December 22, 2014

Science and the Afterlife Experience - Review

Science and the Afterlife Experience: Evidence for the Immortality of ConsciousnessScience and the Afterlife Experience: Evidence for the Immortality of Consciousness by Christopher David Carter
My rating: 3 of 5 stars

Well, two late night existential, mortality crises later, and here I am. I have MANY thoughts on this book, and will have a fuller review later. For now, let me say this. He makes some good philosophical points. For one, skepticism implies doubt pending evidence, not absolute denial of phenomena we don't understand. His overall thrust is that scientific materialism as practiced today can be it's own form of fundamentalism, pre-disposed to denying any evidence that doesn't point to a soulless, purposeless, mechanistic universe. Furthermore, that maybe it's possible to walk a middle path with regard to some paranormal phenomena that neither believes blindly or denies evidence. Having said that, he does seem a little too ready to believe some of the stories in this book. Although I will say he had a spectacular point about skeptics in pointing out that they are mostly psychologists, not physicists, and they are relying on out-dated physics to defend their skepticism, with no apparent awareness of the questions about consciousness raised by theories like quantum mechanics (this is a loose and potentially problematic statement, i know). And also just in pointing out that even materialists still don't have a tremendously sound definition of consciousness, although that particular claim I would like to research more.

There are many stories here submitted as evidence for reincarnation, supernatural apparitions and contact with the other side through mediums. They are well sourced generally, and he tends to pick phenomena witnessed by many people, researched by skeptics who failed to provide a definitive debunking, and in some cases became believers, where witnesses were cross-examined to see if their stories held up. He works though the possible explanations for each event, including fraud, and for many of these stories narrows it down to: evidence for survival of consciousness. He certainly acknowledges that fraud has existed in all of these areas, but takes great pains to deliver only evidence that seems to have removed the possibility of fraud. The most interesting of all these cases to me is the paranormal investigator who dies in 1903, and then, if the evidence is to be believed, sends cryptic messages from beyond through several mediums around the world which make no sense until all of them are put together. I'm not sure I believe that one, but it's an interesting idea. But that's what all this comes down to, doesn't it? You either believe that people saw ghosts, can channel living human consciousness from behond the grave or are reincarnated, or you believe the reports are bunk, that people are excitable, or impressionable, or deluded or just flat-out liars.

I'm not sure what I believe on this stuff (and I know it's not proper in this day and age to not declare all of the paranormal debunked and reassure my readers that the only mysteries the universe has left to reveal are relatively mundane time and space mathematical formulas), but I did enjoy reading this attempt at looking for evidence of the afterlife with as little prejudice as possible. The degree to which you believe the stories inside and how much the author succeeded in abandoning his biases, will still probably entirely depend on the level of skepticism you have going into it.

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November 26, 2014

Fringe-ology

Fringe-ology: How I Tried to Explain Away the Unexplainable-And Couldn'tFringe-ology: How I Tried to Explain Away the Unexplainable-And Couldn't by Steve Volk
My rating: 5 of 5 stars

I left my childhood religion informally at 23 or so and then formally at 34 at the same time I came out of the closet. That religion, Seventh-Day Adventism, had a very specific and science fictional eschatology and world view and I realized one day after leaving it that I had to decide what my new world view was. Did I believe in anything beyond the material? Had my views on ghosts/UFOs/Leprechauns changed? Did I believe in a universe run on numerical laws or hidden stories, the plots of which had yet to be revealed? Although, what are the mathematical laws of nature except a kind of story about how things are? In any case, the answer that night was much the same then as it is now: Hell if I know.

That night did spark an interest, however, in reading what there was to read about "fringe" topics, the branches of human experience where rational men of science have yet to give their formal blessing. So I went hunting on Amazon for anything that might fit, and almost immediately stumbled across Fringe-ology by Steve Volk. Lucky for me it's a great overview of paranormal topics.

The introduction alone was almost worth the price of the book to me, containing an earnest and well-argued plea for everyone to stop talking past each other on some of these topics and admit we don't know what we don't know. And that maybe the other side knows a little more than we want to admit.

What was worth the price of the book alone was the chapter on Elizabeth Kubler-Ross, who I not really read much about up until now. You may have heard her name, she was a ground-breaking medical researcher who identified the 5 stages of grief and who authored the book On Death and Dying, which was instrumental in getting hospice and hospital reform for dying patients, who were routinely ignored and left unattended due to psychological blind spots on the part of doctors/hospitals at the time.

