I'm an Electric & Electronics Engineer with a Computer Science major at NTUA, and an MBA at ALBA, working as a Project Portfolio Manager at AXA in Greece. Concurrently, I'm trying to complete my theory about cognition and the way the human brain works: Noesis Theory (noesistheory.com). Here you will find a glimpse of my personal thoughts and interests.
Tuesday, 9 November 2010
Why making movies/spectacles/narrations to please everybody is simply impossible
- on the one hand you want the movie to present patterns that the people can relate, to raise empathy (ταύτιση in greek) and find a way to channel your messages to their emotions and Driving Forces... So you need something close to the patterns that they are already used to!
- on the other hand you want the movie to present something new, non-detrimental, non-usual, non in-context, in order to capture the attention of their Selector (and only through this you can make your signals travel deep inside their minds)... So you need something not really close to the patterns that they are already used to!
Thus, you need something that they know and at the same time something that they don't know! You are presented with an upper and lower boundary of familiarity that is different for every individual, so there is no universal solution to this problem and that is why there are no movies that are equally liked by all people in the world!
The only thing you can do is aggregate your (speculative) data, make an estimation of the lower and upper boundary of your target group and work with that goal in mind. Still, you won't please all people equally, but you'll do the best you can (from a statistical point of view).
Saturday, 6 November 2010
A long overdue status update
First of all, I've hit a brick wall! I realized that the brain does not compare the expected input with the actual input for action ONLY, but for EVERYTHING! I.e. in whatever state we're currently in, there are some things that are normal to expect and we consider "in-context" and anything is more or less unexpected and considered "out-of-context". It doesn't have to do only with action! This comparison of expected-actual inputs is constant.
A typical example that is very easy to prove at home, on the road, anywhere, but only for men (ladies excuse me) is if you move your... "equipment" on the other side of the crotch than your "usual" side. Whatever you do for the next minutes you will notice it! It will constantly send you signals that are unexpected/out-of-context and your Selector will can't help but notice it and create a driving pocket out of it (and drag your thought process towards it, if you don't have anything better to do, i.e. a bigger driving pocket).
And the sideeffect of this observation of mine is that: not only the in/out-of context comparison happens all the time and not only during action (as my theory predicted up until now), it is appears to move from out-of-context to in-context without action and feedback (although I'm not sure about that, because I have not been able to explain its mechanics up until now and it feels wrong). Going back to my previous example, after a while you will stop noticing it and after a lot you will consider it normal. It will have become in-context to you without actually acting upon it to make it in-context!
Troubling isn't it?
As you can imagine, this disruptive observation was enough to disorient my reasoning for months... since I had to erase and rewind; restructure my theory to incorporate and explain these processes.
In order to overcome these difficulties, I have amended a few things:
- The Selector has lost a lot of its former "glory". The operation of reinforcing signals from the DPs to get the signal to "the other side" is now done automatically by the "Battery".
With this mechanism, the Selector does not need to deal with the mundane task of comparing DPs and sending signal. This is done automatically by a "dumb" Battery. The Selector's operation directly affect the reinforcing process of the Battery by energizing DPs (which will make the Battery divert more of its capacity towards this DP) and this is why I originally thought that the Selector was part of this operation as well.
This mechanism also has the added advantage that it explains INACTION!! (a very troubling question that I had for years). Inaction is simply conflicting strong DPs that each steal a large part of the Battery's capacity not leaving enough signal for any DP to get to the other side (the action endpoints) and convert this DP into action.
So if I tell you to steal that candy, you will briefly "taste" the candy in your head and this will create a DP out of it. But on the same time it will also bring to your head the memories of getting scolded by your mother for steal stuff and this will create another DP (probably stronger) that will steal a lot of the Battery capacity and not leave enough signal for the original DP to manage to activate the action endpoints and act upon your will to take the candy and eat it.
Of course, the situation also depends on how paved the road from the DP to the action endpoints is. So, let's take depression as an example. You have a large DP in your head about something that bothers you a lot, e.g. the death of a loved one. It pains you to think about it. It is out-of-context (you're not used to it) so you focus on it. The brain tries to make everything from out-of-context to in-context. The problem is that as much signal as the Battery sends (which will probably loop and create thoughts), you can't find a way to make your mind at ease, to attach it to something in-context and stop dealing with it. If it was something like "Oh, why is the mop on the floor? Ah, I just remembered that my wife told me she left in a big hurry", you can easily attach it to something in-context. You saw the mop on the floor, it was out-of-context. The DP made you deal with it, mostly by thinking upon it. Through this added signals sent by the Battery, you managed to recollect your wife telling you about leaving in a hurry, and you put two and two together. This is now in-context because it might have happened again or you might have done the same in the past etc...
