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Y Worlds
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A global cooperative inventing a powerful new language and enterprise around systems of knowledge, complexity & mass action. Nurture, Equality, Truth & Systems.
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    The human species is rapidly and indisputably moving towards the technological singularity. The cadence of the flow of information and innovation in...
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    Where forward thinking terrestrials share ideas and information about the state of the species, their planet and the universe, living the lives of science fiction. Introduction
    Featuring Powers of Ten by Charles and Ray Eames, based on an idea by Kees Boeke.

    For some time US popular culture has kept a fairly specific image of the modern working life. Early in the morning, tens of millions of people across the country begin their daily migration to their place of business. They work throughout the day in dedicated spaces beside their peers, organized by hierarchy, and return home in the evening to complete their cycle of life – office life.

    We’ve seen this depiction parodied, ridiculed and critiqued hundreds of times throughout modern media- The Matrix, Office Space, Every Day the Same Dream, etc. Yet, while often portrayed and assumed, this collective, cubicle-centered concept of the traditional office is an unusually private experience of culture, commute, bosses, deadlines and work. Few people are granted the essential information about the ‘offices’ of their friends or family, their children and parents. Offices are wrapped in assumptions. The reality of life to, from and within an office is made up of equal amounts of diversity and commonality.

    Software companies, comprising one of the newest industries on earth, are well-known for their relaxed conditions and comfortable working environment. More traditional firms might balk at the non-traditional workplaces, but we’ve seen waves of innovation and creativity pouring out of them and the results cannot be denied. Google, for example, is one of the largest companies in the world, wielding billions in assets. They have gyms, creative spaces, and a free and open work environment supporting workplace relationships and community.

    Similarly, video game company Valve has almost nothing that resembles a standard corporate structure. There’s no hierarchy and no ‘boss’. The company consists of a bunch of people working on passion-projects. In terms of revenue generation, it is one of the most efficient companies in the world. Each employee creates at least one million dollars in wealth. They eclipse, in capital per person, even the tech giants Google, Apple and Microsoft. At that rate, if Valve had the same number of employees as Microsoft, they would have a revenue of $1.2 trillion.

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    We are
    building a world, not a web site
    a world with a dynamic systemic semiotic language
    a world with Nurture.Equality.Truth.Systems as objectives
    a world focused on carefully coordinated individual activities
    a world that generates and shares value & recognition
    a world that attracts concerted mass action
    rethinking everything & assuming nothing

    We exchange

    as a curated peer-to-peer collective commons
    according to specific, actionable objectives
    as a wiki cooperative
    everything we do via a Creative Commons License
    our intellectual property and tangible wealth within the cooperative
    our intellectual property for commercial use via license

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    Video games begin the 21st century as its most prolific form of media. From Farmville to Call of Duty, Starcraft to Angry Birds, games are everywhere.



    With such a huge portion of our society’s time being spent on interactive media, it’s vital that we understand what they are, how they work, why they are compelling and how they can be a force for positive social change, and where they will take us. Computer access, and computer aided life, are available only to those across the world with necessary resources and infrastructure, but that access via lower cost smartphone interactive media is increasing. We believe gaming is really an excellent marker, a definitive example, of the future of computer-aided human evolution.

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    When we look at the concept of education through the lens of Nurture, Equality, Truth and Systems, we immediately notice that the word “education” itself generally refers to formal processes and institutions that deliver teacher-driven content from preschool through higher education.

    We’re going to avoid the boundaries of these words, consider the SLANT that produces our current of education, and focus on the foundation principles associated with education, training, learning and teaching.

    We have thought long and hard about how to understand education systemically.
    What follows is just a glimpse of how we think education should be approached. We invite the reader to join us at Y Worlds to develop the systemic models and ontologies associated with education. We guarantee an educational experience like no other.

    Education is —
    Nurture, Equality, Truth & Systems
    NETS is —
    the foundation,
    the objectives,
    the content,
    the processes &
    the outcomes
    of education.

    Help us educate education by contributing to our developing ontologies and models at yworlds.

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    Thu, Jul 19, 2012  Permanent link
    Categories: inheritance, education, nets
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