This invention relates to patterns, games, collaboration, communication, team building and creativity.
Humans excel at pattern recognition, although the neurological mechanisms that support this aren't well understood. Many people take pleasure in experiencing or discovering patterns, whether visual, musical, in engineering or computer systems, even as their awareness of patterns isn't always conscious. A recent study from the University of Pennsylvania indicates that people respond more quickly to modular over network patterns, even though they weren't able to describe either type of pattern they experienced.
The researchers found that the structure of the network impacted how quickly the participants could respond to the stimuli, an indication of their expectations of the underlying patterns. Responses were quicker when participants were shown sequences that were generated using a modular network compared to sequences coming from a lattice network.
While these two types of networks look different to the human eye at a large scale, they are actually statistically identical to one another at small scales. There are the same number of connections between the nodes and edges, even though the overall shape is different. “A computer would not care about this difference in large-scale structure, but it's being picked up by the brain. Subjects could better understand the modular network's underlying structure and anticipate the upcoming image,” says Lynn.
https://www.sciencedaily.com/releases/2020/05/200508145324.htm
Awareness of a pattern sometimes can interfere with a full understanding of reality, for example when a person believes they perceive a pattern when there is actually insufficient information to indicate one. The capacity for pattern recognition, then, is a fertile ground for tools that test its limits.
Merriam Webster defines Pattern (noun, https//www.merriam-webster.com/dictionary/pattern), and the most relevant elements to this invention are:
3: an artistic, musical, literary, or mechanical design or form (such as: the geometrical pattern of the carpet)
7: a reliable sample of traits, acts, tendencies, or other observable characteristics of a person, group, or institution (such as: a behavior pattern)
10: a discernible coherent system based on the intended interrelationship of component parts
11: frequent or widespread incidence (such as: a pattern of dissent)
Sol LeWitt sold instructions to make generative pattern drawings to museums and collectors.
Everything that artists do is making decisions, they make work by aggregating decisions,
SekroArt https://www.instagram.com/sekroart/
Modeling languages are known in the art. A modeling language is any artificial language that can be used to express information or knowledge or systems in a structure that is defined by a consistent set of rules. The rules are used for interpretation of the meaning of components in the structure. https://en.wikipedia.org/wiki/Modeling_language//Behavioral. A typical modeling language uses simple diagram components and doesn't focus on or include the traceability of individual choices.
Due to industrial production, many visual patterns and much of our built environment we see have strict repeats, however novel the motifs within the patterns. Since humans evolved in complex ecosystems, surrounded by endless variation in plants, animals, and terrain, industrial patterning overrides an innate, if forgotten, preference for “ordered complexity” and “non-monotony”. (Why Monotonous Repetition is Unsatisfying, Nikos Salingaros,
https://arxiv.org/pdf/1109.146lvl.pdf)
Interactive, group games for children, to foster “good behavior,” uses collective scoring to induce each child to do their “best” for the group. This type of game focuses on a narrow range of what is considered good and also risks fostering self-blame in an individual child for how their behavior contributes to the group's low score. Good Behavior Game:
https://goodbehaviorgame.air.org/about_gbg.html
Stamps are known in the art. Wikipedia (https://en.wikipedia.org/wiki/Rubber_stamp) describes rubber stamping, also called stamping, as a craft in which some type of ink made of dye or pigment is applied to an image or pattern that has been carved, molded, laser engraved or vulcanized, onto a sheet of rubber. The rubber is often mounted onto a more stable object such as a wood, brick or an acrylic block. Increasingly the vulcanized rubber image with an adhesive foam backing is attached to a cling vinyl sheet which allows it to be used with an acrylic handle for support. These cling rubber stamps can be stored in a smaller amount of space and typically cost less than the wood mounted versions. They can also be positioned with a greater amount of accuracy due to the stamper's ability to see through the handle being used. Temporary stamps with simple designs can be carved from a potato. The ink-coated rubber stamp is pressed onto any type of medium such that the colored image is transferred to the medium. The medium is generally some type of fabric or paper. Other media used are wood, metal, glass, plastic, and rock. High-volume batik uses liquid wax instead of ink on a metal stamp. Commercially available rubber stamps fall into three categories: stamps for use in the office, stamps used for decorating objects or those used as children's toys. Stamps can be used to press reliefs in soft materials such as clay.
