Asymmetric Reality

  • Current Initiatives: The concept of Asymmetric Reality is being implemented across various domains such as space, time, language, etc.

    • Space, Time: Projects like CGUI Lab Research 202310~, CGUI Lab Research (FMRG) 2024~ are part of this.
    • Language: Research on asym-chat.
    • Discovering useful use cases and interesting phenomena.
    • Aiming to create something that can be placed in various positions between Subjective Reality and Objective Reality. pic.twitter.com/F1EVacu1EV

    • image

    • @(blu3mo) [February 4, 2024](https://twitter.com/blu3mo/status/1753990292422951408?ref_src=twsrc%5Etfw)
      
  • Capabilities: Developing a theory of design.

    • The phrase “design theory” was introduced by Professor Inami in 20240109 Inami Lab LT.
    • Exploring the concept of design theory.
      • For example, “Melting Design”:
        • With the advancement of information technology, hardware, software, and the internet are merging more and more, giving rise to a new world. In this world, a new approach and logic for design are required, different from traditional manufacturing methods.

        • This book, the first by the promising young researcher Keita Watanabe in the field of interface/interaction design research, elucidates the design methodology focused on the most critical keyword for future manufacturing, “sense of self-attribution.”

    • Vaguely envisioning:
      • Revealing the existence of “good deviations” and “bad deviations” in each domain.
      • Generalizing “good deviations” from various domains and explaining the design of such deviations at a meta-level.
        • Discussions like “Let’s consider whether we want to share explicitly/implicitly shared events and variables fundamentally” seem feasible.
          • Framework
          • Applying this design theory to online lectures might lead to kineto, while applying it to teleoperation might result in FMRG.
            • Interesting (blu3mo)(blu3mo)
      • This seems to follow a sequence of discovering various specific use cases and then generalizing them.
  • Capabilities: Solving technical obstacles/problems.

    • Flow:
      • Ideally, having deviations is beneficial.
      • To move from the current “deviation-free state” to a better state with deviations, certain obstacles need to be addressed.
      • And these obstacles can be overcome with specific technologies.
    • For instance:
      • Communicating in a state with deviations requires redirection or overlaying/switching perspectives.
      • It would be exciting to find common techniques across domains (language, time-space, etc.).
    • This aspect seems significantly influenced by one’s technical capabilities.
  • The former two, “creating a theory of design” falls under design, while “solving technical obstacles/problems” falls under engineering, right?

    • It may seem obvious when written this way, but I find it an interesting connection (blu3mo).
  • Capabilities: Engaging with philosophy and other related matters.

    • Honestly, I haven’t yet understood a meaningful way to engage with this, so I described it as “doing this and that” (blu3mo).
    • While it’s possible to explain the connections between concepts, I haven’t yet envisioned deriving valuable insights from there.
      • I don’t want to use philosophy just for authority or academic posturing.
    • Since concepts like Smooth Society and Its Enemies and 暇と退屈の倫理学 are applying humanities-derived concepts to practical discussions, I would like to take inspiration from their approach.- Probably due to a lack of personal knowledge/understanding, I want to talk to people and study more.
  • What I can do: Create things that people are willing to pay for and run a business.

  • This is the latest version of what was discussed in the past regarding What to do with ParallelTalk-related research and Research on temporal relationships.

    • After several years, the focus has shifted towards Asymmetric Reality and more things have become visible, so it’s time to rethink.

  • When replacing the part about ”Asymmetric Reality” with something else, I want to explore what others are doing.
    • I wonder if most academic papers are doing this?
      • Presenting design principles based on abstract themes or solving specific problems.
    • Or maybe themes in labs.