ISITometer

Behold, The Amazing ISITometer!

Or at least, that’s what they will say when the ISITometer Vision is realized. For now, this is the home page of the ISITometer, currently under development in stealth mode, which is a kind way of saying that almost no one knows it exists.

But that is about to change. The ISITometer Project has begun!

What is the ISITometer?

The ISITometer is the ultimate toolset in the pursuit of greater Awareness and spiritual enlightenment.

The ISITometer is a platform that enables a crowdsourced classification of collective knowledge and wisdom through an engaging, user-friendly and highly rewarding game layer. Based on the ISIT Belief System, the ISITometer allows players to gradually gain insights about the nature of Reality and their role in it while earning rewards and recognition for every action taken on the platform.

The ISIT Scale

The game begins with a simple task of assigning highly abstract dualities to the “ISIT Scale”. The ISIT Scale is a classification system in which concepts or objects are associated with the Absolute concepts of “IT” or “IS”. They must be associated in a binary fashion with one or the other. This is done with highly abstract Dualities such as:

Verb (IS)
Noun (IT)
Active (IS)
Passive (IT)
Being (IS)
Take (IT)
Thing (IT)
Action (IS)
Dynamic (IS)
Static (IT)
Energy (IS)
Matter (IT)
That (IT)
This (IS)
Them (IT)
We (IS)
Other (IT)
One (IS)
Go (IS)
Stop (IT)
Give (IS)
Take (IT)
Fast (IS)
Slow(IT)
High (IS)
Low (IT)
Young (IS)
Old (IT)
Flexible (IS)
Rigid (IT)
Loose (IS)
Tight (IT)
Soft (IS)
Hard (IT)

Theoretically we should see an extremely high level of agreement about these associations, with hundreds of dualities likely to achieve over 95% agreement about their associations to the Absolute aspects of IT and IS. This agreement forms the foundation of the ISITometer schema, and all knowledge will derive from it. With highly abstract concepts associated with IT and IS, the next step is to associate less abstract/more concrete concepts with more abstract concepts as well as with the ISIT Scale itself.

Thus, through crowdsourced collaboration, we are developing a taxonomy that describes all of reality from the apex of the Absolute Infinite One through IT and IS, the Core Concepts, more concrete concepts, and all types of objects, concepts, stories, people, etc.

Ordinal Scale

Since less abstract/more concrete concepts and Objects are less likely to be clearly associated with one aspect or the other, these can be assigned on an ordinal scale as follows:

  1. Highly ITistic
  2. Somewhat ITistic
  3. Balanced
  4. Somewhat ISish
  5. Highly ISish

Thus every object receives an ISIT Score on a scale of 1-5, with low 1s being highly ISish and high fours being highly ITistic.

Player Engagement

With the ISIT Scale established, players can begin to Engage with the ISITometer in a variety of ways, with each engagement making a small contribution to the collective wisdom of the membership and earning points for the players that can be redeemed for rewards. Players can apply the ISIT Scale to Objects in various formats including:

  • One-word Abstract Concepts
  • Images
  • Videos
  • Music
  • Audio
  • Animations
  • Aphorisms
  • Posts
  • Articles
  • Comments
  • Etc.

Over time this wide range of Objects will receive an average score on this five-point scale established through collective inputs of all the users of the ISITometer. For example, let’s say player A contributes a photo of a ripe, red apple. He earns 100 points for the contribution. 100 people then come and vote on that object, each one guessing what they think the consensus is on what this object will be rated on the ISIT Scale. Player B guesses it’s a 5 (highly ITistic, but only one other person agrees). Player C guesses it’s a 2 (somewhat ISish) and does better — 22 agree with them. Player D guesses 3 (Balanced) along with 69% of the crowd. Each of these players gets 5 points for taking the poll. And we all learn that most people see a ripe, red able as a balanced object.

Another activity players can Engage in is assigning attributes to concepts and Objects. Attributes are basically adjectives that describe objects or concepts. For example, the word ‘hateful’ is an attribute that could be associated with the IT aspect as well as with an image of a Ku Klux Klan march. Attributes are the link between abstract concepts and concrete objects.

These are just the beginning phases of the ISITometer. Players can engage with the ISITometer through a wide range of activities including:

  • Assigning abstract concepts to the ISIT Scale
  • Assigning objects to the ISIT Scale
  • Assigning attributes to abstract concepts
  • Assigning attributes to objects
  • Associating concepts and attributes
  • Suggesting concepts to add to the ISITometer
  • Uploading media
  • Commenting on media
  • Liking media
  • Liking/Sharing comments
  • Having your posts, comments, media submissions, etc. liked by other players
  • Sharing media
  • Posting articles
  • Contributing social media content
  • Contributing original artwork
  • Contribute to web development program
  • Connecting with other players
  • Sharing with other players

Developing the ultimate Schema of Reality

Ultimately, the outcome of this game is that all the players will collaboratively develop an overall schema of reality that starts with everyday, well-known objects and associates them with progressively more abstract concepts until they are ultimately associated with the Absolute Infinite One — the most abstract concept that is our concept of the one Source of all Reality.

