A traffic jam at the intersection of interactivity, aesthetics, epistemology, and semiotics
Thursday, January 26, 2012
Friday, September 30, 2011
Command and Control
Tuesday, September 13, 2011
Meta-Entrepreneurship
Wednesday, August 17, 2011
Erudition and Innovation
My confession is that I'm writing this post in preparation for a lecture I'll be giving in a few days to the AIESEC conference. I figured what better way to help jog my mind than present the general gist of what I'm thinking to my viewers.
So without further adieu, what will I be talking about on this post? Something that I think hasn't been paid close enough attention: the
My story is one that some readers of this blog probably know, but if there are any new readers out there, perhaps not. It was half a year ago that I found myself signing on as the co-founder of Fear of Software, and only a couple of months ago that I quit my day job as my initiation into becoming a fully funded entrepreneur. In that time, a lot has happened as I gained erratic but valuable experience and learned from the wisdom of my co-founder Nick LaRacuente, who was wise enough to get me out of the misguided logic of thinking "I'll just build it and they will come" or expecting to have a 2 year development cycle without any kind of intermediate prototyping. And yet I can't say much about this sort of a thing because with this startup, the story is really only in its opening chapter; the most shocking, difficult and serendipitous episodes have yet to arrive.
On the other hand, there's a whole lot that led to my standing right here (or in this case; sitting in front of this computer.) My story begins, well, probably from when I was 5 or 6, but zooming forward a bit... one could safely begin in high school. In middle school, I taught myself how to program and started making video games. Most of the products were over-ambitious, but they were always fun and once in a while I completed something exceedingly simple. I remember specifically, however, in my first year of high school coming across an editorial in Game Developer magazine, which I had a free subscription to, about the potential for games to be a legitimate art form on the level of cinema, books or even fine art. The idea hit me very hard; I was your average 14 year old, mostly interested in video games, coca-cola and generally trying as best I could to look cool; but this idea for some reason was just like a shot to the head; I couldn't shake it!
Unfortunately, I didn't always have my stuff together in high school, so my projects generally got a running start and fizzled out just as fast, but something else was going on at the same time. I found myself for the first time extremely interested in literature; I started reading novels all of the time, even as it interfered with my schoolwork; for a while I even thought that I wanted to become a novelist and writing fiction of my own. Film and music also became more interesting to me; before then, I pretty much just watched whatever Hollywood blockbusters looked sufficiently entertaining and listened to whatever was loud enough to ensure hearing loss. At one point I even found myself fortunate enough to collaborate with several artists in my high school on a graphic novel; a project that actually went surprisingly well--it was certainly childish, with all sorts of elves and demons reminiscent of Lord of the Rings with a twist of Saturday-morning anime; but interspersed with poems and philosophical digressions (but don't get me wrong, it wasn't particularly good; this was high school!)
Life was actually pretty interesting in high school. Not much got done, at least not on the surface, but a lot was brewing. I still remember all of the afternoons I frittered away with friends hanging around nearby diners and walking the streets of Manhattan; but I digress, you don't want to hear that mushy stuff. But my point was something was going on in all that time; metamorphosis is never as straightforward as one things. Soon afterwards, I entered college; and luckily, a college where I'd have the same good fate of meeting friends that would help me develop further; there's another digression I need to take—good friends are important, they'll be the ones who enrich your experiences and lead you to your greatest ideas. This counts double for entrepreneurship, which is about people, your customers; not just the abstract ideas that one can go on for pages about in a novel or express in a piece of music.
Despite some initial confusion as to what I wanted to do with my time in college, I found myself as a double major in English and Computer Science; English because I had always had an interest in literature and found myself enchanted with the study of books when I tentatively took a class on John Milton and fell in love with Paradise Lost—so dense with potential criticism that I read the entire thing at a rate of about 3 pages per minute, which admittedly left me a stressed out mess as I never had enough time to get my work done and barely passed my all-important math class.
