with normative disfigurations or beauteous shapes, deeply signifying gestures and voice configurations, large vs small, loud vs soft, bold vs passive, red vs grey all produce human attention because they all deliver meaning in the form of patterns that we are wired to synthesize.
The languages humans use to communicate with computing devices have radically progressed. The languages humans use to communicate among each other, and within, have barely changed in over 200 exponential years of realized complexity. Human languages retain the barriers of literacy and manifold distinct versions and manifestations. Since 1970, computing languages have progressed in sophistication to the point that users can interact intuitively with computers without code, and the people that create languages that translate computer functions into desired functions use macro and meta languages, some with visual connectors and symbology, that subsume prior code and exponentially expand the power, prescience and functional capacity and diversity of computer interaction.
At the computer programming level, analogous to the human programming modes of genetic, experiential and self-programming, early laborious linear one character at a time machine languages have been superseded in practice by a small number of macro/meta languages that use simple forms of systemic representation to command the computer to interact with the coders and end users toward complexity, objectives and sophisticated multi-variate relationships and exchanges of content, form and function. Simple (Processing language for one) code sets, see Wolfram’s thesis on the deconstruction of everything, can produce generative complexities that “become alive”.
2. In order for anyone to fully achieve their potential they would greatly benefit by using cooperatively constructed multimedia scaffolds and modelsets that become holistic (not mutually exclusive) (a fully visible intuitive rendering of all variables in play at a certain layer of detail or perspective) references that when fully assembled become A UNIFIED THEORY/A UNIFIED PORTAL OF KNOWLEDGE consisting of the Big Idea’s approach – organizing knowledge and understanding according to representational MULTIMEDIA constructs that may include something like the following modelset, plus characterizations of environments and experiences, among numerous others:
Like the periodic table, everything is in its place – located by place, shape and inclusive ontological families. Unlike the periodic table, everything is hollow, surrounded by active membranes of flow, and all hollow cells, and cells with cells within cells, represent a variable, at a certain layer of detail or viewpoint, each filled with dynamic colored patterns that drive meaning. The Unified Theory of Everything links all associated variables together through color and pattern. The multimedia language/content is universal, semiotic, comprehensive, formed by the collective content of cooperatives and mediated cooperatives according to proof process documentation – enabling all credible alternatives or possible alternatives to be available. My former company’s wireless knowledge extraction technology allows the Big Idea to capture real time and asynchronous knowledge for conferences, expert groups, individuals and historical references to be fed into the Big Idea – wiki-like.
3. The Big Idea involves the creation and utilization of a revolutionary real time interactive multimedia gaming world using generative code and real time video and audio optimization so that creators and users of content can freely and easily assemble and install models or variables and embed them with meaning, linked automatically to their source documentation and proof process. A doctor, for example, can look at the modelset involving multiple sclerosis and add or subtract or manipulate the existing master modelset to identify new knowledge that can be incorporated into the master model or kept as an alternative model. The entire field of medical education would create and use this universal vessel containing higher level knowledge, synthesized from various proof process contributors. A patient with a story about a personal cure can save a video that would be linked to their content contribution – a possible new treatment to reduce one of the symptoms of MS – which could then be verified by scores of other patients and doctors – ultimately added to the master model of MS. Teaching would involve the use of this shared portal of knowledge.
4. The Big Idea includes the invention of DYNAMIC OMNIPRESENT SCREEN AVATARS – we create organic semiotic ontologically formed representations of human valuing and creation/sharing that could SOLVE how any of us, you and I for example, learn to trust each other, exchange value between each other, operate an enterprise or project together, find others, build relationships, organize mass action etc.. The systemic beautifully alive AVATAR become the computer aided version of the human dimension of knowing, valuing, sharing and creating. If you like what you just read, you can with a touch of your avatar send a form of value – a like, a penny, half a penny, a fair trade or something more substantial – all via 3 touches of the avatar – no typing necessary. The avatars are fully dynamic, fully semiotic, fully present on the screen.
5. The Big Idea is Inclusive, Robust and Scalable. It is a computer aided world. It rewards people for their contributions, participation and utilization using an ongoing stream of feedback loops linked to valuing. Everything on screen and behind the screen is transparent, documented, changeable, manipulable – from color as meaning, look and feel, what is foreground and background, what appears and in what sequence etc. And like Google search, the whole toolkit can be adapted by anyone for any localized purpose.
