Games as Tools <br />for <br />Science and Society<br />-Will Wright<br />
Senet<br />3500BC<br />
Little Wars: a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl ...
General Problem Solving<br />Realistic<br />Abstract<br />Minor<br />Field<br />Exercises<br />Major<br />Field<br />Exerc...
Weapons Development<br />Campaign Planning<br />Battle Planning<br />Logistics<br />Individual Skills<br />
Thinking - Intelligence<br />
Repetition<br />Practice<br />Mastery<br />Basic Skills<br />Deconstruction<br />Emergence<br />Strategy<br />Systemic<br ...
Repetition<br />Practice<br />Mastery<br />Basic Skills<br />Deconstruction<br />Emergence<br />Strategy<br />Systemic<br ...
PREFACE<br />CHAPTER 1. INTRODUCTION<br />Section I. BACKGROUND<br />1-1. NATURE OF LOW-INTENSITY CONFLICT<br />1-2. ENVIR...
Pragmatic approach…<br />
-Individual <br />-Group<br />-Peer to Peer<br />
Me<br />World<br />
models<br />imagination<br />A<br />B<br />C<br />World<br />
We build models by abstracting lots of examples<br />
Behavior<br />Models – (Predictive)<br />Schema – (Abstractions)<br />Metaphors – (Patterns)<br />Examples – (Data)<br />
Light bulb Joke Schema<br />Q: How many members of a particular demographic group does it take to change a light bulb?<br ...
Classification<br />
-Enter restaurant<br />-Be seated<br />-Get menu<br />-Place drink order<br />-Receive drinks<br />-Place food order<br />...
Schema gone bad…<br />
James Bond<br />
Failure Based Learning<br />
Professional<br />Apprenticeship<br />
TIME<br />Success<br />10<br />sec.<br />10<br />min.<br />1<br />hr.<br />10<br />hrs.<br />Failure<br />Patterns in time...
Marriage<br />Children<br />Success<br />Friendship<br />Romance<br />Parties<br />Family<br />Objects<br />House<br />Eff...
failure<br />
others<br />toy<br />experiences<br />Play<br />experience<br />
Story<br />toy<br />experiences<br />Play<br />experience<br />Educational<br />Technologies<br />
Future<br />Now<br />Past<br />Educational technologies for dealing with time<br />
Games<br />
Play<br />Games<br />Games are a subset of play<br />
Possibility Space<br />
Repetition<br />Practice<br />Mastery<br />Basic Skills<br />Deconstruction<br />Emergence<br />Strategy<br />Systemic<br ...
possibilities<br />
Gameplay Landscape (Sims)<br />Success<br />Social<br />Material<br />Start<br />
Real design target<br />
Scott Diddams<br />Timmy<br />Physicist - National Institute of Standards and Technology (NIST)<br />Toddler (3yrs.old) – ...
Models – build – test - replace<br />
Gm m<br />1     2<br />F =<br />r<br />2<br />Science<br />compression<br />
Mental Model<br />Games<br />if ((fdLen = DFANgetfdslen(dfanFileID, 1)) == FAIL) { <br />	if (verbose) cout << "There is n...
imagination<br />Play builds models<br />Games test models<br />imagination<br />
Structural Models<br />
Structure<br />Dynamics<br />
Dynamics<br />
Systemic<br />Understanding<br />deconstructing…then reconstructing<br />
Topologies<br />Nouns<br />Layers<br />Propagation<br />Cybernetics<br />Growth<br />System Dynamics<br />Cellular Automat...
Topology<br />Propagation<br />Cybernetics<br />Growth<br />System Dynamics<br />Cellular Automata<br />Grouping<br />Chao...
Flexible<br />Rigid<br />Agents<br />Networks<br />Layers<br />
Topology<br />Propagation<br />Cybernetics<br />Growth<br />System Dynamics<br />Cellular Automata<br />Grouping<br />Chao...
Layers<br />Networks<br />Propagation<br />Cybernetics<br />Growth<br />System Dynamics<br />Cellular Automata<br />Groupi...
