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PREDICTIONS – 10 Years Later - Santa Fe Institute

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1. SCIENCE AND FORETELLING<br />

Humans versus Machines<br />

Invariants characterize a natural equilibrium. The average human sleeps<br />

during one third of the day-night cycle. Similarly, the optimum amount<br />

of time spent traveling daily is seventy minutes. It seems reasonable,<br />

then, that there should also be a balance between the amount of physical<br />

and the amount of intellectual work carried out during a day. In a loose<br />

comparison of computers to living organisms, software can be likened<br />

to intellect and hardware to body, and there appears to be an invariant<br />

emerging in the world of computers that contradicts the best judgment<br />

of some information technology experts.<br />

People feel insulted when they are compared to animals. Yet,<br />

strangely, they take pride in themselves when they do something as well<br />

as a machine, perhaps because they believe this resemblance cannot be<br />

taken seriously. From the discovery of the wheel to the transistor, history<br />

is punctuated with milestones marking the appearance of machines<br />

that relieved humans from repetitive burdens. Industrialization featured<br />

mostly muscle-surrogate inventions, but that did not significantly decrease<br />

the number of working hours. Allowing eight hours for sleep and<br />

a fair amount for personal matters, the time available for work cannot<br />

be far from eight to ten hours per day. At the same time, human nature<br />

is such that working much less than that is poorly tolerated.<br />

Soon after the introduction of computers, the need for software gave<br />

rise to a thriving new industry, because a computer is useless until programmed<br />

to do a task. The fast growth of successful software<br />

companies triggered speculation among computer manufacturers that<br />

someday computers might be given away free; all revenue would be<br />

made from services and software. This meant that the computer industry’s<br />

major effort would ultimately become the production of software.<br />

Such a trend actually began to develop. In the 1970s, large research<br />

institutions built computer-support departments heavily staffed with<br />

programmers. Hordes of them devoted their youth and talent to writing<br />

thousands of lines of FORTRAN to offer scientists the possibility of<br />

making graphs, histograms, and computer-generated drawings. That<br />

situation soon became intolerable, not necessarily consciously, and<br />

graphic capabilities were progressively transferred to the hardware. Today<br />

video terminals provide artwork without even bothering the central<br />

processing unit of the computer with such menial tasks. Meanwhile,<br />

30

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