Here's a rough draft of the proposal as a big MS Word file.

Book outline as of 08 29 08. See also my research, visual outline and the computerevolution Arcade.

Player 1 Ready
Learning to love computers, even when they don't love you back

I'm a nerd. I love computers. If you are not a nerd, you may grimly tolerate or openly loathe computers. Maybe you feel like this device that's supposed to make life easier has just made your life harder. If you know more about how the computer works, and doesn't work, your relationship with it will be happier.

Here it is as a printer-friendly PDF file.

1 What the heck is going on inside the computer?
1.1 We intuitively think of computers as having human-like consciousness. We routinely talk to them out loud, the way we do with pets, cars, and the weather. It seems unfair that Captain Kirk's computer could understand speech, while ours are flummoxed by a single misplaced period or quotation mark.
1.2 Our instincts serve us poorly in the logical realm. Computers are much dumber than we are, though also much faster and more predictable.
1.3 The user interface is only the topmost of the many layers of abstraction between you and the computer's guts. To adapt your intuition to computers, you need to visualize the inner workings. A good interface gives you body-centered metaphors to grab hold of.
1.4 Video games and music make the computer's invisible workings visible. Also audible and tactile. Game and music interfaces are leading the way towards interfaces that use more of the body than just the eyes, ears and fingertips.
1.5 Everyone is an intuitive scientist. Play is important because it lets us experiment safely, especially with failure.
1.6 Like us, computers are evolved entities. Like us, their design is the result of many compromises. Like us, they aren't evolving towards any particular state of perfection.
1.7 Alan Turing, Albert Einstein and Kurt Gšdel searched for a unifying logic to the universe. All of them failed to find one. Herbie Hancock, Shigeru Miyamoto and Susan Blackmore help us understand the value of illogic.
2 Alan Turing sinks submarines with vacuum tubes and punchcards
2.1 Computing is older and simpler than you would think.
2.1.1 Your hands are digital computers. You can count past a thousand on your fingertips if you do it in binary.
2.1.2 Stone age computing: doing multiplication with a baboon fibula.
2.1.3 Bronze age computing: astrolabes, astronomy and astrology.
2.1.4 Victorian computing: digital text messaging with Morse code.
2.1.5 Jazz age computing: doing calculus with tanks of water.
2.2 Alan Turing kind of invented the general-purpose programmable computer.
2.2.1 The world didn't make sense to Turing, especially the human mind. He wanted to find a universal logic that could explain it.
2.2.2 Turing proved in the 1930s that it's possible to build a very simple machine capable of solving any math or logic problem whatsoever. The computer I'm writing this on is logically equivalent to Turing's hypothetical machine.
2.2.3 Turing was drafted into the British military during the second world war. At a converted manor house called Bletchley Park, he and a team of cryptanalysts broke coded German submarine communications by doing a lot of systematized arithmetic in a hurry.
2.2.4 The Bletchley Park codebreakers used human computers, mechanical computers, and some of the earliest electronic computers.
2.2.5 Bletchley Park was top-secret. After the war, Winston Churchill ordered that the computing machines be broken into pieces "no larger than a man's hand." The public didn't learn about Turing's role in the war until decades afterward, and Turing himself wasn't allowed to discuss Bletchley's computing advances with his colleagues outside the UK.
2.2.6 In the 1950s, Turing went to prison for homosexuality. He was also forced to undergo hormone "therapy" to "treat" his condition. He committed suicide a few years later.
2.3 I, robot: Inside the mind of the computer.
2.3.1 Computers can't think. They can copy a number from one location to another. They can join two numbers together. They can compare two numbers. And they can invert binary numbers, replacing zeros with ones and vice versa. These four operations, COPY, AND, OR and NOT, are the sum total of a computer's intellectual resources.
2.3.2 Computer programs are made of algorithms. Algorithms are sequences of COPY, AND, OR and NOT. You can compose more complicated programs by stringing together simple algorithms, and by nesting them inside each other.