There are books about patterns, such as the Handbook of Regular Patterns, An Introduction to Symmetry in Two Dimensions, by Peter S. Stevens. In images 35.9 and 35.10 examples are shown where groups of 3 pieces have threefold rotational symmetry. Pieces of such shapes require that they be fitted exactly to repeat patterns without variation.
More shapes are known that constrain placements, such as those made by M C Escher which reference tessellations (https://en.wikipedia.crg/wiki/M. _C._Escher). Hexagonal tessellation with animals is shown in Study of Regular Division of the Plane with Reptiles (1939).
Another example is shown in U.S. Pat. No. 7,284,757B2. These types of shapes typically have rotating patterns that constrain placements, and sometimes they include fractal patterns.
There are also tiles known in the art for architectural and decorative designs and also said to be useful for playing games, such as U.S. Pat. No. 6,305,688B1.
There are various ways known in the art for documenting decisions and decision-making processes. An example is a flowchart listing decision options. Another is a behavior tree (such as from the computer game industry) for showing decision options and consequences similar to a flowchart. Decisions can be tracked and used to impact software processes.
https://en.wikipedia.org/wiki/Modeling_langage
There are pattern menus known in the art such for making things like basket weaves.
Irregular polygons are known in the art:
https://www.technologyuk.net/mathematics/geometry/irregular-polygons.shtml
This invention provides devices such as motifs, tiles and stamps, kits and methods for playing emergent pattern making games for use by individuals, partners and teams. The motifs come in shapes that are bound by specific rules to promote the formation of recognizable patterns.
Purposes of playing the games of this invention are to loosen or gain structure in oneself and/or a team of people, to observe and change behavior patterns, and to become aware of decisions one is making and patterns in those decisions (as shown by behaviors with pattern in the field of play.
While the games of this invention can be used to make art or craft, that is not the primary intention. An aim is to expand one's conscious awareness and capacity with making choices.
Kits of this invention include motifs, instructions and optionally additional playing components.
In the drawings, closely related figures have the same number but different alphabetic suffixes.
40 and 44 different widths of parallel parallelograms in one motif
42 space between parallelograms
46 height of parallel parallelogram motif
48 numeration on tile
52 horizontal tile and vertical tile not centered, acceptable placement
54 tile 1 and tile 2 misaligned, acceptable placement
56 tile 6 rotated 180° from tile 3, acceptable placement
57 theoretical bounding box
58 width of upright distinct from 66 width of horizontal protrusion for the same irregular polygon whether as shaped tile and in bounding box
60 unique numeration on each tile of a particular motif
64 height is distinct from 62 width, the same irregular polygon whether as shaped tile and in bounding box
68 bounding polygon base of a motif tile
72, 96 flush edge of stamp constructed with layers of different materials
74, 88 groove
75, 94 printing surface
78, 90 additional material to alter the squishiness of stamp
80, 92 base material stiff and thick enough for gripping
84, 98 stamp printing surface and base of same material
86, 102 handle used in some embodiments
112 length and width of playing surface
114 pattern cluster formed of four stamped moves using two different motif stamps
116 optional numbers written on each move to track order
118 pattern clusters reach each other
120 stamp motif placements 21-26 overlay placements 10-19
124 overlapped placements
126 open space separates clusters at left and right
128 motif rotated 180° from motif to its left and right
130 small gap between motifs
134 complete crosswise overlay
136 incomplete crosswise overlay
138 pattern continues in any direction, here below the original row
140 overlaid parallel motifs
142 overlaid motifs separating into distinct lines
144 motif used to create wavy line
146 stacked motifs within a line
148 misalignment
152 tile interrupting or provoking shift in pattern cluster
153 tile that may introduce a shift in pattern
154 table playing surface
156 tile interrupting or provoking shift in pattern cluster
158 tile that may introduce a shift in pattern
160 tile that interrupts a pattern or introduce a shift in pattern
170 tiles with number 5 and 6 removed
This invention provides methods for playing an emergent pattern game. An embodiment of this invention includes providing a first motif with a playing plane and a longest length; where the motif has no axes of approximate symmetry through its playing plane or has up to 1 axis of approximate bilateral symmetry through its playing plane with the majority of the motif as two or more parallel or nearly parallel parallelograms. The parallel parallelograms are configured to be at least about 5% of their width away from each other for a majority of their lengths.