Propagation<br />Material<br />Information<br />Patterns<br />
Growth<br />Structure<br />Quantity<br />State<br />
Specialized<br />Similar<br />Grouping<br />
Order<br />Linear<br />Branching<br />
Allocation<br />Time<br />Material<br />
Mapping<br />
?<br />
Specialization<br />
Nesting<br />
TIME<br />10<br />sec.<br />10<br />min.<br />1<br />hr.<br />10<br />hrs.<br />Failure<br />Success<br />Patterns in time...
Layers<br />Networks<br />Propagation<br />Cybernetics<br />Growth<br />System Dynamics<br />Cellular Automata<br />Groupi...
Layers<br />Networks<br />Propagation<br />Growth<br />Cybernetics<br />System Dynamics<br />Grouping<br />Cellular Automa...
Futurism<br />
The Nucleon<br />
Cybernetics<br />Feedback<br />IN<br />OUT<br />POSITIVE<br />NEGATIVE<br />control theory<br />
chained together – analog electronics<br />
Analog computation<br />
Stock<br />Flow<br />System Dynamics<br />Jay Forrester<br />magnetic-core memory <br />
72<br />
Cellular Automata<br />
Von Neumann<br />Digital computation – true emergence <br />
Value<br />-<br />+<br />Pop.<br />Crime.<br />+<br />Land Value = Crime + Location<br />Population = Land Value + Zoning<...
Res.<br />Ind.<br />System<br />Dynamics<br />+<br />Cellular<br />Automata<br />
Chaos Theory / Phase Space<br />Phase space<br />
Stable System<br />
Chaotic System<br />
Complex Adaptive Systems<br />
Feedback<br />IN<br />OUT<br />Rule System<br />Feedback<br />IN<br />OUT<br />genetic algorithms – neural networks – etc....
Adaptive Landscape<br />
Network Theory<br />
Social<br />Metabolic<br />Infrastructure<br />Financial<br />
Power law distribution<br />Graph Width<br />(6 degrees of separation)<br />Graph Connectedness<br />
Models , not reality<br />
Reality<br />Relativity Theory<br />Quantum Mechanics<br />
Cooperation<br />Local<br />Disordered<br />Competition<br />Global<br />Ordered<br />
Topologies<br />Layers<br />Networks<br />Propagation<br />Growth<br />Grouping<br />Order<br />Allocation<br />Mapping<br...
Repetition<br />Practice<br />Mastery<br />Basic Skills<br />Deconstruction<br />Emergence<br />Strategy<br />Systemic<br ...
Social<br />Intelligence<br />
Less about Firepower…<br />More about <br />Social Awareness<br />
PSYOPs<br />Not just for specialists…<br />
Going from “soft science”…<br />
…to data driven.<br />
evolution<br />
Psychopath<br />Good Samaritan<br />Manic Depressive<br />evolution<br />
Griefers<br />
Primary landscapes<br />
U.S. Army Counterinsurgency Handbook<br />Appendix B - "Social Network Analysis and Other Analytical Tools"<br />
-Culture<br />-Ideas<br />-Opinions<br />
Awash in information<br />
Synthetic Awareness<br />
Repetition<br />Practice<br />Mastery<br />Basic Skills<br />Deconstruction<br />Emergence<br />Strategy<br />Systemic<br ...
Smart Dust<br />
Information Network<br />-Collect<br />-Process<br />-Distribute<br />
P1<br />P1<br />-Collect<br />P1<br />P1<br />P1<br />-Process<br />-Distribute<br />P1<br />P1<br />P1<br />P1<br />P1<br...
-Collect<br />P2<br />-Process<br />P2<br />-Distribute<br />P2<br />P2<br />P2<br />P2<br />P2<br />P2<br />P2<br />
-Collect<br />P2<br />-Process<br />P2<br />-Distribute<br />P2<br />P2<br />P2<br />P2<br />P2<br />P2<br />P2<br />
P3<br />-Collect<br />-Process<br />-Distribute<br />P3<br />P3<br />P3<br />P3<br />P3<br />
Information<br />Gradient<br />
Synthetic <br />Senses<br />
Augmented Reality<br />Blended Reality<br />
Virtual Reality<br />
Wearable <br />Computing<br /><br />
Replacing my <br />instincts<br />
Repetition<br />Practice<br />Mastery<br />Basic Skills<br />Deconstruction<br />Emergence<br />Strategy<br />Systemic<br ...