2.3.3 You use algorithms every time you do arithmetic on paper or in your head. Any set of unambiguous instructions can be expressed as an algorithm: recipes, parliamentary procedure, musical scores, blueprints, game rules, dance moves, the twelve steps of substance abuse recovery.
2.3.4 Computers follow algorithms without understanding them. Humans can, too. You don't need to know organic chemistry to bake a cake. You don't need to know harmonic theory to play piano from sheet music.
2.3.5 A small algorithm can produce a huge or even infinite output. It only takes a line or two of code to list every whole number from one to infinity.
2.3.6 Turing and friends discovered that you can express any algorithm as a string of numbers. A computer can use the same hardware to store both data and the instructions for acting the data. Computers can even be programmed to change their own programming on the fly.
2.3.7 Computers perform algorithms dramatically faster and more reliably than we do. However, computers can't think up algorithms of their own. Yet.
2.4 The easiest way to represent and manipulate numbers electronically is in the form of binary numbers, known to computer science as bits.
2.4.1 Computer memory and disks store bits using complexes of microscopic light switches. "Off" stands for zero, and "on" stands for one. Algorithms order the computer to flip certain bits according to the on-off state of other bits.
2.4.2 Eight bits is a byte. A kilobyte is a thousand bytes. A megabyte is a million bytes. A gigabyte is a billion bytes. A terabyte is a trillion bytes. Plain text is about a kilobyte per page. CD-quality audio is ten megabytes per minute.
2.4.3 Computers convert text into strings of bits in much the same way that cereal-box decoder rings convert letters into numbers: A=1, B=2, C=3 and so on.
2.4.4 Computers convert pictures into strings of bits by breaking them into pixels. A pixel is a number in a database specifying a location and a color.
2.4.5 Computers convert sounds into strings of bits by breaking them into samples. A sample is a number in a database specifying a certain intensite of vibration at a certain thousandth of a second.
2.4.6 Computers convert videos into strings of bits by breaking them into frames, each of which is made of pixels and samples.
2.5 The first electronic computers filled warehouses and were less powerful than modern graphing calculators.
2.5.1 Behold the mighty ENIAC, one of the first general-purpose electronic computers. ENIAC weighed 27 tons, occupied 700 square feet from floor to ceiling and cost more than half a million dollars, in 1946 dollars. It took about three weeks to enter a program into memory.
2.5.2 ENIAC stored bits in the charge states of vacuum tubes, cousins to incandescent light bulbs. Tubes make guitar amps sound good, but like incandescent light bulbs, they're expensive, delicate and wasteful of electricity.
2.5.3 To make computers cost-effectively, you need to be able to make huge numbers of cheap, tiny, self-flipping light switches.
2.5.4 Silicon, the active ingredient in glass, concrete and beach sand, turns out to be a fabulously useful material for computing. Normally it's is an electrical resistor, like rubber. When you zap five volts of electricity through it, though, silicon becomes a conductor, like copper wire. Silicon is a light switch with no moving parts.
2.5.5 Modern computer processors and memory have no moving parts. Nevertheless, every bit flip still produces some waste heat as the electrons and photons jostle about. The faster the computer flips bits, the hotter it gets.
2.5.6 Vastly smaller, faster and more efficient processors may yet be possible than what we have now. It's possible to store bits in organic molecules, lasers or even the spin directions of individual hydrogen atoms, though none of these schemes are ready for practical use as of this writing.
2.5.7 As components get smaller and more delicate, new failure modes emerge. Already, the tiniest microchips are prone to disruption when cosmic ray impacts explode single silicon nuclei.
2.6 With all the advances in technology, why do computers not seem to get any smarter?
2.6.1 ENIAC was like a brontosaurus. My laptop is like a sparrow. They both have the same basic anatomy, the same organs and systems. The sparrow is just smaller, and has a zippier metabolism.
