This area is where we work on the strategy for the technological development of Visual Y. Join Working Group Alpha (WGA) as we tackle the blueprint, controls, patterns and back end of our modeling system. We will be developing using JavaScript, HTML5/CSS3/Canvas, Generative Audio, Node.js, WebGL, and NoSQL databases such as MongoDB. Contributions do not only have to consist of code or contributions to the software engine. We are looking for a rich mix of both concept and tech – for the best ideas and the best ways to harness software, hardware, visual and auditory meaning, generative GUI, color, movement, human perception, cognition and more.

We think our current language is inadequate to address the complex nature of the world around us. We are bound to an inherited language that has limited our capacity to process the ever-evolving landscape of information.

We are going to try to solve a problem that lies at the very core of the human condition – communication. As a result of our technological evolution we have the ability to create a new language, built from the ground up to organize and deliver complex, systemic knowledge using semiotics-on-demand: Visual Y.

Visual Y is a browser-based interactive modeling system; a generative engine that creates interactive visualizations in real-time. This enables us to organize and employ new data sets anywhere at any time, establishing models, relationships, and exchanges among variables and across ontologies. It does not store and retrieve videos; it does not store massive amounts of data. Visual Y is distributed computing.

We are a Cooperative that believes everyone should be rewarded for their contributions based upon the scale, quality and impact of those contributions. We will be working together in teams focused on solving particular challenges. Join Working Group Alpha to help us construct this language of complexity.

Visual Y

Visual Y is our system of knowledge visualization.
Visual Y consists of:

  • a systemic computer based hardware and software architecture capable of running large scale, interactive, real time, generative modeling worlds via a web browser
  • a generative engine capable of supporting coders, designers, editors and end users
  • an immersive visual approach to generative programming that enables a pattern builder to use design tools to craft the desired multivariate pattern in real time, onscreen. The implemented patterns, static or dynamic, then automatically generate sets and subsets of code segments that are stored and tagged in a knowledge/code model. The code is the database or references a database table. A pattern time sequence is not a stored movie.  It is a real time browser based code set launched through interactive controls.
We think that for any topic there are fixed families of known variables that must be considered for a comprehensive understanding of that topic. Those known variables at the highest planes of understanding form foundation models – portal maps.
We think that each variable in a family should be fixed in space, holding a particular spatial position among the other variables depicted in the model. We call each variable a cell. A cell is a fixed pixel set that can be controlled according to a uniform wiring architecture.
Visual Y is the complete toolset, engine and process that drives the patterns of meaning that form within each cell (variable), that describe the attributes of the variable, and the relationships and exchanges among the variables. The code, cell models and propagating patterns across time all contain complex knowledge conveyed to the end user.
Here is our starting outline for a Visual Y Blueprint:

knowledge representation
fixed cellular models of system and subsystem ontologies
embedded patterns
real time WYSIWYG visualization engine
engine controls
generative code
proof process validation
knowledge accumulation

knowledge representation portal maps
knowledge representation
visual portal navigation
screen window customization
perspective views
drill down detail
proof process validation

The engine and resulting map forms should be oriented around the following user objectives:

  • Understand
  • Make a Decision
  • Contribute
  • Exchange
  • Experience
  • Community
  • Proofs
  • Stimulation
The engine and resulting map forms should be oriented around the following not mutually exclusive perspective views:

  • Spatial
  • Time
  • Cause/Effect
  • Flow
  • Systems
  • Decision
  • Knowledge
  • Validity
  • Science
  • Human Centric Constructs
The knowledge engine will be driven by ontological models and  semiotic sister models (not strictly by words). The engine should be extremely easy to use, should allow easy navigation across numerous perspective and objective views, should be generative across all media forms (particularly visual and sound) and should use these and other patterns to depict knowledge:

  • Spatial Positioning within a model
  • Shapes & Forms
  • Color & Texture & Intensity & Patterns
  • Lighting & Contrast
  • Strings & Fibers and Fabric
  • Flow, movement, pulse, generative time based change
  • Physics Attributes such as Gravity, Polarity, Momentum, Randomness
  • Sound
Pattern can be used to represent the following knowledge with and among model variables:Forms of Matter & Energy Systems
Forms of Human ConstructsStates
Cause and Effect
Systemic Relationships
In Play/Activated


Speed, Momentum, Acceleration, Fluidity, Perturbation, Connectivity
Size, Shape, Position

And much more…

To read more about WGA click here.