Data In (bps)<br />10,000,000<br />sight<br />1,000,000<br />touch<br />50 bps<br />100,000<br />sound<br />100,000<br />s...
Conscious <br />Intelligence / Awareness<br />Pre-conscious Intelligence<br />Intuition<br />
Basic Skills<br />Strategy<br />Social<br />Perception<br />Intuition<br />
Perspectives are more valuable than solutions<br />
Story<br />Systemic<br />Play<br />Visual<br />
Tactile / Immersive<br />Historical / Regional<br />Abstractions<br />Toy-like / Systemic<br />Dramatic / Cultural<br />
Symbolic<br />Perceptual<br />?<br />Intuitive<br />
weapons<br />development<br />combined forces<br />objectives<br />military<br />campaign<br />force<br />development<br /...
weapons<br />development<br />Analytical Models<br />combined forces<br />objectives<br />military<br />campaign<br />forc...
The Future is becoming less predictable <br />1700<br />1800<br />1900<br />2000<br />2100<br />
I wonder…<br />The<br />End<br />
Perceptual<br />
Verbs into Nouns<br />
Charles Joseph Minard<br />
Orando2010 5
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Orando2010 5

  1. 1. Games as Tools <br />for <br />Science and Society<br />-Will Wright<br />
  2. 2. Senet<br />3500BC<br />
  3. 3.
  4. 4.
  5. 5.
  6. 6. Little Wars: a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books.<br />
  7. 7.
  8. 8.
  9. 9.
  10. 10.
  11. 11. General Problem Solving<br />Realistic<br />Abstract<br />Minor<br />Field<br />Exercises<br />Major<br />Field<br />Exercises<br />Map<br />Exercises<br />Computer<br />Simulations<br />War<br />Games<br />Analytical<br />Models<br />Expensive<br />Cheap<br />
  12. 12.
  13. 13. Weapons Development<br />Campaign Planning<br />Battle Planning<br />Logistics<br />Individual Skills<br />
  14. 14. Thinking - Intelligence<br />
  15. 15. Repetition<br />Practice<br />Mastery<br />Basic Skills<br />Deconstruction<br />Emergence<br />Strategy<br />Systemic<br />Social<br />Empathy<br />Leadership<br />Perception<br />Awareness<br />Filtering<br />Subconscious<br />Associative<br />Intuition<br />Holistic<br />
  16. 16. Repetition<br />Practice<br />Mastery<br />Basic Skills<br />Deconstruction<br />Emergence<br />Strategy<br />Systemic<br />Social<br />Empathy<br />Leadership<br />Perception<br />Awareness<br />Filtering<br />Subconscious<br />Associative<br />Intuition<br />Holistic<br />
  17. 17.
  18. 18. PREFACE<br />CHAPTER 1. INTRODUCTION<br />Section I. BACKGROUND<br />1-1. NATURE OF LOW-INTENSITY CONFLICT<br />1-2. ENVIRONMENTAL CONSIDERATIONS<br />1-3. MILITARY ROLE IN LOW-INTENSITY CONFLICT<br />Section II. IMPERATIVES<br />1-4. POLITICAL DOMINANCE<br />1-5. UNITY OF EFFORT<br />1-6. ADAPTABILITY<br />1-7. LEGITIMACY<br />1-8. PERSEVERANCE<br />Section III. OPERATIONAL CATEGORIES<br />1-9. SUPPORT FOR INSURGENCY AND COUNTERINSURGENCY<br />1-10. COMBATTING TERRORISM<br />1-11. PEACEKEEPING OPERATIONS<br />1-12. PEACETIME CONTINGENCY OPERATIONS<br />Section IV. LEADERSHIP CHALLENGES<br />1-13. FORCE PROTECTION<br />1-14. FORCE SUSTAINMENT<br />1-15. DISCIPLINE MAINTENANCE<br />1-16. FRATRICIDE PREVENTION<br />CHAPTER 2. SUPPORT FOR INSURGENCY AND COUNTERINSURGENCY<br />Section I. THE NATURE OF INSURGENCY<br />2-1. GOALS<br />2-2. ENVIRONMENT<br />2-3. CHARACTERISTICS<br />2-4. POPULAR AND LOGISTIC SUPPORT<br />2-5. GUERRILLA TACTICS<br />2-6. DEVELOPMENT PHASES<br />Section II. BRIGADE AND BATTALION TASK FORCE IN COUNTERINSURGENCY<br />2-7. FOREIGN INTERNAL DEFENSE AUGMENTATION FORCE OPERATIONS<br />2-8. CONDUCT OF TACTICAL OPERATIONS<br />2-9. PLANNING<br />2-10. OPERATION PRINCIPLES<br />2-11. TASK ORGANIZATION<br />Section III. OFFENSIVE OPERATIONS<br />2-12. PHASE I - LATENT AND INCIPIENT INSURGENCY<br />2-13. PHASE II - GUERRILLA WARFARE<br />2-14. PHASE III - WAR OF MOVEMENT<br />
  19. 19. Pragmatic approach…<br />
  20. 20.
