Modeling.
Losing
the ability to model.
When
humans first evolved into their present form, they found themselves in
a vicious, nasty environment where survival meant finding ways to alter
and
thus control that environment for their own benefit. They needed to
simulate aspects of the environment and this meant building and
changing vairiables in those models or simulations to discover
advantages for themselves. While a bushfire was a nightmarish danger, a
small or model fire, they could feed in a safe way, was an emence
advantage. Modeling was the next symbolic step. It was representing
something by means of a physical thing that was a controlable
simulation of itself. By
comparison with this savage world of the past, the modern world, and
especially the western world of the child, has less need in terms of
survival for this ability to build and play with models. Because of
this lack children gradually learn that they are not expected to build
and play with models as adults and that these are considered childish
persuits. It follows then, that because of this stereotypical
trivialization, children tend to gradually lose these
important modeling
desires and abilities.
Modeling
and its uses.
Models
are used in all kinds of design work and in order to
understand the workings of things that are not accessible in actuality.
It is the ability to be able to try out something on a small scale
before trying it on a large scale, or the ability to construct
something on a large scale in order to understand that something on a
small scale. Geniuses are often builders of models especially
scientists, inventors and engineers. In
their book "Sparks of Genius" Robert and Michelle Root Bernstein
explain it as follows:
"Models
can be smaller than life, life sized, or bigger; physical or
mathmatical; realistic or not, depending on their intended uses. In
almost all cases, the point of the model is to make accessible
something that is difficult to experience easily. Harvard University's
Botanical Museum, for example, has a collection of stunningly realistic
flowers from arrouind the world modeled in unwilting glass that can be
studdied at any season. The Art Institute of Chicago houses the Mrs
james Thorne collection of model room interiors, which allow visitors
to look inside 1/12-scale recreations of some two hundred room and
their furnishings from every period in Western history. It is a
condensation of time and place that would be imposible to encompass in
any other way."
Modeling
is actually two slightly different activities that end up performing
pretty much the same function. One is constructing or building a model,
a making of something in the image or operational functionality of
something else. The other is the playing with such models in an effort
to understand how the objects or systems they represent interact with
other objects or systems. This, as it turns out, is the same function
as building or making a model, in that in building a model, we are
exploring its elements, determining how they interact, and further
exploring how certain elements, if changed, can effect the operation of
that object or system.
Models as prototypes.
Strictly
speaking, anything that is
used to represent all or part of a finished product, can be termed a
model. Indeed, the first in a series of final products can be termed a
model, because it is not being used as a final product, but is
rather a template from which final products can be made. Such templates
are called prototypes. They are new, unique, fully functional,
never before
seen models, from which artisans can gather knowledge to make
duplicates. The
dictionary informs us that a prototype can be:
-
An
original object or form which is a basis for
other objects, forms, or for its models and generalizations.
-
An
early sample or model built to test a concept
or process.
The skills of modeling.
Although
modeling is considered here as a seperate tool for the improvement of
creative genius it actually requires many of the other 13 tools of
genius to be available for it to be performed well. In
their book "Sparks of Genius" Robert and Michelle Root Bernstein
provide most of the following:
Obsevation. "Models can be formulated only
after a real system or situation has been intrensively observed..."
Imaging. Modeling
is very much like imaging except it is done in the real world instead
of in
the mind. "Models that
render imperceptable phenomena accessible to direct cognition require
strong imaging skills."
Abstraction. Before
constructing a model a real system or object must be "simplified by abstracting
critical features..."
Analogizing. "Models that 'stand in' for real
things depend on analogizing..."
Dimentional thinking.
"Nearly all
models utilize dimentional thinking skills as well."
Playing. Playing
or expeimenting is necessary to produce alturative outcomes both within
the model and in its interactions with other models.
"Once a model has been made, experimenting or playing with it
determines whether the properties modeled are accurate abstractions of
real situations or systems."
Other skills.
The ability to build models requires a vast aray of skills each
specific to the kind of model that is being built. These include
sculpture, engineering, matematics etc. etc. Other skills required in
modeling are often the ability to enlarge or
reduce something to scale. Sometimes they require the ability to
transform into another medium such as computation or mathmatics. "Perhaps
the most important thing that modeling does is to provide the
modeler with complete control of a situation, object or idea - or,
conversly, to reveal explicitly where control or understanding is
lacking."
War games and
models.
Computer
modelling means using a computer to 'model' situations
Wargames
"War games really are practical
tools, simulations created, as the U.S. Department of Defence puts it,
to mimic 'military operations involving two or more opposing forces and
using rules, data, and proceedures designed to depict an actual or
hypothetical real-life situation.'