The ability to engage in various activities is subject to the players’ level achieved. For example, the ability to assign attributes to Objects is only possible after a player has completed a certain number of assignments on the ISIT Scale.

Scoring

Each type of activity is assigned a base score in the scoring system. For example, the score for doing a simple assignment of a concept like “Love” to the ISIT Scale will be worth one point. Assigning attributes to Objects may be worth 10 points. Players’ game scores will be reflected on a Leaderboard and can ultimately be redeemed for rewards (see below).

Awareness Quotient (AQ)

The player’s AQ is effectively their overall game score, as the Awareness Quotient increases by a specific, factored amount with each type of engagement listed above. The idea is that the more you engage with the ISIT Belief System the higher your Awareness becomes.

Deviance Quotient (DQ)

The DQ is the average deviance between an individual player’s response and the average response of all players on poll questions. In other words, for any given poll (with options being ordinal assigned numerical values) we have the response of the player represented as a number (for example a poll with five options ordered from 1-5) and the average of all the responses of the rest of the players. The difference between those numbers is the player’s deviance on that question. For example, let’s say a player is shown an image of a fluffy white cloud and they rate it as ‘Balanced’ on the ISIT Scale — a score of exactly 3. But 100 other people have also scored that Object, and the average score of those 100 people was 1.2 — highly ISish. The person who scored it a 3 has a deviance of 1.8 (3.0 – 1.2).

That player will have rated many Objects through the ISITometer, and they will have a deviance score on each one. To derive their overall DQ, the ISITometer will simply average out all their deviance scores. So the DQ ends up being a measure of how well people understand the concepts and how the crowd thinks. Not only will the DQ be prominently displayed, but it will also be factored into scoring points for rewards. The overall effect of this is to give players a motivation to try and provide the most insightful answers they can rather than just rushing through and clicking mindlessly in order to score points quickly. Thoughtless Engagements will actually end up costing a player dearly in the long run.

Score Factoring

The base scores for each type of Engagement will be factored by other scores to arrive at a final score earned for the engagement.

Here are some examples of Factors that could be applied at the time of score assignment:

  • Player has high DQ score: X2
  • Player has low DQ score: X0.5
  • Took the action after 10:00 PM local time: +5
  • Post was liked by high-AQ player: X2
  • Post was liked by a high-DQ player: -20%
  • Special flash promotion: X5

So a final score for an engagement could look like this:

Player A likes a post written by Player B

Player A earns: 5 (likes a post) X 5 (during a flash promotion) + 5 (after 10pm) = 30 points

Player B earns: 10 (post was liked X 2 (Player A was high AQ) X 5 (during a flash promotion) = 100 points.

(BTW, the above may be a crude description of a sophisticated algorithm that could become a model for game layers.)

Redemption

There will be many ways in which players can redeem the rewards they have earned including digital products, mobile apps, web services, personal services, merchandise and even cash. These rewards will be sourced through a wide range of suppliers including:

  • Digital Products (especially personal development, spiritual, marketing)
    • Memberships
    • eBooks
    • Programs/Courses
    • In-kinds services (coaching, etc.)
    • Videos
    • Photos/Illustrations
    • Backgrounds
    • Games
    • Music
    • Web elements (themes, plugins, etc).
  • Mobile Apps
    • ISITometer
    • ISIT Engage
  • Web Services
    • Marketing
    • Web hosting
    • Web builder tools
    • Financial services
    • Media/Entertainment
      • Credit protection/repair
      • Accounting/Bookkeeping
      • Investment
  • Personal Services
    • Web Development
    • Graphic Design
    • Marketing
    • Social Media
    • Coaching/Advising
    • Every type of freelancing
  • Merchandise
    • Clothes (ISIT branded)
      • Hoodies
      • Hats
      • Jackets
      • T-Shirts
    • Restaurants
    • Art
    • Books
    • Electronics
    • Home and kitchen
    • Basically everything on Amazon
    • Donated
  • Bitcoin

All of the rewards are listed on the Redemption page, and players will be able to apply their points to the rewards they choose. The players’ credit balance is reduced by the value of the rewards they choose.

In the early levels of the game the rewards will tend to be of the digital form, and as players advance through the levels the rewards get increasingly tangible and valuable. However, rewards in the form of cash  or cash equivalents like Bitcoin and high-value merchandise will be intermittently and randomly rewarded to players in a daily drawing.