Essence® Elements – e2

The Semantic Periodic Chart for Computing

Software has been developed without the Semantic Periodic Chart for Computing. However, we intend to use it to show how both the software process and the results of it are about to undergo a pivotal change that can alter the course of technological innovation.

Chemistry existed before Mandeleev’s 1869 Periodic Table of Elements was presented. However, only 63 of the current 118 elements were known. The ensuing discovery of the electron and the correspondence of the number of electrons to equivalent weight and atomic number is of singular importance to the impact of the Periodic Table of Elements.

Developed in the early 1970s, the Standard Model represents our best understanding of how everything in the universe is made of a few fundamental particles  and three of the four forces that govern them are related to each other. It has successfully explained almost all experimental results and precisely predicted a wide variety of phenomena.

The 256 Essence® Elements, refined over 7 years, map human expressed meanings to the fullness of what computing can do. A tiny Essence® Agent (e.g. 26 kilobytes for Mac OS) generates self-optimizing, highly parallelized, machine-level instructions, in real-time. Discoveries in big data processing, AI/ML, web, hardware optimization for rapidly scaling high performance computing anywhere, and broadly applicable signal transforms, are indicators of discoveries to come.

Ways Humanity Communicates Meaning

A sample app showing wantware using NLP (Natural Language Processing), conversational AI, transforming meaning into different representations (non-technical, technical, and machine instructions) that results in a working app.

Programming languages are one of the ways that humanity instructs machines. In the real world, we use signs, symbols, semantics, syntactics and pragmatics to communicate meaning. Essence is so important because it provides the world with a powerful tool that enables mankind to choose Skills like Natural Language Processing (NLP), Natural Language Dialog (NLD), visual programming via drag-n-drop, as interaction methods. Interactions via Skills get interpreted and translated into machine behaviors in real-time.

Skills are made by combining Essence Elements with written code such as, AI algorithms, APIs, drivers, emulators, browser engines, virtual machines and more. The elements were designed with the goal in mind of accounting for the fullness of what computing can do. The Semantic Chart for Computing contains a comprehensive set of 256 elements that can be combined to map human meanings to machine behaviors. Accounting for behaviors associated with concepts such as, anger, fear, like, dislike, belief, sad, happy, culture, and empathy is not a consideration that engineers have historically made on a broad system-wide basis.

Two Essence Elements Combined to Mean All Elements and Meanings
Click here for descriptions of all 256 Essence Elements, their phonemes, and Glyphs

Define

0 – Define (Hz) – Define meaning. Definition. Added after each predicate to indicate the processing of previously presented information.

Recipe

1 – Recipe (Hx) – Assembly of ingredients to use in a larger definition. Dependent on other Formulas and results.

Evaluate

2 – Evaluate (Ha) – Knowledge Process, Resolve Links, Accept a Recipe of Definitions. Transforms data and code into ‘information’. Provides synchronizable, storable, and replayable information. Information can be compared for equality but not necessarily ordered. Evaluate processes data and code into the Equality-Comparable Information Form.

More
3 – More (Hi) – Greater, Bigger.
Equal

4 – Equal (He) – Equal, Same. Pronounced ‘ei’ or ‘ay’ like the long vowel ‘a’ in say or play (IPA e).
No

5 – No (Ho) – False, Fail, Disagree, Dissent.
Less

6 – Less (Hu) – Lesser, Smaller.
Yes

7 – Yes (Hy) – True, Success, Agree, Affirmative.
Create

8 – Create (Chz) – Make concrete
Erase

9 – Erase (Chx) – Make abstract
Add

10 – Add (Cha) – Add into collection
Remove

11 – Remove (Chi) – Remove from a collection
Guard

12 – Guard (Che) – Permission, Authority, Protect Possession, Guard Ownership Rules
Clone

13 – Clone (Cho) – Copy, Store, Remember, Commit, Clone physical memory bytes used to hold information.
Undo

14 – Undo (Chu) – Remove changes, revert to an earlier set of info
Change

15 – Change (Chy) – Change writes one or more values existing as information. Change replaces whatever value a piece of information had with another valid value. These operations are writes to an object uniquely based on how it is possible to alter it, such as high and low ranges, validation of names, and other parameters to determine if any clamping need be done.
Condition

