Dream.Design

Dream Design is an idea hub around the concept of ‘dream’ and our ability to shape (design) them and how (or whether) they unfold. Any associated activity contributes to experience how dream design (in any interpretation) can be promoted to a meaningful and active part of contemporary culture.

As transmitter of information – i.e. as communications – is dreaming well suited. Literature and media often refers the rich and meta-situationary mood of a dream. Conceptually we can use dreams as containers to transport intentions, art and emotion. However we lack trivial extensions of dream (and its meaning) to praxis. Some can paint their dreams, some talk about them but mostly culture uses a different understanding of dream. Culture identifies an individuals dream as their struggle, their story and how their individual meaning of life came to existence through their realization of a dream. The dream itself contributed dynamics which could cause inspiration but also skepsis and sabotage in other beings mind.

A dream.design as I understand it is a transient intentional transformation of interaction paradigma. A change of a static set of parameters to a desired frame or an entirely different formalization / theory alltogether. Based on classical interaction such as communication, logistics and gaming there is a native recovering of the dream concept which serves an unconditional transmitter particle. However the concepts and their corresponding coping mechanisms or opinions around the word and concept of dream pose a non-triavial environment.

This is also the reason why I downgraded dream.design – in other words why there is yet no company or NGO behind the domain. Dream.Design and its startup theories have been put on hold as the generator system (author) is running into computational bottlenecks (one foremost).

Any dream.design project or startup acts as connector to link any approach around ‘practical dreaming’. The term dream has the ideologic-wishful interpretation as well as the scientific understanding developed around brain wave patterns and their analysis. We want to put the neurophysiologic interpretation as a source of inventive means to build interfaces of the mind to the artistic realm. But the quantitative and subjective dream reporting is an equally important correlate of cognition (as we know it). Our scientific and cultural steadiness in this area can be explained by the lack of language about dreams. Dreams carry morphologic impact on cognition. The weighting and interpretation of dream correlates (memory, emotional onset etc.) are sophisticated, complex and not trivial to communicate. The Dream.Design domain I want to build represents properties we receive from abstraction of elaborate single case morphologies (dream world descriptions) and the exploration and initiation of an actor within dream. Through interpretatory gamification, software by dream.design poses life-friendly and open design of neuro-mediatory training.

A main model of the [dreamtank.space] is the *.dream data type. This data type is inherently inclusive as they dissociate media into links and their architecture is a well defined iteration on a ϕ logic or and other self contained productive model theory. We want to provide x.dream files streamlining a file type association of multimodal media with a transient cultural (backbone build) cooperative attempt to enrich and expand communication layers between beings. Not only can multimodality ease community formation, it will also allow higher order management of high frequency data stream routing according to intelligent consideration of contributed polyparametric properties for alignment or optimization strategies.

x.Dream [by Dream.Engineer]

x.Flow [by Future.Engineer]

A slection of how data is loaded/rendered is very limited in current digital systems. Mostly, an amount of data will have loaded before any conscious decision process is undertaken within user. The recommendation systems generate traffic beyond any responsibility and dream/flow files could serve as a brake principle for this harmful automatization. Through dream files users gain more control how to stream, understand and access data and hence how they produce and opreate data. A video might be decomposed in text or in other users interpretations fluently – within one interface which will track user experience history (if desired by user) for e.g. mnemonic palace and world constructions. The dissociated data type approach will allow sophisticated preview systems which will reduce server load and could significantly alter global energy consumption of computing centers.

Mention: Daydream.Academy (community based dream-diary system, fluid linking to artistic exploration and development space. Containment supersystem Daydream.Land will provide overview on all dream and daydream concepts and stories. The Dreamy.Email and Slug.Email concepts relate to experimental communication and conversation design. Utilization of computerized transformations of language and data (audio, visual, etc.) is performed by email hub that gathers preferences of users if they chose to share their render/layout transformations with public. Dreamy.Party is the persistor (!re-calculate) model to Makatao.Party. Also capturing the #StayHome challenges as an ongoing barrier-free alternative design and formation of social activities and events. Anyone not able to walk or communicate freely in the real space will profit from advancements in digital infrastructure. Obviously the balance between providing assistance and accepting diversity is a non-dualistic complex challenge which must be carried out by system developer under guidance of users descriptions of required functionality (after passing iterations of community consideration).

Long-term maintenance setups that can consistently and efficiently compute and render dream files or worlds easily points to the future architecture of digitial systems. As humans have no logal need for high voltage systems in their surroundings, nor do their behaviors favor sensitive micro-electronics designs, ultimately the interface layer will be the most relevant aspect of human-machine and human-human interaction. Not shortcutting human-human interaction, we want to hint to the language equivalence boundary given by any I-You-We grammar.