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=
Starting
point for the research: a sys=
tems
perspective
In the introducti=
on we
differentiated between public (measurable) and private (introspective)
information, and looked at 4 types of information: action, spatial info, ti=
ming
info, and planning. For actio=
n and
perception we also looked at 3 layers of private information – using =
an
analogy of peeling an onion.
In the second and=
third
chapters we introduced the stage and the skeleton that represent the interf=
ace
between public and private information, and that form the basis for action =
in
the world.
In the fourth thr=
ough
sixth chapters we looked at the setting for the research, ‘the
world’ where public information is available. We discussed the 2 interfaces with=
the
actor, optical and mechanical. The
optical interface leads to visual perception by the actor. The mechanical interface involves =
moving
the actor’s bones with electrical (neural) information. (For our analysis, the bones, join=
ts,
and muscles are visible and public and therefore belong into the world. The electric nerve impulses that t=
ell
the muscles what to do are part of the interface with the private brain-dom=
ain.
In this chapter we
explore the private side of the public and private interface from a systems
perspective. To continue with=
the
pictures of the introduction, we shall discuss action, visual perception,
planning, and timing. We shal=
l also
discuss briefly the nature of our knowledge about these systems,
differentiating between public (measurable) knowledge and private (introspe=
ctive)
knowledge.
=
‘The
brain’ and its optical and neural interfaces with ‘the world=
217;
In our simplified=
model,
there are two sub-systems that interface with ‘the world’. The first is one of the senses, bu=
t I am
not aware of a class-name for the second, the physical action subsystem.
The first, managi=
ng the input
from the world, is the optical subsystem that manages the view through the
eyes. We shall simplify by as=
suming
a Cyclops, i.e. one-eyed visual perception. We shall also assume brain-driven
perception, or perception by request, where the eye ‘requests’ =
the
information that becomes the optical input by focusing on the view, so that=
the
eye is the client and the world is the server of the optical information. In other words, the eye
‘pulls’ the information from the world.
This
model can be implemented in a client - server arrangement, (e.g. browser
– SVG (http) - server).
The second subsys=
tem
manages the output from the brain to result in mechanical action through the
bones of the skeleton. This i=
s the
neural connection from the brain to the muscles that move the bones. In this case the muscles need to b=
e told
what to do next and the brain through the neural network supplies the requi=
red
information, even if no change in relative joint angles is requested. Traditionally this is seen as a
‘push’ situation, where the brain pushes out the information ov=
er
the neural connections to the muscles.
This
model can be implemented in a browser – http-server arrangement, (i.e=
. client
- server), where the browser representing the brain requests a form listing=
the
bones and enters the requested change in joint angles. The information on this form is th=
en
uploaded to the server, and the bone positions are modified as per request
(assuming the changes do not violate constraints).
Note 1: To further simplify the mechanical
model, we have split off control over the hands into a separate subsystem t=
hat
is not included in this model. Only
the rough orientation of the hands relative to the wrists is included.
=
The
problem of time for ‘the world’ interfaces
In the world subs=
ystems
discussed in a chapter above we assume that there is no memory of the past =
and
no plan for the future, but only the present. The optical subsystem bears a
resemblance to video, where time is handled as a stepwise sequence of
frames. We can use the same
approach for the mechanical subsystem model of the world. This allows us to synchronize opti=
cs and
mechanics by assuming that we go from state to state in the bone positions
which corresponding to a frame to frame sequence in the optical domain. In other words, the bone positions
remain constant within the frame and are reflected in the views. At the same time, position-change
information is received for each bone, which then results in modified bone
positions for the next frame.
The ‘brain&=
#8217;
model, while it has and can use memory, it must respect the memory-free asp=
ect
of its interface with the world.
=
Subsystems
for ‘the brain’
Above we discussed
interfaces for brain subsystems without specifying these subsystems. It should be noted that we treat t=
he
optical input as well as the neural output to the limbs as brain subsystems,
but we could have called them optical and spinal subsystems – by the
major connecting routes. The =
main
point is that we need to define the other boundaries for information
processing, where they interface with yet other brain subsystems. We have alluded to the conjecture =
that
there such other subsystems by mentioning other senses and proprioception on
the input side, and by mentioning plans and purposive (goal-driven) action.=
We mentioned hand-action as a sepa=
rate
subsystem. We also mentioned =
speech
as an example of yet further actions, possibly with their own subsystems.
=
Language
and action
Our main focus fo=
r this
investigation is the relationship between language and action. We are therefore willing to lump o=
ther
functionality together into large and amorphous subsystems, while separating
out language-related functions into smaller subsystems so that we can
investigate and speculate on their interfaces.
Brain systems and interfaces Chapter 7 - 3/29/2008 &= nbsp; &nbs= p; &= nbsp; Page 1/2