A plurality of the motifs are placed to form a first cluster, where the outer sides of neighboring motifs in this first cluster are no more than about 60% of said longest length from each other. Playing each additional instantiation of the first motif approximately repeats and extends this first pattern cluster or a) substantially changes a characteristic of said first pattern or b) blocks said first pattern from being able to be repeated and extended in a direction of the
This invention includes a method for assessing a psychological characteristic or predicting a psychological characteristic.
This invention includes a method for playing where the motif is stamped onto or in a playing surface.
The invention includes a method where the motif is theoretically bound by a geometric bounding box on the same plane, with theoretical sides. In this method, the first motif extends to 30-80% of the theoretical length of said theoretical sides.
This invention includes a method where “substantially changes a characteristic of said first pattern” includes a) substantially changing the distance said N+2 played first motif is from previously played motifs, b) substantially changing the angle of rotation of said N+2 played motif, c) changing the angle of rotation of said N+2 played motif by about 90 degrees or about 180 degrees, d) playing said N+2 first motif to overlap part of said first pattern, and e) changing a color of said N+2 played motif.
This invention includes a method when playing N+1 of the first motif includes overlapping a previously played motif. In one version, it also includes moving or removing a played first motif.
This invention also includes providing the first motif to a first player and a second motif to a second player, who play their motifs to form pattern clusters. They may also play their motifs to block or interact with the other player's pattern.
This invention includes a method for said first player to receive an instruction from said second player and vice versa. The instructions direct each player to play first or second motifs according to the instructions. This method may also include a set of instructions that direct a player how to play a first motif, which is then followed by a player.
The invention method may also include instructions as selected from a group including: accompany, allow, alternate, amplify, augment, avoid, combine, commingle, conclude, continue, coordinate, deflect, differentiate, diverge, encourage, expand, extend, extrapolate, filter, flip, flirt, flow, fortify, infuse, intensify, intermingle, interrupt, interpolate, invert, loosen, nudge, overrun, pace, persist, redirect, rejoin, relieve, respond, reverse, reverse, start, suggest, tease, tighten, transfer, transition, and veer.
This invention includes a method where the motif is connected to or part of a tile game piece. It also includes providing more than one, optionally many tile game pieces. The motif tile can be the same shape as the motif itself or the motif can be within a bounding polygon. In the case of the motif tile in a bounding polygon base, the base is configured to connect any discontinuous components. Said bounding polygon has more than one side, and all sides of the polygon are touched by at least part of the motif. When the motif is made up of mostly parallel parallelograms, the short ends of the parallelograms touch the ends of the bounding box, and there at least one section between parallelograms in which nothing extends to the bounding box. When the motif is made of a highly irregular shape, at least one of the sides of the bounding polygon has a substantial section the irregular shape motif does not extend to. The bounding polygon has at least three corners. When said bounding polygon has five or more corners, at least all but one of the corners are extended to by the said first motif. When said polygon consists of four corners, at least two of said corners are extended to by said first motif. When said polygon consists of three corners, all of said corners are extended to by said motif.
The invention includes a tile game piece with a motif for playing an emergent pattern game. Said tile game piece has a playing plane, a cross-sectional area, and a longest length. The tile game piece can include a polygon base that bounds said motif. Said motif has no axes of approximate symmetry through said playing plane, or has up to one axis of approximate bilateral symmetry through said playing plane. When most of the area of said motif has two or more at least approximately parallel parallelograms, said parallel parallelograms are configured so they are at least around 5% of their width away from each other for a majority of their lengths. For tiles, the motif is on a plane of the tile and said motif is effectively within a theoretical geometric bounding box in the same plane as the playing field plane. The theoretical bounding box has theoretical sides. Said motif extends to 30-80% total of the length of said theoretical sides. Said bounding polygon base is configured so it connects any discontiguous components of said motif. When said bounding box has a plurality of sides, all sides are extended to by at least a portion of said motif. When said bounding box has parallel parallelograms in a majority of its area, the shorter sides of the parallelograms extend to the edges of said bounding box and between any two parallelograms is a substantial section without any motif. When said motif is of a highly irregular shape, at least one of said sides of said polygon has at least one substantial section to which the motif does not extend. When the bounding polygon has a plurality of corners, when there are five or more corners, the first motif extends to all but one of the corners. When said polygon has four corners, at least two of said corners that neighbor each other are extended to by the first motif. When said polygon has three corners, all of said corners are extended to by said first motif.