2.6.2 Strings of bits are profoundly not human-readable. A computer interface is the top level of a system of metaphors for metaphors for metaphors for metaphors for strings of bits.
2.6.3 Some of the metaphors in modern operating systems make no sense whatsoever. A window in Windows is not much like a window in a building. A word processing document is not much like a piece of paper.
2.6.4 Real computer nerds disdain graphical user interfaces entirely, preferring to type arcane commands directly in, like we all had to in the eighties.
2.6.5 We'll only be able to make better use of the awesome powers of our computers when we develop better human-readable metaphors for bit-flipping. Scientists and artists are going to need to work closely together on this.
3 Herbie Hancock gets future shock
3.1 Rhythms and algorithms are both sequences of events specifically ordered in time.
3.1.1 Music carves time and pitch into digital units. Songs are made of algorithms nested in recursive loops.
3.1.2 Just about all world music uses repetion, and repetition of repetition of repetition. This is probably related to the fact that we form memories through repetition.
3.1.3 Classical sheet music is like software. Jazz lead sheets and memorized pop tunes are more like the rules of a game.
3.1.4 It's no accident that music and games share the verb "to play."
3.1.5 Dance music is all about timekeeping. Drummers and and computer clocks have the same job.
3.1.6 The call-and-response structure of most Western music is intriguingly binary.
3.1.7 Artificial intelligence pioneer Marvin Minsky: "Can one time fit inside another? Can two of them go side by side? In music, we find out!"
3.2 Cold technology, hot beats.
3.2.1 Windup music boxes and player pianos are digital music players in mechanical form.
3.2.2 The computer produces symmetry. The computer musician breaks it.
3.2.3 Sequencing electronic music: building sounds with imaginary legos.
3.2.4 Digital audio editing: a mind's ear for your eyes.
3.2.5 Composing is improvising is sampling is remixing is beat juggling. All music is mashups. Is sampling stealing if there aren't any original ideas to begin with?
3.2.6 All creativity comes down to sampling. Miles Davis: "You take out what you want and leave what you don't like. Like food. It's no big thing."
3.3 Herbie Hancock: synthesist with a synthesizer.
3.3.1 From engineering student to member of Miles Davis' most intellectually challenging band.
3.3.2 Miles had to twist Herbie's arm to get him to try electric piano. Once he did try it, Herbie helped define the sound of electronic keyboards and synths in jazz.
3.3.3 Herbie played keys on Miles' "Shhh (Peaceful)" and "In A Silent Way", two startlingly prescient tracks, effectively remixes of themselves all the way back in 1970.
3.3.4 On Herbie's funky "Chameleon", R2-D2's voice blends right in.
3.3.5 Herbie's "Rockit" uses programmed bass and drums, vocoder, record scratching and dancing robots. The rhythm is rigidly digital, but the pitch is wildly analog. It's the rare jazz pianist indeed that winds up on MTV.
3.3.6 Herbie and Miles remain influential because even their most avant-garde experiments refer back to dance music, the best kind. Herbie plays standing up so he can dance onstage.
3.4 Hip-hop drops science like a scientist.
3.4.1 Speaking probably evolved from singing, not the other way around.
3.4.2 Music is an encoding and transmission system for emotions.
3.4.3 Listening to recorded music is all well and good, but for music to do its evolutionary job, you need to participate in it and make it your own.
3.4.4 Hip-hop adapts your tape deck or record player or computer or whatever else is around into a tool for making your own music. You can even do your beats and samples with your mouth, like Doug E Fresh and Rahzel.
3.4.5 The best hip-hop is deeply recursive. DJ Kool Herc meets MC Escher: Rappers do a lot of rapping about their rapping. DJs do a lot of sampling of themselves, and of samples of samples of samples.
3.4.6 Like Miles Davis and Buddha, hip-hop musicians use emptiness and absence to focus your attention.
3.4.7 Hip-hop embraces contradiction. Run-DMC says of Jam Master Jay: "He's the big bad wolf in your neighborhood, not bad meaning bad, but bad meaning good."
