Unexpected opportunities

We have heard the declaration over and over: This is the age of

knowledge. The statement describes a context of human practical

experiences in which the major resources are cognitive in

nature. In the civilization of literacy, knowledge acquisition

could take place at a slow pace, over long periods of time. The

interlocking factors that defined the pragmatic context were

such that no other gnoseological pattern was possible. Knowledge

arising from practical experiences of industrial society

progressively contributed to making life easier for human beings.

Eventually, everything that had been done through the power of

human muscle and dexterity-using mainly hands, arms, and

legs-was assigned to machines and executed using energy

resources found in the environment. Cognition supported the

incremental evolution of machines through a vast array of

applications. Human knowledge allowed for the efficient use of

energy to move machines which executed tasks that might have

taken tens, even hundreds of men to perform.

To make this more clear, let us compare some of the tasks of the

Machine Age with those of the Age of Cognition we live in.

Within industrial pragmatics, the machine supplanted the muscle

and the limited mechanical skills needed for processing raw

materials, manufacturing cars, washing clothes, or typing.

Discoveries of more sources of coal, gas, and oil kept the

machine working and led to its extension from the factory to the

home. Literacy, embodying characteristics of industrial

pragmatics, kept pace with the demands and possibilities of the

Machine Age. In our age, computer programs supplant our thinking

and the limited knowledge involved in supervising complex

production and assembly lines that process raw materials or

synthesize new material. Computer programs are behind the

manufacture of automobiles; they integrate household

functions-heating, washing clothes, preparing meals, guarding our

homes. Publishing on the World Wide Web relies on computers. The

scale of all these efforts is global. Many languages, bearing

the data needed by each specific sub-task, go into the final

product or outcome. Older dependencies on natural resources and

on a social model shaped to optimally support industrial praxis

are partially overcome as the focus changes from permanence to

transitory communities of interest and to the individual- the

locus of the Cognitive Age.

Cognitive resources arise from experiences qualitatively

different from those of the Machine Age. Digital engines do not

burn coal or gas. Digital engines burn cognition. The source of

cognition lies in the mind of each human being. The resources of

the Machine Age are being slowly depleted. Alternative resources

will be found in what was typically discarded. Recycling and the

discovery of processes that extract more from what is available

depend more on human cognition than on brute force processing

methods. The sources of cognition are, in principle, unlimited.

But if the cognitive component of human practical experiences

were to stagnate or break down for some unimaginable reason, the

pragmatics based on the underlying digital process of the Age of

Cognition would break down. To understand this, one need only

think of being stuck in a car on an untravelled road, all

because the gasoline ran out. Compare this situation with what

would happen if the most complex machine, more complicated than

anything science fiction could describe, came to a halt because

there was no human thought to keep it going.

In the current context, the dynamics of cognition, distributed

between processing information and acquiring and disseminating

knowledge, stands for the dynamics of the entire system of our

existence. Embodied in technologies and processing procedures,

cognition contributes to the fundamental separation of the

individual human from the productive task, and from a wide

variety of non-productive activities. It is not necessary that

an individual possess all knowledge that a pragmatic experience

requires. This means, simply, that operators in nuclear power

plants need not be eminent physicists or mathematicians. Neither

do all workers in a space research program need to be rocket

scientists. A programmer might be ignorant of how a disk drive

works. A brain surgeon does not know how the tools he or she

uses are made. Each facet of a pragmatic instance entails

specific requirements. The whole pragmatic experience requires

knowledge above and beyond what the individuals directly involved

can or should master. Instead of limited knowledge uniformly

dispensed through literate methods, knowledge is distributed and

embodied in tools and methods, not in persons. The advantage is

that programs and procedures are made uniform, not human beings.

For example, data management does not substitute for advanced

knowledge, but a data management system as such can be endowed

with knowledge in the form of routines, procedures, operation

schemes, management, and self-evaluation.

Just as everyone kept the mechanical engine going, everyone,

layperson or expert, contributes to the functioning of the

digital engine. The only source of cognition that we can count

on is within people self-constituted through practical

experiences involving the digital. This does not mean that

everyone will become a thinker and everyone will produce

knowledge. Two sources of knowledge are relevant in the Age of

Cognition within which the civilization of illiteracy unfolds.

One source is the advanced work of experts and researchers, in

areas of higher abstraction, way beyond what literacy can

handle. The other, much more critical, source is to be found in

common- sense human interaction, in day-to-day human experience.