But in the death of a loved one, as much as your brains tries to attach all those unknown/out-of-context patterns to something familiar, it can't. Thus, this DP dominates your brain and steals most or all of your Battery capacity, rendering you incapable of doing anything! You can of course perform your bodily functions, because you have done them all your life, the paths are very well paved and even the slightest signal from the Battery can push you to perform them. But you can't do anything else, until this DP decreases in strength.
So there you have it: an explanation for depression, inaction and the method for making a decision (if you've followed my reasoning up until now, you'll have understood that there is actually no true decision; if the signal manages to reach the action endpoints, we act upon it, until this DP ceases or some other DP steals us the battery capacity necessary to perform the action. There is no decision anywhere on the action process!).
I'll continue this post in a few hours, because I have to go.
Monday, 18 October 2010
A quote
Sunday, 17 October 2010
Cognition theory application example: Regression & Solver for marketing research
Wednesday, 11 August 2010
Why does it always happen to me?
Something that disturbs as happens and we can't help it but wonder why is it always like that? Why the garbage can is always full when I want to empty just one more small thing inside? Why does the toast bread falls always on its upper side to the floor? Why has the bus arrived (and left) only half a minute before I arrived at the bus stop?
We think we see these patterns and, although the should follow a random pattern, they seem to not. Instead it seems as we're in a trail of bad luck...
Well, if you have understood my theory thus far, this phenomenon is very easy to explain: the answer of course is not that these situations are not random, it's that our perception is skewed...
You see everything that disturbs you creates feedback. Everything that does neither disturb you nor pleases you creates no feedback at all. No feedback equals no memory, no recollection of the fact...
So the half times that the glass of water is half-full, you don't get disturbed (you don't get delighted either to create positive feedback) so the phenomenon goes unnoticed. If your Selector was occupied with anything else at that given moment, you will act and not even realize it (the snail will take care of everything else).
The other half times that the glass is half-empty, you do get disturbed and this creates feedback and you will remember it. And since it has happened in the past as well (and the connections between the pattern and your DFs had been strengthened), the signal will dissipate less now, creating an even greater agitation of the driving force, a stronger driving pocket and a strong willingness to get rid of that phenomenon. When your Selector tries to deal with this situation, it does not have any recollection of the "good times". Your brain only remembers the things that displeased you, leading to the aforementioned perception.
All in all, we are hardwired to remember only the bad, in order to avoid them in the future, and play back all the good again and again until we're fed up with them and they turn invisible, they go unnoticed.
Wednesday, 28 July 2010
Human shortsightedness
One think that can be derived from my theory but have not said it directly, so I should elaborate more:
Stimuli from the environment traverse the neural connections and reach the driving forces. By agitating the driving forces they create driving pockets that represent your pleasure potential (all known till here). If the connection between the current stimuli and the driving force is not very thick, then the signal will deteriorate somewhat along the path and will create a smaller driving pocket. Thus we will not be as keen to act on the current stimuli, because we won’t expect as much pleasure!
This is why humans are so shortsighted in their motives and reward expectations. They are engineered to look for ephemeral pleasures and not goals and future pleasures that will come after a lot of suffering. Because the current suffering (strong stimulus, close to DF, big Driving Pocket) will be compared to the much further pleasure probability (weak stimulus due to distance from the DF, weak DP) and the person will choose the easiest route. That is why to plan far ahead into the future and keep your discipline you need a very big reward promised for the future (so that the signal does not dissipate, because it is now closer to the DF, because the big reward is closer to the DF pattern-matching-wise) or you need another reason to get this big DP that you need. For example religion uses a big future fear to compensate for the current suffering to deter people from indulging in ephemeral pleasures and thus the alternative of future doubtful pleasure becomes plausible now and, despite its weak DP, the person chooses to act by it. And to be on the safe side they make sure that they emphasize all the time how certain your future pleasure is in order to forge a path from their stimuli to your driving force and thus create bigger driving pockets (because if the path is thicker, the signal dissipates less and thus agitates more the DF and creates a bigger DP).
Concluding, the distance of the environmental stimuli from the DFs, because it is translated into less activation of DPs (which are our motives for action) make us shortsighted in our goals.