3.5 Music breeds and evolves much like life does.
3.5.1 Life has seeds and eggs. Music has motifs, themes, hooks, riffs and grooves.
3.5.2 Improvisation is the scattering of seeds around. Sampling and editing are weeding and pruning. Computers make the technical side easier, but they can't make decisions for you.
3.5.3 The natural history of samples: The name of this song is the Funky Drummer, the Funky Drummer, the Funky Drummer, the Funky Drummer, the Funky Drummer.
3.5.4 The natural history of samples: Woo! Yeah! It takes "It takes two to make a thing go right" to make a thing go right.
3.5.5 The natural history of samples: Pump up the volume, pump up the volume, dance, dance.
3.5.6 The natural history of samples: When the "When The Levee Breaks" break broke.
3.5.7 Ideas want to be free. Copyright law is going to need to adapt.
4 Albert Einstein warps spacetime at his slacker job in the patent office
4.1 Modern computers are electronic. So what's an electron?
4.1.1 Aside from gravity, just about everything we experience here on the surface of the Earth boils down to the interactions between electrons and photons. Electronic devices shepherd electrons to and fro by bouncing photons off of them.
4.1.2 Electricity is a weird and difficult concept. To make it worse, all the naming conventions set in before anyone understood what electricity was and how it worked. Positive and negative mean exactly the opposite of what you expect them to mean. To this day, even the pros find the terminology confusing.
4.1.3 Physicists once thought electrons and photons were like little marbles. Now they imagine them as vibrating energy fields that sometimes behave like little marbles. This picture offends common sense, but it agrees marvelously with experimental observation.
4.1.4 Particles and fields aren't so much "things" as happenings, knots and eddies in spacetime.
4.1.5 Are matter and energy made of waves or particles? Is the universe analog or digital? Yes.
4.1.6 Is subatomic reality a figment of our observations? Possibly maybe.
4.2 Albert Einstein, rebel without a cause.
4.2.1 Why are there posters of Einstein in dorm rooms? You don't see Werner Heisenberg hanging next to M.I.A. and Bob Marley.
4.2.2 Einstein was an outsider, politically, religiously and scientifically. By nerd standards, he was a badass of James Dean proportions. Einstein published his four most significant scientific papers in a single year, not as a professor, but as a low-level clerk in the Swiss patent office.
4.2.3 So here's what Einstein figured out: The definite existence of atoms, photons and electrons. The equivalence of mass and energy. Gravity as the warping of spacetime by mass-energy. The conceptual framework for the big bang theory.
4.2.4 There are no geniuses. There's just means, motive and opportunity. Einstein didn't so much invent his theories as gestate and give birth to them.
4.2.5 "I am enough of an artist to draw freely upon my imagination. Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world."
4.2.6 "If I were not a physicist, I would probably be a musician. I often think in music. I live my daydreams in music. I see my life in terms of music."
4.2.7 "Games are the most elevated form of investigation."
4.3 Music is the mind's eye of your ears.
4.3.1 Tuning the quantum guitar: electron orbitals and harmonics.
4.3.2 Electron orbitals give rise to chemistry and solid objects the way the overtone series gives rise to chords and scales. A quark is like a note. A proton or neutron is like a major or minor triad. A nucleus is like a fully orchestrated chord voicing. A molecule is like a chord progression.