We know that the knowledge of experts will continue to be

integrated in the pragmatics of this age. The specific

motivations of human practical experiences resulting in

knowledge have to be recognized and stimulated. And we must also

be aware of circumstances that could have a negative effect on

these experiences.

We know less about the second source of knowledge because in

previous pragmatic contexts it was less critical, and widely

ignored. In particular, we do not know how to tap into the

infinite reservoir of cognitive resources that are manifested

through the routine work and everyday life of the overwhelming

portion of the world's population. Taken individually, each

person can contribute cognitive resources to the broader

dynamics of the world. But these individual contributions are

random, difficult to identify, and do not necessarily justify

the effort of mining them. In our lives, many decisions and

choices are made on the basis of extremely powerful procedures of

which we, as individuals, are almost never aware. There is a

grain of genius in some of the most mundane ways of doing

things. Here the nodal points of integration in the

multi-dimensional array that constitutes the globality of

humankind are what counts. Delving into the dynamic collective

persona makes such an effort worthwhile.

Years ago, in a dialogue with a prominent researcher in

education, who used to maintain interactive simulations for

youngsters who logged in at his institute, I discussed the then

fashionable Game of Life (developed by John Horton Conway). As

an open-ended simulation of the rules of birth and death, and

based on the theory of cellular automata, the game required

quite a bit of thinking. There is no winner or loser in the Game

of Life. Although the rules of the game are relatively simple,

highly complex forms of artificial life arise on the matrix: a

cell going from empty to full describes birth, from full to

empty, death. Satisfaction in playing is derived from reaching

complex forms of life.

The idea we discussed was to make the game widely available on

the network. The hundreds of thousands of players would leave

traces of cognitive decisions that, over time, would add up to

an expression of the intelligence of the collective body who

shared an interest in the game. The cognitive sum total is of a

Gestalt nature-much higher than the sum of its parts. That is,

the sum has a different qualitative condition, probably

comparable to that of the experts and geniuses, or even much

higher! Considering all the instances of human application to

tasks that range from being frankly useless to highly

productive, one can surmise that the second source of knowledge

and intelligence is much more interesting than that of the

dedicated thinkers. There is more to what we do and how we

choose than rationality and thinking, never mind literate

rationality.

This collective persona need not comprise the entire population

of the world (minus the knowledge professionals). It would help

to start with groups formed ad hoc, groups which share an

interest in a certain activity, such as playing games, or surfing

for a particular piece of information, from the trivial "How do I

get from here to there?" to whatever people are looking

for-football scores, pornography, crossword puzzles, recipes,

investment information, support in facing a certain problem,

love, inter- generational conflicts, religion-anything. The

challenge comes in capturing the cognitive resources at work,

making inferences from the small or vast collective bodies of

common focus, and coming up with viable procedures that can be

utilized to enhance individual performance-all this without

shaping future individual performance into grotesque repetitive

patterns, no matter how successful they might be.

If there is validity to the notion that we are in the age of

knowledge, we cannot afford to limit ourselves to the knowledge

of a few, no matter how exceptional these few are. The

civilization of illiteracy transcends the literate model of

individual performance considered a guarantee of the performance

of society at large.

As practical experiences become more complex, breakdowns can be

avoided only at the expense of more cognitive resources. We know

that it took millennia before primitive notation progressed to

writing and then to generalized literacy. In the Age of

Cognition, we cannot afford such a long cycle for integrating

human cognitive resources. Marvin Minsky once pointed out how

much mind activity is lost in the leisure of watching football

games on TV. While relaxation is essential to human existence,

nobody can claim, in good faith, that what has resulted from the

enormously increased efficiency of cognition-based practical

experiences is not wasted to a great extent. Short of giving up,

one has to entertain alternatives. But alternatives to this

situation cannot be legislated. It is clear that within the

motivations of the global economy, the need to identify and tap

more sources of cognition will result in ways to stimulate human

interaction. Watching TV probably generates thoughts that only

die on the ever larger screens in our homes. Surfing the Web,

where millions of hits are counted on the pornography sites-not

on mathematics or literature sites-is also a waste and a source

of mediocrity. Mouse potatoes are not necessarily better than the

couch variety.

If we could derive cognition even from the many experiences of

human self- constitution in computer games, we could not only

further the success of the industry that changed the way humans

play, but gain some insight into motivations, cognitive and

emotional aspects of this elementary form of human identity.

