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first draft of info arch in avxr post
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.gitignore

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# R files
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CLAUDE.md
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GEMINI.md
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/content/posts/09_fcc-data/
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!/content/posts/09_fcc-data/index.qmd
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---
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title: "Information architecture in the [Augmented|Virtual|eXtended] Reality Age"
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subtitle: "We can and must afford evolution"
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subtitle: "A critical examination of AR/VR/XR as extensions of social infrastructure"
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author:
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- "John Hall"
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date: "2025-07-31"
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date: "2025-09-17"
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categories:
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- AR
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- VR
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- XR
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- information
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- information experience design
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- IxD
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- reality alteration
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- epistemology
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- critical technology studies
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draft: true
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format:
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gfm:
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lightbox: auto
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---
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History and reality are undergoing a remarkable reconfiguration of meaning...
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_**Reality technology represents a fundamental shift from tools that augment human capabilities to technologies that reconstruct the very foundations of human experience and understanding**. This positions Augmented Reality (**AR**), Virtual Reality (**VR**), and Extended Reality (**XR**) experiences, designed and developed with AI assistance, not as mere interface improvements but as potentially the most consequential cognitive and social technologies since the printing press - with all the accompanying risks and responsibilities. Just as Marshall McLuhan demonstrated in **The Gutenberg Galaxy** that printing technology fundamentally altered human consciousness, creating linear, sequential thinking patterns and individualistic social organization, AR/VR/XR technologies may represent an equally profound transformation, potentially creating new forms of multi-sensory, embodied cognition while risking the emergence of what might be called "immersive consciousness" - a singular way of perceiving mediated through designed experiences.[^reality_altering_definition][^mcluhan_gutenberg][^immersive_consciousness_concern]_
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Let's talk about it!
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However, after building and testing immersive "experiential baseline" prototypes, a critical gap has emerged: **these technologies may fragment shared understanding as easily as they build it**, and the path from abstract spatial visualization to genuine human comprehension remains largely unmapped.[^prototype_learning]
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## The Polycrisis of Understanding
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We face interconnected breakdowns in collective sense-making: algorithmic personalization fragments information landscapes,[^filter_bubble] generative AI enables infinite customization of "truth,"[^ai_truth_customization] and traditional authorities lose legitimacy across ideological divides. This constitutes what Edgar Morin terms a **polycrisis**[^polycrisis] - multiple interconnected crises that amplify each other beyond the sum of their parts.
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**Reality-altering technologies emerge into this context as both potential solution and additional crisis vector.** They could create new shared experiential foundations - or they could accelerate the fragmentation by enabling each group to inhabit completely incompatible versions of reality.
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## The Reality Alteration Critique
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### Who's Examining Reality Alteration Critically
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**Sherry Turkle** analyzes how digital technologies fundamentally alter our relationship with authenticity and reality itself, not just our tools for accessing reality.[^turkle_authenticity]
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**Byung-Chul Han** describes "hyperreality" where digital simulations don't represent reality but **replace it entirely**, creating what he calls the "transparency society" where everything becomes immediately available but nothing remains genuinely knowable.[^han_hyperreality]
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**Jean Baudrillard's** foundational concept of "simulacra" - where simulations become more real than reality itself - directly applies to immersive technologies that can create experiences more compelling than actual experience.[^baudrillard_simulacra]
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**Jaron Lanier** offers insider critiques of VR's potential to alter human consciousness and social relationships in ways that prioritize technological systems over human flourishing.[^lanier_critique]
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### The Critical Dimensions
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**Epistemic Alteration**: Reality-altering technologies change what counts as knowledge and how we validate truth claims. When experience can be programmed, how do we distinguish authentic insight from engineered conviction?
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**Temporal Alteration**: Immersive technologies compress, extend, and manipulate temporal experience in ways that may fundamentally alter human relationship with memory, anticipation, and presence.
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**Social Alteration**: When people can inhabit completely different experiential worlds, shared reality fractures in ways that may make democratic deliberation impossible.