4.3.3 Time is analog. Rhythm is digital. Time is continuous.Rhythm is quantized.
4.3.4 Pitch is analog. Harmony is digital. Pitch is continuous. Harmony is quantized.
4.3.5 Gravity twists the speed knob on the spacetime turntable.
4.3.6 Is music fundamentally analog or digital? Yes. Is the universe? Debate continues.
4.4 Video games: the mind's eye of your hands.
4.4.1 Spacewar teaches the equivalence of gravity and acceleration.
4.4.2 Pong teaches conservation of momentum.
4.4.3 Pac-Man and Asteroids teach the curvature of space. The Legend Of Zelda teaches the curvature of time.
4.4.4 Tetris teaches quantization.
4.4.5 Tomb Raider teaches the many-worlds interpretation of quantum mechanics.
4.4.6 The Bose-Einstein Condensate Homepage laser cooling game teaches laser cooling.
4.5 Can Baby Einstein make you grow up to be Einstein?
4.5.1 Einstein's best work happened in periods of daydreaming while he was engaged with the nuts and bolts of real-world electrical engineering. At his dream job with the Institute For Advanced Study, on the other hand, he mostly just fiddled aimlessly with math.
4.5.2 Artists and scientists basically have the same job, to record and interpret the world.
4.5.3 Play is the intuitive scientist's lab. Across every mammal species, play is serious evolutionary business; it literally wires the brain together.
4.5.4 There may not be a unifying logic to reality, but there does appear to be a unification of human knowledge. EO Wilson coined a term for this unification: consilience.
4.5.5 Game designers and electronic musicians are beginning to bridge the illusory art-science gap.
4.5.6 No body of thought demands a consilient approach more than Kurt Gšdel's ideas about the intrinsic limits of logic.
5 Shigeru Miyamoto welcomes you to warp zone
5.1 When you grow up playing video games, like I did, the primitiveness of office software is a shock. The desktop metaphor is, like, so 1978.
5.1.1 Even Bill Gates thinks Windows is too confusing.
5.1.2 "I don't know where I am. I want to go here." For non-expert users, the hardest aspect of the graphical user interface is keeping track of focus.
5.1.3 Using a mouse is like drawing with a potato.
5.1.4 "Ah yes, a keyboard. How quaint." The tragedy of the QWERTY keyboard layout is that it was originally intended to make people type slower, so as not to jam their mechanical typewriters.
5.1.5 Windows and the Mac OS both suffer from Escher disease: the desktop appears to be both inside and outside the hard drive.
5.1.6 Office software is supposed to help you think, but too often it restricts your thinking. Consilient icon Edward Tufte wrote an entire book on the oppressively linear thinking encouraged by Powerpoint.
5.2 A good interface puts the fun in functional.
5.2.1 When interfaces try to act like people, they usually fail. Consider Microsoft's dreaded animated paper clip.
5.2.2 We can't help thinking of information space in bodily terms, as a "place" where you "do" things. "I don't know where I am. I want to go here." The hardest part of the graphical user interface is keeping track of focus.
5.2.3 Interfaces should be based on spatial metaphors. Super Mario 64 begins in a castle hung with paintings depicting different levels of the game. You select a level by jumping into the appropriate painting. What if your file system worked this way? What if you could carry the paintings around with you, rearranging them as you saw fit?
5.2.4 Video game controllers point the way forward because they're beginning to involve more of the body than just the eyes, ears and fingers. Consider Nintendo's Wiimote, balance board, dance pads, drum controllers, pen controllers and so on.
5.2.5 Action games have you press repetitive sequences of buttons at very specific times. This is a lot like playing the piano. Dance and drumming games were inevitable.
5.2.6 We have consciousness of our own consciousness. We experience this recursive awareness as imagined third-person observers, internal sprites and avatars. Anthropomorphic beings are the computer's best way to represent your actions to yourself.
5.3 Shigeru Miyamoto: Your princess is in another castle.
5.3.1 Miyamoto first masterpiece, Donkey Kong, came about almost by accident. When Nintendo's licensing deal to do a game based on Popeye fell through, they replaced the sailor man with an Italian plumber character. Mario long ago surpassed Mickey Mouse as the most recognized cartoon character in the world.
5.3.2 In his designs for Super Mario Bros and The Legend Of Zelda, Miyamoto drew on the Zen temples in the hillsides around his native Kyoto. He wanted to convey the experience of exploring, finding an unexpected lake or cave, seeing new birds and snakes and bugs.