But along the way I also found a few books on my own that opened my ideas to the process by which ideas are generated. In freshman year, I came across a book by the esoteric but highly renowned game designer Chris Crawford*, which rekindled my dying interest in game design. Later, in junior year, I came across The Black Swan by Nassim Taleb—which if you read this blog (or know me in person), you know that I never shut up about it.
It's writers like these (a list of which would amount to some light name-dropping) that I hope to pay homage to in this post by using their ideas to explain the creative process and get across the simultaneously childishly erratic and gut-wrenchingly rigorous nature of innovation.
These writers, namely Crawford, left me with a new sense of purpose in my endeavors as well. I dreamed of a new kind of video game that would fit my changing self; the more serious self that found video games fun once in a while but couldn't feel engaged in them the same way as when he was a child. They were no longer as captivating, I had grown older and suspending my disbelief was not as easy as it used to be. I felt that this was what had turned most people off of gaming; and I wanted to bring the experience I had had with video games as a child to everyone. So with a new sense of purpose, I decided that I wanted to make video games that were serious intellectual challenges that engaged people's critical thinking, that would create decisions where people would have to inevitably look back and wonder about the consequences of what they did, that would make the player empathize with characters and be too engaged to move through its world as nothing more than a cold and calculating machine. I wanted to make an experience as universal as a movie or a book.
That put me on the path to today's startup, albeit in a very weird way. In junior year I applied for the honors program in computer science in order to work on a technology called Interactive Storytelling. This would be for creating games with stories that the player could change the course of through their decisions; and they would involve lifelike characters and difficult choices that would fit into complex narratives; there would be closure and catharsis, but also ambiguity. I was accepted, and soon enough I found myself overwhelmed. Luckily, a torrent of ideas came from a class in literary theory I had tentatively signed up for; which I'll talk more about soon.
To make things short, after two semesters of hard work, I cobbled together a tiny prototype and presented it to a general audience as well as the computer science department. The reviews were mixed, but I was happy nonetheless. After graduating college with Honors, I went on to work on it in my spare time before taking a hiatus and getting by with my day job as a paralegal. That is, until Nick convinced me to join forces with him to create a startup; and I couldn't say no.
Our two projects, when compared, shared a lot of theoretical qualities. But we decided to put our respective goals on hold when a new market opportunity came up. But I'm not here today to advertise our project, I wanted to talk about ideas!
So, what is "the stuff that dreams are made of?" Well, not dreams; we all know that those come from living in your parents' basement wondering when you're going to have a car—no, I meant ideas. Where do we get those?
On the most fundamental level, ideas come from metaphors. That's right, every idea starts as a metaphor; a connection we see between two ideas because of their similarity. In your brain it looks a little bit like this two fold illustration I put up once before (you can praise me on my artistic talent in the comments section):
Your brain...
...getting an idea!
So, those two dots that lit up, what are they? Let's come up with a couple of ideas for concepts... okay, right, this isn't the lecture; just a blog post. Okay, so let's say that the one on top is the business cycle in economics; and let's say the other one is... partying! Because who doesn't love a good party, especially during an economic boom! Well, these two ideas are separated because, well, they don't really have anything in common.
Or do they? Let's think about this one. What do we do at parties? We sometimes have a few too many drinks. Did I say drinks? If any of you are religious or just generally more well behaved, let's just say extra-sugary fruit punch, the kind of stuff that will make you bounce off the walls before you get dizzy from all the running around and then crash. So, either way, you feel GREAT, and then you have a big stupid hangover; and we know that that's the price we pay for it, at least I hope we're all on the same page about that...
Now, what about an economic boom? Well, sometimes these booms are caused by a bubble. People get very enthusiastic about making a killing on the hot new asset, like say... big houses in the middle of suburbia. The price goes up 20%, then 50% then suddenly they're three times as expensive as they were two years ago. It can't just continue like this though; how many people are really going to pay a million dollars to move into a new house? Are you going to do that?
