An Instrumental Suite

This section looks at the commands needed to control an integrated home entertainment system. These commands would reside in the Specialization layer and they are related to Sport, Art and Leisure. We will assume that their Command address is #190000(00-FF), and we herein arrange the applicable #FF (or 256) commands.

This block might actually be part of the "User Interface" area, but since any part of the Specialization layer can be used as either terms or commands, we shall pretend that it is just an average innocent block of Special terms.

As always, the disclaimer: This design is just a guess disguised as a plan chock full of hastily chosen technical terms wrapped in an enigma. As far as I know, the system described below doesn't exist (and no one is planning on creating one). I am not an audiovisual recording engineer so some details below may be lost or confused or just plain wrong. Don't be alarmed, it is only a mock-up.


We are using the the "Circular Desk" as the template for this example. The Circular Desk is a pattern for a generic universal user interface. It was originally presented in a business setting, but there's really no point in being 'generic', and 'universal' if it can't be used anywhere. When you see the word 'Data' mentally substitute 'Media' and everything should work out just fine.

Another ultimate generic user interface

System Input on the right, Output on the left.

The commands are organized into four tables, each containing four sub-tables (or banks) which consist of sixteen cells. Each cell contains a keyword or a command depending on usage. 

The headings before the four tables below show the major System Input divisions and the (unique) spoke combinations that define each table's purpose. The four dark rows within each table separate the four minor System Input divisions (the sub-categories or banks) and contain the (repeating System Output) spoke combinations that define the meaning of each individual cell.

This design only shows positive terms. Negative terms would be the opposite of each 'passive' term listed below. If the term is 'active', the negative form will invoke the function or be used to capture the state or current Value.

Cell #00 contains the name of this block of terms, it is used to create the Specialization "Table of Contents". If you select cell #00, you will lock-in this block of terms and you will need to unplug Command Mode to exit, even if these terms aren't commands. I can't think of a reason to select cell #00 that doesn't involve using the Table of Contents to lock-in this block of terms, so I don't see this as a problem.

The very first sub-table is all "Left Hand Only" indices (#0[0-F]), so this will be the most commonly used group of commands (I assume that your right hand would be holding a drink, a snack or a friend). The "Right Hand Only" indices are the first (#[0-F]0) commands in each sub-table. Notice also that '5' and 'D' are the most awkward finger combinations so they are used for less useful events (ideally).


The first table does not have either the Status Alter or the Communication spokes. This table contains commands related to basic control and ambiance.

Basic

(no spokes)

Help
Status Both

#00 - Entertainment Control
Lock-in this block of commands
(unplug Command Mode to exit)
#01 - System Self Check  #02 - System off #03 - System on
Data
#04 - Display Current Selection
#05 - Help: Table of Contents #06 - Help: current event #07 - Search Help
Metadata
#08 - pause #09 - reverse
#0A - forward #0B - fast forward
Both #0C - Play Current Selection #0D - Play Previous Selection #0E - Play Next Selection #0F - Search Entertainment Commands

Hardware

Data Entry


Help Status Both

#10 - Clear all Selections
#11 - Select Music
#12 - Select Video #13 - Select Games
Data #14 - speaker # #15 - microphone #
#16 - slider # #17 - radio signal

Metadata #18 - studio #19 - analog #1A - digital #1B - frequency response
Both #1C - Satellite #1D - input signal

#1E - output signal

#1F - URL

Lifestyle

Data Re-Use


Help Status Both

#20 - Room lights off

#21 - Dim Room lights #22 - Brighten Room lights #23 - Room lights on
Data #24 - House lights off #25 - Dim House lights #26 - Brighten House lights #27 - House lights on
Metadata #28 - Open Curtains
#29 - Decrease Temperature #2A - Increase Temperature #2B - Start Microwave
Both #2C - Close Curtains #2D - Decrease Humidity #2E - Increase Humidity #2F - Start Blender

Games

Data Entry
Data Re-Use


Help Status Both

#30 - Public Address #31 - paging delay #32 - topical domain #33 - delta function
Data #34 - focal distance #35 - acoustic cavity #36 - center of symmetry
#37 - parallel systems
Metadata #38 - flat field #39 - inclination
#3A - declination
#3B - mirror image
Both #3C - instant playback #3D - sensorium dilution #3E - impulse response #3F - digital speech generation

The second table has the Communication spoke. This table contains commands related to finding new sources of entertainment.

Preferences

(no spokes)

Help
Status Both

#40 - show preferences
#41 - add selection #42 - remove selection #43 - search selections
Data
#44 - audiophile #45 - Boost/Cut #46 - individual speaker #47 - frequency domain
Metadata
#48 - sophistication
#49 - spectral reversal #4A - spectral inversion #4B - spectral analysis
Both #4C - phase overlap
#4D - encoding limit #4E - windowed-sinc  #4F - capture selection

Music Info

Data Entry


Help Status Both

#50 - Scan Samples
#51 - microphone type #52 - amplification #53 - Amplitude Modulation 
Data #54 - stereophonic #55 - reverberation  #56 - overlap-add #57 - tonal enhancement
Metadata #58 - Preferred Instruments
#59 - singer #5A - distinct pauses
#5B - multiple-pass moving average
Both #5C - high fidelity
#5D - genre
#5E - emphasis #5F - domain encoded signal