5.3.3 Super Mario Bros kept score, but no one ever cared about it the way they cared about scores in Space Invaders and Pac-Man. In Super Mario Bros, the sense of winning comes from discovering new territory, having new experiences and mastering new skills.
5.3.4 Japanese video games have some of the austerity of Zen, requiring discipline and dedication. Super Mario Bros starts you at the beginning of World 1-1. Every. Single. Time.
5.3.5 Even "realistic" computer graphics are wildly abstract. Miyamoto's deliberately cartoony design style suits the medium better.
5.3.6 We overvalue games that resemble movies the way we once overvalued movies that resembled theater.
5.3.7 We also overvalue realism. Microsoft Flight Simulator is totally realistic, and so is just as tediously difficult as flying a real plane.
5.4 That guy just killed me!
5.4.1 Why all the violence? Why are there so few peaceful games? This is not a gender thing. Girls prefer Machiavellian social scheming to physical violence, but the ruthlessly competitive element remains.
5.4.2 Video games push deep evolutionary buttons: hunting and gathering, being a predator, being prey. Modern civilization has been an eyeblink of evolutionary time compared to the yawning expanse of the stone age.
5.4.3 Shoot-em-ups put you in touch with your inner bug, fish, lizard.
5.4.4 Humans are full of natural bloodlust. Better to vent it on imaginary cartoon characters than on each other.
5.4.5 Video games are a safe space to meditate on death and failure. Tetris and Pac-Man remain popular the world over decades after their release because you always, always lose.
5.4.6 "Just one more level. Just one more level. Just one more level." Animal unhappiness is a breeding ground for video game addiction, as it is for every other form of addiction.
5.4.7 Video games, songs and scientific theories are all self-replicating entities with lives of their own.
6 Kurt Gšdel presses control-alt-delete
6.1 Like this sentence, many computer programs reference themselves. Computer scientists refer to self-reference as recursion.
6.1.1 Both music and computer programs are usually very repetitive. Recursion makes them both less tedious to write out. Music uses "repeat until cue." Computer science uses the if-then loop.
6.1.2 Most software is made of algorithms within algorithms within algorithms, nested in recursive modules.
6.1.3 You experience recursion every time you talk to yourself about yourself.
6.1.4 Repeatedly running a simple recursive algorithm can produce bottomless complexity.
6.1.5 The picturesque Seahorse Valley in the Mandelbrot set is an infinitely complex mathematical landscape that the computer can display based on just a few lines of code.
6.1.6 Lost between the levels of recursion in the Monty Python argument clinic: the conversation and meta-conversation use the same vocabulary and are easily confused.
6.2 This program has performed an illegal operation and will be shut down.
6.2.1 When the computer "gets stuck", it hasn't stopped working; it's just doing the same thing over and over. The Super Mario Bros "Minus World" bug is a chance to watch endless recursive looping in interactive form.
6.2.2 A field guide to Windows error messages. Who writes these things? Out of all the possible synonyms for 'fail', why do they use words like 'terminate' and 'abort' and 'illegal'? Is everything okay at home, guys?
6.2.3 The USS Yorktown's navigational computer tries to divide by zero and fails.
6.2.4 Wait loops and the sidewalk dance: you go left while the other person goes right, so you stop and go right, so the other person goes left, so you stop and go left, so the other person goes right...
6.2.5 Rebooting cures almost every soft fail, if you consider blanking the entire memory a cure.
6.2.6 Mapping analog electric current to digital bits creates the possibility of a switch getting poised exactly halfway between on and off. Engineers call this a metastable failure. The Wikipedia article on metastability is a rich study in engineers' emotional lives.
6.3 Kurt Gšdel gets stuck in a Gšdelian loop.
6.3.1 Fifteen years before ENIAC, Gšdel proved with his incompleteness theorems that any logical system powerful enough to do even basic arithmetic is also powerful enough to generate paradoxes unresolvable by the system itself.
