GF(3) → {Tactile, Auditory, Haptic} universal bridge for accessible color perception
"Color is not inherently visual. Color is INFORMATION that can be rendered through any sensory modality."
This skill treats GF(3) trits as modality-independent semantic units:
| GF(3) Trit | Visual | Tactile | Auditory | Haptic | |------------|--------|---------|----------|--------| | MINUS (−1) | Cool hues | Rough/Bumpy | Low pitch | Left/Down | | ERGODIC (0) | Neutral | Smooth | Mid pitch | Center | | PLUS (+1) | Warm hues | Ridged | High pitch | Right/Up |
Visual perception is ALSO a projection from GF(3) space.
The sighted user doesn't have "the real thing" — they have π_visual(GF3). The blind user has π_tactile(GF3), π_auditory(GF3), π_haptic(GF3).
All projections are isomorphic under GF(3) conservation:
π_visual(W) ≅ π_tactile(W) ≅ π_auditory(W) ≅ π_haptic(W)
From Gay.jl:
Standard Braille is 2×3 (6 dots). We extend to 3×3 (9 dots):
┌───┬───┬───┐
│ 1 │ 2 │ 3 │ ← Hue sector (warm/neutral/cool)
├───┼───┼───┤
│ 4 │ 5 │ 6 │ ← Saturation level
├───┼───┼───┤
│ 7 │ 8 │ 9 │ ← Lightness level
└───┴───┴───┘
Dot positions encode trits:
○ ○ ⬤ ← Hue: PLUS (warm)
○ ○ ⬤ ← Saturation: PLUS (vivid)
○ ○ ⬤ ← Lightness: PLUS (light)
Compact: +++
Each color becomes a 3-frequency chord:
const BASE_FREQ = 440.0 # A4
function trit_to_freq_ratio(t::Int)::Float64
t == -1 && return 0.84 # Minor third
t == 0 && return 1.0 # Unison
t == 1 && return 1.26 # Major third
end
function color_to_chord(hue_trit, sat_trit, light_trit)
(
BASE_FREQ * trit_to_freq_ratio(hue_trit),
BASE_FREQ * 1.5 * trit_to_freq_ratio(sat_trit), # Fifth
BASE_FREQ * 2.0 * trit_to_freq_ratio(light_trit) # Octave
)
end
# Play a single color as chord
play -n synth 0.25 sine 440.0 : synth 0.25 sine 660.0 : synth 0.25 sine 880.0 remix - fade 0 0.25 0.05
struct HapticPosition
x::Float64 # Hue: -1 (left) to +1 (right)
y::Float64 # Saturation: -1 (back) to +1 (front)
z::Float64 # Lightness: -1 (down) to +1 (up)
vibration_pattern::Symbol # :pulse, :smooth, :buzz
intensity::Float64 # 0.0 to 1.0
end
Path navigability analysis using μ(path_length):
| μ ≠ 0 | GEODESIC | Smooth bidirectional tactile navigation | | μ = 0 | TANGLED | Add branching markers at squared prime positions |
The Möbius value μ(3) = -1 creates:
Action: {−, ○, +} (visual domain)
Perception: {+, ○, −} (tactile domain, Möbius-inverted)
Double inversion returns to original: μ ∘ μ = id.
| Component | Trit | Role | |-----------|------|------| | catsharp-sonification | 0 | Auditory output | | crossmodal-gf3 | 0 | Universal bridge | | sense | 0 | Content extraction |
Conservation: 0 + 0 + 0 = 0 ✓ (all ERGODIC coordinators)
For generators/validators:
elevenlabs-acset (-1) ⊗ crossmodal-gf3 (0) ⊗ gesture-hypergestures (+1) = 0 ✓
# Generate accessible color palette (Julia)
julia -e 'using Gay; Gay.gay_seed!(137508); colors = [Gay.next_color() for _ in 1:6]'
# Sonify via catsharp-sonification
bb -e '(sonify-palette ["#DD3C3C" "#3CDD6B" "#9A3CDD"])'
# Extract content accessibly
just sense-extract reference/videos/lecture.mkv
Accessible Worlds Theorem:
For any world W with visual representation V:
π_visual(W) ≅ π_tactile(W) ≅ π_auditory(W) ≅ π_haptic(W)
where all projections π preserve GF(3) conservation:
∀ modality m: Σ(trits(π_m(W))) ≡ 0 (mod 3)
"The most unlike skills are the most essential - they bridge what others cannot reach."
This skill connects to Software Design for Flexibility (Hanson & Sussman, 2021):
Concepts: layered data, metadata, provenance, units
crossmodal-gf3 (+) + SDF.Ch6 (+) + [balancer] (+) = 0
Skill Trit: 1 (PLUS - generation)
Layering adds metadata. This skill tracks provenance or annotations.
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