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Goals of
the research, and problems that must be addressed
The overriding go=
al for
the research is to investigate language, language use, and language
comprehension in such a way that it is compatible with evolution and hopefu=
lly
also provides insight into language-based learning. Beyond that, it would be nice to m=
ake a
contribution to the mind body discussion.
We have chosen to=
tackle
the problem from an information processing perspective, with the use of
computer simulation to illustrate and clarify issues. Since we are operating inside a bl=
ack
box, where little direct empirical verification is possible, we have to find
new methods for analysis and for verification.
=
The need
for compression
For muscle contro=
l we
estimated a minimum of 7500 bits for each frame, but with multiple muscles =
and
redundancy it would probably be more than 100 times this estimate, i.e. alm=
ost
a megabit. For visual input we
estimated at least 8 megabits for each frame – corresponding to a sin=
gle
glance or view. The two-direc=
tional
interface between the brain and the world seems to be very busy. A 10 minute segment (at a low 15 f=
rames
per second) would be 9000 frames or 81,000,000,000 bits or over 10
gigabytes. Compression seems =
called
for.
=
The need
for data compatibility
The information f=
lowing
through the two subsystems as presented above is not compatible. The first subsystem receives 2-dim=
ensional
geometric information about the position of the bones that are not obscured=
by
other bones. This information=
is
relative to the stage and to the point of view from the eye of the
observer. The second subsyste=
m also
has geometric information, but it is expressed as the relative change of an=
gle
for each bone and possibly in more than one dimension if a joint has multip=
le
degrees of freedom such as the hip and shoulder joints.
There is also a p=
roblem
of timing. Let us assume that=
the
actor has turned his head so that he can see some of his own bones. Let us further assume that at time=
1 the brain-output
has sent change-angle information.
This change should be implemented by the relevant muscles by time2.<=
span
style=3D'mso-spacerun:yes'> Assuming a small perceptual delay,=
the
new position should be registered by the brain at time3. If the perception information feed=
back
is used as position feedback, the feedback would be delayed, which commonly
leads to an oscillating response or a very slow response.
=
The need
for action coordination
Up to this pint w=
e have
not dealt with the coordination of action but posited that movement informa=
tion
for each bone is sent separately over distinct neural paths. Even in a simple, relatively static
pose, the bones have to cooperate.
There are many bone positions that would cause the actor to fall ove=
r or
look totally absurd (c.f. Monty Python, the Ministry of Silly Walks). Similarly, bone positions have to =
be
coordinated over time, for instance in walking. Beyond that, much action is purpos=
ive or
goal-oriented. Again, using
introspection, most of us do not know motion about joints but think of moti=
on
at a more abstract level including several bones and a succession of moveme=
nts
in a timed sequence. There are
times, such as when learning to play golf, that we try to analyze our own
motions in much more detail – but we generally find it difficult.
Research goals and problems Chapter 8 - 3/29/2008 &= nbsp; &nbs= p; &= nbsp; Page 1 / 2