WO2017078765A1 - Decision making utilizing interactive unique identifier technology - Google Patents

Decision making utilizing interactive unique identifier technology Download PDF

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Publication number
WO2017078765A1
WO2017078765A1 PCT/US2016/000113 US2016000113W WO2017078765A1 WO 2017078765 A1 WO2017078765 A1 WO 2017078765A1 US 2016000113 W US2016000113 W US 2016000113W WO 2017078765 A1 WO2017078765 A1 WO 2017078765A1
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Prior art keywords
decision
data
enterprise
avatar
aspects
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PCT/US2016/000113
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French (fr)
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Valmarc Corporation
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Publication of WO2017078765A1 publication Critical patent/WO2017078765A1/en

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    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F02COMBUSTION ENGINES; HOT-GAS OR COMBUSTION-PRODUCT ENGINE PLANTS
    • F02DCONTROLLING COMBUSTION ENGINES
    • F02D15/00Varying compression ratio
    • F02D15/04Varying compression ratio by alteration of volume of compression space without changing piston stroke
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F02COMBUSTION ENGINES; HOT-GAS OR COMBUSTION-PRODUCT ENGINE PLANTS
    • F02BINTERNAL-COMBUSTION PISTON ENGINES; COMBUSTION ENGINES IN GENERAL
    • F02B75/00Other engines
    • F02B75/04Engines with variable distances between pistons at top dead-centre positions and cylinder heads
    • F02B75/041Engines with variable distances between pistons at top dead-centre positions and cylinder heads by means of cylinder or cylinderhead positioning

Definitions

  • This invention relates primarily to making decisions, and; more
  • DATA data-related data
  • MANIPULATION generating, collecting, gathering, processing and displaying
  • MANIPULATION generating, collecting, gathering, processing and displaying
  • MANIPULATION generating, collecting, gathering, processing and displaying
  • MANIPULATION generating, collecting, gathering, processing and displaying
  • MANIPULATION generating, collecting, gathering, processing and displaying
  • touchpoints installed, embedded or associated with any object, location or person and to organize, process and display or transmit (MANIPULATE) this DATA and information in a manner which facilitates the decision making activities of the owners of a commercial or other enterprise, or their designated executive decision-maker(s) to thus create a digital model which we call the "Enterprise Avatar”.
  • FIG. 1 is a schematic block diagram incorporating the instant invention illustrating the multi-Aspectflow of decision DATA from its collecting and processing and transmission to an owner of the DATA and further transmission from the DATA owner through a decision makin entity and to the DATA processors, collectors, and gatherers;
  • FIG. 3 is a schematic arrangement of a set of Primary participants in a simplified world of commerce
  • FIG. 4 is a schematic sketch of interactive touch points generating data packets (vixels) as part of the process of data acquisition we call a "DATA camera” for use as part of the process of data acquistionwith the herein described Enterprise
  • FIG. 5 is a schematic arrangement of another embodiment of DATA collecting, gathering and processing arrangement incorporating the instant invention.
  • FIG. 6 is a schematic arrangement of still another embodiment of DATA collecting, gathering and processing arrangement incorporating the instant invention.
  • FIG. 7 is a schematic arrangement of another embodiment of DATA collecting, gathering and processing arrangement specific to business DATA incorporating the instant invention
  • Fig. 8 is a schematic arrangement of still another embodiment of DATA collecting, gathering and processing arrangement specific to employees incorporating the instant invention
  • Fig. 9 is a chart listing passive, active and connected touchpoint
  • Fig. 10 is a chart listing person, location and object touchpoint characteristics
  • FIG. 12 is a schematic arrangement of another embodiment of DATA collecting, gathering and processing arrangement specific to a community of Avatars incorporating the instant invention.
  • Enterprises In these legal systems, the ownership person or group of persons that comprise a majority ownership or responsibility percentage, have final authority over the assets of the enterprise. The owner or owners may make decisions about the
  • the "decision making entity” can constitute an "executive layer", or Aspect, of a multilayer Enterprise Avatar (shown in Figures 5, 6, 7 and 8) which is designed to mimic the decision-making process and power that is either exercised directly by the owners of the enterprise, or delegated to their senior manager employee(s), to perform the decision making process.
  • the owner of an enterprise may be a single person (sole proprietor) or a group of persons who form an owner partnership. If the enterprise is legally formed as a corporation, it could be a "public company" where the ownership is divided into fractions of ownership called “shares". In some instances a marketplace is organized where the owners can buy or sell shares, (the stock market). In these cases, there might be many thousands of owners. In these cases, we can think of the ownership layer of the enterprise avatar as partitioned into many individual owners, each of which has a claim on the ownership power, proportional to the number of shares they own. Generally speaking, the final decision-making authority for the enterprise is determined by any individual or group which represents more than 50% of the ownership shares.
  • Delegation of authority is of course a key element in the organization and management of a real-world enterprise.
  • An "organization chart” is often used in to show how the enterprise owners or their delegate Chief Executive has divided up the various functional tasks of the ongoing business activity (e.g. for a product company,
  • a "sub-avatar” can be created that captures the activities of that function by showing Aspects that may include; a functional sub-executive layer, a display dashboard layer under the functional executive decision-making layer, a data processing layer under that, a data layer under that, and the real world layer at the bottom.
  • the referred to "real world” is the entire surface of the earth on which dwell humans, objects, and the geo-locations in which they reside.
  • functional sub-avatars can be constructed for each and every other functional area designated by the chief executive.
  • FIG. 1 there is generally shown at 50 a schematic diagram of a DATA MANIPULATION SYSTEM with various multi Aspect entity levels for the flow (MANIPULATION) of DATA from REAL DATA collectors at 52, gathered DATA at 54, processed DATA at 56, a "dashboard" at 58; along a communication network 60 to either a decision entity 70, and/or the Owners 80, of the DATA; and from owners 80 of the DATA back through a network 84 to the collectors 52, gatherers 54, and processors 56 to facilitate decision making with respect to the so collected, gathered and processed (MANIPULATED) DATA.
  • MANIPULATED a schematic diagram of a DATA MANIPULATION SYSTEM with various multi Aspect entity levels for the flow (MANIPULATION) of DATA from REAL DATA collectors at 52, gathered DATA at 54, processed DATA at 56, a "dashboard" at 58; along a communication network 60 to either a decision entity 70, and/or the
  • DATA MANIPULATION SYSTEM 50 as described above, and shown in the respective drawings, is both a necessary and sufficient way to create and organize an Enterprise Avatar that can mimic the activities of a business enterprise. Another way to demonstrate this is to consider a step by step process of executive decision-making for a normal real-world business enterprise:
  • step 1 • in Aspect (step) one, interactive "touch-points" 90 (FIG. 4) are installed on the objects, locations and people (herein elements 92) which are under the legal ownership or control of the owners of the enterprise ; • in Aspect (step) two, a Data Camera 100 (FIGS. 2 & 4)) (described hereinafter) is used to gather data about interactions of the "touch-points" 90;
  • step 3 data processing is done to develop and manipulate, data and information for a specific operational department of the enterprise, (e.g. logistics, marketing, etc.);
  • Digital Camera 100 (FIG. 2) is presented only to provide an analogy to Data Camera 200 (FIG.4).