16 – Condition (Yz) – Status chart symbol
Schedule

17 – Schedule (Yx) – Schedule, Arrange timing.
Begin

18 – Begin (Ya) – Open. Start a process.
End

19 – End (Yi) – Close. Stop a process.
Update

20 – Update (Ye) – On, Play, Activate, Go, Resume, Continue. Triangle continue (play) symbol
Pause

21 – Pause (Yo) – Off, Halt, Deactivate, Freeze, Wait. Double quote pause symbol
Recycle

22 – Recycle (Yu) – Reuse, transfer assets to another purpose.
Sync

23 – Sync (Yy) – Synchronize changes based on dates or authority. Resolves differences between multiple sources. Request up to date values for information. To sample, to gather, fetch or otherwise accumulate values.
First

24 – First (Fz) – |< First in collection
Last

25 – Last (Fx) – >| Last in collection
Next

26 – Next (Fa) – >> Next
Previous

27 – Previous (Fi) – << Previous
Current

28 – Current (Fe) – Now time, Updated to the Sync of the Context used. Examples include a ‘here location’ or ‘latest reference’.
Count

29 – Count (Fo) – # Total Count
Each

30 – Each (Fu) – For each, Iterate, map function, Enumerate {1..n}. Finite Sum. Iterate over all discrete elements, doing something for each element.
Find

31 – Find (Fy) – Search Completions
Operator

32 – Operator (Zz) – Maps a numeric to another. Isolated, independent remapping operation. Unlike Nv as topic, there are no side effects to an operator. Numerical values go in and numerical values come out. No additional memory access required, unlike Methods, which may access various Thing’s Information.
Complement

33 – Complement (Zx) – Alternative. Portion Invert or Remainder as in 1-x. Complement represents the value or items that are not the value. Generally this turns around a number into its limit minus itself, such as 1-x if x is [0..1]. Thus a value and its complement sum to the entire range of possibilities.
Negate

34 – Negate (Za) – Negates value. Unlike complement, this is an inflection about an origin, typically 0, such as 0-x. Complement is the ‘remainder’ while Negate is the opposite.
Reciprcal

35 – Reciprocal (Zi) – 1/x Reciprocal flips a value in order to be its multiplicative reciprocal aka 1/self.
Difference

36 – Difference (Ze) – – Difference, Numerical Subtraction.
Increment

37 – Increment (Zo) – + Increase, Numerical Addition.
Multiply

38 – Multiply (Zu) – * Multiply, Numerical Scaling or division when complemented.
Exponent

39 – Exponent (Zy) – ^ Exponent or Logarithm when complemented.
0

40 – 0 (Stz) – Zero 0x0. Infinity when Reciprocated. Kept separate from Empty for conceptual and functional advantages.
1

41 – 1 (Stx) – One 0x1
2

42 – 2 (Sta) – Two 0x2
3

43 – 3 (Sti) – Three 0x3
4

44 – 4 (Ste) – Four 0x4
5

45 – 5 (Sto) – Five 0x5
6

46 – 6 (Stu) – Six 0x6
7

47 – 7 (Sty) – Seven 0x7
8

48 – 8 (Frz) – Eight 0x8
9

49 – 9 (Frx) – Nine 0x9
10

50 – 10 (Fra) – Ten 0xA Alpha
11

51 – 11 (Fri) – Eleven 0xB Beta
12

52 – 12 (Fre) – Twelve 0xC Gamma
13

53 – 13 (Fro) – Thirteen 0xD Delta
14

54 – 14 (Fru) – Fourteen 0xE Epsilon
15

55 – 15 (Fry) – Fifteen 0xF Zeta
Scarce

56 – Scarce (Swz) – Less than 5% of All
Few

57 – Few (Swx) – Less than 25% of All
Below Average

58 – Below Average (Swa) – More than 25% and less than 50%
Average

59 – Average (Swi) – Centered 50% of a range of values
Above Average

60 – Above Average (Swe) – More than 50% and less than 75%
Many

61 – Many (Swo) – More than 75% of All
Most

62 – Most (Swu) – More than 95% of All
All

63 – All (Swy) – 100% of Collection Count
Container

64 – Container (Vz) – Subida. Holds additional values grouped into a singular Ida (Idea).
Number

65 – Number (Vx) – Object used to count, measure or label. Quantity of integer or real or amount or normalized values
Name

