A Proposition For a Pervasive Core – Part I

March 2, 2007

Proposition for a Pervasive Core based access system, built around readily available resources for use in diversion tactics for Chrystal Meth addicts. The proposition is base on the continuing observation that if an addict’s attention can be focused on something other than the ‘The Game’, even if that focus is on a game of a less destructive nature, there lies the opportunity for a change in direction. This process is referred to as ‘Nudging’, not a function where a person is compelled by sanction to participate, but the pure nature of the path shown to them.

 

The process is of necessity, knowledge based, using high end, leading edge knowledge, confusing by necessity at first, but supported by a complete resource base from which can be drawn more knowledge and be infusion more interest.

 

The system has three distinct components:

1] A pervasive ‘capture’ system which contain various forms of web enabled devices which are used to garner the attention of the target group –

2] A core centre containing a continuation of what is attracted the group to the interest –

3] A Backplane which is capable of fully supporting all aspect of the program in real time.

The primary requirement for the specification of the system is that it must be A] completely transparent in its operation capability – and – B] have enough built in redundancy to account for any over usage contingencies. The need lies in the necessity to be able to fully support a potential user one the interest has been required.

 

Primary to this process is an introduction to the Golden Ratio, defined by Wolfram Mathworld as – ‘The term “golden section” [in German, goldener Schnitt or der goldene Schnitt] seems to first have been used by Martin Ohm in the 1835 2nd edition of his textbook Die Reine Elementar-Mathematik [Livio 2002, p. 6]. The first known use of this term in English is in James Sulley’s 1875 article on aesthetics in the 9th edition of the Encyclopedia Britannica. The symbol [‘phi’] was apparently first used by Mark Barr at the beginning of the 20th century in commemoration of the Greek sculptor Phidias [ca. 490-430 BC], who a number of art historians claim made extensive use of the golden ratio in his works [Livio 2002, pp. 5-6]. Similarly, the alternate notation is an abbreviation of the Greek ‘tome’, meaning ‘to cut.’’ [REF] and the simple yet elegant study of the Dodecahedron – [REF].

 

[REF]

 

 

What is important about the process, is that the incursion into the pattern of an addict must of necessity be swift and sustained.

Technical Considerations – The technical support for this initiative stems through a standing computational core which carries 64 Mac Xserve blades. This core supports a 32Tb Raid library and a fibre backplane running at T3.

 

The middle ‘Kingdom’ of this facility contains 32 MacPro desktop systems and 32 MacBook Pro Laptops.

The primary program of choice is Stephen Wolfram’s gridMathematica – [REF] in full configuration [PDF] along with CATIA [REF].

 

[NOTE:- while an argument will be made questioning the necessity of using advanced programing in this initiative, I suggest that it is the lack of sufficient advanced interest that was a primary contributing factor for the addiction to be triggered in the first instance – The fact is, a very high percentage of addict do not choose to become substance addicts, given few choice for stimulation the choose the easy way to placate what is a basic human trait]

 

The third part of the protocol, and one in great need of development, is the Pervasive Outreach Program. This will involve the seeding of web enabled devices to draw the target into the main program. The remains considerable room for development in this area however there has been progress made by IPERG – Integrated Project on Pervasive Gaming – [REF] who have had great success with their ‘Prosopopeia’ project [REF] and best described in the following documentation:

 

1] Exploring the Edge of the Magic Circle: Defining Pervasive Games – [PDF]

2] Prosopopeia: Playing on the Edge of Reality – [PDF]

3] Prosopopeia: Experiences from a Pervasive Larp – [REF]

 

ABSTRACT – Live action role playing, Larp, is a play genre that so far has received little attention from the game studies community. However, the Live action role playing community is perhaps the most interesting role play community of all in its intense focus on role-taking, improvisation, and immersion. Furthermore, Larping has been extensively used for serious purposes, both for crisis training and psychological treatment. In this paper, we focus on Pervasive Larp, Larp events that are staged in the real world and where both the people and the objects of the real world have a direct role in the game. This is a relatively novel variant of Larping, which poses higher demands on technology support than traditional Larps. We report on the experiences from designing and staging Prosopopeia, a pervasive Larp event based on an alternate reality aesthetics. In this game, every design choice was informed by the wish to keep the game as close to reality as possible. We conclude that the approach is indeed both possible and promising, and identify some suggestions for improvements.

 

4] Ethical and Practical Look at Unaware Game Participation – [REF]

A further and extensive source for Prosopopeia may be found at the IPERG site dedicated to it – [REF]