Showing posts with label categorical. Show all posts
Showing posts with label categorical. Show all posts

Wednesday, February 24, 2016

Up to Top 4% on Academia!


55 Followers | 121 Following | 4,835 Total Views | top 4%


http://www.southernct.academia.edu/NathanCoppedge



R RT RR ORIGINA

Saturday, November 7, 2015

170 Twitter Followers for the First Time






Sunday, October 11, 2015

My Posts On Quora Have been Popular


up to 20,000 views on quora in about the two months since I started. Six followers.

VIEW PROFILE.


Friday, September 11, 2015

Predicting more book sales this year than last...!

My book sales may be up 15% from last year.

See what is making my books popular:

http://www.amazon.com/author/nathancoppedge


Wednesday, November 5, 2014

The 1st Soul of the Dimensional Encyclopedia

"The concept is an endless ladder"

...

Monday, October 6, 2014

I've reached 3600 views to my papers on Academic Room

due to a recent increase in popularity (that means some of my papers have almost 300 views). That means the total is approaching 5000 on academic sites.

Yay!

View my papers HERE or HERE.

Monday, September 29, 2014

I recently summarized my thought progress over time

as a series of five variables with clauses:

·Problem (complexity), 1982-2001
I tested my mother by asking for a machine gun to see what kind of complexity lay ahead of me. Then I thought of a popcorn gun that would shoot by popping popcorn (which didn't work). Meanwhile, I found some of the experiences that would lead to my later thought process. The concept of complexity led me to develop paranoid schizophrenia in 2001.

·Unity (elementese), 2001 - 2005
I thought of several concepts including a CatSpur shoes concept, but my most significant accomplishments were in establishing a rudimentary philosophy involving coherent circles and axial relationships of words, such as opposites.

·Modism (perfection), 2005 - 2009
I had an epiphany for the Tilt Motor perpetual motion concept, perhaps as a development of philosophy concepts. I then thought of 50 or 60 other designs in the next two years, some of them very poorly designed. Thoughts about modality led my philosophy to develop.

·Quantification (minor omni-science / coherentism), 2009 - 2013
Thoughts about the problem of quantification, such as, 'how to make it mean something?' led me to develop categorical deduction, the foundation of what might sometimes be called 'omni-science' or objective coherentism. This is one of my most major accomplishments, probably my most major contribution to philosophy. I also invented a theory of exceptionism, which to my knowledge is the first real formalism of exceptionistic theories in philosophy, although clearly there have been other examples of pursuing exceptions, sometimes it has been burdened by formal constraints without adopting a specific unique formalism that could be identified with exceptions.

·Exceptional Cases (formal perfections), 2013 - 2014
In 2014 I made several important formalistic discoveries, including the discovery of the Master Angle allowing objects to roll upwards, the 3 Proofs of Perpetual Motion, and the virtual invention of a number of prospective movements in philosophy, such as Sophology, Metemphysics, Variablism, and Applicationism.

Wednesday, July 24, 2013

Tractatus of Gamification

I found a video by gamifier Zichermann on Google+, which linked to the main gamification blog/website at http://www.gamification.co.

I felt inspired to share my ideas about gamification, in the form of a tractatus.

          1. The value of a game is its dynamic value. There is no game without dynamic value. If the end-user does not have a dynamic, the game must create a dynamic. If dynamics are artificial, the result is artificial value. But where the game actually has value, value can be created.

          2. To gamify, it is possible to add user-value. But this seems to incur a linear expense. How to add infinite value to a game without having an infinite game? It seems important to connect multiple games rather than leaving a dead end-product. The value of psychic games, the value of coherent games. The value of games with a functional concept, versus the commercial value of expendability. The need for phenomenological mapping. The value of creative games. Variablism: adding the exact factor that extends the value of the game, or the desire for relationships of products, sub-categories of functions, etc.

         3. The user should add value to the product.

         4. If the end-user /crowd-sourcee has no value, then where is the incentive to gamify? The need to add value to the consumer is also the opportunity to build the game into a more permanent context.

That's it for now, pretty brief, covers a lot of the source, solution, future, and problem.