66 – Name (Va) – Names are a reference from an unknown set of possibles. Indicates how to find something.
Quality

67 – Quality (Vi) – Quality is a reference from a known set of possibles.
Dimension

68 – Dimension (Ve) – Vector. Fixed size container, such as 2D, 3D, or 3 symbol combo.
Portion

69 – Portion (Vo) – Fraction, Percent, Degree, Amount used out of total.
Unit

70 – Unit (Vu) – Orderable Values, Quantum, Computational Metric, Discrete units of measurement at the same scale of representation. Units are how information is compared or ordered. Units are independent values evaluated from information. Ordered or ‘Atomic’ Units, such as a name expressed as a hash or a vector of numbers, must be capable of sorting via a comparison method and can be copied independently.
Handle

71 – Handle (Vy) – Index, Lookup, Indirection, or Address. Handles referencing a thought in the topic to use in a Situation. Handles are often abbreviations used to cram space and processing
Imagine

72 – Imagine (Grz) – Theoretically possible, definable, and comparable with equality. If something is not imaginable, it is expressly Divine or inconceivable such as infinity plus one or divide by zero.
Prove

73 – Prove (Grx) – Rules Consistent. Correct. Not an Error. Information that is valid, represented
and abides by any logical constraints.
Prepare

74 – Prepare (Gra) – Data Available. Information is fully accessible and not pending. No waiting or loading.
Accept

75 – Accept (Gri) – Data Validity, properly formed information. Can be trusted to be ‘info’ but not trusted to be a truth. Anything that be represented in a simulation existence as units of differentiation.
Cause

76 – Cause (Gre) – Implication, Why, Trigger, Therefore, Reason.
Any

77 – Any (Gro) – Or, Also possible, In addition, as well, Alternate, Exception. Another way to make a statement true.
Only

78 – Only (Gru) – Else, Either, Only one, Exclusive-Or, Xor, single truth only.
Every

79 – Every (Gry) – And, Also required, in addition, as well as. Requires that the next statement follows for the entire expression to be true.
Domain

80 – Domain (Tz) – Theme, Content, Cosm, or World. Collection of possibilities as a unit.
Possibility

81 – Possibility (Tx) – Possibility Content. Related content with a range of possible expressions. Content Limits. Stream of Collections. A possibility is a container of validated information. A possibility is a set of one or more units of information chosen to fit a purpose.
Collection

82 – Collection (Ta) – Set of zero or more info units representing the same idea.
Element

83 – Element (Ti) – Parts. Ingredients. A singular idea of information expressed as a particular value.
Instance

84 – Instance (Te) – Instance. Cloned information that is now changing. An example is a specific value taken from a possibility.
Information

85 – Information (To) – Information is generally one or more ‘value-units’ existing at any scale of detail. Actual bits of information represented at a single timeslice. Information is accessed as thoughts, such as a name or number or vector of numbers. Info may be compared with equality, but are not required to be ordered and may contain dependencies on other relational information or different metrics of representation.
Relation

86 – Relation (Tu) – Link, Binding, Association between two or more Values.
Modifier

87 – Modifier (Ty) – Attribute, Characteristic, Adjective/Adverb, Qualifier, Refinement. Attributes add additional information to a .
Topic

88 – Topic (Nz) – Topic of Action. Using the topics’ thoughts, contexts, and units of work, this decribes processing.
Decide

89 – Decide (Nx) – If-Then, Logic, Determine True or False, Choose amongst various choices.
Repeat

90 – Repeat (Na) – Loop until an ‘End’ conditions occurs or infinitely.
Match

91 – Match (Ni) – Mapping. Act of determining if all information considered is the same. Useful for classifying and determining similarity as well as making terms like Copy information or Clone object.
Choice

92 – Choice (Ne) – Behavior path selected.
Has-a

93 – Has-a (No) – Possession, Ownership, Attributes.
As-a

94 – As-a (Nu) – Map, Convert, Translate, Metaphor, convertible, slang
Is-a

95 – Is-a (Ny) – part-of, membership
Thing

96 – Thing (Dz) – Named Entity, Existence, Presence. Package of Possibilities in an Spacetime existence. Presence describes a container for a thing, an existence, whether concrete or abstract. Presence means that its name can be referenced as an existence. Any Idea that exists and can be referenced in a Cosm.
Design

