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Showing posts with label virtual. Show all posts
Showing posts with label virtual. Show all posts

Saturday, February 27, 2010

The Forbidden Decision: Balancing the Luminance of Opponent Concepts in Innovation

“Things that do not fit the existing paradigm are hard to think about”

But if we can bypass the hardwired opponency, we can access a perceptual filling-in mechanism that will yield the Forbidden Decision…

We should not be able to see yellowish-blue, or reddish-green. We are hardwired perceptually to attempt to amalgamate these colors to produce a singular hue that can be simplified. Ie. Our perception + cognition attempts to render a swift and simple conclusion that satisfies our need to understand what we are seeing. The resulting conclusion is generally accepted by ourselves because it is largely the result of our own rationalized conditioning.

Things that do not fit the existing paradigm are hard to think about….

But under the right condition, we can induce the “Forbidden Conclusion”. Perceptually, we can create a color palette such that a viewer will in fact see opponent colors flowing together(Scientific American, Feb 2010, pg 75). Thereby rendering a perception of what should in fact be incomprehensible. It presents a challenge to the viewer because it is something that has never been encountered, and can lead to momentary confusion, but importantly, the perception is not rejected.

In the color experiments, the “forbidden colors” were perceived only when the opponent colors were represented with identical luminance. Luminance is essentially “brightness”, and the inducement of forbidden-perception requires that the luminance be identical. It has been determined that by mirroring the luminance, the flickering effect of changing opponent colors is minimized, thereby making the transition between opponencies as transparent as possible. i.e the transition is less “startling” and therefore leaves a smaller cognitive disintermediation footprint.

So, how does this apply to innovation in the workplace?
1. Change is often capable of being defined as set of opponent concepts.
a. Just as Red vs Green are opponent colors, some may perceive that:
i. Casual and Business are opponent
ii. Distance and Intimacy are opponent
iii. Games and Work are opponent
iv. Service Quality and “face-face alternatives” are opponent
2. As with colors, our a priori hard-wired perceptions can be defeated if we are precise in our presentation of the opponent pairings. With colors, this is luminance. So what is the equivalent of Luminance in the context of business?
3. Contextual Change Opponency in Business
a. As with opponent color-swapping, the reduction of flickering when 2 opponent colors are rapidly alternated was the means by which forbidden colors were perceived. The brightness of the colors needed to be massaged such that the luminance was identical
b. The concept is: hold as many variables as possible constant, such that the cognitive-sensory disruption is tightly focused on a precise variable.
4. Organizationally, it might present as:
a. Face-Face vs 3D Immersive meeting spaces
b. The context, and variability between the 2 concepts must be contained, such that only the target variable is perceived as changing, and not the entire universe of variables
i. Therefore, if we consider *only*: face-face images, vs Avatar-Avatar images, we can contain the spectrum of sensory-cognitive change parameters
5. How to neutralize the luminance of face-face and avatar-avatar?
a. Take a Point-of-View photograph of 1-1 meeting in a real meeting room
b. Render a photo-realistic head from a photograph
c. Swap the Avatar head onto the 1-1 meeting counterparty.
d. Rapidly alternate between real-real, and real-avatar.
e. Additionally, create a POV photograph in which the viewer is meeting 1-2(eg. Viewer is meeting with 2 people)
i. Swap an Avatar head onto a single counterparty, and rapidly alternate between Real-real-real, and Real-real-avatar.
6. In this example, the luminance is perceptually defined as a combination of contextual visualization parameters
a. Contrast, color, shading – must remain precise
b. Avatar head must be of extreme quality(no goofy hair)
c. While this is a “photoshop” experiment, the avatar head must be expertly pasted into the photograph to appear seamless

The purpose of this exercise is simple: to advance a tiny step towards overcoming a common condition of hardwired opponency in business that conditions decision makers away from accepting that Virtual can be a “good enough” approximation of reality. The defeating of this perception is results in the “Forbidden Decision” that VR can be effective in the workplace.

Next steps include the one-by-one introduction of virtual elements into the photograph flip book. By Balancing the Luminance of Opponent Concepts, we are able to minimize cognitive disintermediation(i.e. we are not startling) and are able to tightly focus our audience on a single, discrete change variable, without incurring a rapid retreat to a more comfortable hard-wired opponent reaction(i.e. it will never work).

Thursday, November 12, 2009

Virtual is not Real

It is easy to be seduced by the similarities between Virtual and Real economies. The idea of having perfect manufacturing and consumption data on which all types of economic models can be created is somewhat intoxicating i suppose to a theoretical economist. BUT, virtual economies are NOT "real"! and a guy playing Guiter Hero is not a "real" musician. and what I mean by "Real" is quite simple: I will argue that the first medium-based manifestation of an entity is the "real" version, and that when the entity becomes manifested in a second medium, it can no longer be described as "real" or even "the same as the first" manifestation. by "medium" I am referring to a "generalized platform definition". but this is not just a game of semantics. the importance is that just because 2 things appear quite similiar, it does not mean that we extrapolate on that to rationalize or validate all kinds of other observations. and we know this to be true of just about any entity we can think of..In Virual Economies, the only real laws that the site is bound by having nothing to do with money(ie. Pornography,etc). Rulers of VE's, can and do:1. revalue currencies at will2. discriminate3. subject4. create inflation, stagnation, etc5. create scarcity and excess in milliseconds6. create and destroy vast "wealth" in milliseconds
I do believe that as time goes by, Virtual Economies will have to trend towards rules, laws, and other conventions that keep "real" economies "trust worthy". but in the meantime, do not give in to a false sense of security that comes from working through "real" models that seem to apply well to virtual economies......it does make me think however, if you could limit a model to a single Virtual World/Economy, and define all of events that could occur in VW, that could not occur in Real LIfe, and you were able to assign a probability to each of these events, you could I suppose factor in the sum of these probabilities into your real model. think of it as a Virtualized Wiener Process....
the image that just popped into my head is the TV commercial that shows an office worker strolling the photocopier to get his copy. I can model that task pretty simply(basic modal model stuff). but in teh commercial, out of nowhere, at a fantastic speed, comes a fully padded football player and absolutely levels the officeworker. That is precisely the way we need to think about Virtual Economies. Until someone guarantees that Linebackers will not be loose in the offioe, we cannot trust in real world models to describe or forecast Virtual Economies