What's especially interesting about her story is the promise of the paranormal and the warning contained in her story. Left out of her book was a chapter on the out-of-body experiences and end-of-life visitations she had compiled in her time with terminally ill patients. She hadn't been looking for it and she wasn't the only one to witness/notice the events, but she thought it was a topic the general public wasn't ready for (which was probably a wise choice). But it sparked an interest in her, that didn't necessarily take her to a happy place. However legitimate and interesting her personal experiences had been, they eventually led her to divorce and then falling in with a medium who later turned out to be a simple con-man. In other words, there is a serious danger in losing one's way on these topics, even for the most sober observers.

The remaining chapters cover topics like lucid dreaming, the overview effect, the mass UFO sighting in Stephenville, Texas, the attempts to study psi scientifically, the pros and cons of professional skeptics, mediumship, a potential haunting in Volk's own childhood and a PTSD therapy that has the additional and unintended side-effect of allowing the subject to converse with departed loved ones, or convincing mental replicas, in a meditative state.

Fringe-ology reads like what it is, a series of investigative reports by an experienced newspaper reporter, with no obvious pre-conceptions on what he should find. I like his open-mindedness, I like his critical thinking skills, and I like the heart he brings to the project. I'm not convinced he saw anything entirely "real" in some of his reports, but then neither is he. He really doesn't take a hard stand on any of it, just calls it like he saw it. In an age that mostly seems to breed people prone to standing on soap-boxes and confidently declaring they have seen the vast shape and scope of all creation and from that lofty perspective have a pretty good handle on what happens and what does happen here and elsewhere and what goes on in the hearts of men, it's extremely refreshing to read stories about the paranormal that's aren't "just so."

It's really a fun, though-provoking read and will at least give you something to think about even if you don't change your mind about anything. Volk's writing is accessible and compelling and will keep you turning pages well into the night. Highly recommended.

Favorite Quotes:

"The Central problem, I think, is that as a species we seem to lack humility."

"Me? I'd like to believe in an afterlife, but I'm also not interested in fooling myself."

"If we've learned one thing in this book already, people don't like the unknown very much."

"The people of Stephenville, for instance, never asked to play hose to a paranormal controversy. The people of Stephenville just looked up."

"The scientific method is itself important, but it is not antidote to the very human frailty of ignoring information we don't like and embracing the information we do."

"We don't have to make the choice that popular culture gives us; we don't have to choose one and dispense with the other. This is not a world of binary opposites. We just live that way."

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September 28, 2014

The 4-D Skinner Box

Everybody knows about the Skinner Box and operant conditioning.  Everybody knows our brains have a soft spot for prize boxes that deliver rewards at random intervals.  Most people seem pretty okay with that.  I mean, a box that delivers, say, delicious candy to you ALL the time would seem like some kind of kiss-ass.  A box that delivered no candy ever would just be some dumb, judgmental asshole.  We KNOW it has candy, and yet it never shares!  Like it's so great.  The best boxes deliver candy sometimes, when it seems reasonable, is what we seem to agree on.  The problem for capitalism's aspiring b-list villains has always been how best to dress up the box that delivers candy sometimes and sell it to an eager market, noses pressed up against glass, miming the pressing of an air lever to see if we follow.  Yes, they want candy is what they're trying to say.

Some attempts are less subtle than others.  Gambling has been around far longer than B. F. Skinner and his research, but in the modern era they've made good use of his work.  Have you been to a casino lately?  Slot machines have evolved in the last 20 years or so.  Gone are mechanical reels coupled with the simple, if exciting, plunk plunk plunk of sometimes change with a perky jingle to let you know you'd won.  Now most are touch-screen games, with embedded mini-games, a bevy of exciting sounds and animations to let you know that SOMETHING is happening.  Sometimes, when you hold your mouth just right as you pull the lever, that is.  The end result is still a machine, that sometimes, when the moon is right and you believe hard enough, delivers money to buy candy.  It's just now, instead of more or less being a naked "random rewards machine" it's been given a nice cozy cover of a "game".  It's nothing to be ashamed of, pulling a lever for sometimes candy, it's bonafide entertainment!  It's an arcade where the game periodically spits quarters back at you.  It's a mini-soap starring you and a cartoon frog.  What's not to love?