6.3.2 The bottom of line of Gšdel's theorem is that formal logical systems like computer programs can be totally consistent or totally complete, but never both.
6.3.3 How to crash a computer: ask it to evaluate the truth or falisty of the statement, "This statement is false." If the statement is true, it's false, and if it's false, it's true, and if it's true, it's false, and around and around the computer will go for more or less ever.
6.3.4 Logic, like music and games, is totally dependent on context. Most "computer errors" are human mistakes to which the computer is oblivious.
6.3.5 Einstein told people that he went to his office Òjust to have the privilege of walking home with Kurt Gšdel.Ó Gšdel didn't get much love from anyone else then, and aside from Douglas Hofstadter, he doesn't now. Many nerds enjoy programming computers for of the feeling of control it gives them. The incompleteness theorem is a tough nut to swallow.
6.3.6 Gšdel himself was always logical, but not always reasonable. He died from refusing to eat, out of fear that someone was trying to poison him.
6.4 Some computer failures can be avoided by diligent programming, but not all. The best thing is to be prepared.
6.4.1 Computer failure is like a ninja hiding in the shadows, always ready to strike. Expect a certain amount of computer failure, the way you expect a certain amount of car or fridge failure. Make offsite backups.
6.4.2 Most people prefer to do their thinking first and their filing afterwards, but until everything autosaves all the time, the computer can't accommodate this preference. Avoid losing unsaved work to the fail ninja by developing your save reflex. Save early, save often.
6.4.3 Redundancy protects crucial operations and data using redundancy.
6.4.4 Good software crashes gently. The open-source web browser Mozilla Firefox is a shining example: it usually remembers what you were doing before the crash and can restore it for you. Also, Firefox's error messages aren't terrifying.
6.4.5 Multitasking is an illusion. Like you, the computer can really only do one thing at a time. The more processes the system has to juggle, the more likely it is to fail.
6.4.6 Angry young people the world over are hard at work writing computer viruses. You'll know you have one when your computer starts crashing all the time and runs agonizingly slowly otherwise.
6.5 Does the computer have Buddha-nature?
6.5.1 To transcend the limitations of a logical system, you need to step outside of it. Computers can't do this, but they can help you learn how, especially through visualization of difficult and counterintuitive concepts like the Mandelbrot set.
6.5.2 Back in the eighties, the Amiga's equivalent to the blue screen of death was the Guru Meditation message. Computer failure is an unexpected look behind the user illusion.
6.5.3 Einstein, Turing and Gšdel all searched for a comprehensible underlying logic to the universe. All of them failed.
6.5.4 Life is metastable. Feedback loops and recursion are crucial to your metabolism.
6.5.5 In a logical system, novelty and unforeseen variation are noise. In an evolutionary system, diversity makes natural selection possible.
6.5.6 Who says irreconcilable logical paradoxes and infinite loops are so terrible? Buddhists meditate using paradoxes, unanswerable questions and looped chants to attain enlightenment.
7 Susan Blackmore spreads the meme meme
7.1 DNA is weirdly like a computer program.
7.1.1 DNA is an unambiguous set of instructions for making more DNA. In big complicated organisms like us, it's more like a set of instructions for making bodies that in cooperation with other bodies makes more DNA.
7.1.2 DNA is digital, easily expressed as strings of bits. Like all digital media, DNA makes absolutely perfect copies every time. Well, almost every time.
7.1.3 DNA is the game cartridge. The world is the system of player and console. Life is the gameplay.
7.1.4 The entire human genome fits on a single CD-R. How can so little information give rise to something so complex as a person? Recursion, recursion, recursion.
7.1.5 Evolution boils down to the mindless self-replication of long molecules.
7.1.6 The Prisoner's Dilemma game explains how complex group cooperation can emerge from the simple competition of "selfish" genes for scarce resources.
7.2 Human ideas and tools are part of the biosphere. Memes co-evolves with humanity, the way food crops and infectious diseases do.
