Google+ The Synchronetic ET, LLC Blog, brought to you by Etape Partners, LLC.: June 2010

Friday, June 18, 2010

Update on Updates

Yes, I know that I have not updated he blog for quite some time. Mostly that is because I have stopped thinking. Thats not actually the case, but I have been using a more Authentic medium for "journaling". its something that many of you may have read about, or heard your parents talk about. Generally we refer to these legacy tools as "Pen" and "Paper". you can find the definitions on Wiki. Unforunately my Scribe has carpel tunnel syndrome, and consequently my most recent scibblings are only available in my analogue "blog", which is actually a stack of notebooks in my office. but please, have a look at my my recent postings, you will find then listed below because this blogging tool insists on conforming to traditional "string theory" when recording postings. Its a challenge for me because most of what I conceptualize actually happens at the same time, and you, as readers, are only able to observe this quantum state after is has completely decohered. But, that is the reality of reality. Sorry about that.....

Cognitve Time Shares - The Paradox of: Scarcity, Commodity, Land Grab

Continuous partial attention describes how many of us use our attention today. It is different from multi-tasking. The two are differentiated by the impulse that motivates them. When we multi-task, we are motivated by a desire to be more productive and more efficient. We're often doing things that are automatic, that require very little cognitive processing. We give the same priority to much of what we do when we multi-task — we file and copy papers, talk on the phone, eat lunch -- we get as many things done at one time as we possibly can in order to make more time for ourselves and in order to be more efficient and more productive. To pay continuous partial attention is to pay partial attention — CONTINUOUSLY. It is motivated by a desire to be a LIVE node on the network. Another way of saying this is that we want to connect and be connected. We want to effectively scan for opportunity and optimize for the best opportunities, activities, and contacts, in any given moment. To be busy, to be connected, is to be alive, to be recognized, and to matter.
many designers of information systems incorrectly represented their design problem as information scarcity rather than attention scarcity, and as a result they built systems that excelled at providing more and more information to people, when what was really needed were systems that excelled at filtering out unimportant or irrelevant information

Some have even speculated that "attention transactions" will replace financial transactions as the focus of our economic system (Goldhaber 1997, Franck 1999). Information systems researchers have also adopted the idea, and are beginning to investigate mechanism designs which build on the idea of creating property rights in attention

"Attention economics" today is primarily concerned with the problem of getting consumers to consume advertising. Traditional media advertisers followed a model that suggested consumers went through a linear process they called AIDA - Attention, Interest, Desire and Action. Attention is therefore a major and the first stage in the process of converting non-consumers. Since the cost to transmit advertising to consumers is now sufficiently low that more ads can be transmitted to a consumer than the consumer can process, the consumer's attention becomes the scarce resource to be allocated.

Key Definitions

Flawed Anachronistic Innovation Citation(FAIC)
- Manipulation of technological history to create a perception that a previously existing instance of something was the predecessor to a fundamentally new concept

Perceptually Anachronistic Communications Paradox(PACP)
- when a collective of people agree in a current state that a concept was derived at an earlier point in time, when in fact it was not conceived, manifested, or otherise communicated prior to current state

Generationally out-of-phase communications Protocols(GOOP)
- i think this one explains itself

Cognitive UGC

I will argue that “cognitively perceived” UGC is at least equally, if not more important than “sensory perceived” UGC. Eg. A virtual chair is sensory, a virtual discussion or thought, induced from VR-based activity is cognitive. The true objective of course is to leverage the combination of cognitive and sensory perception to yield something that is greater than the simple sum of the parts. i.e. if 2 users sit immersed in a virtual room in 2 virtual chairs and have a discussion concerning the virtual model that they are seeing(and interacting with), do we suppose that the yield from this immersive experience(sensory + cognitive) might be greater than if the discussion took place via Webex? In this scenario of immersion-based collaboration, what are the 3 examples of UGC?