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Steven Pinker -- How the Mind Works - Hampshire High Italian ...

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The <strong>Mind</strong>'s Eye 261of forms with blanks to be filled in. The form for a piece of surface hasblanks for depth, for slant (how much <strong>the</strong> surface leans backward or forward),for tilt (how much it lists left or right), and for color, plus a labelfor which surface it is seen as belonging to. The form for a piece of edgehas boxes to be checked, indicating whe<strong>the</strong>r it is at <strong>the</strong> boundary of anobject, a groove, or a ridge, plus a dial for its orientation, which alsoshows (in <strong>the</strong> case of an object boundary) which side belongs to <strong>the</strong> surfacethat "owns" <strong>the</strong> boundary and which side is merely <strong>the</strong> backdrop. Ofcourse, we won't literally find bureaucratic forms in <strong>the</strong> head. The diagramis a composite that depicts <strong>the</strong> kinds of information in <strong>the</strong> 2V2-Dsketch. The brain presumably uses clusters of neurons and <strong>the</strong>ir activitiesto hold <strong>the</strong> information, and <strong>the</strong>y may be distributed across differentpatches of cortex as a collection of maps that are accessed in register.Why do we see in two and a half dimensions? Why not a model in <strong>the</strong>head? The costs and benefits of storage give part of <strong>the</strong> answer. Any computeruser knows that graphics files are voracious consumers of storagespace. Ra<strong>the</strong>r than agglomerating <strong>the</strong> incoming gigabytes into a compositemodel, which would be obsolete as soon as anything moved, <strong>the</strong> brainlets <strong>the</strong> world itself store <strong>the</strong> information that falls outside a glance. Ourheads crane, our eyes flit, and a new, up-to-date sketch is loaded in. As for<strong>the</strong> second-class status of <strong>the</strong> third dimension, it is almost inevitable.Unlike <strong>the</strong> o<strong>the</strong>r two dimensions, which announce <strong>the</strong>mselves in <strong>the</strong> rodsand cones that are currently active, depth must be painstakingly wrungout of <strong>the</strong> data. The stereo, contour, shading, and motion experts thatwork on computing depth are equipped to send along information aboutdistance, slant, tilt, and occlusion relative to <strong>the</strong> viewer, not 3-D coordinatesin <strong>the</strong> world. The best <strong>the</strong>y can do is to pool <strong>the</strong>ir efforts to give us atwo-and-a-half-dimensional acquaintance with <strong>the</strong> surfaces in front ofour eyes. It's up to <strong>the</strong> rest of <strong>the</strong> brain to figure out how to use it.FRAMES OF REFERENCEThe 272-D sketch is <strong>the</strong> masterwork of <strong>the</strong> ingeniously designed, harmoniouslyrunning machinery of <strong>the</strong> visual system. It has only one problem.As delivered, it is useless.Information in <strong>the</strong> 2V2-D array is specified in a retinal frame of reference,a coordinate system centered on <strong>the</strong> viewer. If a particular cell

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