Video Info

Data Re-Use


Help Status Both

#60 - Scan Samples #61 - child
#62 - education
#63 - drama
Data #64 - periodic #65 - adult
#66 - music
#67 - comedy
Metadata #68 - correlation #69 - senior #6A - documentary #6B - news
Both #6C - Gaussian #6D - Blackman #6E - Chebyshev #6F - Gibbs Effect

Game Info

Data Entry
Data Re-Use


Help Status Both

#70 - Play Demos
#71 - attribute  #72 - probability #73 - recognition
Data #74 - performance #75 - information #76 - statistic #77 - competition
Metadata #78 - flexibility #79 - rapidity #7A - imperfection #7B - champions
Both #7C - controller type
#7D - original sound #7E - unavoidable byproducts #7F - decaying exponentials

The third table has the Status Alter spoke. This table contains commands related to controlling the current entertainment.

Scheduling

(no spokes)

Help
Status Both

#80 - Show Schedule
#81 - combination #82 - parallel #83 - cascading
Data
#84 - live performance  #85 - focus shifting #86 - parametrics
#87 - superposition
Metadata
#88 - segment  #89 - classification #8A - primary use
#8B - strategy
Both #8C - editing #8D - processes #8E - restoration #8F - histogram 

Audio Output

Data Entry


Help Status Both

#90 - Mute
#91 - acoustic ambiance #92 - frequency response  #93 - equalization
Data #94 - volume
#95 - timbre #96 - bandwidth #97 - counterbalance 
Metadata #98 - frequency #99 - chirp #9A - Q (quality factor) #9B - time domain signal
Both #9C - tone
control
#9D - boom #9E - multirate method #9F - DJ mixing 

Video Output

Data Re-Use


Help Status Both

#A0 - Dark and Silent
#A1 - equal frequency response #A2 - unequal frequency response #A3 - scaling

Data #A4 - contrast
#A5 - spectrum #A6 - raster
#A7 - heterodyne
Metadata #A8 - brightness
#A9 - shelving filter #AA - peaking filter #AB - transfer function
Both #AC - high-pass #AD - low-pass #AE - bandpass #AF - band-stop

Gaming

Data Entry
Data Re-Use


Help Status Both

#B0 - Show Noisy Documentary
#B1 - duality  #B2 - speed
lag?
#B3 - precision
Data #B4 - player separation #B5 - feature extraction #B6 - feature matching  #B7 - graphics class
Metadata #B8 - rectangular pulse #B9 - triangular pulse #BA - sawtooth pulse #BB - sinusoidal pulse
Both #BC - pick default game controller #BD - interference #BE - rectification
#BF - Transfer focus to default game controller and return when finished

The fourth table has both the Status Alter and the Communication spokes. This table contains commands related to creating and manipulating new entertainment. Not everyone would use these features, but they should be available to anyone who wants to play. (hardware not included)

Synchronization
(mixing)

(no spokes)

Help
Status Both

#C0 - Channel #
#C1 - Stop At
#C2 - Start At
#C3 - repeat
Data
#C4 - overlap #C5 - sample
#C6 - baffle #C7 - data compression
Metadata
#C8 - mix down #C9 - addition #CA - subtraction
#CB - critical application
Both #CC - juxtapose #CD - Left #CE - Right #CF - cut and retrieve

Audio Input

Data Entry


Help Status Both

#D0 - Record Audio
#D1 - filter kernel  #D2 -notch filter
#D3 - multi-band
Data #D4 - MIDI #D5 - feedback #D6 - chamber #D7 - center frequency
Metadata #D8 - cavity #D9 - distortion #DA - resonance #DB - limiting frequencies
Both #DC - filter roll-off #DD - lower cutoff #DE - upper cutoff #DF - Single Pole Recursive Filter

Video Input

Data Re-Use


Help Status Both

#E0 - Record Video #E1 - attenuation #E2 - ripple #E3 - Fourier transform
Data #E4 - amplitude #E5 - color palate
#E6 - gray scale #E7 - warping
Metadata #E8 - bandwidth #E9 - acquired signals #EA - extraneous signal #EB - round trip gain 
Both #EC - fuzzy #ED - pixelation #EE - 3D filtering #EF - Digital Signal Processing

Motion Capture and Synthesis

Data Entry
Data Re-Use


Help Status Both

#F0 - Capture Motion
#F1 - movement threshold #F2 - neural network #F3 - analog-to-digital
Data #F4 - sound waves #F5 - virtual tomography #F6 - overshoot #F7 - FFT convolution
Metadata #F8 - artificial reverberation #F9 - turbulence #FA - cathedral like #FB - seismic vibration
Both #FC - real world #FD - audience participation
#FE - nightmare! #FF - sensory data

The general controls will start and stop any type of media that is selected. Defining the "hierarchy of control" is a major issue, but it can't really be solved until we get much closer to the physical mock-up stage.

Of course, these functions would not be totally exclusive. Some filtering functions may be applied to either video or audio signals. The real constraint for the structure of the tables is that successive functions should be accessed by changing single fingers in the current chord. Remember, using an Instrumentation controller will be a tactile (rather than a visual) experience.

This example is also independent of the actual hardware set up, These features are always available if all your home's walls are actually video monitors or if all you have is a single crystal radio and an ear phone. You wouldn't be able to use many of the features in the second case, but they would still exist within Instrumentation's vocabulary.



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