  21. 21.
  22. 22.
  23. 23.
  24. 24.
  25. 25. -Individual <br />-Group<br />-Peer to Peer<br />
  26. 26. Me<br />World<br />
  27. 27. models<br />imagination<br />A<br />B<br />C<br />World<br />
  28. 28. We build models by abstracting lots of examples<br />
  29. 29. Behavior<br />Models – (Predictive)<br />Schema – (Abstractions)<br />Metaphors – (Patterns)<br />Examples – (Data)<br />
  30. 30. Light bulb Joke Schema<br />Q: How many members of a particular demographic group does it take to change a light bulb?<br />A: Some finite number. One to change the bulb, and the rest to act in a manner that reinforces the stereotype of that particular group.<br />
  31. 31. Classification<br />
  32. 32.
  33. 33. -Enter restaurant<br />-Be seated<br />-Get menu<br />-Place drink order<br />-Receive drinks<br />-Place food order<br />-Eat food<br />-Receive check<br />-Pay check<br />-Leave<br />Causality<br />
  34. 34. Schema gone bad…<br />
  35. 35. James Bond<br />
  36. 36.
  37. 37. Failure Based Learning<br />
  38. 38. Professional<br />Apprenticeship<br />
  39. 39.
  40. 40. TIME<br />Success<br />10<br />sec.<br />10<br />min.<br />1<br />hr.<br />10<br />hrs.<br />Failure<br />Patterns in time<br />
  41. 41. Marriage<br />Children<br />Success<br />Friendship<br />Romance<br />Parties<br />Family<br />Objects<br />House<br />Efficiency<br />Social -<br />Friends<br />Breakup<br />Social Services<br />Affair<br />Military School<br />Job/Skills<br />Economy<br />Happy<br />Free Time<br />Argument<br />Insult<br />Jealousy<br />Fight<br />Move<br />Interact<br />Demotion<br />Lose Job<br />Repo Man<br />Electrocution<br />Needs<br />Pee<br />Collapse<br />Lonely<br />Starve<br />Basic <br />Control<br />Failure<br />
  42. 42. failure<br />
  43. 43.
  44. 44. others<br />toy<br />experiences<br />Play<br />experience<br />
  45. 45. Story<br />toy<br />experiences<br />Play<br />experience<br />Educational<br />Technologies<br />
  46. 46. Future<br />Now<br />Past<br />Educational technologies for dealing with time<br />
  47. 47. Games<br />
  48. 48. Play<br />Games<br />Games are a subset of play<br />
  49. 49. Possibility Space<br />
  50. 50. Repetition<br />Practice<br />Mastery<br />Basic Skills<br />Deconstruction<br />Emergence<br />Strategy<br />Systemic<br />Social<br />Empathy<br />Leadership<br />Perception<br />Awareness<br />Filtering<br />Subconscious<br />Associative<br />Intuition<br />Holistic<br />
  51. 51.
  52. 52.
  53. 53. possibilities<br />
  54. 54. Gameplay Landscape (Sims)<br />Success<br />Social<br />Material<br />Start<br />
  55. 55.
  56. 56.
  57. 57. Real design target<br />
  58. 58.
  59. 59.