97 – Design (Dx) – Blueprint, Specification, Requirement. Designs are the name ideas that are needed to define an Idea. Needed attributes for a Idea’s or Thing’s possibilities.
Variant

98 – Variant (Da) – Version, Edition, Permutation. Variation is a next set of changes. If no change, no pulse. Updates check if a pulse occurs. Sync clones changes in different minds for the same information pulse. Pulse updates its status relative to a current interval of a spacetime simulation
Fate

99 – Fate (Di) – Dice rolling. Reproducible Probability
Default

100 – Default (De) – Typical, standard
Ancestor

101 – Ancestor (Do) – Creator, Parent, Same, Template
Shared

102 – Shared (Du) – Each. Four circles
Unique

103 – Unique (Dy) – Only. Exclusive. Star surrounded by three circles
Goal

104 – Goal (Sz) – Purpose, Intent, Goal. Why is the action occurring overall. Usually the ‘Abstract Topic’ goal.
Situation

105 – Situation (Sx) – Context, Setting, Configuration, Stage. Description of who, what, why and where.
Self

106 – Self (Sa) – Narrator, Author, Thinker of the action who is processing the instructions.
Subject

107 – Subject (Si) – The agent of an action.
Target

108 – Target (Se) – The direct object receiver of this action.
Reference

109 – Reference (So) – The indirect object of this action.
Art

110 – Art (Su) – Context for Tek. Information for how a verb is performed. Context exist to transform information units into sentence modifiers.
Tek

111 – Tek (Sy) – Method. Tek is the bundle of methods and technology used to do work in a situation, whether Jobs, Services, Methods, or Operations. Tek defines how work is done.
Think

112 – Think (Jz) – Mechanism of Change. Process State. Possibility of Awareness. Thinking contains topics, thoughts, and examples. This occurs in a Mind contained by a Guard.
Record

113 – Record (Jx) – Discretely Grouped, Sequenced Records of Facts
Signal

114 – Signal (Ja) – Forms of Continuous Signal Samples
Ability

115 – Ability (Ji) – Abilities collecting instructions to describe Actions
Chronicle

116 – Chronicle (Je) – Changes in time.
Spacetime

117 – Spacetime (Jo) – Container of space and time to simulate.
Belief

118 – Belief (Ju) – Collections of observations, opinions, and predictions.
Idea

119 – Idea (Jy) – Ideas collect sub-ideas down to the simplest concepts of informational constructs.
Administer

120 – Administer (Hrz) – Manage Work such as Host-Computer operations, Data-Processing tasks, Conditional evaluations, and resource balancing services
Organize

121 – Organize (Hrx) – Categorize and Order Information as services
Communicate

122 – Communicate (Hra) – Talk, Input/Output, Buffer, Communicate, and send and receive messages. Device, Storage, and Data Stream communication services
Simulate

123 – Simulate (Hri) – Reproduce Events in a Scene from a Permutation of Spacetime. Includes processing actions, whether thinking, doing, feeling, or other changes to data as services
Symbolize

124 – Symbolize (Hre) – Remap, Lookup, Translate or Interpret Meanings. Cultural and Symbolic translation and relating services.
Calculate

125 – Calculate (Hro) – Calculate. Numerical solving or approximating services
Temporalize

126 – Temporalize (Hru) – Auralize, Time-dominant signal services such as Sound processing
Spatialize

127 – Spatialize (Hry) – Visualize, Space-dominant signal services such as Graphics processing
Heading

128 – Heading (Gz) – Z Forward dimension, Depth.
Horizontal

129 – Horizontal (Gx) – X Horizontal dimension, Width.
Vertical

130 – Vertical (Ga) – Y Vertical dimension, Height.
Time

131 – Time (Gi) – When. Past/future in time dimension W.
Location

132 – Location (Ge) – Where. Space. Location in X, Y, & Z dimension.
Direction

133 – Direction (Go) – Direction, Arrow Pointing. Can be combined with dimensions to form Orientation, Aim, and more complicated frames of reference.
Energy

134 – Energy (Gu) – Ability to change information which is the ability of a system to perform work
Matter

135 – Matter (Gy) – Form of information that can be changed and retain its info-state. Able to reflect, transmit, & absorb energy since it has mass, volume, temperature, and other metrics.
Work