In order for humans to more fully address meaning, high value knowledge and complexity, we are inventing a visualization toolset (a gaming engine and living interactive world) in order to better meet human objectives, harness systemics, communicate high value knowledge, derive proofs, empower sustainable cooperative value networks, by building ontologically sorted “living” worlds derived from the transparent accumulation of participative and mediated sources into a scaffolding of modelsets that identify the layers of compressed variable families (ontologies) associated with anything, and through patterns and colors and forms within the cells of the variables conveying the foundations of meaning:
HOW SEMIOTICS CAN ADDRESS MEANING
Structures & Objects & Model Frameworks and Scaffoldings and Controls All Will Use Darker Neutral Colors such as greys, browns, metals, etc. – Avoiding Blues, Reds, Greens, Yellow/White.
Blues, Reds, Greens and Yellows/Whites are reserved to deliver meaning within windows, cells, membranes or objects organized into ontological groupings (models) according to patterns and textures and a simple (use adjustable) color legend – adding texture -never just flat fill color.
The Meaning and Objectives of anything complex, anything of high value, can be reduced to 6 constructs – they are not mutually exclusive – they are in total a high level a human system of meaning:
1) Is something ++, +, 0, -, or — (good or bad, better or worse, healthful or hurtful, nurturing or damaging, systemically beneficial or detrimental now or in the future – based upon a fully transparent proof process constructed from participation and mediation etc., with the proofs determining the best conclusions based upon the best processes, while also displaying any credible or possible alternate derivations or hypothesis) WHAT IS GOING GOOD VS BAD IF WE ARE ASSESSING ACHIEVEMENTS OF OBJECTIVES AT A POINT IN TIME OR ACROSS TIME. We color and pattern the cells/windows etc. to show 2 levels of good – blue, 2 levels of bad – red, and 1 level of neutral.
2) Variables, Relationships, Causation, Sequences (portrayed through patterns and ontological groupings, for example, the 40 highest level variables contributing to climate change can be lit – showing they are active and critical to systemic understanding – and they can also be filled with pattern and color to identify cause/effect, the strength and direction of variable relationships, the subcells of detail beneath the highest level cell within an ontology, and the change within variables after exchanges)
3) Understand/Decide (knowledge is extracted and organized into modelsets that enable the user to systemically view the topic of interest, and view their specific objective at the desired level – the system orients itself to the expressed objective of the user)
4) Add Value (Sharing, Enterprise, Trust, Resources, Buy/Sell/Exchange, Marketplace, Currency & Reward, Build, Teach etc.) A “living” Avatar modelset is always active and on screen, representing the user and whoever the user is interacting with as a group or as individuals. The avatars represent value, and serve as an instant access portal to introduce knowledge into an avatar, exchange instant value, communicate, monitor and track, and transact, keeping a history and record of all interactions.
Trust is portrayed through the unique use of greens for degrees of trust – verifications of knowledge, depth of proofs, acknowledgements of human behaviors that correspond to desired objectives
5) Entertainment/Experience/Stimulation/Relationships/Challenges – The gaming like worlds introduce the idea of computer aided life, a digital life experience within the construct of a “living” digital world. MEANING RESIDES NOT JUST IN FORMAL ACADEMIC COGNITION BUT ALSO IN SENSORY COMMUNICATION THROUGH ART AND MUSIC, THROUGH TEXT AND ALL FORMS OF HUMAN EXPRESSION.
Onscreen controls and toolsets enable creators and users to access very simple yet powerful tools and interfaces for: generative draw, write, contact, link, documentation, drill down, navigation, robust screen model manipulation, time sequence, motion sequence, scenario runs etc.
Where the ontological models are placed has meaning, their relative size and unique shapes have meaning (they will not grow or move in animation – the activity is within the models using pattern) and they offer portals for knowledge to be delivered or sought by inventing “windows, cells, substructures within sub-substructures” closed shapes to be filled with patterns within the semiotic objects.
The “language” we are inventing translates every environment, object, shape, pattern, color, ontology (small uniquely identifiable and intuitively distinguishable groupings of unique “cells/windows”) into meaning.
We use yellows and whites to “light up/activate” a space/cell to show it is activated, in play, “signal to noise” relevant, or has been selected, usually against a darker background, with the degree/shade/texture/color intensity and mix, usually shades of yellow and white – LIKE INTERIOR LIGHTING – conveying how substantial the meaning is for that space.
We convey these meanings via motion and pattern using our color scheme. Design for meaning means avoiding flat color, embracing lines, textures, directionality, perturbation, path, intensities reflecting the meaning beneath. Like patterns within different cells link them visually and viscerally.
The Five Gotchas from the Concussion Example that Follows
1) Although we still cannot do justice to the multimedia world we imagine, the examples we will use will be enticing, intuitively understandable and clearly superior to the way people access knowledge about concussion today. It is cool multimedia – a gaming world everyone will want to experience or build.