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**Political Alteration**: Reality alteration enables unprecedented forms of control and manipulation, potentially creating new categories of authoritarian power.
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## Failed Prototype: The Abstraction Trap
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To explore these questions empirically, We built a WebXR prototype for "experiential baselines" - immersive economic data visualization intended to create shared understanding across ideological differences. The technical implementation succeeded: users can manipulate 3D scatter plots representing economic data, with ray-casting controllers providing clear interaction feedback.
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**The conceptual implementation failed completely.**
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### What We Built vs. What We Learned
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**Technical Achievement**: Floating blue data points, green curves, and bar charts in 3D space, labeled "Mixed Economy (Balanced market & regulation)" with sophisticated VR interaction systems.
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**Critical Failure**: No meaningful connection between geometric elements and lived economic experience. No clear data-to-visual mapping. No pathway from spatial manipulation to genuine understanding.
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**Key Insight**: We created exactly what Baudrillard warned about - **simulacra so removed from underlying reality that they become meaningless abstraction**. Users could manipulate impressive 3D visualizations without gaining any insight into actual economic systems or their effects on human lives.
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### The Simple Geometry Question
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When pushed to simplify to basic shapes - red sphere, blue cube, green cylinder - the fundamental problem became clear: **without explicit connection to lived human experience and clear data-to-visual logic, even simple geometric relationships remain empty abstractions**.
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This reveals a deeper issue: **spatial metaphors for abstract concepts may inherently mislead rather than enlighten**. The assumption that 3D manipulation creates understanding may be fundamentally flawed.
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## Critical Questions for Reality Alteration
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### Before Building Immersive Experiences
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**Reality Connection**: How does this virtual experience connect to users' actual lived experience rather than replacing it with abstraction?
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**Data Integrity**: What specific phenomena are being represented, and how do spatial/visual properties encode real data rather than arbitrary mappings?
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**Embodied Logic**: Why does this require spatial/immersive representation rather than other forms of understanding? What unique insights emerge from embodied interaction?
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**Shared vs. Fragmented**: Under what conditions do immersive experiences create genuine shared reference points versus enabling groups to inhabit mutually incompatible realities?
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**Power Dynamics**: Who decides what aspects of reality get encoded in these experiences, and whose perspectives are embedded in the design choices?
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### Measuring Reality Alteration Effects
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**Epistemic Impact**: How do immersive experiences change what users consider valid knowledge? Do they develop better understanding of actual phenomena or false confidence in manipulated abstractions?
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**Transfer Validity**: Can insights gained in virtual environments transfer to real-world understanding and decision-making, or do they remain isolated in virtual contexts?
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**Social Cohesion**: Do shared immersive experiences increase users' ability to understand diverse perspectives, or do they reinforce existing viewpoints with more compelling presentations?
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**Long-term Effects**: How do repeated reality-altering experiences change users' baseline relationship with authentic experience and unmediated reality?
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## Toward Responsible Reality Alteration
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### Grounding Principles
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**Experience Connection**: Virtual experiences must explicitly connect to and enhance users' real-world experience rather than replacing it with abstraction.
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**Transparency**: The ways technology alters perception and understanding must be made visible to users, not hidden behind seamless interfaces.
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**Multiple Perspectives**: Rather than presenting singular interpretations, reality-altering experiences should enable users to explore multiple valid perspectives on complex phenomena.
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**Empirical Validation**: Claims about improved understanding, empathy, or collaboration must be measured through rigorous empirical testing, not assumed based on technological capabilities.
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**Ethical Constraint**: The power to alter reality comes with responsibility to serve users' authentic needs rather than impose particular worldviews or economic interests.
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### Constructive Applications
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**Process Understanding**: Rather than abstract data visualization, create experiences where users can walk through and manipulate actual processes - supply chains, biological systems, historical events - with clear connections to real-world phenomena.
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**Scale Relationships**: Enable users to move physically between different scales (molecular to cosmic) to develop intuitive understanding of proportional relationships that resist textual description.