So what happens? The bubble bursts! And mind you, for those who are interested in the history of finance, this once happened in Holland over the price of tulips until... guess what? Somebody realized you can just grow them yourself. So suddenly, prices have to return to a level that actually makes sense; but with everyone having spent so much money on houses and others expecting to make a lot of money selling houses and all the people who were hired to build houses because they were so profitable, guess what happens to all of them? Not very pleasant to think; a lot of jobs, money and opportunities lost. The economy goes through a recession, readjusting to the sudden change that's happened.
But wait, there's a connection there. Something caused things to go up, to become super-active, and now that it's gone, everything comes crashing back down. And that's when we get the idea that maybe there's a connection; we realize that we need lows in order to correct the highs. So there you have it, now you know that binge drinking is a lot like a bad asset bubble.
These are the metaphors that help us advance in technology and discover new customer needs. Don't believe me? Sim City, one of the most successful video games of all time, was inspired by the reproduction of cells.** The beautiful paintings by M.C. Escher are derived from mathematical concepts of recursion, topology and infinity (among many others.) More recent AI methodologies such as neural networks are inspired by biological systems rather than straight-up computations. Even our own idea of what goes on the world is shaped by far-away stories; we look at politics through the lens of historical narratives and fictional fables. People in the United States are always asking "Are we Rome?" Sometimes overtly, but also implicitly whenever they ask about the future of that country.
This happens even on a deeply neurological level. Our brains are ultimately pattern seeking devices and look to find patterns that match other patterns. We see it even in our everyday lives; have you ever seen a shadow and thought a dangerous person was waiting in a corner to attack you; only to find out that it was a garbage can? What about being startled at the sudden rustle of leaves in the middle of silence? This is pattern recognition at its most basic, and it finds its way even into our highest levels of thought.
But before dismissing it all as illogical and irrational, you should remember just how smarter you, or anybody reading this post, is than a computer. That's right, we're so good at this game because we're not computers! Embrace it, be childish and let yourself find connections wherever they are. But how do we go about doing that? Well? Two things.
First, read. Read on every subject you can and don't worry about working on your specialty. You have your entire life to learn the newest Java API or the latest updates to the .NET framework (this part is for tech entrepreneurs; ignore it if you're just a reader that happened to get this far in my rant.) In fact, you'll find that the demands of most situations are so specific and strange that you won't be able to figure out what you need to know in advance; so don't sweat it (but do study your fundamentals, they come in handy.) Pick up some fiction and poetry; or if you're the more serious kind (like myself for a while), bury your nose in some history, economics, psychology or anthropology. Be sure to learn some math too; big concepts that can help you understand things as systems. But you should all in all be looking to understand things in three categories: systems, ideas and the human condition. The third of those comes in fiction and poetry; stuff that really gets at what makes people tick, but that also requires doing another thing...
Live! There is no erudition without experience. Or put another way:
"Experience, though no authority Were in this world, would be enough for me" -The Wife of Bath
A lot led to where I am now; much of it serendipity and a slowly accumulated pile of books, but I'm most prepared for where I am now from the experiences I've had messing up, doing the wrong thing, doing all kinds of things that left me kicking myself in frustration. If it weren't for that, there would be nothing to hold all this together, just a bunch of gobbledygook.
Mistakes, there's an important word, and it reminds me of another question. What do we do with all these crazy ideas? Where is the empiricism? Ah, there's another idea I have to credit Chris Crawford with...
A T-Rex for ideas!
That's right, our ideas are just all vulnerable little sheep, and we need a T-Rex to rip all but the toughest of them apart. That means attacking your ideas from every angle. Forget all this about being nice to yourself, be a contrarian, drive yourself crazy; be like that kid who keeps asking endless questions about why he needs to take a bath! Not only that; go out and talk to people about your ideas. This is how Nick and I figured out what to do with our own product; we went out and talked to people. And as always, you don't always hear what you want to hear; but that's good, you're growing. Finally, go out there, and just make some mistakes. Not too big though, I don't want anyone coming back here with a missing limb!
As Kanye West once said; "that that don't kill me, can only make me stronger!" So go out there and get stronger, I'm rooting for all of you. And thank you for reading.