  60. 60. Scott Diddams<br />Timmy<br />Physicist - National Institute of Standards and Technology (NIST)<br />Toddler (3yrs.old) – Carolina Day School<br />Quantum – Optical interactions<br />Properties of magnetic interaction<br />Comprehensive, Complex & Robust?<br />Physics model<br />Comprehensive World Model<br />
  61. 61. Models – build – test - replace<br />
  62. 62. Gm m<br />1 2<br />F =<br />r<br />2<br />Science<br />compression<br />
  63. 63. Mental Model<br />Games<br />if ((fdLen = DFANgetfdslen(dfanFileID, 1)) == FAIL) { <br /> if (verbose) cout << "There is no file desc annotation. "; <br /> } else { numFd++; <br /> DFANgetfds(dfanFileID, cdesc1, fdLen, 1); <br /> while((fdLen = DFANgetfidlen(dfanFileID, 0)) != FAIL) {<br /> numFd++; <br /> }<br />} // endif desc1 <br />phase space - player perception<br />
  64. 64. imagination<br />Play builds models<br />Games test models<br />imagination<br />
  65. 65. Structural Models<br />
  66. 66. Structure<br />Dynamics<br />
  67. 67. Dynamics<br />
  68. 68. Systemic<br />Understanding<br />deconstructing…then reconstructing<br />
  69. 69. Topologies<br />Nouns<br />Layers<br />Propagation<br />Cybernetics<br />Growth<br />System Dynamics<br />Cellular Automata<br />Grouping<br />Chaos Theory<br />Adaptive Systems<br />Order<br />Network Theory<br />Allocation<br />Mapping<br />Specialization<br /> Nesting<br />Networks<br />Agents<br />Dynamics<br />Verbs<br />Paradigms<br />Grammar<br />
  70. 70. Topology<br />Propagation<br />Cybernetics<br />Growth<br />System Dynamics<br />Cellular Automata<br />Grouping<br />Chaos Theory<br />Adaptive Systems<br />Order<br />Network Theory<br />Allocation<br />Mapping<br />Specialization<br /> Nesting<br />Layers<br />Networks<br />Agents<br />relationships<br />
  71. 71. Flexible<br />Rigid<br />Agents<br />Networks<br />Layers<br />
  72. 72.
  73. 73. Topology<br />Propagation<br />Cybernetics<br />Growth<br />System Dynamics<br />Cellular Automata<br />Grouping<br />Chaos Theory<br />Adaptive Systems<br />Order<br />Network Theory<br />Allocation<br />Mapping<br />Specialization<br /> Nesting<br />Layers<br />Networks<br />Agents<br />
  74. 74. Layers<br />Networks<br />Propagation<br />Cybernetics<br />Growth<br />System Dynamics<br />Cellular Automata<br />Grouping<br />Chaos Theory<br />Adaptive Systems<br />Order<br />Network Theory<br />Allocation<br />Mapping<br />Specialization<br /> Nesting<br />Agents<br />Dynamics<br />topology change through time<br />
  75. 75. Propagation<br />Material<br />Information<br />Patterns<br />
  76. 76. Growth<br />Structure<br />Quantity<br />State<br />
  77. 77. Specialized<br />Similar<br />Grouping<br />
  78. 78. Order<br />Linear<br />Branching<br />
  79. 79. Allocation<br />Time<br />Material<br />
  80. 80. Mapping<br />
  81. 81. ?<br />
  82. 82. Specialization<br />
  83. 83. Nesting<br />
  84. 84. TIME<br />10<br />sec.<br />10<br />min.<br />1<br />hr.<br />10<br />hrs.<br />Failure<br />Success<br />Patterns in time<br />
  85. 85. Layers<br />Networks<br />Propagation<br />Cybernetics<br />Growth<br />System Dynamics<br />Cellular Automata<br />Grouping<br />Chaos Theory<br />Adaptive Systems<br />Order<br />Network Theory<br />Allocation<br />Mapping<br />Specialization<br /> Nesting<br />Agents<br />Dynamics<br />topology change through time<br />
  86. 86. Layers<br />Networks<br />Propagation<br />Growth<br />Cybernetics<br />System Dynamics<br />Grouping<br />Cellular Automata<br />Chaos Theory<br />Order<br />Adaptive Systems<br />Network Theory<br />Allocation<br />Mapping<br />Specialization<br />Nesting<br />Agents<br />Paradigms<br />Deconstruction - metamodeling<br />
  87. 87. Futurism<br />
  88. 88.