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**Perspective Integration**: Allow users to experience the same situation from multiple viewpoints simultaneously, building capacity for perspective-taking without requiring ideological agreement.
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**Collaborative Problem-Solving**: Create shared environments where diverse groups can work together on concrete challenges, building understanding through joint action rather than passive consumption.
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## The Meta-Challenge: Designing Our Own Design Process
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The most critical insight from this exploration: **we need new frameworks for designing reality-altering technologies responsibly**. The traditional technology development process - conceive, build, deploy, iterate - proves inadequate when the technology fundamentally alters human consciousness and social reality.
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**Reality alteration requires what could be called "ontological design"** - explicit consideration of how technologies change not just what people can do, but what they understand reality to be.[^ontological_design_concept]
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This suggests a different development methodology:
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1. **Phenomenological Analysis**: Deep examination of how people actually experience the phenomena we want to represent
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2. **Reality Mapping**: Explicit documentation of how virtual elements connect to real-world referents
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3. **Critical Prototyping**: Building experiences specifically to test assumptions about understanding and reality alteration
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4. **Empirical Validation**: Rigorous measurement of actual vs. claimed effects on understanding and behavior
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5. **Ethical Review**: Assessment of whose interests are served by particular reality alterations
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## Conclusion: The Responsibility of Reality Architects
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If technology is going to alter reality anyway - and the evidence suggests this is inevitable rather than optional - then our responsibility becomes **designing that alteration to serve human flourishing rather than technological or economic imperatives**.
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This requires abandoning both naive technological optimism and blanket technological pessimism in favor of **critical technological engagement**: understanding both the transformative potential and the dangers of reality-altering technologies, and taking responsibility for shaping their development toward genuinely beneficial outcomes.
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The question isn't whether to develop AR/VR/XR technologies, but how to develop them in ways that enhance rather than diminish human capacity for understanding, empathy, and collective sense-making. The prototype failures described here point toward the need for much more grounded, empirically validated, and ethically constrained approaches to reality alteration.
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**The stakes are not merely technological but civilizational**: how we design reality-altering technologies may determine whether future human societies can maintain the shared foundations necessary for democratic deliberation, scientific collaboration, and collective response to global challenges.
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We are, whether we recognize it or not, becoming **architects of reality itself**. This requires not just technical skill but philosophical sophistication, ethical commitment, and empirical rigor that current technology development practices rarely provide.
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---
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## References
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[^reality_altering_definition]: The term "reality-altering technology" is used here to emphasize that AR/VR/XR technologies don't simply interface with existing reality but fundamentally reconstruct users' experiential relationship with reality itself.
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[^prototype_learning]: Based on direct experience building and testing WebXR economic visualization prototypes using Three.js, WebXR APIs, and VR controller interaction systems. Technical details available at: https://github.com/revlin/xr-experiential-baselines
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[^filter_bubble]: Pariser, E. (2011). _The filter bubble: What the internet is hiding from you_. Penguin Press.
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[^ai_truth_customization]: The capacity of generative AI to produce infinite variations of content tailored to individual biases represents a qualitatively new challenge to shared epistemological foundations. See: Marcus, G. & Davis, E. (2019). _Rebooting AI: Building artificial intelligence we can trust_. Pantheon Books.
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[^polycrisis]: Tooze, A. (2022, October 28). Welcome to the world of the polycrisis. _Financial Times_. Original concept from: Morin, E. (1999). _Homeland Earth: A manifesto for the new millennium_. Hampton Press.
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[^turkle_authenticity]: Turkle, S. (2011). _Alone together: Why we expect more from technology and less from each other_. Basic Books; Turkle, S. (2015). _Reclaiming conversation: The power of talk in a digital age_. Penguin Press.
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[^han_hyperreality]: Han, B. C. (2015). _The transparency society_. Stanford University Press; Han, B. C. (2017). _In the swarm: Digital prospects_. MIT Press.
