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.
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.
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
|
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 |
LifestyleData 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 |
GamesData Entry |
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
|
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 InfoData 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
|
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
|
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 OutputData 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 |
GamingData Entry |
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
(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
|
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 InputData 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 SynthesisData Entry |
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.