This invention also includes the motif tile game piece where 75% or more of the motif area consists of two or more approximately parallel parallelograms.
This invention also includes a motif tile which has a bounding polygon base which is about the same shape as the theoretical geometric bounding box.
The motif tile game piece described here can be made of materials that include paper, opaque plastic, translucent plastic, glass, etched metal, diecast metal, carved wood, carved stone, carved and fired clay, a material used to make stamps.
This invention includes a method for playing an emergent pattern game that includes a plurality of first motif tiles and playing a plurality N of said first motif tiles to form a first cluster. The other sides of neighboring motif tile in said first cluster are no more than around 60% of said longest length away from each other. Playing each N+1 first motif tile becomes part of said first cluster, where each said N+1 first motif tile approximately repeats and extends a first pattern formed by a plurality of said played first motif tiles in said first cluster. Play may include an N+2 first motif tile that becomes part of said first cluster and substantially changes a characteristic of said first pattern, or may block said first pattern from being able to be repeated and extended in a direction of said playing plane.
The invention includes a kit for playing an emergent pattern game that includes: a first motif with a playing plane and a longest length. Said motif has axes of approximate symmetry through said playing plane or has up to one axis of approximate symmetry where a majority of the area of said first motif is of two or more approximately parallel parallelograms. When a majority of the area of said first motif has two or more approximately parallel parallelograms, the parallel parallelograms are configured to be at least about 5% of their width apart for most of their lengths. When said first motif is able to be theoretically bound by a geometric bounding box on said plane, said box has theoretical sides with said first motif extending to 30-80% of the theoretical length of said theoretical sides. Said kit includes a deck of cards, each card having an instruction directing how to play a first motif. Said instructions are selected from the group including: accompany, allow, alternate, amplify, augment, avoid, combine, commingle, conclude, continue, coordinate, deflect, differentiate, diverge, encourage, expand, extend, extrapolate, filter, flip, flirt, flow, fortify, infuse, intensify, intermingle, interrupt, interpolate, invert, loosen, nudge, overrun, pace, persist, redirect, rejoin, relieve, respond, reverse, reverse, start, suggest, tease, tighten, transfer, transition, and veer. The kit includes instructions for playing said emergent pattern games. Said instructions include playing a plurality N of said first motifs to form a first cluster where the outer sides of neighboring motifs in said first cluster are no more than about 60% of said longest length from each other. Said instructions include playing an N+1 first motif that becomes part of said first cluster where said N+1 first motif approximately repeats and extends a first pattern formed by a plurality of said played first motifs in said first cluster. Said instructions include playing an N+2 first motif where it becomes part of said first cluster and changes a characteristic of said first pattern; or blocks said first pattern from being able to be repeated and extended in a direction of said playing plane. Said instructions include drawing one of said cards and following an instruction while playing a first motif.
The kit may include of a plurality of said first motifs.
The kit may include of a plurality of unique motifs.
Bounding boxes are known in the art.
https://en.wikipedia.org/wiki/Minimun_bounding_box
In an embodiment, the kits of this invention include instructions for choosing a playing surface, how many motifs to use, etc.
In an embodiment, the methods of this invention include a player exploring how they feel, what fears and desires arise, as they choose where to play a motif. In an embodiment, a player explores how they feel, such as joyous or angry, as other players suggest they may or do block or interrupt their patterns. The kits of this invention may include correlations between playing behaviors and personality styles or teamwork styles.
In an embodiment, the devices, methods and kits of this invention are used for fun, for opening up and expanding creativity, for learning about and changing behavior patterns, for observing and changing partner and team dynamics and many interpersonal interactions and intrapersonal experiences.
In an embodiment, a pattern in played motifs is noticed by a player while playing.
Alternatively, a pattern may be noticed by an observer or a computational algorithm.
In an embodiment, play is simulated by a computational algorithm.
In an embodiment, method steps are repeated recursively.
In an embodiment, motifs touch each other.
