Archive for June 2009

Micro

Micromanagement is an exciting new term widely used in the fields of game theory and private enterprise alike. Micromanagement, or micro for short, refers to the explicit control of small details in order to achieve goals or standards that are otherwise impossible by laissez-faire management alone. By changing many variables of lesser importance slightly, a company executive can significantly improve the quality of service and ultimately profit margins.

This phenomenon can be observed in real-time strategy (RTS) games where a player is charged with the task of capturing enemy territories. Like a game of chess, players are given a set amount of starting pieces and economic resources, and usually equivalent. Normally, there would be no way for players to gain an advantage over another except by sheer superiority in numbers. However, by putting special detail on both the positions and actions of every individual unit (or employee), the function of the group is optimized. Simple actions such as manually setting tasks and priorities and making two different units or individuals reinforce each other’s strengths and weaknesses can change the nature of the outcome.

The ultimate drawback to this kind of approach in business management, is that micro-oriented control is very time consuming and difficult to perform. Moreover, an inappropriate amount of attention can backfire. Thus, to properly micro requires great speed. An executive must work twice as hard as previously and delegate tasks individually. At the same time, he or she must offer great rewards for the mutual trust his companions give for what would seem unessential, until knowledge of how well the company performs is unveiled.

Beginning with every division of the company, from functional aspects, such as research to manufacturing to marketing, to formal aspects, such interior design and attire, which can boost worker morale, the executive can improve the form and function of the company as a whole, so much that each individual change does not constitute a large improvement, but as a whole, gives the company a competitive advantage in the business world.

Natural

If the universe operates under a binary principle, arbitrarily 0 and 1, based on the atomic spin of left and right, then interactions would not follow conventional mathematical principles. Instead, it would follow rules of binary arithmetic and algebra (e.g. 1+1=1, x+1 = x). In circuit design, 1s and os compounded with the usage of various gates allows the creation of greater functions, which can be used to create all the electronics we are familiar with. Atoms are essentially on/off states, and the empty clouds in which the electrons move are like logic gates. What atoms can potentially create, however, are beyond our comprehension.

It seems that spatial dimensions and time as we know it, could not exist without gravity, and the electro-strong/weak force. Water cannot flow, being pulled down a stream, or the molecular cohesion between tiny individual indivisible parts of water. Waterfalls could not exist without gravity. We all know that gravity warps time, so that the passage of time becomes a subjective experience. Watching the river flow, or an expensive timepiece move, is also a subjective experience, only meaningful to the onlooker.

To speak of time entails a subjective end. There is no objective, end of all things, but only a subjective perception that the end of a phase has come. If fate entails creation, since we are the creators of our own fate, then a universe without fate would occlude the possibility of any meaningful creation. Thus to quantitatively define the end in context of the beginning becomes a challenge that can be solved. Is the end, which we perceive to be caused by events and factors from between and all the way from the beginning, a byproduct of causality? Or is it more deeply rooted in the laws of physics, requiring a million formulas of unimaginable length and difficulty to be calculated at once? For the universe, this is a natural and spontaneous task.

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