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[^baudrillard_simulacra]: Baudrillard, J. (1994). _Simulacra and simulation_ (S. F. Glaser, Trans.). University of Michigan Press. (Original work published 1981)
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[^lanier_critique]: Lanier, J. (2017). _Dawn of the new everything: Encounters with reality and virtual reality_. Henry Holt and Company; Lanier, J. (2018). _Ten arguments for deleting your social media accounts right now_. Henry Holt and Company.
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[^ontological_design_concept]: The concept of "ontological design" extends from: Winograd, T., & Flores, F. (1986). _Understanding computers and cognition: A new foundation for design_. Ablex Publishing; and Fry, T. (2012). _Becoming human by design_. Berg Publishers.
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[^mcluhan_gutenberg]: McLuhan, M. (1962). _The Gutenberg Galaxy: The Making of Typographic Man_. University of Toronto Press. McLuhan's central thesis is that the alphabet and printing press created "typographic man" - a form of consciousness characterized by linear thinking, individualism, and fragmentation, fundamentally different from pre-literate "tribal man."
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[^immersive_consciousness_concern]: This concern extends McLuhan's analysis to immersive technologies: just as print created "typographic consciousness," AR/VR/XR may create new forms of consciousness organized around designed multi-sensory experiences rather than embodied engagement with unmediated reality.

package.json

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"clean": "rm -rf _freeze/* _site/*",
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"dev": "npm run render:markdown && npm run dev:next",
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"dev:next": "next dev",
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"start": "python -m http.server -d out 3000",
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"lint": "next lint",
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"next": "next",
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"preview": "quarto preview",
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"preview:post": "quarto preview content/posts/info-arch-in-avxr.qmd --no-browser",
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"render:markdown": "cd content && quarto render README.qmd --to gfm --output index.md && npm run render:about && npm run render:dev && npm run render:posts && bash -c \"cd ../ && ls -l ./ && if [ -d site_libs ]; then cp -LR site_libs public/ && rm -rf site_libs;fi && if [ -f search.json ]; then rm search.json;fi\"",
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"render:about": "cd content/about && quarto render index.qmd --to gfm --output index.md --output-dir .",
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"render:dev": "cd content/dev && quarto render --output-dir . && quarto render index.qmd --to gfm --output README.md --output-dir .",
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"render:js-demos": "bash -c \"cd content/js-demos && quarto render --output-dir . && quarto render index.qmd --to gfm --output README.md --output-dir . && quarto render index.qmd --to html --output index.html --output-dir . && cd ../../ && ls -l ./ && cp -LR site_libs public/ && rm -rf site_libs && rm search.json\"",
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"render:posts": "cd content/posts && quarto render --output-dir .",
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"render:readme": "quarto render content/README.qmd --to gfm --output README.md"
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"render:readme": "quarto render content/README.qmd --to gfm --output README.md",
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"start": "python -m http.server -d out 3000",
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"start:adb-port-forwarding": "adb reverse tcp:3000 tcp:3000"
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},
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"type": "module"
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}

src/app/page.tsx

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// { title: "Chocolate Chip Cookies", slug: "chocolate_chip_cookies" }, // => /content/recipes/chocolate_chip_cookies.html
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// { title: "Cinnamon Rolls", slug: "cinnamon_rolls" }, // => /content/recipes/cinnamon_rolls.html
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// { title: "Lemon Poppy Seed Muffins", slug: "lemon_poppy_seed_muffins" }, // => /content/recipes/lemon_poppy_seed_muffins.html
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{
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title: "Information architecture in the [Augmented|Virtual|eXtended] Reality Age",
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content: "",
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contentRoot: "content/posts",
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slug: "info-arch-in-avxr", // => /content/posts/info-arch-in-avxr.html
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date: new Date('2025-09-11'),
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description: "AR/VR/XR can actively create new shared sensory, emotional, and cognitive reference points that allow successful communication and collaboration..."
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},
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{
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title: "Democratizing analytics on FCC's (big) data",
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content: "",

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