2) It remains a FACT that we do not know enough about the brain to accurately understand head trauma or project how a person with head trauma will be in 5, 10, 30 years with after-effects from the traumatic episode. Today, despite increased understanding of concussions, the standard practice throughout the world is to wait for a person with a concussion/head trauma to be clear of its standard symptoms and then send the person out again into activities that may reasonably result in a second or third instance of head trauma. THE FATAL FLAW OF CURRENT PRACTICE IS THAT BEING FREE AND CLEAR OF STANDARD SYMPTOMS MAY NOT, IN MOST CASES DOES NOT, REFLECT A FULL HEALING, AND ANY SECOND HEAD TRAUMA MULTIPLIES THE HARM AND RISK TO THE VICTIM BY ORDERS OF MAGNITUDE. WE DON’T FULLY KNOW WHAT THE LONG TERM IMPLICATIONS ARE PHYSICALLY AND MENTALLY. WE SUSPECT, THE EVIDENCE SUGGESTS, THAT ALL SORTS OF AUTO-IMMUNE TRIGGERS ARE FIRED BY THE BODY, RESULTING IN A RANGE OF FURTHER DAMAGE AND DISEASE. The Big Idea’s simple visual systemics easily derive and display this conclusion – no one we know is practicing a much more cautious approach – which we believe is warranted. (This construction is very similar to the one we have for potential GMO harm to humans).
3) If and when the Big Idea polls hundreds of thousands of people with head trauma, (see www.patientslikeme.com) we would learn of the many lingering symptoms that occur after head trauma and add that info to the modelsets, along with best treatment options and support systems. People throughout the world have no easy access to these associated symptoms and best possible treatments.
4) Repetitive injury to any part of the body triggers a range of reactions that affect the concscious, subconscious and corporal functionality of a victim now and into the future. Trauma has short and extended effects. We have enough evidence from farmers and carpet layers and boxers and football players to acknowledge through a proof process that the after effects of repetitive trauma are much more severe that common knowledge believes.
5) Boxing is literally institutionally sanctioned brain trauma. What’s that all about?! Our culture does not focus on boxing because it is so embedded and ubiquitous, and the victims are mostly low income people of color. Our systemic models do not minimize the horrendous affects and effects from boxing and pro football, and incorporate full perspective understandings of the social, economic, cultural, genetic, racial and visceral variables driving these “sports”.
Some more notes for your reference:
We have grown up to understand that a picture is worth a thousand words. Images speak to us in a visceral intuitive language that complements words, but reaches beyond to deliver something a thousand times more complex. All of us are wired to process instantly, intuitively, organically, such multimedia elements as movement, pictures, beauty, color, pattern, change and symbology. But despite a hundred years of exponential torrents of words and graphics, our computer screens still deliver simplistic icons and our presentation of anything complex relies on our ancient language of words instead of rich visuals that can communicate in an instant the essence of any modern problem, any critical decision or any enterprise.
We think with our mediated gut and visceral senses before we think with our formal conscious deliberative mind. And both forms of thinking, gut (subconscious) and conscious understanding, depend heavily on our language and inherited culture to organize and interpret everything. Each of us walks and talks according to the programming of our genetics, our mediated life experience and our ancient language.
The big problem with this, the problem semiotics is about to solve, is that we are enclosed in a self fulfilling transparent tough eggshell of stuff that we cannot break out of without help. Inside the egg of all of us is an increasingly tornadic swirl of inherited data, information, knowledge, media, economics, relationships and references. Outside the eggshell is an entirely different world, a place of landscapes of colors and patterns that can signify everything – depicting interlaced systems and holistic perspectives with simple forms and colors that better suit our understanding of needs and potentials than the simple linear black, white and grey shadow narratives trapped within the eggshell.
Semiotics is the representation by media of meaning. We think semiotics is about to disrupt and transform every form of digital and analog communications via image/moving image and sound/music.
Lets look at a specific application of the power of semiotics:
The subject is Concussion, a complex subject that in some way touches all of our lives. Until just a few years ago, the prevailing understanding of concussion, or head trauma, was that it produced momentary dizziness and brain fog, perhaps a headache, and then went away, in minutes, hours or perhaps a day, leaving the victim free and clear to pursue life to the fullest. Now, maybe 5% of the people in the world, because of diligence from the New York Times and a research team at Boston University, understand that concussions and head trauma are serious injuries, with potential long term disabling hooks, damaging the brain and body in ways that are complex, far beyond the popular understanding of the word “concussion” and more in keeping with “traumatic systemic brain injury”. We now know first impacts on vulnerable children, and second impacts before the initial brain injury reaches a non-inflammatory stage, can deliver long term consequences that lead to chronic dysfunctions and later life neurological diseases. Head trauma is a cumulative trigger (toxins can be another example) that can result in immediate or latent tissue and cell damage, auto immune reactions leading to neurodegenerative diseases, systemic changes and cognitive/functional/behavioral changes.