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*He has a wonderful website for those interested: http://www.erasmatazz.com
**See John Conway's The Game of Life
Saturday, August 13, 2011
Consciousness (In 3.5 Steps)
1) Existence and Consciousness are inseparable
From an epistemological standpoint, I don't see any way these can be safely separated. Therefore, I'm assuming that they can't. There are other reasons, which are still a mess in my head, but I am more or less working from what I consider the indisputable truth of subjective experience.
2) Experience is the friction of incomplete information
Why do we never seem to remember locking our door? Why do we remember surprises more than routine things? Because we failed to predict, thus signifying new information. In information theory, it's called information content and is measured by how many bits it takes to store; if a probability distribution has a single outcome that is 100% likely to occur, that probability distribution has no information content.
Another way of thinking about this is that information content is also called entropy*, which in physics is the irreversible disorder that arises from motion, which is very related to that other phenomenon we call friction.
Wolfgang Iser brilliantly applies this theory to the experience we have when reading books and just about everything else in life seems to follow. When are video games boring? When there's no challenge left. When do movies suck? When they're way too predictable. But thankfully, things are always at least a little bit different than we anticipated them.
3) You need identifiers to signify difference but you need difference to distinguish the identifiers from one another; this paradox creates a regress loop.
To put that in English, let's consider the colors of objects. If everything were the color red, we'd have no such thing as color. We notice things because there are differences. This ties back in to what I said about information content in the previous post; if there's a 100% probability of one particular outcome, then there is no information.
So if we want difference, we need some trait in which these things are different. But where does this trait come from? It would need to be distinguished from something else. Therefore, we're faced yet again with the same problem ad infinitum.
One last thing is needed then, to close this odd regress loop. Once we've done that, we essentially have a system in which we can continue to seek information in a cycle of anticipation and surprise but never reach the end:
While writing this, I realized that I was missing the answer to this part. I will try a basic sketch of this:
-There is some kind of self-reference that closes the loop of this problem with infinite levels of "difference"
-The result manifests itself as a paradox (or many of them--perhaps they all mean the same thing) such as Godel's Incompleteness Theorem or the Time Dilation paradox.
-This creates a dog-chasing-its-tail effects in which a recursive pattern creates a fractal of uncountable codes--the friction of these being what we know to be reality.
But feel free to take a stab at the last part and let me know what you think...
I should note that by the time I finish Godel/Escher/Bach, it may be the case that Hofstadter beat me to the punch; in fact, he says that his thesis is that Meaningless Symbols Acquire Meaning Through Self-Reference, but so far it has proven to simply be the connective link that I have been missing between the three steps that I outlined above; I just hadn't put them together the right way, but they were all there a year ago.
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*Forgive me if I've abused the poor term; I'm not a physicist.
Thursday, June 23, 2011
...I cannot find the book I found it in. I will find it later, sorry. May be in a book I left downstairs.
Monday, June 13, 2011
Childhood
Friday, June 3, 2011
Thursday, May 5, 2011
The Confirmation Bias
Sunday, February 13, 2011
Two Social Psychology Observations
Friday, January 28, 2011
Intuition and Mathematics: A Defense
Thursday, December 30, 2010
The Poverty of Online Information
Also, I have no idea why the font is being so screwy.
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There are three concepts that, when one looks closely enough, can be seen as a single indivisible triad: narratives, context and memory. They all fundamentally deal with an associative way of thinking and they are noticeably robust: one doesn’t easily forget things (my cousin and I still occasionally debate who was at fault in a scuffle we had when I was seven) and we seem to understand things best when they’re told as a story. They also have another trait in common: they are often lacking if not non-existent when I try to find information from the internet.
Take Wikipedia as an example. It certainly has a wealth of raw information; just about anything one can think of seems to have an article, whether your interest is in hermetian matrices, hardcore bands, Lacanian psychoanalysis or Pokemon trading cards. Even so, I never feel the same sense of fulfillment reading material on Wikipedia that I get from reading a book; I often find myself struggling to walk away with something to hold on to after browsing through this seemingly infinite pool of collective knowledge.
