Interaction
Within an @Interaction Communication process, exchange happens in a series of volleys. This type of communication can take place @synchronously or @asynchronously and is limited to a single dimension. That which is conveyed is conveyed "as is" with its recipient being unable to explore the concept or context deeper unless they respond with a volley inquiring as to such details. The interaction communication process requires direct involvement and its conveyances are often @ephemeral—creating wasteful redundancy for @Hyper-Communicators. More over, this type of communication limits its recipient(s) by (a) the understanding afforded to them by the context they have on the topics being discussed—often which are unknown to the conveyer, and (b) the socially acceptable nature of questions asked—typically influenced by an individual's level of comfort.
Interactive
Within an @Interactive Communication process, the exchange is constant and the recipients of such communication are afforded the freedom to explore multi-dimensions of context and related conveyances in the safety of their own browsing. This process is @agnostic as it is not necessary that all parties to a conversation be using an interactive process; an interaction communicator can exchange with an interactive communicator. The freely navigable output of this process is often compared to a @Choose Your Own Adventure, the children's novel series. In interaction communication, each conversation—viewed as a cohesive whole—is unique and thus ephemeral. In interactive communication, however, the @chunking of information enables it to be reused in future conversations—called @Contextual Augmentation. Thus, communication through an interactive platform, like @Mythos One, compounds over time—creating a @Digital Twin.