  • Digital camera 100 has an INTERNAL photo-sensitive chip 102, on which is projected the light through a lens 103 from the outside world.
  • Internal chip 102 is like a checkerboard of cells, each capable of sensing the light intensity and color of one small piece of the total image (i. e. a pixel). All the pixels information is then reassembled on a screen (like dashboard 58) to reconstruct a reporoduction of the original real-world. Scene.
  • Data Camera 200 of this invention is similar except that the"cells" are the touchpoints which are installed on objects, locations and people. They are “activated” when any one of the elements touch each other. Thetouch creates the vixel (data packet) which is transmitted to the Enterprise Avatar wich through the internal processing, recreates a digital model of the real world activity.
  • Figures 1 , 5, 6, 7, 8 and 12 show embodiments of multi-Aspect, multi-layer Enterprise Avatars with data and information flowing upwards ( in the direction of arrows "A') and executive directives flowing downward (in the direction of arrows "B"). These embodiments show and describe the respective Aspects of a continuing cycle of executive decision making, i.e. gathering information (data) from "real world” activity, processing the gathered (acquired) data, viewing the resulting processed data and information, make decisi ons, and sending directives to the people of the "real world", at the appropriate locations, who direct the flow of objects, people and locations etc.
  • executive decision making i.e. gathering information (data) from "real world” activity, processing the gathered (acquired) data, viewing the resulting processed data and information, make decisi ons, and sending directives to the people of the "real world", at the appropriate locations, who direct the flow of objects, people and locations etc.
  • the directives alter the flow and interactions among people, objects and locations, with their embedded or associated touchpoints 90, and when any of the "elements” 92 (objects, locations, and or people) come together (i.e. "touch"), updated “vixels” 98 (FIG.11) are generated and then gathered by a Data Camera 100 (FIG. 2) , and sent to the Avatar to be processed.
  • the respective "dashboard” 58 is updated.
  • the executives view the changed information and proceed to make decisions accordingly.
  • the cycle repeats.
  • the Mercator projection shown in FIG. 11 represents the surface of the real world on which the elements 92 of the enterprise (its objects, locations and people) interact and create "vixel” 98 data about their activities.
  • This Mercator projection is, at times referred to herein as the "real layer", and is bottom layer 52 in the drawings of FIGS. 1 , 5, 6, 8, and 12 shown herein.
  • the "vixel" data from the interactions on the "real layer” is gathered by the Interactive Unique Identifier Data Camera 100 (FIG. 2 and 4), and is stored and organized on the "data layer” 54 which is presented in the drawings as the layer just above real layer 52.
  • processing layer 56 DATA from DATA layer 54 is processed by the next layer above it.referred to as “processing layer” 56, as shown in the drawings.
  • the processed DATA from the processing layer is sent up to the next layer above, called the “dashboard layer” as shown in the drawings.
  • the dashboard layer presents the processed data for viewing by the decision makers who populate the next layer above, called the “executive layer” as shown in the drawings.
  • Drawings 1 , 5, 6, 7, 8 and 12 show a multi-Aspect (fiveAspect layer)
  • the operation of the Interactive Unique Identifier Data Camera 100 is similar to that of the digital photo camera operation described above except that its "imaging cells" 102 are to be distributed all over the world as "active Interactive Unique Identifier " touch-points" 90.
  • the resulting event "vixel” is transmitted by the Interactive Unique Identifier Camera 100 to a central data base, and then used as part of the Interactive Unique Identifier Avatar modeling process.
  • a "vixel" 94 (FIG. 11), as referred to herein, is a "data packet" 96 that is analogous to a "pixel” 98.
  • a "pixel” 98 as referred to herein, is a small part of a digital picture 104.
  • a digital picture 104 or photo (which is a "model” of a real word scene) is made up of multiple "pixels" 98 from the photo-sensitive imaging sensor 102 within a digital camera 100.
  • An Enterprise Avatar of this inventive embodiment is a digital model of the real world activity of the "elements”92 (objects, locations, people) made up of the “vixels” 94 (data packets) generated and gathered by "data camera" 100.
  • "Vixels” 94 are "data packets” generated when any two "touchpoint” 90 equipped elements 92 (objects, locations, and people) physically come together in the real world, and their touchpoints 90 touch each other, (like an identification tag, or the like, being scanned by a bar code scanner or smartphone) Such a "touch” generates a packet of information made up of the following 4 data pieces: unique ID of an element one (like a shoe); unique ID of an element two (like a location which is registered in the system as a bar code scanner.e.g. a "scan station on a production line in a factory). time of the touch; and geo location of the touch; These four data pieces constitute a "vixel”98.
  • data camera 100 generated and gathered by the process referred to herein as "data camera” 100 and sent to the Enterprise Avatar.
  • the first step in constructing a UIEA is collecting and organizing information about the enterprise's real world activities.
  • a first Aspect (step) in deploying the IUIT methodology is to install touch-points on every important object, location and person (elements) under the legal sphere of influence or control of the enterprise.
  • the interactivity among these elements will create events that generate "vixels" that are collected by an Interactive Unique Identifier Data Camera and sent to a central data base.
  • an Interactive Unique Identifier Data Camera and sent to a central data base.
  • the Mercator projection shown in the above figure represents the surface of the real world on which the elements of the enterprise (its objects, locations and people) interact and create vixel data about their activities.
  • This Mercator projection is called the "real layer", and is a lower Aspect (bottom layer) in the drawings.
  • the vixel data from the interactions on the "real layer” Aspect is gathered by the Interactive Unique Identifier Data Camera 100 (FIGS. 2 and 4), and is stored and organized on the Aspect "data layer” 54 which is presented in the drawings as the layer just above the real Aspect layer 52..
  • the data from the data layer is processed by the next layer above it, called the “processing Aspect layer” 56 as shown in the drawings.
  • the processed data from the processing layer 56 is sent up to the next Aspect layer above, called the “dashboard layer” 58 as shown in the drawings.
  • the dashboard layer 58 presents the processed data for viewing by the decision entity who populate the next layer above, called the “executive layer” 70 as shown in the drawings.
  • the Data Camera, and Enterprise Avatar innovations described herein are constructed and configured to operate on an update cycle as short as a few seconds.
  • the Enterprise Avatar embodiments herein desribed can mimic the real world activity of a far flung business enterprise in near real-time.