7.2.1 Our tools are extensions of our bodies into the environment, like beavers and beaver ponds, coral and coral reefs, plants and oxygen.
7.2.2 Memes breed, mutate and go extinct. "New" memes are remixes of existing memes, the way "new" organisms are remixes of existing organisms.
7.2.3 Successful memes take on a life of their own, independent of their makers. Einstein's theories inadvertantly paved the way to nuclear weapons, much to the outspoken pacifist's regret.
7.2.4 The evolution of human tools is happening exponentially faster than the evolution of the bodies and minds that produced them.
7.2.5 Evolution demands that you do a lot of running to stay in one place. Spammers and spam filters are locked in the same evolutionary arms race as microbes and makers of antibiotics.
7.2.6 Artificial devices use natural materials and energy sources, and return waste products to the natural world, a lot of waste products, very nasty ones. Making a single cell phone motherboard produces 220 pounds of waste.
7.3 Susan Blackmore wakes from the meme dream.
7.3.1 Is there magic in the world? Blackmore set out on a scientific vision quest to find out. The answer turns out to be: no.
7.3.2 The human mind is what the central nervous system does. Daniel Dennett: "I have a soul, and it's made of tiny robots."
7.3.3 The human brain is ludicrously huge and expensive. Tyrannosaurus Rex got along fine for millions of years with a brain the size of a grape.
7.3.4 Richard Dawkins ventured a guess in The Selfish Gene: maybe our thoughts are symbiotic parasites, like the microbes in our stomachs. Dawkins coined the word meme, by analogy to gene.
7.3.5 Genes are algorithms for producing organisms to produce more genes. Memes are algorithms for producing animal behavior to produce more memes.
7.3.6 The body is an ecosystem unto itself. Is the mind? Does neural Darwinism explain our consciousness the way genes explain the color of our eyes and memes explain the color of our sneakers?
7.4 Memes are weirdly like computer programs.
7.4.1 Memes spread through imitation. Birds and apes have memes too, though not on the same scale as us.
7.4.2 Our memes appear to have undergone some explosive population growth about forty thousand years ago. This is when we started making bone calculators and flutes. This is also when the Neanderthals went extinct, probably not a coincidence.
7.4.3 Logic is a tool for weeding out unwanted memes. Counterfactual and wishfully magical memes flourish best in the shelter of paradoxes and the big unknowns.
7.4.4 We define ourselves socially, nationally, politically, ethnically and religiously through our shared memes, especially the counterfactual and magical ones.
7.4.5 Nerds have closer relationships with memes than with people.
7.4.6 We can control our memes about as well as we can control our gut fauna. What benefits the memes doesn't necessarily benefit their human hosts. The best strategy is to get inoculated against the worst bugs in childhood.
7.5 The mind is like and unlike a computer.
7.5.1 At the cellular level, the brain is both digital and analog.
7.5.2 You can hold several different conflicting, ambiguous solutions to a problem in your mind at a time. The computer can't. Yet.
7.5.3 The computer's memory is a filing cabinet. Your memory is a network.
7.5.4 The computer is like a train on a track. The mind wanders.
7.5.5 Bjšrk says: "There's definitely, definitely, definitely no logic to human behavior."
7.5.6 Evolution is made of failure. When we expect perfection from evolved systems, we're setting ourselves up for a lot of heartache.
7.6 I, for one, welcome our new memetic overlords.
7.6.1 Monkeys can control robot arms with their thoughts. What happens when we read our email that way?
7.6.2 The brightest minds are hard at work teaching computers how to learn, and how to learn how to learn. What happens if/when they succeed?
7.6.3 Utopian futurism: Star Trek.
7.6.4 Dystopian futurism: the Matrix.
7.6.5 Realist futurism: Evolution is intrinsically unpredictable.
7.6.6 My feeling is, the deeper meaning is that there is no deeper meaning. Might as well play while we're here.

back to top