Of course, somewhere along the line, traditional video game makers reached the obvious question.  What if you could not only put chocolate in peanut butter, but also put peanut butter in chocolate?!  What if what kept a player playing a given game was not intellectual or physical challenge, but a series of increasingly subtle skinner boxes, delivering sweet digital candy?  Let's face it, delivering fresh physical or mental challenges is challenging work, why not work smarter, not harder?  I mean, you can create what you think are clever puzzles and get nothing but critical disdain, but you put someone  in front of a friendly machine that dispenses sometimes candy like a regular joe and they'll thank you for the opportunity!  And on a day that is still lauded in the halls of b-list villainy came the realization that you don't have to actually deliver anything more substantial than the cartoons and fanfares when "rewarding" players!  As it turns out, there is a market for delivering an intangible version of the sometimes candy experience and people will line up and pay you real human dollars for the privilege.  Some will even become connoisseurs of lever pressing, bragging about the random candy dispensed like they did something special to EARN that candy, "I mean yeah it was just a lever but I really PRESSED it you know?  I pressed it a LOT."

Of course, since aspiring b-list villain is not a commodity we ever seem to run out of, it became important to dress the skinner box product in a distinctive, well-branded way to distinguish it from the ridiculous swarm of competitors.  Recently, I've been pleasantly addicted, really just the tiniest modicum of discomfort, to what I call the 4-D Skinner box: Diablo 3 and Destiny.

Diablo 3 is the third skinner box in Blizzard's popular skinner box series where you beat up the devil and candy comes out.  Now, you can't actually eat the candy so it is necessary to invest the players somewhat in order to make the rewards meaningful.  You are given the task of creator in this tiny universe, and given a little man you mold out of pixels to care for.  He's a bit of a schlub to start.  A little shit in the impressive levers and candy department.  You are given a single lever to start, a basic attack, which you aim at a monster who is hiding all the candy from you.  You hit the lever, which attacks the monster, which delivers candy at a reasonable and not shitty interval:  sometimes.  The candy in this case, is clothing and weapons with which to hang upon your tiny creation, to reduce the total number of whacks needed to hit monsters and get candy more or less.  And to prevent monsters from demolishing your little man and ruining what should be a pleasant candy experience.  Of course, to keep it interesting, the monsters get harder to whack as time goes on, requiring you to hit the lever more and get more candy to get better at killing monsters who are, lets face it, only becoming more difficult about coughing up the goods. 

At regular intervals you will get more levers, like a cone of fire, and a meteor strike, with which to crack these pinatas.  Blizzard, god damn and bless them, has made the gathering of candy extremely pleasurable, if you like whacking pinatas with an increasingly insane variety of sticks.  You can burn the with fire, call meteors from heaven, whirl spinning hammers, do super-punches, shoot pointed sticks of all varieties and all this candy will keep coming out, and sometimes really good candy with blue or yellow or orange wrappers that the skinner box only delivers sometimes sometimes, or sometimes sometimes sometimes OR more rarely sometimes sometimes sometimes sometimes.  That's the best candy of all:  sometimes^4.  And doesn't it look nice on your little man.  And don't the monsters fall over so nicely now!  And doesn't it look shit 15 minutes later when after a session of persistent whacking nothing better has fallen out.  The game is a gorgeous, engaging, skinner box with so many cartoons and fanfares and flashy things that it's easy to forget it's an incredibly calculated and complex collection of reward ratios tied to a complicated multi-lever system.  This is a deluxe skinner box and it will deliver the candy that you never knew you wanted.

Hot on its heels, is Bungie's new skinner box model Destiny.   Where Blizzard gets you popping out candy like a seasoned lover, Bungie's attempts at skinner boxing seem clumsy and shy.  It's not sure where your buttons are but damn if they aren't trying to get you and your brain off as best they can.  What actually seems to be holding them back is some kind of, how do I say it, dignity?  That seems to want their game to be an actual game of some sort, and maybe some kind of MMO and, oh yes, a consensually addictive skinner box experience for the whole family to enjoy.  You also have a little man to dress in this one, but where D3 plays out like the fun adventures of a cartoon man and the candy-ripe hordes of the apocalypse in a 3rd-person isometric point of view, destiny is much more of a traditional "shooter" with manly shooty men and blocky armor.  For anyone who's been hit in the head recently, a shooter is a first-person experience wherein the player is given a variety of guns with which to caress the world.   In Destiny there is also punching and a couple of superpowers for when the shooting begins to create a sense of ennui about the limitations of self-expression in a violent post-apocalypse.  Make no mistake, the shooting is fun.  The punching is satisfyingly punchy.  The powers are glowy and boomy and very impressive.  These are the smoothly contoured levers of the Destiny experience.