  • the resulting Enterprise Avatar thus becomes a powerful management tool that provides previously unavailable real-time visibility on critical business activities, with all of the new information available through a single "dashboard" 58.
  • DATA MANIPULATION SYSTEM 50 utilizes a basic "touch-point" technology concept 88 (FIG. 4) underlying the Interactive Unique Identifier Ecosystem.
  • a basic "touch-point" technology concept 88 FIG. 4
  • the Interactive Unique Identifier Ecosystem Among the attributes of that concept are adherence to universal legal principles including: o private property and intellectual property ownership rights o data ownership rights for both individuals and organizations o privacy rights for both individuals and organizations
  • Touch Points 90 are: applied to; affixed to; connected with; embedded in; or associated with; objects, locations and people.
  • the IUIT System embodiments described herein sense and record all the interactions between objects, locations, and people that have been “tagged” whose individual "touchpoints” 90 “touch” the touchpoints 90 of any other object, location, or person that are similarly “tagged”.
  • the means used to sense and record these interactions employs the latest digital
  • the Enterprise Avatar is able to replicate the full complexity of the business interactions and activities of a real-world enterprise.
  • the most important elements of the Enterprise are not its objects, or its locations, but its people.
  • the individual person is therefore the primary organizational building block of the Enterprise Avatar.
  • a Master Avatar is made up of all its departmental, or functional sub-avatars, but eventually the most important element of every master avatar and sub avatar is an individual person.
  • Joe will then decide on the details of the subtasks to follow, like what nails, what hammer etc. as described above.
  • Joe might refer to a blueprint drawing, (a special kind of data and information in the sense that we have been using those words), before making his decisions on carrying out the work. And of course he might alter those decisions based on how the work is going, (i.e. changes in the status of his "real world” resulting from his previous hammering.)
  • the full master avatar of an enterprise is made up of all the single-person avatars of all its employees, organized by functional department.
  • a full expanded view of the master enterprise avatar will display the same hierarchal relationships as might be shown in that organization's "organization chart”. which has been described as the hierarch of authority which transmits from the top down, the power of the enterprise's ownership.
  • every single employee is a decision maker exercising authority delegated to them from a "superior”, and therefore, every employee is an "executive", at least involving his own actions. In this sense, all employees make up a segment of the master executive layer.
  • Each employee is of course authorized to see the appropriate segment of the information presented on the master dashboard that is relevant to that employee's assigned task. Each employee may be authorized to see the relevant processing steps being taken on the master processing layer. Each employee may be authorized to see all the data relevant to their assigned task on the master avatar data layer. And, of course, all the employees of the enterprise exist as real world entities ("elements") on the master "real world” layer as shown in FIG. 8.
  • the single employee avatar described above is a sub-avatar of the enterprise organization of which they are an employee. But that employee also has a private or personal life in which their professional employment is only a part. In that private life they perform many roles. For example, a person's personal life might include the following:
  • sub-avatars can be constructed of every other part of a private person's life.
  • exercise activity and other kinds of activity data could be collected and stored on the data layer of both the gym club enterprise avatar (where data from all the club's members might be stored), and also in the "physical workout exercise" sub-avatar of the private person's master private life avatar.
  • FIG. 7 shows a Manufacuring Function sub-avatar inventive embodiment 120 as part of a "master enterprise avatar" wherein the delegation process, as described and shown, can be utilized to continue such that a functional area manager can further delegate authority, and a sub-avatar representing a manufacturing department 122, 124, 126 in the greater organization would, through its five operational layer Aspects, show all of the relevant activities and information relevant to the execution of the authority granted to that sub-area by a chief executive.
  • the Interactive Unique Identifier Ecosystem involves a methodology that senses when an interaction occurs between these three major elements (objects, locations and people).
  • "Touch Points” 90 sense these interactions, due to being installed on, or associated with, every key person, object and location.
  • touch points” 90 also can be (1.) passive, (2.) active, or (3.) active and
  • an example of a passive touch-point is a shoe with an Interactive Unique Identifier tag, which includes three major physical components, 1. a scannable 2D barcode, 2. A hereditary source indicator , and 3. the Interactive Unique Identifier "V", which identifies that the tag touch-point 90 is part of the Interactive Unique Identifier Ecosystem;
  • an example of an active touch-point is one associated with a barcode scanner, RFID scanner, smartphone, digital tablet or other mobile device, etc.;
  • each of the three key elements above must have either an active or passive touch-point installed or associated with them. And of course, all the touch-points must possess all of the essential characteristics listed above.
  • FIG. 12 With reference to FIG. 12 there is shown a community of Avatars 130 including a first Enterprise Avatar 132 specializing as a Product Manufacturing
  • FIG. 12 is an inventive embodiment of the instant invention by being created by their respective life activities.
  • B Product companies (e.g., shoe and apparel manufacturing companies);
  • R Distribution and resale companies (e.g., retailers);

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Abstract

A decision making system for data comprising a predetermined number of decision facilitating aspects, each manipulating data in its own particular way, arranged in, and communicating in, a predetermined order. The particular way of manipulating data being different for each decision facilitating aspect of each the arrangement. The manipulated data being communicated from a first one of the decision aspects to another one of the decision aspects and thereafter serially through all of said decision facilitating aspects of the arrangement until a particular one of the decision aspects effects a decision affecting all the decision aspects in the arrangement.

Description

Γ000 1 DECISION MAKING
UTILIZING INTERACTIVE UNIQUE IDENTIFIER TECHNOLOGY
Γ00021 BACKGROUND OF THE INVENTION - FIELD OF APPLICATION
[0003] This invention relates primarily to making decisions, and; more
particularly, to the generating, gathering, collecting, processing and displaying
(hereinafter MANIPULATING) of information, data, facts, figures and the like
(hereinafter DATA) to enable a decision maker to make decisions concerning such DATA in a timely, efficient and effective manner.
Γ0004Ί BACKGROUND OF THE INVENTION - DESCRIPTION OF THE PRIOR ART
[0005] In the real world, humans, acting as individuals, or as part of an affiliation of multiple humans (e.g., families, organizations, commercial entities such as
Corporations, etc.) conduct their affairs in accordance with natural law (space & time), as well as human laws, customs, and traditions. In general, most real world human activity is initiated and maintained to satisfy basic needs and desires (food, water, housing, security, etc. - see Maslow's Hierarchy of Needs).
[0006] Beyond the activities devoted to satisfying basic needs, humans and groups of humans, engage in a wide variety of other activities directed towards satisfaction of less urgent needs; e.g., shopping, sports, entertainment, education, religion, etc.
[0007] All of these activities, often referred to as "daily life," play out in a multitude of contexts; like courtship, parenting or other family interactions; or more voluntary choice- oriented interactions like visiting social or sports clubs; or less voluntary activities; e.g., wage-earning employment, or conscripted military service.