  89. 89. The Nucleon<br />
  90. 90.
  91. 91.
  92. 92. Cybernetics<br />Feedback<br />IN<br />OUT<br />POSITIVE<br />NEGATIVE<br />control theory<br />
  93. 93.
  94. 94. chained together – analog electronics<br />
  95. 95. Analog computation<br />
  96. 96. Stock<br />Flow<br />System Dynamics<br />Jay Forrester<br />magnetic-core memory <br />
  97. 97.
  98. 98.
  99. 99. 72<br />
  100. 100. Cellular Automata<br />
  101. 101. Von Neumann<br />Digital computation – true emergence <br />
  102. 102. Value<br />-<br />+<br />Pop.<br />Crime.<br />+<br />Land Value = Crime + Location<br />Population = Land Value + Zoning<br />Crime = Population – Land Value<br />
  103. 103. Res.<br />Ind.<br />System<br />Dynamics<br />+<br />Cellular<br />Automata<br />
  104. 104. Chaos Theory / Phase Space<br />Phase space<br />
  105. 105. Stable System<br />
  106. 106. Chaotic System<br />
  107. 107.
  108. 108.
  109. 109.
  110. 110.
  111. 111.
  112. 112.
  113. 113. Complex Adaptive Systems<br />
  114. 114. Feedback<br />IN<br />OUT<br />Rule System<br />Feedback<br />IN<br />OUT<br />genetic algorithms – neural networks – etc. <br />
  115. 115. Adaptive Landscape<br />
  116. 116.
  117. 117. Network Theory<br />
  118. 118.
  119. 119. Social<br />Metabolic<br />Infrastructure<br />Financial<br />
  120. 120. Power law distribution<br />Graph Width<br />(6 degrees of separation)<br />Graph Connectedness<br />
  121. 121. Models , not reality<br />
  122. 122. Reality<br />Relativity Theory<br />Quantum Mechanics<br />
  123. 123. Cooperation<br />Local<br />Disordered<br />Competition<br />Global<br />Ordered<br />
  124. 124. Topologies<br />Layers<br />Networks<br />Propagation<br />Growth<br />Grouping<br />Order<br />Allocation<br />Mapping<br />Specialization<br /> Nesting<br />Agents<br />Cybernetics<br />System Dynamics<br />Dynamics<br />Cellular Automata<br />Chaos Theory<br />Adaptive Systems<br />Network Theory<br />Paradigms<br />Local<br />Global<br />Order<br />Disorder<br />Compete<br />Cooperate<br />emmergence<br />
  125. 125. Repetition<br />Practice<br />Mastery<br />Basic Skills<br />Deconstruction<br />Emergence<br />Strategy<br />Systemic<br />Social<br />Empathy<br />Leadership<br />Perception<br />Awareness<br />Filtering<br />Subconscious<br />Associative<br />Intuition<br />Holistic<br />
  126. 126. Social<br />Intelligence<br />
  127. 127. Less about Firepower…<br />More about <br />Social Awareness<br />
  128. 128. PSYOPs<br />Not just for specialists…<br />
  129. 129. Going from “soft science”…<br />
  130. 130. …to data driven.<br />
  131. 131. evolution<br />
  132. 132. Psychopath<br />Good Samaritan<br />Manic Depressive<br />evolution<br />
  133. 133.
  134. 134.
  135. 135. Griefers<br />
  136. 136.
  137. 137.
  138. 138. Primary landscapes<br />
  139. 139.
  140. 140.
  141. 141. U.S. Army Counterinsurgency Handbook<br />Appendix B - "Social Network Analysis and Other Analytical Tools"<br />
  142. 142. -Culture<br />-Ideas<br />-Opinions<br />
  143. 143. Awash in information<br />
  144. 144.
  145. 145. Synthetic Awareness<br />
  146. 146. Repetition<br />Practice<br />Mastery<br />Basic Skills<br />Deconstruction<br />Emergence<br />Strategy<br />Systemic<br />Social<br />Empathy<br />Leadership<br />Perception<br />Awareness<br />Filtering<br />Subconscious<br />Associative<br />Intuition<br />Holistic<br />
  147. 147. Smart Dust<br />
  148. 148.