For a pattern to be recognized by a human, the elements of it must be similar enough and/or arranged regularly enough. In the games of this invention, when identical motifs on identical tiles are used to make a pattern, the placement accuracy might need to be placed with only 90% or 80% or 70% accuracy to be recognized as a pattern. When larger numbers of motif elements and tiles are repeated in a pattern, the placement accuracy requirement decreases, and when there are fewer elements the accuracy needs to increase to be easily recognized. For example, 3 tiles with the same motif might need to be in a 90% similar position to be recognized as a pattern.
Elements in a pattern do not need to have all characteristics the same. Often at least one characteristic is adjusted by about the same amount in each placement, such as to make a staggered run pattern.
Regarding shapes in motifs of this invention, lines are very thin rectangles.
Two players may optionally give directions to each other during play.
In playing games of this invention, one may copy a known pattern as part of the process.
In an embodiment, motifs can somewhat interlock. It is preferable that motifs are not able to regularly interlock in ways that constrain options, influence a player to play in certain patterns.
In this invention, the motif is visible to the player(s). In stamps they may face down or away from the player. In tiles they like face up or out. The player surface can be vertical with velcro or magnet and other such means for attaching motifs/tiles to a playing surface.
In an embodiment, a player can make choices and change things such as:
Some reasons why one might play a game of this invention include:
Personality or psychology characteristics that could be explored include and are not limited to:
The games of this invention are optionally about: recording decision-making, modular patterns, improvisation, feedback loops, how patterns form, how patterns fall apart, repeat patterns that integrate, patterns interacting, for two or more players or teammates collaborating via their patterns, behavior patterns and predilections, personality, behavior awareness, practicing changing behavior, algorithms, and it is usually responsive.
One can experiment with discomfort, stretching to new ways, not to fit—to explore.
A player is an agent, they have agency. These inventions foster: attention, autonomy, agency.
These inventions can be done in analog, AI, robot, computer, software, VR, etc.
The game is about constraints and freedom—some can be constant and some vary.
One can start with a pattern (establish one, enough to make it clear enough)—choose to continue or change. Most people like to drop into a pattern and continue. By playing with multiple players, player are impacted, and they have to change things up or impacted by running over each other.
A cluster forms, crystallizes, when motifs about touch each other.
In some ways there are no errors/mistakes—only notice what happens.
Psychological characteristics could impact how a player potentially makes decisions in every aspect of play. These characteristics include how much patience or how much tolerance for discomfort or uncertainty a player has. A player's assurance around their creativity will affect how they play. Without support from a facilitator, those with doubts about whether they are creative may restrict how much creative expression or risk taking they allow themselves (even within the constraints of the game); they may be deterred by their discomfort. In the more collaborative and interactive parts of the game, players' social ease and self-regulation will offer them readier access to playfulness and human connection. Again, facilitated versions of this game offer support to and the possibility of psychological shifts to those who struggle more with sociality.
A facilitator may notice meta patterns in a team playing in parallel or together and asks questions (that might prompt creativity or other behavior change).
It may be meaningful how people constrain themselves by matching perpendicular edges of modules and surfaces.
A bounding box (right angles), may be preferable to have the motif touch each edge of the bounding box, so the motifs can make a larger somewhat contiguous pattern.
Clusters allow “energy” to flow. Pattern interruptions such as breaks, flips, crosses, etc.
Overruns keep energy moving (if clear/transparent base or stamps)—such as overlapping.
In an embodiment, all tiles have 90 degree edges and are bounding boxes.
The games of this invention are a model for things interacting with each other, making things visible (behavior patterns).
Examples of options for playing motifs: perpendicular orientation, mirror, repeat meta pattern
Play may seem random, then a pattern emerges.
In an embodiment, one intentionally starts playing at edges of a defined playing surface until the clusters come inwards to block or touch.
Directions for Playing—BEHAVIORS—this is a partial list, focusing on what is desired in play, collaboration, responsiveness, attention, choice (excluding aggressive and territorializing behaviors . . . ). These may be on cards, correlated with numbers on dice, in a computational algorithm, etc.
In an embodiment there are blank “cards” where agents can add their own behaviors (ideas/rules).
There are multiple meanings, multiple ways to interpret each word.
One can play by alternating with someone or with different motifs or roll die to see how many motifs to play.