[0008] Humans have historically organized themselves in ways that facilitate and maximize the potential for individual and collective satisfaction of basic needs and desires. These organizations are sometimes small, but are often large and complex. The aggregate of these many individual and often interlocking organized activities is sometime called "the civil society". Historically, the most successful and longest lasting of these super-sets of activities have in common a generally agreed upon set of guidelines and restrictions imposed on society's residents. These are customs, traditions or established as governmental law and regulations.
[0009] In their objective of maximizing the "common good", these guidelines most especially define the rights and responsibilities of individual humans, and guide the rules of engagement in important transactions, especially including the trading of goods and services; i.e., "commerce", ; and/or "philantropy", "museums" "entertainment" and the time and location(s) where these transactions are to be provided.
[0010] While the herein described invention embodiments, both real and virtual, can model or emulate (and therefore facilitate), most human activity, the following described embodiments will mostly focus on the important subset of human daily life that relates to commercial transactions since so much of daily human activity involves commercial transactions.
Γ00111 SUMMARY OF THE INVENTION
[0012] Therefore it is an object of this invention to provide a new and novel DATA system that facilitates decision making with respect to the DATA.
[0013] It is another object of this invention to provide a new and novel system for MANIPULATING (i.e. includes at least generating, gathering, collecting, processing displaying, and the like) DATA.
[0014] It is another object of this invention to provide a new and novel DATA system that facilitates MANIPULATING (generating, gathering, collecting, processing and displaying) DATA for decision making with respect to the DATA.
[0015] It is an another object of this invention to provide a new and novel DATA MANIPULATING (generating, gathering, collecting, processing, and displaying) system that facilitates decision making with respect to the DATA. [0016] It is another object of this invention to provide a new and novel DATA MA IPULATION (generation, gathering, collection, processing and displaying) system for gathering, collecting and processing DATA.
[0017] It is an another object of this invention to provide a new and novel multi- Aspect DATA MANIPULATION (gathering, collecting and processing) system that facilitates decision making with respect to the DATA so MANIPULATED (generated, gathered, collected, processed and displayed).
[0018] It is another object of this invention to provide a new and novel DATA
MANIPULATION (generating, collecting, gathering, processing and displaying) system the facilitates providing DATA to the owner(s) of the DATA for rendering decisions concerning such DATA.
[0019] It is another object of this invention to provide a new and novel DATA
MANIPULATION (generating, collecting, gathering, processing and displaying) system that facilitates providing DATA to the owner(s) of the DATA for rendering decisions concerning such DATA to a decision maker or executive, designated by said owners, who, in turn, is to be responsile to make decisions concerning the DATA.
[0020] It is another object of this invention to provide a new and novel DATA
MANIPULATION (generating, collecting, gathering, processing and displaying) system that facilitates the flow of the DATA to the party and/or parties that generated, collected, gathered, processed and displayed the DATA to facilitate the rendering of advice from said party and/or parties concerning decision making facilitated by such DATA.
[0021] It is another object of this invention to create a decision-making system containing all the MANIPULATED DATA gathered including new data packets referred to as "vixels" from the real world interactions of interactive tags referred to as
"touchpoints" installed, embedded or associated with any object, location or person and to organize, process and display or transmit (MANIPULATE) this DATA and information in a manner which facilitates the decision making activities of the owners of a commercial or other enterprise, or their designated executive decision-maker(s) to thus create a digital model which we call the "Enterprise Avatar".
Γ00221 BRIEF DESCRIPTION OF THE DRAWINGS
[0023] Some of the objects of the invention have been set out above. Other objects and advantages of the invention will appear as the descriptions of the various embodiments proceeds when taken in conjunction with the following drawings in which:
[0024] Fig. 1 is a schematic block diagram incorporating the instant invention illustrating the multi-Aspectflow of decision DATA from its collecting and processing and transmission to an owner of the DATA and further transmission from the DATA owner through a decision makin entity and to the DATA processors, collectors, and gatherers;
[0025] Fig. 2 is a schmatic sketch showing design of a digital camera which is analogous to the "unique identifier data camera" (DATA camera) described herein;
[0026] Fig. 3 is a schematic arrangement of a set of Primary participants in a simplified world of commerce;
[0027] Fig. 4 is a schematic sketch of interactive touch points generating data packets (vixels) as part of the process of data acquisition we call a "DATA camera" for use as part of the process of data acquistionwith the herein described Enterprise
Avatar;
[0028] Fig. 5 is a schematic arrangement of another embodiment of DATA collecting, gathering and processing arrangement incorporating the instant invention;
[0029] Fig. 6 is a schematic arrangement of still another embodiment of DATA collecting, gathering and processing arrangement incorporating the instant invention;
[0030] Fig. 7 is a schematic arrangement of another embodiment of DATA collecting, gathering and processing arrangement specific to business DATA incorporating the instant invention; [0031] Fig. 8 is a schematic arrangement of still another embodiment of DATA collecting, gathering and processing arrangement specific to employees incorporating the instant invention;
[0032] Fig. 9 is a chart listing passive, active and connected touchpoint
characteristics;
[0033] Fig. 10 is a chart listing person, location and object touchpoint characteristics;
[0034] Fig. 11 is a pictorial showing of a world arrangement of Event Data Pixels referred to as "vixels"; and
[0035] Fig. 12 is a schematic arrangement of another embodiment of DATA collecting, gathering and processing arrangement specific to a community of Avatars incorporating the instant invention.
[0036] DESCRIPTION OF THE INVENTIVE EMBODIMENTS [0037] Enterprises and Decision-making Authority
[0038] Since a primary objective of the hereinafter described inventive embodiments is to assist and facilitate real-world decision-makers, such as enterprise owners, their designated executives and individuals, a description of the basic aspects of the decision making process might prove helpful, especially considering decision-making authority, and the party(s) who are to exercise such decision making authority.
[0039] In most countries of the world, individual persons, and/or groups of persons, are legally entitled (or allowed) to own property, businesses, administer charities and/or charitable organizations, religious organizations, etc. (herein referred to as
"Enterprises") In these legal systems, the ownership person or group of persons that comprise a majority ownership or responsibility percentage, have final authority over the assets of the enterprise. The owner or owners may make decisions about the
disposition of the assets, facilities, activities, and the like of the enterprise directly, or they may delegate their authority to a decision making entity such as, for example, perhaps a single "executive", "Chief Executive Officer", or the like. The "decision making entity" can constitute an "executive layer", or Aspect, of a multilayer Enterprise Avatar (shown in Figures 5, 6, 7 and 8) which is designed to mimic the decision-making process and power that is either exercised directly by the owners of the enterprise, or delegated to their senior manager employee(s), to perform the decision making process.