136 – Work (Wz) – Work represents ongoing processing. Whether Jobs, Services, Methods, or Operations, work functions as effort to possibly change information.
Force

137 – Force (Wx) – Source of Work. Form and magnitude of change. Can encompass scalars, vectors, fields, or other means of representing the resulting scale of change. Note that Power is then WxWa.
Shape

138 – Shape (Wa) – Measure a connection of geometries as a continuous existence. Form of the size sampled in space.^m:ai
Speed

139 – Speed (Wi) – Rate of Change. Derivative. Velocity.
Propagation

140 – Propagation (We) – Shape Change. Propagation of all samples over time, integrating all changes in location, orientation, size, & pulse.
Heat

141 – Heat (Wo) – Activity level. Marker of heat based on speed of many associated things
Attract

142 – Attract (Wu) – Pull towards. Force to alter a metric. Negation is Repel or Push away.
Accrue

143 – Accrue (Wy) – Integrate, Accumulate.
Galaxy

144 – Galaxy (Skz) – Realms of star systems
Star

145 – Star (Skx) – Stellar body radiating
Planet

146 – Planet (Ska) – Sphere orbiting and receiving radiation
Moon

147 – Moon (Ski) – Small sphere orbiting larger
Sky

148 – Sky (Ske) – Atmosphere. Containing volume environment, such as a sky with cloud symbols.
Land

149 – Land (Sko) – Ground, Land, Terrain. Contacting surface environment, such as land with mountain symbols
Mantle

150 – Mantle (Sku) – Below the land and above the core is a partition of land that provides a defined unit of scale and space.
Core

151 – Core (Sky) – Center of an existence. Nucleus. Innermost region.
Point

152 – Point (Gwz) – Single Location
Line

153 – Line (Gwx) – Continuous stream of point locations without area.
Surface

154 – Surface (Gwa) – Continuous stream of line locations without volume.
Volume

155 – Volume (Gwi) – Continuous stream of surface locations.
Joined

156 – Joined (Gwe) – Linked, hitched, pinned, appended. Jointed connection or interpenetrating.
Adjacent

157 – Adjacent (Gwo) – Resting contact between objects.
Near

158 – Near (Gwu) – ~ Near distance relative to object’s scale and maximum speed.
Far

159 – Far (Gwy) – !~ Far distance relative to object’s scale and maximum speed.
Nuclear

160 – Nuclear (Pz) – Nuclear and sub-nuclear/quantum forces holding.
Electromagnetic

161 – Electromagnetic (Px) – Electric current sensor
Gravity

162 – Gravity (Pa) – A force that geophysically pulls toward another element
Chemical

163 – Chemical (Pi) – Organizational identity sampled in space
Pressure

164 – Pressure (Pe) – Sound, Atmospheric Pressure Differences in space, Wave Amplitudes sampled in time
Spectrum

165 – Spectrum (Po) – Color, Band of Energy, Wavelength sampled in space. Distribution of energy power versus wavelength
Technical

166 – Mechanical (Pu) – Impact, Tactile, Collision, Contact forces. Kinetic & Potential (elastic) Energy of Motion, Compression, and Stretch.
Seme

167 – Seme (Py) – Smallest unit of Meaning. Collected to form ‘memes’. Significance. Energetic unit of information. Implication. Evidence. A seme is a presenters.
Solid

168 – Solid (Spz) – Solid matter defined as rigid clustering of structure.
Liquid

169 – Liquid (Spx) – Fluid matter defined as tension connected but mobile structure.
Gas

170 – Gas (Spa) – Gaseous matter defined as unconnected mobile structure
Plasma

171 – Plasma (Spi) – Plasma matter defined as unconnected mobile structure with electron emission further altering structure.
Changing

172 – Changing (Spe) – Dynamic, Flux, can be modified
Permanent

173 – Permanent (Spo) – Fixed, Static, unchanging.
Chaos

174 – Chaos (Spu) – Randomized. Disassembled. Entropy. Many Fate Permutations.
Order

175 – Order (Spy) – Sorted. Patterned. Extropy (Negentropy, Ectropy, Ektropy). Constrained Freedom of options. Rigid arrangement. Few Fate Permutations.
Head