A player may choose when to stop. A player can choose to pick up starting tiles when finish up tiles and replay (continuous).
Optionally a player checks in and notices feelings/emotions before/after each move.
In an embodiment, What this invention is NOT.
NOTING that any “NOT” can be folded into what's a YES.
Preferably the dimension of the playing field is at least about 20 times the dimension of a module/motif.
A stamp tool for putting a mark on an object either by printing on it or pushing into it, or the mark made in this way. (dictionary.cambridge.org)
Patterning unit
In an embodiment, the patterning unit is carved out of the connecting means.
In an embodiment, the handling means is the connecting means.
In an embodiment, the shaped tiles don't interlock approximately perfectly.
Stamps allow for visual records of the history of moves without clear ordering and an opportunity for overlap of modules.
When stamps are used, the play can serve as a visual recording of choices and collaboration. This invention can include thinking about choices/feeling impact of choices. This invention is about inventing/changing/combining patterns. This invention can include collaborating and co-creating.
exploring what a pattern is or might be
The invention can include creating different repeat patterns from one or more units with the possibility of changing any of the patterns by changing how the unit is used.
In an embodiment motifs that work best have edges that touch other motifs. When “enough” units are placed, this appears visually like crystals forming, or crystallizing, rather than, say, gasses.
Variations on line bundles for Stripes variations. Line bundles as a module or motif. Each module shown (
Each module here is only one unique possibility. There are more possibilities for each proportion. For embodied play, players choose distinctly proportioned and scaled shapes, as each pattern segment (motif) needs to be visually unique.
A Field for working with the pattern icons+concepts, like “universe” in some mathematical systems, is typically rectangular for convenience but any shape is possible. The Fields here include an example of Decisions in play.
An analog Field can be paper, cloth, or any surface that will show marks. A horizontal Field, on a table or floor, allows a full range of embodied motion. Fields may be partially translucent, or porous, allowing Decisions from one face to bleed through to the other face. Field may be more than one ply; may bend, warp, twist, loop, fold, crumple, pleat, rip, puncture, as a whole or in part.
A digital Field may be on a screen (2D) or in virtual reality (3D). In the latter case, software can allow any plane in any shape as playing field (analogy of cloth in zero gravity, swooping and folding) in a single plane or many.
Variations include bundles of different weighted lines, which are segments of an infinite line with a name which refers to the number of lines and vary in the case of other bundles in the set that have same number of lines but are arranged differently. For each round of game, each bundle ideally has a unique stripe arrangement. Width and length variations are optional. Placement of each unit is usually incomplete until next segment follows by continuing, interrupting, or crossing. Though the most intuitive placements are at right angles, the game accepts any angles, and includes small to large overlaps at any angle.
In BEST VERSION, motifs also have a unique fingerprint in the stamp version so each placement is a traceable decision. In the BEST VERSION, each bundle of lines motif is asymmetrical along the horizontal axis, so a 180° rotation of the motif is visible in play, not considered an error.
Acceptable compositions that may be built into patterns may be made using the same or different motifs. Lines may overlap, rotate, or curve within an established pattern section or independently of it.
In this simplified Decision Schematic, after each placement, there are 5 possible choices for the next placement. With each new choice, the possibilities of what was not chosen appear to recede. However, although each choice succeeds a previous choice, any of the other paths remains available. Likewise, the original choice of pattern is only one of X possibilities.
The unit or module may be embodied as one printing stamp or printing block or as a (set of identical) tiles or as pixels on a computer device. Most basic unit appears as two parallel lines of different thicknesses and is accordingly asymmetrical along the axis parallel to the lines. The asymmetry of the unit allows each unique placement within a pattern, including 180° rotation, to be visible in any pattern.
Units, if stamped or software embodiments, may include overlaps, edge misalignments, blurring, smudging, slight to total rotation, which add to the complexity and satisfaction of play. Embodiments on thin, transparent tiles may include some overlaps and rotations. Embodiments on thicker, opaque tiles will not include overlaps or smudges but can show edge misalignments. The higher degree of irregularity the embodiment allows, the higher degree of complexity will appear in play or use.