[0040] The owner of an enterprise may be a single person (sole proprietor) or a group of persons who form an owner partnership. If the enterprise is legally formed as a corporation, it could be a "public company" where the ownership is divided into fractions of ownership called "shares". In some instances a marketplace is organized where the owners can buy or sell shares, (the stock market). In these cases, there might be many thousands of owners. In these cases, we can think of the ownership layer of the enterprise avatar as partitioned into many individual owners, each of which has a claim on the ownership power, proportional to the number of shares they own. Generally speaking, the final decision-making authority for the enterprise is determined by any individual or group which represents more than 50% of the ownership shares. In most countries of the world, the decision making power of the owners is manifested in a "board of directors" whose board members are individual persons elected in a formal periodic vote of all the shareholders. The board will often then select a "Chief Executive Officer" to run the day to day business affairs of the enterprise.
[0041] Delegation of authority is of course a key element in the organization and management of a real-world enterprise. An "organization chart" is often used in to show how the enterprise owners or their delegate Chief Executive has divided up the various functional tasks of the ongoing business activity (e.g. for a product company,
designated functions might include manufacturing, product design, marketing, sales, etc.) The person who is designated as overseer of, say, product manufacturing, has been given the decision-making authority for that function by someone higher in the organization hierarchy, perhaps the chief executive officer. In this manner, can segment the total executive authority represented by the Enterprise Avatar's "executive top layer" or Aspect into executive sub-layers that mimic the way the real-world enterprise organizes itself. In this sense, the executive decision-making layer is segmented into sections representing the functional designation of executive authority. This mimics the "organization chart" of the real world enterprise.
[0042] The person overseeing a functional area is usually given direct authority over the people, places and objects in that functional area, as well as the right to see all of the data and information specifically related to that function. Accordingly a "sub-avatar" can be created that captures the activities of that function by showing Aspects that may include; a functional sub-executive layer, a display dashboard layer under the functional executive decision-making layer, a data processing layer under that, a data layer under that, and the real world layer at the bottom. The referred to "real world" is the entire surface of the earth on which dwell humans, objects, and the geo-locations in which they reside. Similarly, functional sub-avatars can be constructed for each and every other functional area designated by the chief executive.
[0043] Since all the decision-making power of the enterprise derives from the owners' power (as is the case in all societies that respect "the rule of law"), the "sixth layer", the top layer of the Enterprise Avatar is ultimately the most important layer. However, for the sake of simplicity, we will continue our discussion of the avatar as having five layers with the executive layer on top. The Avatar of an individual human in free societies will of course not contain an "ownership layer", except in the sense that a free human being "owns himself and is also the "executive decision maker" for the disposition of their bodies, work, and legally owned or controlled possessions.
Γ0044] Creating and using an AVATAR
[0045] With reference to FIG. 1 there is generally shown at 50 a schematic diagram of a DATA MANIPULATION SYSTEM with various multi Aspect entity levels for the flow (MANIPULATION) of DATA from REAL DATA collectors at 52, gathered DATA at 54, processed DATA at 56, a "dashboard" at 58; along a communication network 60 to either a decision entity 70, and/or the Owners 80, of the DATA; and from owners 80 of the DATA back through a network 84 to the collectors 52, gatherers 54, and processors 56 to facilitate decision making with respect to the so collected, gathered and processed (MANIPULATED) DATA.
[0046] DATA MANIPULATION SYSTEM 50 as described above, and shown in the respective drawings, is both a necessary and sufficient way to create and organize an Enterprise Avatar that can mimic the activities of a business enterprise. Another way to demonstrate this is to consider a step by step process of executive decision-making for a normal real-world business enterprise:
Steps:
1. set up methods and systems that can provide information about what's
happening in the "real world" such as the one shown at 94 (FIG. 11) with its Mercator Projection, shown at 96;
2. gather information relevant to the business, especially those activites that relate to the "elements" 92 of the specific enterprise, (its objects, locations and people);
3. organize and "process" that information, (the processing of data is usually
oriented around the specific functions of the enterprise; e.g. operations, marketing, sales, etc.);
4. present the results of the data processing to the relevant executive decision
makers; and
5. make decisions using the information resulting from the processed data, and communicate the executive directions to the "external world beyond the enterprise itself.
[0047] The operation of the multi-layer (in the disclosed instance-5 layer) Avatar inventive Embodiment shown and described herein may be utilized to mimic real-world decision-making steps as follows:
• in Aspect (step) one, interactive "touch-points" 90 (FIG. 4) are installed on the objects, locations and people (herein elements 92) which are under the legal ownership or control of the owners of the enterprise ; • in Aspect (step) two, a Data Camera 100 (FIGS. 2 & 4)) (described hereinafter) is used to gather data about interactions of the "touch-points" 90;
• in Aspect (step) three, data processing is done to develop and manipulate, data and information for a specific operational department of the enterprise, (e.g. logistics, marketing, etc.);
• in Aspect (step) four a "dashboard" presents or displays information to the
executive decision makers; and
• In Aspect (step) five the executive decision making is transmitted from the
"dashboard" to the decision makers.
[0048] Digital Camera 100 (FIG. 2) is presented only to provide an analogy to Data Camera 200 (FIG.4). Digital camera 100 has an INTERNAL photo-sensitive chip 102, on which is projected the light through a lens 103 from the outside world. Internal chip 102 is like a checkerboard of cells, each capable of sensing the light intensity and color of one small piece of the total image (i. e. a pixel). All the pixels information is then reassembled on a screen (like dashboard 58) to reconstruct a reporoduction of the original real-world. Scene. Data Camera 200 of this invention is similar except that the"cells" are the touchpoints which are installed on objects, locations and people. They are "activated" when any one of the elements touch each other. Thetouch creates the vixel (data packet) which is transmitted to the Enterprise Avatar wich through the internal processing, recreates a digital model of the real world activity.
Γ00491 The Avatar's Decision-making Cycle
[0050] Figures 1 , 5, 6, 7, 8 and 12 show embodiments of multi-Aspect, multi-layer Enterprise Avatars with data and information flowing upwards ( in the direction of arrows "A') and executive directives flowing downward (in the direction of arrows "B"). These embodiments show and describe the respective Aspects of a continuing cycle of executive decision making, i.e. gathering information (data) from "real world" activity, processing the gathered (acquired) data, viewing the resulting processed data and information, make decisi ons, and sending directives to the people of the "real world", at the appropriate locations, who direct the flow of objects, people and locations etc. The directives alter the flow and interactions among people, objects and locations, with their embedded or associated touchpoints 90, and when any of the "elements" 92 (objects, locations, and or people) come together (i.e. "touch"), updated "vixels" 98 (FIG.11) are generated and then gathered by a Data Camera 100 (FIG. 2) , and sent to the Avatar to be processed. The respective "dashboard" 58 is updated. The executives view the changed information and proceed to make decisions accordingly. The cycle repeats.