Here are two brief stories:
A young girl who lives down the street from where you live just leaped into the air during a school soccer game and crashed heads with a tough competitor. The parents watching the game could hear the crack of their heads. Both were trying to head the ball in opposite directions and ended up on the ground. The other girl popped back up, rubbing her head, while our young neighbor lay on the ground dazed and slow to move.
( our models will show the neighbor girl to have significant short term complications – girls are more susceptible than boys to the effects of head trauma – but she will play again the following week – ignoring the science of mind and body – putting her at significant risk.
A high school boy, a relative, is on a skateboard, like he is virtually every day. He and his buddies refuse to wear helmets or padding and have bruised and bashed themselves for over 4 years. Your relative has had two broken bones in his arm, and has smashed his head 8 or so times against concrete, metal rails and one of his buddies heads. Stitches were numerous and traumas were considered badges of honor.
(our models will show the boy not experiencing severe concussion symptoms but he will progressively have brain degradation due directly to the multiple head trauma from skateboarding)
Now, as you look at the health of these two young people, lets compare how a traditional search for understanding compares to a semiotic experience. Tell us which route, words with charts or semiotics with words, works best for you, and for the kids and their parents, or for people in similar circumstances throughout the world.
For all involved, this is a matter of life and death, rich systemics against linear semantics.
Standard Smartphone/Laptop Screen vs Semiotic Version
CONCUSSION MODEL 1 VARIABLES – CONNECTING CORPORAL WITH CONSCIOUS AND SUBCONSCIOUS
(WE ARE FINISHING A LARGE SCALE SEMIOTIC MODEL THAT SHOWS OFF HOW THE WHOLE BIG IDEA MECHANISM WORKS – WE WILL HAVE THIS FOR YOU SHORTLY – HERE IS A FIRST SKETCH)
LIFE EXPERIENCES – Protective Knowledge etc.
ENVIRONMENTS – Nurturing or Harmful, Culture
BEHAVIORS – Nutrition/Healthful Activities
CONCUSSION MODEL 2 – High Level View of Human Health – Conscious, Subconscious, Corporal
CONCUSSION MODEL 3 – THE ENTIRE SPECTRUM OF CONCUSSION UNDERSTANDING IN 1 PICTURE
CONCUSSION SPECIFIC MODEL 4 – Concussion is a culmination of these factors:
Pre-Event Preventive Knowledge & Training
Genetics, Gender, Age and Biology of Recipient
Prior Brain Injury History/Frequency
Force/Angle/Form of Trauma
Brain Acceleration./Deceleration (bump, bang, shake, twist, whiplash)
Post Event Treatment/Behavior
CONCUSSION MODEL 5 – ACTIVITIES WITH HIGH POTENTIAL FOR BRAIN TRAUMA
Self Induced Falls & Collisions
War Related Explosions
Auto & Cycle Incidents
Organized Team Activities: Football, Soccer, Hockey, Skateboard, Basketball, Baseball, Gymnastics, Cheerleading
CONCUSSION MODEL 6 – SYSTEMIC FACTORS
Frequency (more is worse)
Severity (more is worse)
New Occurrence While Inflamed (more is worse)
Resilience (more is better)
Treatment Protocol (more is better)
Age (young is worse, old is worse)
Gender (female is worse)
CONCUSSION MODEL 7 – BRAIN TRAUMA AFTER EFFECTS
Delayed Vs Progressive Vs Immediate Damage & Symptoms
Conscious, Subconscious, Corporal
Amyotrophic Lateral Scerosis
Chronic Traumatic Encephalopathy
Vision & Balance
Social and Moral Judgement
CONCUSSION MODEL 8 – TIMELINE MODELS
Here is what is expected to happen to the boy, the relative, with numerous skateboard traumas and the girl, a neighbor, who experienced a single soccer related head trauma. The other girl involved in the soccer collision, the one who got right up and exhibited no concussion symptoms, did not experience enough trauma to her brain to affect her later life in any measurable way.
BOY & GIRL TIME MAPS – 80 years of a each person showing Y person rings, identifying child brain traumas and later age related dysfunctions – Boy gets alzheimers with symptoms beginning at age 69, Girl gets a second collision within 6 months of first collision and experiences life long symptoms of headaches and nausea.