A LIST OF COMPONENTS FOR ARCHETYPAL SYSTEMS
Aesthetics, Metaphysics, Logic, Virtual Reality.
Sublime Litmus - Something intermediate and stylish captured everything-at-once. The sense of looking upon a modern apartment from the open doorway.
Module - A special, compact machine or logic, like a space heater or amulet. Only as big as it is complex.
Gamut - A simple measuring tool of any scale which is used to grasp the concept of making progress. For example, a clamp on a sculpture, or a compass over a map.
Exemplar - A near-perfect artwork which serves as the temporary center for existence.
Templates for Perfection and Complexity - Backgrounds that can exemplify a variety of interacting mechanical functions and so on.
Aesthetic Standards - Formatting options that can modify the approach to interpreting or displaying content in general.
Unbounded or Bounded Coordinates - The basis for incoherent and coherent systems.
Alternate Organizers - Realist, Paradoxical, Irrational, and Incoherent versions of organization, for example, Anaxis / Antiform, and Atrix.
Item Library - Various ideal items can be downloaded (such as a canvas umbrella, jewelry, books), particularly useful in virtual reality.
Basic Organizers: Such as compartments to put things in. Multi-layered forms of organizing.
Sets, Syllogisms, Abductive Reasoning, Organizational Diagrams, Venn Diagrams, Permutations, Scatter-plots, Analogies, Boolean Logic - Tools which may contribute to coherent systems or formal logic.
Set of Symbols: Symbols can be organized according to preferences, personalization, traditionally ‘perfect’ sets, quantification and exclusivity and oppositeness, etc.
Omni-Scientific Calculator, Magic papers that solve problems, etc. - A calculator that can solve just about any problem. Just look up “Four Quarters of Knowledge” on Quora, and it will provide a link to systems that help with this.
Phenomenological Category Format and Metaphysical Aesthetics - Basic selections about how the world appears. Can become complex as well as standards, for example, ethical, pragmatic, Epicurean, or artistic standards which, when acceptable, make life more perfect and interesting.
Feng Shui’ed to Death - The kind of standard you expect with really stylish things that are supposed to look perfect. For example, a Picasso, a Persian Rug, a Zen Garden, a millionaire’s second home, or a scientist‘s sense of decor. A standard to apply in exceptional cases, once they become exceptional, unless it creates problems like lack of dynamics or a stifling atmosphere.
Symbol Selector - A miscellaneous generic tool that pops up when you need to do something arbitrary and technical.
Menu Idealle - A list that gives options ranging from samples of delicious foods (at the beginning) to projects related to daily modes in the middle (aesthetic / texture concepts, experiences, identification with relevant symbols, scenario editing), to some big new exciting component of the universe at the end. Great for virtual reality.
Psychic Menu - A list or set of options that includes things like time travel and immortality. More potent this way.
Extensive Logic - Tool-modes that allow development of content into something widely varied, minimalistic, logical, and interactive or constructive.
Aesthetic Logic, also known as The Logic School - Extensive system providing compatibility between dimensional logic and dimensional aesthetics, used as a meaningful fantasy environment.
Exemplar Scenarios - Benchmark standards of particular aesthetic, dimensional, emotional, or intelligent functions.
Formulas, Rules, Standards, and Epithets - Terse combinations that are potent at making reality more complex (and effective).
Paradigmatic Rule Editing - How to tweak scenarios so they work better for specific functions. May have a combinatorial component.
Physics Models - Various standards for making game functions more realistic or appealing.
Archetypal Structures - Highly modified objects that provide services through intellectual and emotional functions, or contextualize metaphysics, or serve as way-points between distant scenario modalities, e.g. during design or exploration.
Coppedge, Nathan 2016/12/29, p.