Maybe I’m just of a dying breed of people who hold on to physical books, but more universal reasons seem to be at play. Our brains work in an associative manner; rather than record our memories in a serialized manner like a video camera or a computer’s hard drive, we create memories by connecting various objects, sensations, thoughts, images, sounds and other past experiences. Conversely, we recall memories from the past by seeing, hearing, feeling or thinking something that we’ve associated with it; anyone remember the scene that everybody talks about from Swann’s Way where the narrator takes a bite of a Madeline cookie and his entire past rushes back at him?
A single sensation or reference brings back a rapid cascade of memories and this same phenomenon underlies what might be our memory’s inherent preference for books: we associate its content with the distinct look and feel of the book’s cover, pages, printing, wear and tear. Simply put, you can remember something much better when you attach it to a physical object of some kind.[1] But just as the physical context of knowledge may matter more than we think, so too might the relevance of that knowledge to some larger narrative. The journalist Malcolm Gladwell might oftentimes be criticized for the lack of empirical rigor behind his theses, but I prefer any one of his books to a series of entries on Wikipedia because I believe him to be a masterful storyteller able to weave a larger number of data, anecdotes and ideas into a single story that makes sense of them. Knowledge is much more easily remembered when there is a narrative that brings it all together.
One way of thinking about this is that a narrative introduces redundancy to knowledge. It’s much easier to remember an idea when it’s linked to a number of other ideas as part of a larger theory. If you learn something in a vacuum, there will be nothing to give you any clues to it should you forget it; but by relating it to something else, we have something to remind us of the original idea.
But is it really the case that there are no narratives on Wikipedia? If I look up David Bowie, I’ll find a summary of his life and career and with it there will be hyperlinks to more detailed summaries of particular works or to biographies of his contemporaries; there’s definitely a narrative. Even so, there’s something about Wikipedia that is too summarized and distilled to be the kind of story that sticks well after I’ve finished reading an article. It offers not so much a story as a summary in which details are relegated to the various articles that it links to.
But these links on Wikipedia are inadequate to finish telling the story. They are details that are told in a complete vacuum, unaware of the fact that I came from a page talking about one thing and not another. In Malcolm Gladwell’s Blink, the defeat of the United States Navy 7th Fleet at the hands of Paul Van Riper’s meager force in the 2002 Millennium Challenge War Games is talked about in the context of how human intuition can be more powerful than the world’s greatest computers, but a Wikipedia article summarizing the thesis of Blink could only tell it in sufficient detail by providing a link to an unrelated page summarizing the incident; one that would fail to have the interpretive richness of Malcolm Gladwell’s own retelling.
A story, as opposed to a simple summary or functional narrative, speaks to us about what is not obvious. Whereas summaries compress, stories interpret by bringing together a wealth of information and constructing a unique idea. Furthermore, through this same process of bricolage, a story is filled with a rich variety of prose and impedimenta that allow us to create a rich network of associations and have an experience that is eminently memorable. A summary, as a simple compression of one or more stories, simply doesn’t have the same informational richness as those stories and as such cannot create the strong mnemonic associations that stories do.
At the end of the day, storytelling is something that is hardwired into us. We comprehend and remember things as stories, not data, and the tradition of storytelling has been a universal ritual as far back as recorded history takes us. This natural affinity of ours towards telling stories can teach us a lot about how we learn and should be taken into consideration as we expand our educational tools into the domains of the internet and cloud computing. The ability to express ideas as dynamic and interactive programs as opposed to static texts and the interconnection of vast amounts of user-created data will doubtless allow us to inform and educate in novel ways; but these innovations must cultivate the human faculty for storytelling if they are to be truly effective as pedagogical tools. As our world becomes increasingly interconnected and hyper-abundant in information, context has become the essence of knowledge; and one cannot understand context without understanding stories.
[1] For further reading on this idea, see Nassim Nicholas Taleb’s notebook, Opacity (http://www.fooledbyrandomness.com/notebook.html)
Saturday, November 20, 2010
Narratives are for Socialists!