176 – Head (Bz) – Think. Thought production.
Chest

177 – Chest (Bx) – Endurance. Energy distribution.
Abdomen

178 – Abdomen (Ba) – Health, immune system, & energy extraction operations
Arm

179 – Arm (Bi) – Use, Wield, Dexterity.
Hand

180 – Hand (Be) – Manipulation
Leg

181 – Leg (Bo) – Agility
Feet

182 – Feet (Bu) – Move
Skeleton

183 – Skeleton (By) – Figure.
Object

184 – Object (Kz) – Inactive Form. A named and known thing that does not act on its own
Mind

185 – Mind (Kx) – Information Form. Known information Processing. Formulas. Abstract generic model for a concrete specific brain. Minds process information.
Body

186 – Body (Ka) – Sensory Form. Assembly of forms to occupy space and time. Stick Figure Icon.
Spirit

187 – Spirit (Ki) – Choice Form. Belief information Processing. Behaviors. Agency in creating, modifying and using behaviors in a simulation. Contains all patterns and forms of possibilities.
Sapient

188 – Sapient (Ke) – Face_Icon. A ‘person’, regardless of creature species. A ‘self-aware’ creature capable of turning ideas into symbols, performing abstract-thinking about existence, and searching for meaning beyond mere purpose. Typically sapients exist as sentients with various cultures, groups characterized by memes, and divergent tool use.
Sentient

189 – Sentient (Ko) – Creature_Icon. Lifeform. Consciousness defined as ‘individual awareness of your unique thoughts, memories, feelings, sensations and environment.’ A sentient creature understands, categorizes, and responds to signals. Using memory, a sentient willfully plans actions according to its own goals.
Place

190 – Place (Ku) – Signpost. A location in space that can contain other things. It must have enough information to be named distinctly from nearby things of a similar scale. A place name can be known by others
Structure

191 – Structure (Ky) – Model, Layout, House, etc. Building or assembly of objects that can contain other things
Sense

192 – Sense (Mz) – Interacts with an emission, whether energy, matter, or information.
Emit

193 – Emit (Mx) – Radiate something, commonly energy but possibly other concepts apply.
Query

194 – Query (Ma) – Inquire, Probe, Ask, This creates a question or request for information reply when it follows something such as a place, thing or action.
Take

195 – Take (Mi) – Consume, Ingest, Eat, Assimilate. Subject removes specific thing from target (focused sense, guard ownership transferred ).
Give

196 – Give (Me) – Produce, Discharge, Eject, Purge. Subject adds specific thing to target (focused emit, guard ownership transferred ).
Command

197 – Command (Mo) – Execute, Run, Direct, Demand Behavior. This creates a command or imperative direction to change behavior plans Commands are distinct from Queries since they demand an activity with a duration. Queries may never reply. The difference is useful in information sharing.
Forget

198 – Forget (Mu) – Halt, Drop, Abandon, Abort information and prevent recall.
Consider

199 – Consider (My) – Read. Load. Recall knowledge (or possibly find via a calculation).
Detail

200 – Detail (Brz) – Quality, Resolution, Fidelity or Samples per unit. Can be expressed as Resolution in meshed grid per unit or as latency in reaction time or timeline notch density.
Flow

201 – Flow (Brx) – Smoothness, Continuity, Degree of curvature or ‘change-of-change’, in relevant dimensions versus abrupt sharp breaks.
Limit

202 – Limit (Bra) – Clamp, Edge, Boundary, Margin, Outline.
Lifecycle

203 – Lifecycle (Bri) – Animate. Live. Timeline, Animation, Life cycle, from begin to end.
Spread

204 – Spread (Bre) – Distribute, Value Balance, Exposure, Histogram of sampling.
Complexity

205 – Complexity (Bro) – Density of variable instruction steps, amount of branches, decision points, or volume of unique variables. How complex is the logic and processing, whether arithmetic, logic, or memory transfer based.
Compare

208 – Compare (Krz) – Judge References/Values. Relates references and finds connections.
Predict

209 – Predict (Krx) – Judge Probability of Expectations, Estimation, Converge, Approaching Value, Anneal, Resolve, Settle upon. unit of meaning that generates further concepts, whether a fact, belief or chronological event sensed. Designed to be shared and represented similarly by different
Precise

210 – Precise (Kra) – Judge Accuracy of Expectations. Compares probability of predictions, regardless of satisfaction, fairness, or transparency
Need

