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Reengineering Mathematics

MOTIVATION

This is a survey of the fields of endeavor relevant to an "activist anthropology of contemporary mathematics". The aim of this project is to reengineer the field of mathematics to make it more like free software, turning the everyday language of mathematics into "source code". The survey is growing in segments; key segments will be developed into survey papers, and these papers will then be welded together into a unified prospectus.

FORMAL SELF-DESCRIPTION OF THIS DOCUMENT

The document is formatted so that "things we need" are presented as succinct capitalized section headings, which are then followed by a brief paragraph describing that topic.

TIME AND STABILITY

For working on any task, we need time that isn't already spoken for by some other task with higher priority.

SYSTEMATIC UNDERSTANDING

Knowing how various tasks, desires, and needs fit into a "bigger picture" can give us some confidence that we will get things done in a balanced way.

INCOME

This seems to be an almost physical need, since it relates to biological subsistence.

COMMUNICATION

In order to coordinate possibilities for income and collaboration, we need to be syncing up with relevant parties.


MATHEMATICS

Any of the following sub-topics will should help "mathematical culture" grow. One of the high-level goals of our work is to create an effective online 'learning platform' for mathematics (cf. section on LEARNING PLATFORMS).

MATH AND COMPUTERS TODAY

This relates more to the contemporary social and technical aspects of MATHEMATICS than the more explicitly mathematical items discussed there.

DATA ACQUISITION AND MANAGEMENT

We have already thought through and seen some decent "proofs of concept" for making electronic editions of public domain works, and managing "deep links" in both public domain and copyrighted texts. Because we have thought through the issues with the public domain end of things pretty well and just need to establish a functional system to do the work, our priority list runs "back-to-front"; in other words, input of brand new data is something we'd do only when we know the various aspects of our backend are going to work well.

LINGUISTICS

In addition to working with the more traditional methods of linguistics, we will want to work on understanding "large-scale" linguistic issues or ideas, ranging from anaphora, to hypertext (cf. section on HUMAN-COMPUTER INTERACTION).

HUMAN-COMPUTER INTERACTION

For now, the hypertext aspects of a new and presumably useful system for human-computer interaction are fairly well along in the form of the Arxana prototype. Other types of interactive forms may become interesting and will need work, and hypertext itself is still not completely understood. (Some of the "philosophy" of hypertext studies is outlined in [1].)

LEARNING PLATFORMS

I suggest that developing "learning platforms" that will work for human learners is the flip-side of ARTIFICIAL INTELLIGENCE.

ARTIFICIAL INTELLIGENCE

One of our long-term goals is to produce a computer program that can answer mathematical questions similar to the questions that humans are able to answer.

BUSINESS MODELS

For purposes of this discussion, a "business model" needs (a) a consumer (what do they want?); (b) a service or product (i.e. that is to be exchanged for money somehow); (c) a producer (who does the work, how, and with what motivation?).

KOINOMICS

Although our productive strategy may not be commons-based per se, aspects of it are; indeed, "scholarship" as a whole seems to be some kind of commons, and, running with this idea, anything that we want to do that we hope will impact an entire field of human endeavor ought to be informed by a fairly solid understanding of the economic features of the landscape. (Here, more properly koinomic -- having to do with the rules of commons and common property, as distinct from the rules of households and private property, although certainly that is involved.)

RESEARCH AND DEVELOPMENT PROGRAMMES

Ideally we would have fully-speced out research proposals in each of the major areas. So far, we have a partial proposal on HUMAN-COMPUTER INTERACTION, though it comes at the issue from a somewhat non-scientific angle [1]; one on LEARNING PLATFORMS [5], and at least the beginnings of one on MATH AND COMPUTERS TODAY [3].

REFERENCES

[1] http://metameso.org/~joe/01.pdf

[2] http://metameso.org/~joe/math/

[3] http://wiki.planetmath.org/AsteroidMeta/Surveying_the_Math_Metacommons

[4] http://wiki.planetmath.org/AsteroidMeta/metacommons_manifesto

[5] http://metameso.org/~joe/ple-proposal.pdf

[6] http://kmi.open.ac.uk/studentships/personal-learning-environments.php

[7] http://www.role-project.eu/?page_id=8

[8] Teo, C. B. and R. K. L. Gay (2006). "A knowledge-driven model to personalize e-learning." Journal on Educational Resources in Computing 6(1): 3.

[9] http://www.bibkn.org/drupal/