[0051] The Mercator projection shown in FIG. 11 represents the surface of the real world on which the elements 92 of the enterprise (its objects, locations and people) interact and create "vixel" 98 data about their activities. This Mercator projection is, at times referred to herein as the "real layer", and is bottom layer 52 in the drawings of FIGS. 1 , 5, 6, 8, and 12 shown herein. The "vixel" data from the interactions on the "real layer" is gathered by the Interactive Unique Identifier Data Camera 100 (FIG. 2 and 4), and is stored and organized on the "data layer" 54 which is presented in the drawings as the layer just above real layer 52. DATA from DATA layer 54 is processed by the next layer above it.referred to as "processing layer" 56, as shown in the drawings The processed DATA from the processing layer is sent up to the next layer above, called the "dashboard layer" as shown in the drawings. The dashboard layer presents the processed data for viewing by the decision makers who populate the next layer above, called the "executive layer" as shown in the drawings.
[0052] Drawings 1 , 5, 6, 7, 8 and 12 show a multi-Aspect (fiveAspect layer)
Enterprise Avatar with data and information flowing upwards and executive directives flowing downward. These figures show the continuing cycle of executive decision making, i.e. gather information from the "real world" activity, process that acquired data, view the resulting processed data and information, make decisions, and send directives to the people of the "real world" at the appropriate locations who direct the flow of objects, etc. according to the inventive embodiments herein. As the directives alter the flow and interactions among touch-points 90, of the directed "elements" 92, updated data is gathered by Data Camera 100, and sent to the Avatar to be processed.
"Dashboard 58 is updated. The executives view the changed information and proceed to make decisions accordingly. The cycle repeats.
[0053] The operation of the Interactive Unique Identifier Data Camera 100 (FIGS. 2 and 4) is similar to that of the digital photo camera operation described above except that its "imaging cells" 102 are to be distributed all over the world as "active Interactive Unique Identifier " touch-points" 90. When a "touch" occurs between two of these distributed remote touch-points 90, the resulting event "vixel" is transmitted by the Interactive Unique Identifier Camera 100 to a central data base, and then used as part of the Interactive Unique Identifier Avatar modeling process.
[0054] A "vixel" 94 (FIG. 11), as referred to herein, is a "data packet" 96 that is analogous to a "pixel" 98. A "pixel" 98, as referred to herein, is a small part of a digital picture 104. A digital picture 104 or photo (which is a "model" of a real word scene) is made up of multiple "pixels" 98 from the photo-sensitive imaging sensor 102 within a digital camera 100.
[0055] An Enterprise Avatar of this inventive embodiment is a digital model of the real world activity of the "elements"92 (objects, locations, people) made up of the "vixels" 94 (data packets) generated and gathered by "data camera" 100.
[0056] "Vixels" 94 are "data packets" generated when any two "touchpoint" 90 equipped elements 92 (objects, locations, and people) physically come together in the real world, and their touchpoints 90 touch each other, (like an identification tag, or the like, being scanned by a bar code scanner or smartphone) Such a "touch" generates a packet of information made up of the following 4 data pieces: unique ID of an element one (like a shoe); unique ID of an element two (like a location which is registered in the system as a bar code scanner.e.g. a "scan station on a production line in a factory). time of the touch; and geo location of the touch; These four data pieces constitute a "vixel"98.
Every time an element touches another element in the real world, a vixel 98 is
generated and gathered by the process referred to herein as "data camera" 100 and sent to the Enterprise Avatar.
Γ0057Ί Conceptual Design of the Interactive Unique Identifier Enterprise Avatar
[0058] The first step in constructing a UIEA is collecting and organizing information about the enterprise's real world activities. As described above, a first Aspect (step) in deploying the IUIT methodology is to install touch-points on every important object, location and person (elements) under the legal sphere of influence or control of the enterprise. The interactivity among these elements will create events that generate "vixels" that are collected by an Interactive Unique Identifier Data Camera and sent to a central data base. For ease of both explanation and understanding, it is useful to contemplate the interaction of the elements as occurring on the surface of the Earth, and then imagine those interactions as occurring on a plane surface representing the flattened globular Earth's surface, (i.e. a Mercator Projection). See FIG.11).
[0059] The Mercator projection shown in the above figure represents the surface of the real world on which the elements of the enterprise (its objects, locations and people) interact and create vixel data about their activities. This Mercator projection is called the "real layer", and is a lower Aspect (bottom layer) in the drawings. The vixel data from the interactions on the "real layer" Aspect is gathered by the Interactive Unique Identifier Data Camera 100 (FIGS. 2 and 4), and is stored and organized on the Aspect "data layer" 54 which is presented in the drawings as the layer just above the real Aspect layer 52..
[0060] The data from the data layer is processed by the next layer above it, called the "processing Aspect layer" 56 as shown in the drawings. The processed data from the processing layer 56 is sent up to the next Aspect layer above, called the "dashboard layer" 58 as shown in the drawings.The dashboard layer 58 presents the processed data for viewing by the decision entity who populate the next layer above, called the "executive layer" 70 as shown in the drawings.
[0061] Given the speed and scope of modern communications technology, the power and speed of cloud-computing technology, and the broad proliferation of digital display technology, the Data Camera, and Enterprise Avatar innovations described herein are constructed and configured to operate on an update cycle as short as a few seconds. In other words, the Enterprise Avatar embodiments herein desribed can mimic the real world activity of a far flung business enterprise in near real-time.
[0062] The resulting Enterprise Avatar thus becomes a powerful management tool that provides previously unavailable real-time visibility on critical business activities, with all of the new information available through a single "dashboard" 58.
[0063] DATA MANIPULATION SYSTEM 50 utilizes a basic "touch-point" technology concept 88 (FIG. 4) underlying the Interactive Unique Identifier Ecosystem. Among the attributes of that concept are adherence to universal legal principles including: o private property and intellectual property ownership rights o data ownership rights for both individuals and organizations o privacy rights for both individuals and organizations
[0064] These legal principles are critical to the proper design of the Enterprise Avatar in that they provide guidance for understanding that when the decision-making authority is delegated, the person doing the delegating can be thought of as a conduit passing along to a subordinate, the power possessed by the owners of the enterprise.