Touching, near, or no greater than about 20% of size of module apart
Simple set of pieces that work
Simple way one people would work with them
Simple way two people would work with them
roll of dice or other means of chance, agreement, arbitrary/individual choice
Lines are both abstract and understandable—they imply connection, continuity, yet also offer discontinuity or disruption. Fall into sets that are coherent and adaptable. A partial or extended line-bundle also works. (Distinct from, say, an asymmetrical identifiable icon, or even an arbitrary weird shape which could make a pattern but not be trackable, and is unlikely to be flexible in what patterns are possible, in a coherent set).
The line bundles allow for a myriad of different patterns—some of which are nameable (eg basketweave, lattice) though the names are less important than the possibility of generating understandable rules to create new patterns
Categories of images/icons/units that give rise to multiple pattern varieties, in which each individual icon within a pattern can be located thanks to its particular features. An embodiment of a particular icon/unit that can be located looks like two or more parallel lines in which each line is different thickness. This group or bundle of parallel lines can be deployed repeatedly to aggregate a longer, potentially infinite, line made up of parallel lines. And this group or bundle can also rotate to interrupt that line, to redirect it. Rotation of any angle can be implemented repeatedly to both interrupt any given line while simultaneously generating visual patterns. This can be accomplished with one icon/unit of two parallel lines of differing widths. With multiple icon/units of parallel lines, from two to many, the possibility for pattern-generation increases in visual complexity.
A Game that Allows One or a Plurality of Players to Create Modular Patterns
A practice tool in which the possibility of irregularity in placements stamps trains the user to see their own irregularity or varying attention, offers a visual record of the user's attention+motor skills
A game for practicing “right” work (see Deming) for practicing flow and ease with decision making, showing a visual record of each decision
* A game for decision tracking, that leaves a visual record of each decision, including, when a plurality of players, how different players' decisions appear adjacent/overlapping/apart from each other
* A game AND tool for determining patterns, that requires players/Agents to determine how much is required to show a pattern, to seek patterns that incorporate included decision changes or irregularities
A tool for creating particular kind of patterns that include a range of irregularities that might appeal to human aesthetics, including inconsistent overlaps, slight to large motif rotations, a balance made by user's choices between regularity and irregularity
A tool for making decorations especially in these aforementioned regular-irregular balanced patterns
A tool for training non-human Agents including but not limited to robots, artificial intelligences, new technological entities, or a combination of these Agent types, about a range of irregularities within regularities; about quantities of acceptable variation within a known pattern; about biomimicry and patterns
A method by which a human, robot, AI, software algorithms, or a combination of these or other intelligences can create modular patterns, to be played by one or a plurality of persons or entities and comprising
A method that allows a plurality of players to create modular patterns that interact with each other (the patterns show/demonstrate the decisions made by the players, and visually represent interactions)
A method for practicing motor skills in which the possibility of overlaps, alignments, reversed/rotated stamps trains the user to accuracy
A method for practicing or training a user or Agent or player to accept or learn about irregularity and a given practitioner's varying attention
A method for practicing “right” work (see Deming) for practicing flow and ease with decision making, showing a visual record of each decision
* A method for recording decisions, in which each choice made by an Agent or using this process leaves a visual,
* A method that determines patterns, that requires players/Agents to determine how much is required to show a pattern, to seek patterns that incorporate included decision changes or irregularities
A method of creating particular kind of patterns that include a range of irregularities that might appeal to human aesthetics, including inconsistent overlaps, slight to large motif rotations, a balance made by user's choices between regularity and irregularity
A method for making decorations especially in these aforementioned regular-irregular balanced patterns
A method for training non-human Agents including but not limited to robots, artificial intelligences, new technological entities, or a combination of these Agent types, about a range of irregularities within regularities; about quantities of acceptable variation within a known pattern; about biomimicry and patterns
Although the preferred embodiments of the present disclosure have been illustrated, and those forms described in detail, it will be readily understood by those skilled in the arts that various modifications may be made therein without departing from the spirit of the disclosure or from the scope of the appended claims.
This non-provisional patent application claims priority under 35 U.S.C. § 119(e) to U.S. Provisional Patent application Ser. No. 63/131/748 filed Dec. 29, 2020 and Provisional Patent application No. 63/132,118 filed Dec. 30, 2020, the disclosures of which are incorporated herein by reference.
Number | Date | Country | |
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63131748 | Dec 2020 | US | |
63132118 | Dec 2020 | US |