In my upcoming paper, On the Theoretical generation of Antinomies and Paradoxes, I write:
Empirical research suggests that the lowest higher-order representation that humans normally seem to be aware of is the one in which the major sensory elements are bound up into a single conscious whole. Within our visual field, for example, in her book Exploring Consciousness Rita Carter states that “[…] we see color… form, location, (movement)[1]...and so on, all in one - not as separate elements” (2002, p. 34). Additionally, cognitive researchers have known for quite some time that despite the billions upon billions of neurons and tens of trillions of synapses, the maximum number of abstract representations or categories that the mind is consciously aware of at any one time seems to only be four or five. We know that the brain processes massive amounts of raw sensory data in bits and pieces before binding it together and brings only the timeliest and most important information into focus. We also know that on the conscious level of awareness the brain assesses this information in only four or five separate concepts or components. But why does the brain selectively deliver everything into consciousness already bound up in a single whole? And why, despite the immense processing power available, do we only keep four or five things or categories in conscious awareness at any one time? Why not ten, or a hundred, or even a thousand? To date no one has provided a compelling explanation for these two puzzling facets of human cognition.
My earlier investigation (Acosta, 2006, pp. 151-165) indicating that fundamental data may ultimately be transformed into conscious symbolic meaning and knowledge through a complex refining process, whereby basic information is filtered up through an iterated hierarchical contextual continuum, may provide an answer. Referring back to the underlying structure of games, we recall that the contextual framework of games and number theory are simply abstract and more complex parallels to, and permutations of, the four macro properties of the universe (space, matter, motion, and time) plus the original causal objective of all life. Each successive slightly more complex iteration of the primal frame of reference, form the basis for an interconnecting and interacting continuum of essential information within which a given chaotic knowledge system develops.
This fact alone may explain why the brain always presents conscious information as a single whole. The single whole in question refers to a particular abstract frame of reference viewed as complete representation, while the four or five distinct categories of basic information of which we are aware would individually equate to different expressions of the five criteria of the original frame of reference when viewed separately. To recapitulate, the frame of reference of a game consists of:
- Field
- Element(s)
- Rule(s)
- Objective(s)
- Feedback Loop
· A field may be defined as a static, non-moving bounded area of space in or on which the elements move. (1)
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· Elements are objects that move, or are caused to move, along or within a field. (2)
· Rules, i.e., the action component, are descriptions of how the elements are positioned in space, and move or are caused to move in relation to the field and relative to each other. (3)
· The objective is the underlying rationale that initiates an action, resulting in a gain or a loss, or which can be perceived in the more general positive and negative terms of a concept and its opposite. (4)
· The feedback loop is any action or reaction to the prior movement of elements within the field over time. (5) (Note: when an object changes position along or within the field we contextually perceive this movement in terms of a span or duration of time. Accordingly, the “fourth dimension” of the physical universe is implicitly understood to be an operational element of the frame of reference of any game.) [2]
You are having one perceptual experience corresponding to your visual field. Within it you are identifying three objects, i.e., computer, desk, and cup. There is no motion to speak of, so the rules component does not come in to play. The objective category would be depend on whether you began typing on your computer, opened your desk drawer, or picked up your cup. The resultant perceptual feedback would depend on your exact choice.
[1] It is assumed that the phrase, “and so on” includes motion, which is why the term “movement” was inserted by this author.
[2] When physicists describe time as the fourth-dimension, they have in mind the three spatial dimensions of height, length, and width combined with time. By contrast, the term “fourth dimension” as utilized in this paper is meant to convey the four macro properties of space, matter, motion, and time, also with time as the fourth but distinct element in the series. My convention is intended to emphasize the temporal dimension in a manner that is more in keeping with the way it is subjectively perceived.