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Subject: RE: [humanmarkup-comment] [humanmarkup TC] Assorted meeting notes-from Rob
Gee, it's a few hours later on, and there's more. We're having very odd weather for this time of year, here-stormy. Doesn't bode well for the flooded uppermidwest. Not great timing for me either since I just got caught out in the teeth of a cold downpour with hail in a gale. I think I may pull some of these observations together and post it under address and artifact respectively, just to keep them in those parameters even while we continue the free flowing discussion. I am hoping to gather it all together later in a condensed form. Carry on, Rex At 4:11 PM -0500 5/20/02, Bullard, Claude L (Len) wrote: >The example for signal was something >like breaking an electrical field to make a Morse code. This >gets tendentious quickly. For example, there is a person >on the other side of the cube drumming their fingers on the >desk. Is this signal? In the sense that it is "drawing >attention" yes; in the sense that it conveys information, >explicitly, no. One can interpret it, eg, significator of >boredom or nervousness, but unless it is organized into >some kind of regular beat with duration, one might not interpret >it as Morse. Signal requires more properties to be >interpretable, that is, to make an optimum choice, we >need more than just signal. It is a dark and stormy night and >we are driving across the Ponchatrain at high speed. >Up ahead, we see someone waving excitedly. We have >to choose: > >1. Stop. There is an emergency. >2. Drive on. This is a nut or a robber. > >Only as we are plummeting into the swamp do we >understand they were signaling an emergency based >on the bridge being down. It is a bit late. >Pattern recognition and the optimum choice are >not simple problems. > >A piece of jewelry is initially exactly just an interruption. >It attracts attention. It may have symbols on it and these >may be readily interpretable. Otherwise, it is decoration. > >Training is everything. Knowing the difference between a sign >and a signal is a training issue (apriori experience). A >sign should be obvious to someone trained to recognize it. >The only really compelling property of a signal is that >it "attracts attention" and can be made to carry information, >but in and of itself, is just a media-type noise when >first noticed that has to be correlated to be interpreted. > >Yes, an artifact can be a compressed means, but I would >argue it is a sign or probably a symbol if it contains a >lot of information. Without an interpretant context, one >can't say. For example, the notion that an address is >symbolic is interesting only if within a culture or >learning set, an address has acquired a meaning, >eg, prestige address, slum, business area, gangland, >whatever. It is not an artifact per se unless we >dumb down artifact to mean "thing". Otherwise, >the first primary association of address is to >a geoLocation. Other relationships depend on the >system. > >I'm not sure we can make that schema handle the notion >of "broadcasting value". I can see an implementation >of an object-oriented communication that does that. > >We may find that the abstractions of signal, sign and >symbol are inappropriate and turn to simply, messages, >but then again, we may find that messages are aggregates >of the above. > >Nothing is locked in as far as I am concerned. I tossed >that schema out as a strawman originally to get people >to discuss the concepts in terms of their requirements. >So far so good. But I will be very surprised if what >gets out as a good final draft is that one. It is based >on research into the abstractions of semiotics and some >familiarity with police records management systems that >are used for administrative reporting, not simulation systems >based on communications among objects via messages. It is >exactly this issue of tool appropriateness, that the schema >may be used for lots of different applications, that will >bedevil us. > >But that's the fun too. > >len > >-----Original Message----- >From: Rob Nixon [mailto:rnixon@qdyn.com] > >Thanks Len, > >Regarding: 3. An artifact may be a sign or a symbol. It is >not a signal except insofar as it is an interruption >in an observer's view.... > >I would argue that MANY, if not most Artifacts can be considered to be a >"compressed" signal form, especially if it is within the prior experience of >the perceiver. I don't think that an "interruption" in an observer's view >actually will cover it. In fact, I'm not sure I know what "an interruption >in an observer's view" really means... The pattern of photons reflected off >the object, the tactile feel of the object, the smell of an object, even a >written or audio description of the object all act as signals which are then >decoded and processed via the pattern recognition structures of the brain ( >or A.I. algorithms). They are not just static tags. Nothing is static. > >Perhaps I'm being too literal here. Or I am missing the point. But I would >also point out that there are developers who have already expanded on the >concept of an Artifact as noun "only"... and many are going that direction >in the VR realm (which we must be able to support). i.e. The "Artifacts" in >"The Sims" ( i.e. Refrigerator, Paper, Sofa, Shower, etc. ) do act as >signals to the environment ( specifically the virtual humans ). These >artifacts "broadcast" their "benefits" to the "Sims" in the environment and >the virtual humans respond. > >Again, I am trying to make sure that we don't lock ourselves into an >interpretation of a concept that may actually be evolving. --
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