[0065] With reference to FIG. 4 there is shown at 90 a number of scannable, addressable, universal, hierarchical, hereditary, interactive and unique identifier-based "touch points" that can be used, as will be described in greater detail hereinafter, to:
• harness cutting edge technologies including; ■ Internet communications;
Mobile digital devices;
Advanced Barcode, RFID, and NFC technology;
Social media platforms;
Cellular, Wi-Fi and Bluetooth technologies;
Relational data bases;
Cloud Computing;
Crowd sourcing;
Big Data;
Security Encryption;
• comport with standard business practices, methods and procedures;
• adhere to universal legal principals including;
o private property and intellectual property ownership rights;
o data ownership rights for both individuals and organizations; o privacy rights;
• adhere to National and International standards and protocols;
• and are capable of becoming a de-facto standard for interoperability of multi- business information systems;
[0066] "Touch Points" 90 are: applied to; affixed to; connected with; embedded in; or associated with; objects, locations and people. The IUIT System embodiments described herein sense and record all the interactions between objects, locations, and people that have been "tagged" whose individual "touchpoints" 90 "touch" the touchpoints 90 of any other object, location, or person that are similarly "tagged". The means used to sense and record these interactions employs the latest digital
technologies. The data and information thus gathered from these interactions, is then used to create digital models of the organizations and individual persons that have legal control or influence over said objects, locations and people. [0067] Likewise, where the top executive in the manufacturing function further delegates authority to his or her staff, "sub-sub-avatars" can be created. As movement down the delegation ladder, occurs each authority level can be represented by the generic five layer (Aspect) avatar model. Eventually the enterprise organization chart will reach down to the single employee with no other people directly reporting to them. Even at this lower level in the organization, each employee has an assigned responsibility, and makes decisions about how to do their individual job. They base those decisions on the information available to them. Therefore, if desired, a sub-avatar can be created for that employee as well.
[0068] Based on the above description, while the total enterprise mostly concerns a five layer (Aspect) Enterprise Avatar, which mimics the entirty of the activites of total enterprise, that "Master" Enterprise Avatar actually consists of an amalgam of all the Sub-Avatars of all of its employees in all of its departments.
[0069] By this method the Enterprise Avatar is able to replicate the full complexity of the business interactions and activities of a real-world enterprise. Not surprisingly, especially as it involves power to act, and the action to be taken, the most important elements of the Enterprise are not its objects, or its locations, but its people. The individual person is therefore the primary organizational building block of the Enterprise Avatar. A Master Avatar is made up of all its departmental, or functional sub-avatars, but eventually the most important element of every master avatar and sub avatar is an individual person.
Γ0070Ί Avatar of a Single Employee
[0071] It is noted in the Inventive Embodiments that a "Master" Enterprise Avatar is an amalgam of all its sub-avatars, and that each sub-avatar is itself an amalgam of all its "sub-sub-avatars", and so on until at the lowest level of every organizational hierarchy, the functional "area" is just a single employee to whom no other employee is assigned.That single employee has a job to perform, and that job will usually involve some physical and/or mental task requiring decision-making. Even the simplest - tasks, e.g. hammering a nail, involve decisions like "which type of nail?" "which type of hammer?", "where to place the nail?", "when to strike it with the hammer?", etc. These decisions, while certainly less complex than those of the chief executive, will
nevertheless involve a thought process followed by an action process. In other words, accomplishing the task at hand will start with the assignment of the task by someone higher in the enterprise hierarchy. ("Joe, please nail down these floorboards").
Employee Joe will then decide on the details of the subtasks to follow, like what nails, what hammer etc. as described above. As part of his work, Joe might refer to a blueprint drawing, (a special kind of data and information in the sense that we have been using those words), before making his decisions on carrying out the work. And of course he might alter those decisions based on how the work is going, (i.e. changes in the status of his "real world" resulting from his previous hammering.)
[0072] So it can be seen that at every level in an organization core elements of any employee's work are almost identical, from the senior managers at the top, down to the employees at the lower end of the enterprise hierarchy. The work starts with accepting an assignment from someone with authority, assessing the available relevant
information, making a decision about what action to take, taking that action, reassessing any changes in the real world environment, then taking the next appropriate action. These steps can of course be simulated by the workings of the described multi (five) - layer (Aspect) Avatar;( i.e. gather data about the real world, process that data, present that resulting information, make an informed decision, and then take action, or direct others to take action).
[0073] In this manner, the full master avatar of an enterprise is made up of all the single-person avatars of all its employees, organized by functional department. In other words, a full expanded view of the master enterprise avatar will display the same hierarchal relationships as might be shown in that organization's "organization chart". which has been described as the hierarch of authority which transmits from the top down, the power of the enterprise's ownership. [0074] As discussed herein, every single employee is a decision maker exercising authority delegated to them from a "superior", and therefore, every employee is an "executive", at least involving his own actions. In this sense, all employees make up a segment of the master executive layer. Each employee is of course authorized to see the appropriate segment of the information presented on the master dashboard that is relevant to that employee's assigned task. Each employee may be authorized to see the relevant processing steps being taken on the master processing layer. Each employee may be authorized to see all the data relevant to their assigned task on the master avatar data layer. And, of course, all the employees of the enterprise exist as real world entities ("elements") on the master "real world" layer as shown in FIG. 8.
[0075] Thus it is seen and understood the full Master Enterprise Avatar can be quite complex. An organization with 1000 employees may have at least 1000 sub-avatars in its expanded view.
[0076] In addition to their direct employees, organizationsmay often employ consultants or agents to "perform" certain assigned, or agreed upon tasks. Performance of these tasks will often involve decision making on behalf of the enterprise based on the use of data and information available to the enterprise. These decisions can often affect the movement or other changes/disposition of "elements" (objects, locations and people) under the legal influence of the enterprise.
[0077] The herein described interactive touchpoint methodology, deployed as described above, will generate data and information (vixels) about the real world impacts of these consultant/agent decisions, just as with all the other
decisions/directions by the enterprise. In a like manner, sub-avatars of the consultants and agents can also be constructed, and those sub-avatars may also become part of the Master Enterprise Avatar. However, as complex as the Master Avatar, or a major corporate enterprise may be, it ultimately is made up of the amalgam of all the functional avatars, which themselves are made up of the single person avatars of all the people employed, affiliated or contracted by the enterprise. Seen this way, even the largest and most complex Master Avatar has a simple and easily understood construct. Γ00781 Avatar of a Single Private Citizen
[0079] The single employee avatar described above is a sub-avatar of the enterprise organization of which they are an employee. But that employee also has a private or personal life in which their professional employment is only a part. In that private life they perform many roles. For example, a person's personal life might include the following:
Employee of one or more enterprises or organizations
Family Member
Church member
Sports club member
Social club member
Hobby enthusiast
Consumer with multiple purchases of many product from many retail sources
Etc.
In each of these roles, that person will make decisions, take actions and/or direct other people to take actions based on data and information that might be available to them. In this sense, the employee sub-avatar constructed around their role in their employers enterprise/organization as described earlier, can also be thought of as a sub-avatar or their personal life. In each of these other life roles that make up a portion of that person's life, their "executive" decision making can be represented by a top layer (executive layer) of that person's "private avatar". The structure and functioning of that private avatar is very similar to the general avatars design discussed above. Information is gathered, stored, processed, viewed deliberated on by the person, who then makes decisions on actions or "next steps" to be taken in that portion of the person's life. As such, the same five layer avatar concept discussed earlier can be used to create a digital model of a person's private life.