Above and beyond the speculation on playful man (Homo Ludens),

there are quantifiable aspects of competition, satisfaction, and

pleasure. And as the Internet effectively maps our journey

through a maze of data, information, and sources of knowledge, we

can ask whether such cognitive maps are not too valuable to be

abandoned to marketing experts, instead being utilized for

understanding what makes us tick as we search for a word, an

image, an experience. Data regarding how and what we buy is not

always representative of what we are. For many people, buying a

book or a work of art, a fashionable shirt, a home, or a car is

only an experience in mediation performed by the agents of these

objects. But there are authentic experiences in which no one can

replace us human beings. Games belong to this domain, and so do

joking and interactions with friends. No agent can replace us.

Within such authentic moments of self-constitution, cognitive

resources of exceptional value are at work.

Many people from very different locations and of different

backgrounds might simultaneously be present on a certain Web

site, without ever knowing it. The server's performance could

suggest that there is quite a crowd at a Web site, but it cannot

say who the others are, what they are looking for, what kind of

cognition drives the digital engine of their particular

experiences.

While the medium of networking is more transparent than literacy

experiences, it still maintains a certain opaqueness, enhanced

by the firewalls meant to protect us from ourselves. Many

individuals present at the same time on a Web site is not a

situation one can duplicate in literacy, in which the ratio was

one reader to one book, or one magazine, or even one videotape

(although more than one can watch it on the family TV set, in a

class, or on an airplane). Thousands of viewers simultaneously

landing on a Web site is a chance and a challenge. We should

accordingly think of methods for identifying ourselves, to the

extent desired, and declare willingness to interact. This next

level of self-constitution and identification is where the

potential of rich interactions and further generation of

cognition becomes possible. Tapping into cognitive resources in

such situations is an opportunity we should not postpone.

Burning cognition, digital engines allow us to reach efficiency

that is higher by many orders of magnitude in comparison to the

efficiency attained by engines burning coal and oil. But the

experience introduces the pressure of accelerated accumulation of

data, information processing, and knowledge utilization. To

understand the intimate relation between the performance of the

digital engine and our own performance, one has only to think of

a coal-burning steam engine driving a locomotive uphill. The

civilization of illiteracy is a rather steep ascent, facing many

obstacles-our physical abilities, limited natural resources,

ecological concerns, ability to handle social complexity. To

pull the brake will only make the effort of the engine more

difficult, unless we want to tumble downhill, head first.

Feeding the furnace faster is the answer that every sensible

engineer knows. This would sound like a curse, were it not for

the excitement of discovery, including that of our own cognitive

resources.

Analogy aside, what drives the digital engine is not abstract

computing cycles of faster chips, but human cognition embodied

in experiences that support further diversification of

experiences. It has yet to be the case that we had enough

computing cycles to burn and we did not know what to do with the

extra computing power available. On the contrary, human

practical experiences are always ahead of technology, as we

challenge ourselves with new tasks for which the chips of

yesterday and the memory available are as inappropriate as the

methods and means of literacy.

Bio-electric signals associated with the activity of our minds

have been measured for quite a number of years. We learned from

such measurements that minds are constituted in anticipation of

our practical experience of self-identification as human beings.

The idea seemed far-fetched, despite the strong scientific

evidence on which it was ultimately founded. Cognition is

process, and bio-electric signals are indicative of cognitive

processes in our minds. Sensors attached to the skin, such as

through a simple finger glove, can read such signals. In effect,

they read unfolding mind processes based on our cognitive

resources. Feeding digital engines hungry to burn cognition, we

arrive not only at mind-controlled prosthetic devices for people

with disabilities, but also at a mind-driven painter's brush, or

desktop film directing, allowing us to get involved with

cinematographic projects of scripting and affecting variations of

the plot. From pinball games to tennis and skiing, from virtual

bowling to virtual football, our thoughts make new experiences

possible. For those affected by disabilities, this is a

qualitatively new horizon. Einstein, but many others as well, was

quite convinced that only 10 percent of our cognitive abilities

are effectively engaged in what we do. As the digital engine

burns more and more cognition, this number will change, as

probably our physical condition, already marked by forms of

degeneration, will change too.

If, by using only one-tenth of our cognitive resources, we reach

the level of possibilities open to us, it is not too hard to

imagine what only one more tenth might bring. The civilization

of illiteracy, with all the dangers and inequities it has to

address, is only at its beginning. That its duration will be

shorter than the one preceding it is another subject.

1982-1996: Providence RI; Rochester NY; Bexley OH; New York NY;

Little Compton RI; Wuppertal, Germany.

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