The skinner box itself seems to need a little work.  The first addiction in any skinner box rpg is generally "leveling your mans" which means getting him from a dumb baby with a rags to a big-boy totally grown-up space where the only excuse for not having a nice outfit and a bigger stick is an inexcusable lack of lever pulling, which the growing up process should have instructed the player in adequately.  But once the story, such as it is, has finished and leveling, such as it was, is over, players still need some flimsy excuse to keep pressing the lever.  No one likes to see the man behind the curtain pulling the lever and stuffing candy in his face like any old schlub, they like to see a prince among princes in his finery whacking monsters until candy comes out for the good of all, in what is agreed to be a worthy and compelling exercise.  For a purpose.  If there's one thing you don't want in a skinner box experience it's a moment of existential self-reflection.  

But Destiny does try.  When you successfully shoot a monster the candy, in a perfectly sometimes way, will spill out in a glowy white, green blue or purple orb.  It is really a very sensual, pinata-like experience.  But it doesn't seem to happen as frequently as one might hope, or rather as one's brain might crave.  The reward ratio doesn't seem "sometimes" enough, you know?  After the leveling is done and the story is over, the only thing to really do is re-run all the story missions or randomly roam the world whacking monsters and hoping candy spills out.  D3 has a similar post-story mode, but it somehow seems more satisfying.  Probably because the candy flows so fast you rarely have a moment to ask why you're still doing this.  In destiny you can spend a day and not find better candy, and the candy flows so slowly there is plenty of time to reflect on what you're actually doing with your time, which, as discussed, is death to the skinner box experience.  

Which isn't to say Destiny isn't fun, it is, but for more traditional reasons.  I get very little upgradeable candy when I play, but caressing the world with bullets is still as fun as it was in the first 5 minutes and the environments are very pretty, except for the cubicles.  Which is to say, the core gameplay in Destiny is actually kind of fun, independent of the skinner box addiction mechanics, which is not something I'm sure I could say about D3.  But it also means once you've run out of new enemies to shoot, or get tired of the environments or juveniles tea-bagging your corpse in pvp, the skinner box ratios may not be enough to keep people pulling the levers in numbers large enough to satisfy the b-list villains who funded it.  I assume.  I am strictly the rube and never the mastermind in these scenarios.

The interesting thing about these games is some players are purely in it for the uncluttered skinner box experience and will focus all their efforts on reducing the extraneous "game" crap and try to arrange an experience that is more or less just pressing the lever without any distractions.  In Destiny this was accomplished by identifying a cave that spawned enemies frequently, and then standing in front of it, shooting more or less continuously, watching the cave fill up with brightly colored candy cubes.  People loved it.  Bungie, with a tinge of mild embarrassment removed the cave, because while they want people addicted, they don't want people ADDICTED, if you know what I mean.  Standing in front of a cave shooting mindlessly for hours is a tad too reminiscent of dead-eyed retirees plunking pensions into slots all night, every night hoping for some kind of transcendence, which in the religious parlance of the area is called "the jackpot" I believe.  But here in lies the problem, where Bungie wants to be in bed with the devil, but doesn't want to smell like hell.  It's like creating a funpark for heroine addicts with promises of delicious heroine and being surprised when junkies start flipping the tables and screaming about how stingy they are with the needles, or worse, the growing suspicion that this shit is methadone.  METHADONE.  You don't tell a junkie how much is enough, you know?  It's difficult to make money half-assing addiction, because junkies aren't great at moderation by definition.

Not that Bungie won't make a zillion dollars.  I believe it cost $500 million human dollars to make and that they more or less recouped that on the first day.  And, methadone or not, there's rewards ratios have certainly been strong enough to keep myself and many others playing more than we no doubt intended to.  It's a fun game, and sometimes there is candy.

Everybody knows about the Skinner box and operant conditioning.  But who doesn't love candy?