Human cognition arose from having to infer increasingly complicated patterns (for those who might get the wrong idea, this is not a logical kind of inference—it's pattern recognition in the brain.) Originally, pattern recognition was developed in order to provoke the kind of response along the lines of "Holy shit, a rattlesnake!".
As primates evolved, they became more sophisticated organisms that also worked in groups. These groups involved social relationships far more complex than schools of fish or flocks of birds (which are quite nicely simulated by programs such as Boids). In order to facilitate these social interactions, members of the group needed to traverse these in an effective way, thus the individual organisms needed to become more intelligent with regards to social interactions.
Now, this kind of intelligence had much different demands than those of basic sequential reasoning, which was first the basis for being able to competently hunt down an animal and eventually for the kind of sequential logic that gave rise to civilization. If you now turn your attention to stories, it's pretty notable that the vast majority of stories are re-tellings (fictional or otherwise) of social interactions; more so when I think about the fact that the only narratives devoid of social interactions (that I can think of) are from modern times.
If this is true, then it's safe to say that stories were originally about people. Stories also have their own internal logic and form that is very different than the kind of modularized rationalist thinking that we usually associate with knowledge. My take on this is that this unique logic was crafted over time in the human mind in accordance with the nuances of social interactions. Rather than try to learn about social interactions through empiricism, which would get your slow-thinking ass killed in the jungle, the human mind developed a vast and messy network of heuristics for comprehending social interactions—in simple terms, we developed an intuition for how people work and were able to express it to one another by means of storytelling.
But why telling stories? Why not just understand social interactions in some way on our own? Two reasons. First, there's an obvious advantage to being able to communicate this knowledge to the rest of the group—to tell one's kids why they shouldn't lie to other people or why they should stay away from the other tribe. Second, being able to transmit and modify this knowledge presents another huge advantage: just as biological evolution embraces random change as a means of creative destruction, having the capacity for storytelling allowed for traditions and arguments between people that allowed stories to change in unexpected ways. Those that were keepers stuck around and those that didn't have much value could be weeded out in time.
Since then, we've been given a large and intractable network of storytelling traditions, genres, themes, allusions and so on; all of which is worth studying, by the way. At some point, I might post about how narrative evolves, since narratives are built on other narratives through two concepts talked about by Jerome Bruner known as canonicity and breach. But I'll leave that for another time.
Tuesday, October 12, 2010
Data vs. Narrative
So, let's first take care of why I'm bringing up this question in the first place. What's the point of comparing and contrasting data and narratives? Well, a narrative is, generally speaking, a way of making sense of some series of events. It illustrates causality (note to literary theorists: please bear with my questionable simplification; part of the use of this is understanding narratives better, this is just a good starting point.) If narratives explain why something happened, then they may be able to tell us something about what's going to happen next. By this definition, it's really no different than a scientific hypothesis (literary theorists: just keep running with it). More simply, we can think of this as being given a bunch of data points and connecting them with a mathematical function of some kind; i.e. fitting them to a curve:
Some data...
And a narrative to explain it!
I should make a note that it's perfectly acceptable that these narratives could be wrong. A new data point could be shown that doesn't fit with the curve that I drew, thus forcing me to draw a new curve. In fact, there are an endless number of curves I could draw to fit those points; some of which may look exactly the same close up but wildly different when you zoom out. As an interesting side-note, this illustrates pretty well what Wolfgang Iser calls the inexhaustibility of the text. What I mean by this is that when reading a book, one creates a "world" inside their head that matches what they've read; but there are an infinite number of "worlds" that could match this, with any number of (currently) unnecessary ideas unconsidered. As the reader continues, they find new statements in the book that have to be accounted for either by changing previous assumptions or by adding new details to the "world" that they've created in their head.*
So why is a narrative not just a scientific hypothesis or some formula that matches a bunch of data points? The answer can be found in part of my digression; that as we read a text, we have to consider new details in evaluating what's going on and why. A more mathematical analogy is that we have to consider more semantic dimensions; we might read a book that takes place in a Castle, and at first we only have to know the general outline of a castle, but then when the book describes how it made the characters feel alone and vulnerable, we then have to think about ways in which that castle may look or be built that would invoke that kind of a feeling. This all might be very abstract, mind you, but it still works that way on a fundamental level. Also; and this is important, the details that we come up with in the future are going to depend on the details that we've imagined now; so the set of details to be considered are not just latently laid out in the text in some finite way, the details we consider are actually going to derive from each other. So the semantic dimensions (or types of detail, for the less pretentious) are not in any way pre-determined and there could be a potentially infinite amount of them.
