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Notes for the Lifebox, the Seashell, and the Soul - Rudy Rucker

Notes for the Lifebox, the Seashell, and the Soul - Rudy Rucker

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<strong>Notes</strong> <strong>for</strong> The <strong>Lifebox</strong>, <strong>the</strong> <strong>Seashell</strong>, <strong>and</strong> <strong>the</strong> <strong>Soul</strong>, by <strong>Rudy</strong> <strong>Rucker</strong><br />

Since <strong>the</strong> base sample <strong>for</strong> this table is from a news magazine, <strong>the</strong>re are many<br />

mentions of <strong>the</strong> U. S., which is why we see “u” <strong>and</strong> “s” as frequent words.<br />

Web Hype<br />

The Web provides us with an unprecedented level of knowledge amplification; in<br />

effect we have access to a global mind.<br />

Memes<br />

One final thought. It could be fruitful to think of cultural artifacts as independent<br />

beings that travel about in <strong>the</strong> hive mind. Mind parasites, as it were. The meme <strong>the</strong>ory of<br />

artifacts views <strong>the</strong>m as agents competing with each o<strong>the</strong>r in an evolving environment.<br />

Memes are a type of life.<br />

Bifurcation<br />

Social movements, such as <strong>the</strong> stock market, are day-to-day unpredictable while<br />

being globally limited to some specific strange attractor. The most dramatic social upheavals<br />

occur when a fundamental change alters <strong>the</strong> system’s parameters, leading to a bifurcation <strong>and</strong><br />

an entirely new computational strange attractor.<br />

On my McLuhanizing<br />

Never <strong>for</strong>get that Ph. D. st<strong>and</strong>s <strong>for</strong> “piled high <strong>and</strong> deep.”<br />

Table of Emulations<br />

At this point, I’ve introduced all five of <strong>the</strong> computational levels that we’re going to<br />

think about. Now, in <strong>the</strong> next chapter (6) I’ll talk a lot about having computations of various<br />

kinds emulate each o<strong>the</strong>r. So at this point I’d like to look at some of <strong>the</strong> kinds of emulation<br />

that I have in mind.<br />

p. 92

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