  149. 149.
  150. 150. Information Network<br />-Collect<br />-Process<br />-Distribute<br />
  151. 151. P1<br />P1<br />-Collect<br />P1<br />P1<br />P1<br />-Process<br />-Distribute<br />P1<br />P1<br />P1<br />P1<br />P1<br />P1<br />P1<br />P1<br />P1<br />P1<br />
  152. 152. -Collect<br />P2<br />-Process<br />P2<br />-Distribute<br />P2<br />P2<br />P2<br />P2<br />P2<br />P2<br />P2<br />
  153. 153. -Collect<br />P2<br />-Process<br />P2<br />-Distribute<br />P2<br />P2<br />P2<br />P2<br />P2<br />P2<br />P2<br />
  154. 154. P3<br />-Collect<br />-Process<br />-Distribute<br />P3<br />P3<br />P3<br />P3<br />P3<br />
  155. 155. Information<br />Gradient<br />
  156. 156.
  157. 157. Synthetic <br />Senses<br />
  158. 158. Augmented Reality<br />Blended Reality<br />
  159. 159. Virtual Reality<br />
  160. 160.
  161. 161.
  162. 162.
  163. 163.
  164. 164.
  165. 165.
  166. 166.
  167. 167. Wearable <br />Computing<br /><br />
  168. 168.
  169. 169.
  170. 170. Replacing my <br />instincts<br />
  171. 171. Repetition<br />Practice<br />Mastery<br />Basic Skills<br />Deconstruction<br />Emergence<br />Strategy<br />Systemic<br />Social<br />Empathy<br />Leadership<br />Perception<br />Awareness<br />Filtering<br />Subconscious<br />Associative<br />Intuition<br />Holistic<br />
  172. 172. Data In (bps)<br />10,000,000<br />sight<br />1,000,000<br />touch<br />50 bps<br />100,000<br />sound<br />100,000<br />smell<br />consciousness<br />1000<br />taste<br />
  173. 173. Conscious <br />Intelligence / Awareness<br />Pre-conscious Intelligence<br />Intuition<br />
  174. 174.
  175. 175. Basic Skills<br />Strategy<br />Social<br />Perception<br />Intuition<br />
  176. 176.
  177. 177.
  178. 178.
  179. 179.
  180. 180. Perspectives are more valuable than solutions<br />
  181. 181. Story<br />Systemic<br />Play<br />Visual<br />
  182. 182. Tactile / Immersive<br />Historical / Regional<br />Abstractions<br />Toy-like / Systemic<br />Dramatic / Cultural<br />
  183. 183. Symbolic<br />Perceptual<br />?<br />Intuitive<br />
  184. 184. weapons<br />development<br />combined forces<br />objectives<br />military<br />campaign<br />force<br />development<br />branch<br />deployment<br />strategic<br />planning<br />operational<br />planning<br />army<br />tactical<br />planning<br />training<br />division<br />logistics<br />tactics<br />advanced<br />skills<br />company<br />basic<br />skills<br />career<br />development<br />assignments<br />duties<br />Scale<br />individual<br />years<br />months<br />weeks<br />days<br />decades<br />Time<br />
  185. 185. weapons<br />development<br />Analytical Models<br />combined forces<br />objectives<br />military<br />campaign<br />force<br />development<br />branch<br />deployment<br />Wargaming<br />strategic<br />planning<br />operational<br />planning<br />army<br />Strategy<br />tactical<br />planning<br />training<br />Group Exercises<br />division<br />Social<br />logistics<br />tactics<br />Skills<br />advanced<br />skills<br />Simulations<br />company<br />basic<br />skills<br />career<br />development<br />assignments<br />Perception<br />duties<br />Scale<br />individual<br />years<br />months<br />weeks<br />days<br />decades<br />Time<br />
  186. 186. The Future is becoming less predictable <br />1700<br />1800<br />1900<br />2000<br />2100<br />
  187. 187.
  188. 188.
  189. 189.
  190. 190. I wonder…<br />The<br />End<br />
  191. 191. Perceptual<br />
  192. 192. Verbs into Nouns<br />
  193. 193. Charles Joseph Minard<br />
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