[0080] Of course, much like in the business enterprise avatar, sub-avatars can be constructed of every other part of a private person's life. For example, if the person is a member of a gym or exercise club, exercise activity and other kinds of activity data could be collected and stored on the data layer of both the gym club enterprise avatar (where data from all the club's members might be stored), and also in the "physical workout exercise" sub-avatar of the private person's master private life avatar.
[0081] A Sub-Avatar, for example, may nevertheless be created as comples as an individual person's life may seem. Such a Sub-Avatar may also include a five Aspect (level) model of a person's life. A human family can be modeled as an assembly of the individual avatars of each family member. This organizational construction concept can be further expanded to include an "extended family", neighbors, the neighborhood, the village, town, city, country, etc. Such a Sub-Avatar may, in fact, envision the entirety of the human community and all of its interrelationships, making up a global society modeled in all of its rich detail by a five or six Aspect Avatar creation as has been discussed herein. Most importantly, the interrelationships of all these individuals, all of their groupings, organizations, enterprises, governments etc., i.e. everything
everywhere can be modeled using the elemental building blocks of the IUIT inventive embodiments described herein..
[0082] The herein described inventive embodiments of IUIT technology
demonstraight that it is a strong candidate to be among the world's most powerful enterprise organizing principles. The IUIT inventive embodiments have the power and capability needed, since it has "local utility and universal applicability"
Γ0083] ENTERPRISE AVATAR WITH MANUFACTURING SUB-AVATAR
[0084] FIG. 7 shows a Manufacuring Function sub-avatar inventive embodiment 120 as part of a "master enterprise avatar" wherein the delegation process, as described and shown, can be utilized to continue such that a functional area manager can further delegate authority, and a sub-avatar representing a manufacturing department 122, 124, 126 in the greater organization would, through its five operational layer Aspects, show all of the relevant activities and information relevant to the execution of the authority granted to that sub-area by a chief executive.
[0085] Where the top executive in the manufacturing function further delegates authority to his or her staff, "sub-sub-avatars" can be created. With each movement down the delegation ladder, each authority level can be represented by the generic five layer, Spect, avatar model. Eventually enterprise organization chart 130 (FIG. 9) or 140 (FIG 10) will be available to the single employee with no other people directly reporting to them. Even at this lower level in the organization, each employee has an assigned responsibility, and makes decisions about how to do their individual job. They base those decisions on the information available to them. Therefore, if desired, a sub-avatar can be contructed for that employee as well. Based on this description, while the total enterprise has a five layer Aspect enterprise avatar which mimics the entirty of the activites of total enterprise, that "master" enterprise avatar actually consists of the amalgam of all the avatars of all of its employees in all of its departments. Utilizing this method the enterprise avatar is able to replicate the full complexity of the business interactions and activities of a real-world enterprise.
Γ0086Ί Using IUIT to create a multi-dimensional digital model of a business enterprise
[0086] Using IUIT to create a multi-dimensional digital model of a business enterprise
[0087] The IUIT modeling methodology is based on the proposition that all important business and commercial activity results from the interactions between three major "elements", namely:
• PEOPLE (P);
• OBJECTS (O); and
• LOCATIONS ,..(L).
[0088] Based on this proposition, the Interactive Unique Identifier Ecosystem involves a methodology that senses when an interaction occurs between these three major elements (objects, locations and people). "Touch Points" 90 sense these interactions, due to being installed on, or associated with, every key person, object and location. "touch points" 90 also can be (1.) passive, (2.) active, or (3.) active and
communications-capable as set out in FIGS 9 and 10 and as follows: 1. an example of a passive touch-point is a shoe with an Interactive Unique Identifier tag, which includes three major physical components, 1. a scannable 2D barcode, 2. A hereditary source indicator , and 3. the Interactive Unique Identifier "V", which identifies that the tag touch-point 90 is part of the Interactive Unique Identifier Ecosystem;
2. an example of an active touch-point is one associated with a barcode scanner, RFID scanner, smartphone, digital tablet or other mobile device, etc.;
3. many of the examples of active touch-points cited above will also have
communications capability (like smartphones); while other active touch-points like barcode scanners, RFID scanners, etc. can be made "communications capable" by connecting them to a communications link.
[0089] To enable the sensing and collection of business activity, each of the three key elements above (objects, locations, people) must have either an active or passive touch-point installed or associated with them. And of course, all the touch-points must possess all of the essential characteristics listed above.
Γ0090Ί A COMMUNITY OF AVATARS
[0091] With reference to FIG. 12 there is shown a community of Avatars 130 including a first Enterprise Avatar 132 specializing as a Product Manufacturing
Company; and a second Enterprise Avatar 134 specializing as a Sports Club. Both Avatars 132 and 134 communicate along lines 136 with a Private Citizen Avatar 140. Each of the person's sub-avatars are also sub-Avatars of their employer's avatar and are alsotheir sports club's Avatar. FIG. 12 is an inventive embodiment of the instant invention by being created by their respective life activities.
Γ0092Ί The "World of Commerce" in Simplified Form
[0093] The primary participants in the simplified "world of commerce" 50 (FIG. 1) are:
(B) Product companies (e.g., shoe and apparel manufacturing companies); (R) Distribution and resale companies (e.g., retailers);
(C) Consumers;
(G) Government; and
(V) a Corporation.
Shown in simplified form in FIG. 3.
[0094] Commercial transactions are mostly conducted within the framework of law as enforced by the Government.
[0095] From the herein above description and drawings it can be readily seen that there has been shown and described a number of decision makind systems utilizing multi Aspect manipulation of DATA to facilitate making business and personal decisios affecting the business enterprises as well as personal endeavors.

Claims

WHAT IS CLAIMED IS
1. A decision making system for data; comprising
a. a predetermined number of decision facilitating aspects, each manipulating data in its own particular way, arranged in, and communicating in, a predetermined order;
b. said particular way of manipulating data being different for each decision facilitating aspect of each said arrangement;
c. said manipulated data being communicated from a first one of said decision aspects to another one of said decision aspects and thereafter serially through all of said decision facilitating aspects of said arrangement until a particular one of said decision aspects effects a decision affecting all the decision aspects in said arrangement.
2. The decision making system of claim 1 , wherein at least one of said decision facilitating aspects is designated as a decision maker for effecting decisions affecting said arrangement.
3. The decision making system of claim 2, wherein at least one of said decision facilitating aspects is designated as an Owner of the manipulated Data and is designated to appoint said decision maker
4. The decision making system of claim 1 , wherein said arrangement receives and reacts to manipulated data continuously and in real-time so that decisions to be made are in a continuing state of being remade.
5. The decision making system of claim 1 wherein touch points, provided on
objects, people and locations, provide pixels and vixels for manipulating data.
6. The decision making system of claim 1 wherein said vixels and pixels are
received from world wide objects, people and locations.
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