211 – Need (Kri) – Judge Needs. Meets needs to advance towards goals.
Fair

212 – Fair (Kre) – Judge Agreement. Contractually just and according to rules.
Knowable

213 – Knowable (Kro) – Learnable, Eval ‘As-a’ ability to Understand. Has Idas to map to these Idas to process information and able to relate it to those shared Idas.
Relevant

214 – Relevant (Kru) – Utility. Eval Relevance to a given reference.
Familiar

215 – Familiar (Kry) – Ease of Understanding. Eval Valid Connections to reference.
Anger

216 – Anger (Rz) – Feeling Wronged. Expressing Hostility. Face looking resentful, upset
Fear

217 – Fear (Rx) – Scared. Face looking tense, nervous, anxious, terrified
Dislike

218 – Dislike (Ra) – Disgust. Bad. Thumbs down.
Like

219 – Like (Ri) – Approve, Desire, Delight, Good, Thumbs up.
Empathy

220 – Empathy (Re) – Mirroring, Relating, Experientially Reflecting. Able to produce empathy for an experience.
Interest

221 – Interest (Ro) – Attentive, Interest, Curious.
Sad

222 – Sad (Ru) – Depressed, Unsatisfied. Face looking depressed, grieved
Happy

223 – Happy (Ry) – Complacent, Content, Satisfied. Face looking satisfied, optimistic
Fly

224 – Fly (Kwz) – Move through gases
Swim

225 – Swim (Kwx) – Move through liquids
Dig

226 – Dig (Kwa) – Move through solids
Jump

227 – Jump (Kwi) – Move off of surfaces
Walk

228 – Walk (Kwe) – Balanced-based movement on surfaces in directions perpendicular to gravity, including crawling, running, rolling, etc..
Climb

229 – Climb (Kwo) – Strength-based movement on surfaces in directions aligned to gravity.
Circle

230 – Circle (Kwu) – Encircle, Ring, Surround
Pose

231 – Pose (Kwy) – Align Shape Model, alter form to match another.
Mark

232 – Mark (Drz) – Aim. Select or Tag something for further refinement. Can also be to align a pointer, crosshairs, or projectile for aiming.
Throw

233 – Throw (Drx) – Launch object, calculate trajectory for indirect projection.
Amuse

234 – Amuse (Dra) – Entertain, Captivate, Turns flat face into smile
Pilot

235 – Pilot (Dri) – Navigate, Seek, Track, Steering wheel turning, drive, sail, optimal or finessed use.
Evade

236 – Evade (Dre) – Dodge, Avoid, Prevent, Defend.
Contact

237 – Contact (Dro) – Touch, Hit, Intersection, Catch, Strike, Swipe, Attack
Message

238 – Message (Dru) – String language symbols to write a message. Use of Language dialog. Speaking mouth symbolizing communication
Swap

239 – Swap (Dry) – Trade, Exchange, based on an assessed value. Currency or monetary symbol symbolizing bargaining of goods.
Make

240 – Make (Trz) – Screwdriver. Assemble. Generate.
Break

241 – Break (Trx) – Sledgehammer. Disassemble. Make dysfunctional.
Use

242 – Use (Tra) – Toggle Switch. Operate. Buttons pressing
Fix

243 – Fix (Tri) – Wrench. Repair
Edit

244 – Edit (Tre) – Crowbar, Pierce, Puncture, Open entry.
Seal

245 – Seal (Tro) – Lock, Clamps, Seal, Tighten, Close entry.
Attach

246 – Attach (Tru) – Connect, Bandage, Combine, Join, Seam, Unite, Duct tape gluing to other tools
Extract

247 – Extract (Try) – Saw, Salvage, Funnel, Filter, Distill, Purify.
Session

248 – Session (Smz) – Communications Session. Exchange of information inside of boundaries.
Result

249 – Result (Smx) – Answer, effect, reply, information used as a solution to a query.
Offer

250 – Offer (Sma) – GUI, Interface, Negotiate, contingent offering of a reward. Submit request. Desire. Communicate an attempt to negotiate for a Command. Commonly expressed as Bargaining, Persuading, Intimidating, or Fast-talking.
Browse

251 – Browse (Smi) – Cxp, Experience, Explore possibilities in a session.
Investigate

252 – Investigate (Sme) – Progressively choose specific results in session
Obscure

253 – Obscure (Smo) – Hiding a message. Attempts to deceive. Secret.
Priority

254 – Priority (Smu) – Weight, Importance, Defined Value. Describe Please. Describe Pleading. Communicating importance, particularly relative to a thanks or welcome confirmation or respectful/appreciative please in a message.