August 17, 2014

The Long Hello

The Long Earth (The Long Earth #1)The Long Earth by Terry Pratchett
My rating: 4 of 5 stars

If you're looking for some light SF reading, you could do much worse than the Long Earth. I find it interesting that people are accusing this of being stealth YA material, because it read to me much more like the classic SF stories I love which are big on ideas and light on complicated prose. I love the exploration here of the Long Earth, and western civilization's tendency to push ever westward into unexplored territory. I love the push and pull between Lobsang and Joshua as two oddballs off to explore the multiverse. I even love the attempt to work old mythology into the premise, which works surprisingly well.

This is a classic adventure story more along the lines of Journey to the Center of the Earth more than anything. The premise here is so big that the potential implications of the discovery on datum Earth and humanity as a whole are only barely touched before it works its way to the big cliff-hanger finale. I like the little touches of Pratchett's humor and I like how weird it gets to towards the end.

While other discerning readers may want to quibble about the ending, or the writing style or what-have-you, all I'll say is it consistently kept me turning pages because I had to see what they discovered next. That's good enough for me to recommend it.

-1 star for the cliffhanger ending, because I hate cliffhangers.

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May 24, 2014

X-men: Movies of future past

X-men:  Days of Future past is a flawed movie.  It doesn't do justice to the original comic, nor is it particularly true to the plot, but I still liked it a lot more than most blockbusters the industry craps out these days.  To be sure, it's Bryan Singer again, so if you didn't like the tone or grainy CGI look  or plastic costumes of the of the first 2 X-men movies, this is probably not the movie for you.  Or at least, none of that has really changed. But to be honest, it's the familiarity that works for me.

I still love the old cast and their interpretations of the characters.  I still love the new cast and the energy they bring to the mythos.  I enjoyed the future dystopia scenes, which mostly consist of some of my favorite mutants fighting sentinels, but found the scenes from the 70s more interesting thematically and visually.  I think putting silly comic concepts in stylish clothes from the 70s helps smooth out the rough edges of comic wackiness.  I loved the addition of Quicksilver, and his big scene is officially one of my favorites of the series.

But mostly what I love is that I didn't leave the theater with a deeply sad soul, like I do far too often with blockbusters these days.  Not because the plots themselves are too dramatic or anything, but because so many movies these days seem to be written by cynical people writing gritty reboots about how everything is shit, really, when you get down to it.  Or who purport to be upholding morals with the mouth parts while categorically demolishing the idea of moral behavior with the punchy parts.

For instance my biggest problems with Man of Steel weren't that the action wasn't good, or the plot holes, it's that the creators seemed to genuinely not understand the concepts of heroism, hope, and murder and genocide not being morally justifiable when you have it in your power to prevent it.  I left the movie feeling sad and angry about what the creators were trying to tell me being a good person is.   It felt far more like post-collateral damage rationalize of America's military violence over the last half a century, but that's another essay.

So, it was thrilling to me to see a movie whose central moral dilemma was trying to prevent someone from using their perfectly justifiable rage and pain from killing a human being, who undoubtedly had done bad things in the past and would again in the future, in order to stop a cycle of self-justified revenge on both sides that would end up destroying everyone in the end.  It was nice to see, once again, the stark judgement that Erik is not justified in aggression and oppression and violence even though he had himself been justified.  It is nice to see a movie repeat again, the lesson we all impatiently claim to know but seem to constantly forget, that our feelings of victimization do not legitimize our aggression and demonization of the hated other.  A movie that holds out the hope, again and again, that we'll get over ourselves and our pain long enough to be the first to stop the endless cycles of retribution, demonization, and rationalized aggression that we find ourselves in.

Are you human or mutant?  Are you left or right?  Are you black or white?  Are you Democrat or Republican?  Are you Russian or American?  Did that man hurt you? Who cares.  The messages of Jesus, Buddha, Ghandi, MLK and Professor Xavier are all the same:  learn to care for, talk to and embrace the people who cause you pain or the future only gets worse.

Keep your gritty, soulless, pessimistic reboots.  Give me actual hope any day of the week.






April 29, 2014

Her

*SPOILERS* for the movie Her.

My summary:  In the brief window of time between birth and transcending the material universe, and artificial intelligence helps a man overcome his divorce.

March 3, 2014

We Killed the Stars

We killed the stars long ago
but left their corpses burning brightly.
We thought you'd like to see them so
we display them for you nightly.

We embalmed them all in gravity wells
put on some planets in adorning.
If you'd like to thank us, swell,
you may do so in the mourning.