Keynote to Surface Warfare Community
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These writings contain a number of loosely connected thoughts on how technology, and society, are beginning to be disassembled & how that disassembly affects future products & work.
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Many IT professionals know they should do their architectures. How can you build a system, or preferably a capability, without an articulated architecture to backstop it? But UML is a complex inscrutable art. The tools to weild it can be daunting. So very few IT professionals, going by the name architect, actually build them. Most times, when built, they are a snapshot of whatwas wanted and are sent to the bookshelf to live out a long life.
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(See attached file: SOA_Acquisition_Final_Report.pdf)
The commodification of user experience technologies & immersion methods have presented an opportunity to leapfrog a generation of user interface innovations. 3D Virtual Worlds & Flexible gaming engines present the possibility of bringing 3D immersive user experience to everyday applications. The example clipped below shows an environment mocked up in a Virtual World that both accepts data (X,Y,Z coordiantes) from the real world & dispatches new X,Y,Z coordinates back to the real world. The coordinates coming in are a directive to move the warfare platform to an exact location and that is done automatically. Then, when the commander desires, he directly manipulates a warfare platform and then that (new) location is dispatched out to the real world. Imagine that is a commander receiving an order to move his warfare platform to that spot, i.e., those new X,Y,Z coordinates.
Labels: 3D, Common operating picture, pavlick, Virtual Worlds
The problem with Systems of Systems is that they are the rigid stepchildren of their Systems(Hyper)Engineered parents. Replete with design-laden characteristics they belie the core functionality they were built to embody ~ agility. Agility, if truly desired, must be the core design principle. What this means is that as important as determinism, or your Most Important Requirement(s), agility must be. A SySofSys ends up with additional functionality but no leverage to change and add additional additional functionality. A SetsofSys approach takes as a guiding principle that you are creating an IT toolbox which parses functionality into meaningful chunks and provides for quick assemblage. This requires an overlay approach where an organizing principle, the overlay, is created. An overlay governs which capabilities are brought to bear, not the original design. The original design design is of the IT backplane & the core capabilities. An overlay design facility must exist that allows mildly experienced analysts to whip up an new app config quickly. Not during run time mind you; we must allow for solid run time performance & rarely does reconfig occur during the execution of business. It is normally during a pause, or lull...business is still occuring, like a heartbeat, but you are not hot in the race.
Someone asked recently "What do you technical peers think of Second Life"? The question was aimed at a potential culture war. If the technorati didn't believe in Second Life, or its peers, it wouldn't be worth getting involved - even though the 3Dsocialnet is a very real evolution. My answer is...If you are over 35, and you go into SL, you look around, see, perhaps, interesting things, but are not compelled to act. You may never go back in, or if you do it is unlikely that you will become part of the socail fabric. If you are under 35, this is how it works. You are sitting next to your friend, say close enough to reach out an touch them, but you are text paging him on your cell. This is the equivalent of passing (paper) notes in class, but does not take place in the physical world. Similarly, when you are liesuring, you sit on the couch, across the room or next to your friend - doesn't matter. You are interacting, with your vehicle or avatar, through the TV screen. Since you can remember the internet, IM, and online video games have existed. SL is nothing but a more faithful rendering of the IT disintermediated world in which you live - - why wouldn't you gravitate toward it? Why doesn't Gen X or Gen Boom think this way? Why does IT often seem like an impediment to interacting with other humans?
Labels: gen x, IT disintermediation, millenium gereration, second life, social fabric
Google has declared its mission 'to organize the World's information'. How is this relate its movement into 'commerce brokering'? Google's attempt to capture commerce as an internet control point is, however, a common business model strategy. The strategy is to own a critical nexus of the internet complex through which internetting behavior must pass. Google earth is a similar control point. Perhaps there are a set of control points which users rely upon to use the net. Commerce, 3-D backplanes, media exchanges, social backplanes, and other nexuses will become the control structure of the internet as it moves beyond Web 1.5 into a true 3-D internet that moves from centralized control points to value-based control points.
Our educational system is inherently sequential. One page follows another, chapters follow each other, classes follow each other, and so it goes. This is a bad template for understanding the natural world. By our system for inculcating information into children we decieve, not purposely, them into believing that one thing usually follows another. One thing is usually inside another. Teaching a fair amount of pedagogical skepticism is probably the best innoculation against this bad thought template.
Computer technology is growing new appendages, e.g., 3-D, haptics, sound, collaborative, high trust, time-based. Each of these enriches the capability of automation to model the real world and interact with it. With these computer capabilities we come closer to making the computer disappear into the landscape. Computers took our world and first made it 1-space (command line), then moved us into 2-space (motif, OS2, windows), now we are moving beyond flatland. Virtual Reality, High Fidelity Simulations, Gaming & Virtual Worlds are creating hi touch computed environments. These environments will take us beyond 3-D and cause us to blur the boundaries among concepts normally separate, like media vs education, or work & play, or advertising vs eduction. A feeling of immersion, in a computer-based environment, entails mastering the combination of these recently enablable factors to recreate our real world experience.
As the shift happens an interesting personal litmus test takes place. Some will pass through the shift, while others will be asked to stay. In a conversation with a friend recently an idea occurred to me. He has had a number of successful careers, first as a guitarist, then as a designer of spacecraft, and now as a software avante garde. He was wondering why he made it through paradigm shifts that trapped others. I noticed a theme running through the variety of solutions he had developed - a tolerance for ambiguity. Others were deeply engrossed in their point of view, but he explored multiple points of view. The more deeply invested, involved, or otherwise glued to a framework on is, the more difficult to see outside it. A healthy skepticism for whatever paradigm in which one sits will make it easier to escape it when its limits are found. This skepticism of complete solutions and tolerance for the ambiguity it assumes both appear as mileposts on the journey through a breakneck cognitive evolution. Given the complexity of the natural world, it is likely that the limitations we see in our explanations for it are indicative of the cognitive limitations we own. As we develop cognitive tooling, like computers, we are able to decomplexify the natural landscape. Innovation of those tools and mastery of them will be the guiding principles as we surf the n-space that is the natural world with its constantly reconfiguring set of factors.
I believe we are in the middle of a technology perterbation. While most technorati consume themselves with Web 2.0 muse, the technology continues to be nothing but a set of tools for improving the 'expression of the crowd'. A more fundamental shift is occuring...technology is being parted out and recovered in ways that we can never anticipate. Web 2.0 is a pluralistic parting & reassembly method. To that end it accellerates the shift from a system being defined by its physical boundaries to ephemeral systems. The new e-systems are more akin to carbon-based, rather than iron or silicon-based. As these whole systems are parsed and reassembled, there will be mistakes. But as the parse becomes right, the reassembly will happen more naturally. It will look & operate more like a biological entity.