255 – — (Smy) – Reserved and not allowed in semantic or language  representations.

Essence Elements #0-66
Essence Elements #67-127
Essence Elements #128-190
Essence Elements #191-255

Many of the 256 elements reflect behaviors that are difficult to retrofit into legacy platforms. Without functional equivalents in programming languages, each coder is left to figure out how to implement wanted behaviors. The results are typically subject to the knowledge and skills of the coders. That implies that what is wanted may not be developed, if coders don’t know how to create it or complexity makes the solution cost prohibitive. By leaving many desired behaviors to coders to implement, there is great inconsistency between different approaches across the software industry. Essence Elements offers a solution that can work with different developers and their mindsets, and different cultures that have their own shared expressions of meanings.

Click here for a PDF version of the Semantic Periodic Chart for Computing

The Semantic Periodic Chart for Computing – Page 1
The Semantic Periodic Chart for Computing – Page 2
The Semantic Periodic Chart for Computing – Page 3
The Semantic Periodic Chart for Computing – Page 4
A Sample App – Page 1
A Sample App – Page 2
A Sample App – Page 3
A Sample App – Page 4
A Sample App – Page 5

If the e2 descriptions and how they are organized look like what is needed to understand and speak human languages, it is because the elements are intended to be enunciated to assist with writing them. However, the point of creating Skills is so that no one must use these elements to understand, tweak, edit, and create software. The Essence Agent automatically does the mappings between humans and machines. As a secondary benefit, mapping Essence Elements to all languages becomes far easier given the semantic basis of our approach. We are excited about the universal language and creative potential that our approach makes possible.

Wantware for the Masses

We are very excited about the future of computing powered by wantware. Wantware would not be possible without Essence Elements. We could not fully unleash the power of our technology without Skills that enable the masses to access the power of Essence Elements. After 2 years of focusing on Skills, we are now in the final stage of enabling humanity with wantware. This is a great time to explore strategic relationships that will provide world changing capabilities.

Use Cases

Jewel Browser

The world’s first Wantware-Powered Browser that unifies the web, desktop, IoT, all the world’s data, languages, and crypto currencies.

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WarpSpeed

Connecting people and communities around the world, with high-resolution video and audio over low-speed connections.

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illumin8

A new generation of video & photo editing software that combines many different AI algorithms to deliver a wide range of quality & creativity options.

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i8 Plus

Enhanced real-time editing of videos/live cameras/photos/stellar data from space/etc. with zero pixelization viewing & printing & real-time visual transforms.

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i8 Reduce

When size matters, reduce file sizes and data transfers without sacrificing quality. i8 Reduce provides a new level of efficiency for a growing list of media types.

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i8 Restore

Some moments should last forever. i8 Restore is a new tool that can roll back time, letting your family savor those special moments for generations to come.

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The Gem (Basic)

The first green modular computer that is simple to combine/unify to meet changing needs. The AI-powered OS inside makes it a computer made for the 21ST century.

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The Gem Pro

Designed for the prosumer, the Gem Pro will have higher performance capabilities and an SDK for creating a new generation of no code/low code software products.

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The Gem Super

Enables building the greenest and most powerful conventional computing systems at lower cost, space, energy, and maintenance costs.

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The Technology Inside the Gem

Pivotal Innovation

3 solutions to choose from for alignment with your business needs. Essence technology is designed to address legacy, current and future computing needs.

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Wantware

A new approach to computing that combines human expressed wants with semantic units to generate highly efficient machine-level code in real-time.

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Essence Elements – e2

A new curated semantic unit ontology for mapping meaning to machine behaviors. e2 has been refined over 7 years to cover the fullness of what computing can do.

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3 Essence Solutions

New set of options for modernizing legacy systems, adding powerful software to existing platforms, and transcending legacy computing.

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A Deeper Dive

As we discuss our technology with engineers, we will post answers to their questions on our website. We look forward to sharing more about our approach.

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Past, Present, Future

3 Solutions for improvements in current legacy code, current generation platforms, and delivering the era of computing when computers are much more like appliances.

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