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  1. Keeping The Flat Clean- Living Space As User Interface
    http://climbtothestars.org/archives/2003/11/23/keeping-the-flat-clean-living-space-as-user-interface/
  2. 43 Folders
    http://merlin.blogs.com/43folders/
    Life hacks. Brilliant. Microextelligence to the max.
    http://merlin.blogs.com/43folders/2004/09/oh_yeahemthe_na.html -- 43 folders is the minimum you need to build a physical tickle system.
  3. Adaptive Rooms, Virtual Collaboration, and Cognitive Workflow
    http://icl-server.ucsd.edu/~kirsh/Articles/CoopBuildings/published-version.html
    By David Kirsh. Abstract: "This paper introduces the concept of Adaptive Rooms, which are virtual environments able to dynamically adapt to users' needs, including `physical' and cognitive workflow requirements, number of users, differing cognitive abilities and skills. Adaptive rooms are collections of virtual objects, many of them self-transforming objects, housed in an architecturally active room with information spaces and tools. An ontology of objects used in adaptive rooms is presented. Virtual entities are classified as passive, reactive, active, and information entities, and their sub-categories. Only active objects can be self-transforming. Adaptive Rooms are meant to combine the insights of ubiquitous computing -- that computerization should be everywhere, transparently incorporated -- with the insights of augmented reality -- that everyday objects can be digitally enhanced to carry more information about their use. To display the special potential of adaptive rooms, concrete examples are given to show how the demands of cognitive workflow can be reduced."
    So it ubicomp making extelligence addressible so we can talk about it? Semiotcratic. Good.
  4. Distributed Cognition, Coordination and Environment Design
    http://icl-server.ucsd.edu/~kirsh/Articles/Italy/published.html
    By David Kirsh. Abstract: "The type of principles which cognitive engineers need to design better work environments are principles which explain interactivity and distributed cognition: how human agents interact with themselves and others, their work spaces, and the resources and constraints that populate those spaces. A first step in developing these principles is to clarify the fundamental concepts of environment, coordination, and behavioural function. Using simple examples, I review changes the distributed perspective forces on these basic notions."
    Distributed cognitive was fashionable a while back, it seems to be making a comeback. Embeddedness in social networks is definitely important; people do come up with better ideas if they can pass them through their local network... but even that's the wrong metaphor, because distributed cognition says that ideas don't exist in individuals like that, necessarily. They're smeared out across the group, just like ideas in the head exist somehow in parallel, and only come together when reified into words. Linearised. Digested.
  5. Complementary strategies- why we use our hands when we think
    http://cogsci.ucsd.edu/~kirsh/Cogsci95/cogsci95.html
    By David Kirsh. Lots of references to follow! Abstract: "A complementary strategy can be defined as any organizing activity which recruits external elements to reduce cognitive loads. Typical organizing activities include pointing, arranging the position and orientation of nearby objects, writing things down, manipulating counters, rulers or other artifacts that can encode the state of a process or simplify perception. To illustrate the idea of a complementary strategy, a simple experiment was performed in which subjects were asked to determine the dollar value of collections of coins. In the no-hands condition, subjects were not allowed to touch the coin images or to move their hands in any way. In the hands condition, they were allowed to use their hands and fingers however they liked. Significant improvements in time and number of errors were observed when S's used their hands over when they did not. To explain these facts, a brief account of some commonly observed complementary strategies is presented, and an account of their potential benefits to perception, memory and attention."
    Moment-by-moment extelligence.
  6. Headmap quotes Bateson on saying intelligence can be external
    http://www.headmap.org/archives/000182.html
    with references... it's like extelligence.
  7. Socially Situated Intelligence
    http://bruce.edmonds.name/ssi/
    conference, with papers online, sounds much like extelligence: "many important aspects of intelligence are grounded in intimate interactions with a physical environment" -- by 'intimate' I guess that's like re-entrant, highly interconnected, like the brain. Wow!
  8. Bruce Edmond's homepage and papers
    http://bruce.edmonds.name/
    he did a conference on Socially Situated Intelligence - extelligence - and he writes about agent-based social simulation.
  9. Jack Cohen- The Human Mind as an Emergent Phenomenon
    http://bprc.warwick.ac.uk/jcoaces.html
    "The Complicit Coevolution of Intelligence and Extelligence". Cohen was one of the guys who came up with the concept of extelligence. This is a great looking article about human evolution.
  10. Terra Nova- The Value of Realism
    http://terranova.blogs.com/terra_nova/2004/01/the_value_of_re.html
    On the object problem of simulation: "Decks of cards are assemblies too (one only has a deck when one has 52 cards). Bags, Christmas trees, and hat racks, it turns out, are not too hard to model and actually they have something in common -- they are all containers. [...] But the real messiness starts with liquids, gases, and plasmas. What happens when your avatar puts sugar in a bowl of water or dips an apple into honey? Even if we program the honey to get stuck on the apple and slowly drip off the apple, Richard notes that this will surely lead to a player wondering (at some juncture) why honey drips off kittens at the same rate it drips off apples."
    But why is this a problem? "It reveals how one of the goals of a contemporary virtual world designer is to struggle to replicate reality in a convincing way, presumably down to the nitty-gritty modeling of the adhesion and viscosity of honey on furred surfaces. Reuben Klamer certainly didn't stay up at nights wondering how to make the blue pegs and the pink pegs more accurate representations in the Game of Life."
    Naturally, because I'm reading Figments of Reality [on extelligence] at the moment, I'm thinking that all these affordances *can't* be modelled. The objects themselves (with behaviours) are the simplified model of a maximally complex universe.

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