Data, like the sample points I showed in my illustration, is different. There are exactly two dimensions to be considered when fitting a line to these points. We already know the entirety of the semantics. Data is entirely delimited; we don't consider things outside of the traits that are enumerated, and there are values specified for each of these traits on every point. Lines drawn to fit the data are ultimately built to fit a static sign system that never changes (I hoped not to have to use the word "sign system", but I don't know how else to explain that.) But once again, there's a catch that might pull data and narrative back together, which I believe to have unknowingly been the source of conflict in a debate I had on this subject with a good friend:
Even if the points exist in a single, unchanging sign system (unlike narratives, in which the sign system changes in unpredictable ways), there's still the question of the scientific hypothesis or the line that fits the curve. Scientific data and points on a chart may both be delimited, but the hypothesis or the function isn't really. Oftentimes, a scientific discovery is made by thinking outside of the conventional data analyzed and therefore the sign system of why the data points are generated in a certain way changes. Similarly, with a mathematical function, the way in which the data points are arranged may require you to add increasing amounts of complexity to the functions; you may add another degree to the polynomial or add a trigonometric function, or something else entirely. So the actual hypothesis/function actually does have a surprising amount in common with narratives in that there is a potentially infinite amount of semantics that can be added.
The difference is that whereas a text is unexhaustible, there isn't the case with a set of data; the hypothesis that's suggested doesn't change the attributes of the data that have to be accounted for. There is an argument from literary theorists, however, that essentially says that as you find these new hypotheses, you create a new paradigm in which the attributes of the data are better changed to fit it and that therefore you have the same intractability as solving a narrative. As tempting as it seems to accept this counter-argument, it still seems to be the case that while new paradigms might introduce new ways of formatting the data, scientific hypotheses still account for the old delimitations; or else it's just solving a straw-man for all intents and purposes. Personally, this argument doesn't interest me, so let's move on to something more important:
The question on my mind from the beginning of this has been one about hypotheses and it'll take a moment to explain. New hypotheses are constantly created from new observations that may have nothing in common with the data. For example, a theory in microeconomics may spring from something in psychology that is not in the paradigm of economics; so it wouldn't show in the data, but it may be the only thing that explains the economic data. Now, let's think about how we perceive the world. When we look at the world, everything is data; our senses send discrete electric imuplses to our brains that quantify our experience as data; the semantics of our sensory experiences are finite, so how do we experience narratives, how can things be inexhaustible?
The answer lies in our neurology. The many inputs and outputs of our brains are interconnected through webs or neurons; these connections being associations between observations. These create clusters of connected neurons we know as ideas. These new ideas which are formed from connections between observations (and also from other ideas) create new conceptions of meaning that we couldn't even hypothesize about before, therefore offering us a process akin to the text in which we can create a virtually unlimited number of narratives starting with the finite amount of data that we initially perceive; in other terms, we can now draw hypotheses from outside of our our original paradigm of experience. Add to this that changes in this web of neurons essentially changes the inputs and outputs into our system (we may still have the same sensory receptors, but they get processed differently as they go further through our cortex) and we've created the reading process in which we connect data with meaning and then re-define data according to that meaning, therefore creating new semantics from semantics that we ourselves had previously created; our experience becomes inexhaustible.
I wasn't sure if I'd get to the end of this one, *phew.* It got a bit obscure near the end (my ability to write clearly is waning with my focus), so if anyone wants me to clear anything up feel free.
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*For those interested in this concept, I talk more about it in my earlier entry about the movie Inception. You can also read Iser's original theory in his essay The Reading Process: A Phenomenological Approach.