Medical
models.
Models
have many uses. In medicine
they have been used as a way doctors and surgeons can practice their
art suffuciently to become competent enough to be let lose on real
people. In
their book "Sparks of Genius" Robert and Michelle Root Bernstein
explain this training effect of models:
"The
field of medicine may have the widest range of representational
functional human models. In many cases, the models are also works of
art. This is certainly true of the small, naked ivory dolls
traditionally carried to doctors offices by upper-class Chinese women
in centuries past. Forbidden by culturall taboos and modesty to disrobe
for male doctors, women used the dolls to indicate the nature of the
location of their symptoms. Asian physicians also marked human
figurines with the locations of acupuncturte points or other relevant
information. Western use of anatomical models has been somewhat
different. Religious and secular disaproval of the use of bodies for
dissection made detailed anatomical information difficult to obtain
during and after the Renaissance. Some physicians resorted to creating
fantastically detailed, full-sized wax models of human being in various
stages of disection. Their detail puts even the wax works of Madame
Tussaud to shame, yet the models could not provide the interactive
opportunities subsequently provided by cadavers. Today computerised
models of everything from frog dissections to human anatomy have
entered biological and medical classrooms. But like the wax models of
old, these visualizations provide no training in in the propper
manipulation of the scalpel or the emergency suture of an artery
suddenly and uncontrollably bleeding in the wound. In medicine, as many
of the arts and sciences, models that can be seen but not felt and
handled have definate teaching limitations.
Science and models.
In
their book "Sparks of Genius" Robert and Michelle Root Bernstein lay
out how science is depenent on models for its ever changing and
increasingly more accurate ideas, concepts and theories:
"In
science, modeling is inextricably bound to the generation of new ideas,
the development of theories, and their experimental verification or
falsification. Linus Pauling, one of the greatest modelers in recent
times,described modeling as a unique way of thinking. 'The greatest
value of models is their contribution to the process of originating new
ideas,' he wrote. 'I would say that modes constitute a
language.'
Pauling spent decades studing protien moecules and using
model to
explore their possible structures, eventually earning a Nobel Prize for
his efforts. Precise models represent precise thinking.
Modeling also played a role in
determining one of Pauling's most celebrated failures: his incorrect
structure of DNA the molecule that contains our genes. 'If you
have a model,' he wrote, 'you know what the permissible structures are.
...The models themselves permit you to throw out a large number of
structures that might otherwise be thought possible.' And that is
precisly what happened. During 1951 and 1952, Pauling and several other
scientists, including James Watson and Francis Crick, were attempting
to elucidate the structure of DNA by building models, which they then
compared with the scant data then available. Comparisons between the
predictions made by the different models quickly reveiled that
Pauling's contained fatal flaws. Watson and Crick's initial model
building attempts, made with carefully cut out pieces of cardboard,
also failed, but learnig from their mistakes, they produced what has
now become the standard textbook model of the DNA double helix. Their
model incorporated not only the structural details of DNA revealed by
experiment but, equally important, the manner in which genetic
information is encoded and transmitted from generation to generation.
Thus, the double-helical model elegantly combined representational,
functional, and theoretical elements."
In
science there is occasionally some confusion, where the ultimate ideas
or
concepts, can be confused with the model from which they were
originally
derived. In
their book "Sparks of Genius" Robert and Michelle Root Bernstein
elaborate:
"Unlike most scientific models,
however, the double helix is often portrayed as being representationly
real, a physical embodyment of something that is simply too small to
see. Most scientific models are not taken so literally. They are like
maquettes for sculptors or war games for generals: useful tools for
building ideas but not literal representations. Cyril Smith provided a
good example from his work in metallurgy. To understand the nature and
effects of structural flaws in alloys, he created a tray full of
bubbles, then carefully poped a few in strategic places. This process
allowed him to observe the ways in which the bubble-atoms reorganized
in response to the disturbance, revealing interesting effects relevant
to the alloys. Neither Smith nor his colleagues regarded these models
as 'real,' but they were extremely useful for exploring their
theories.
The role of scientific models
can be compared to that of the scaffolds and cranes erected around
large buildings as they are being built. There is no way to construct
the building without these scafolds and cranes, but once the building
is completed, they need to be removed. Thus in his clasic book 'The
Character of Physical Law' Richard Feynman argued that theory
should always try to ween itself from the models on which it was built.
'It always turns out that the greatest discoveries abstract away from
the from the model and the model never does any good ,' he wrote.
'Maxwell's discovery of electrodynamics was first made with a
lot of imaginary wheels and idlers in space. But 2when you get rid of
all the idlers and things in space the thing is O.K.' Models help us
gain mastery of concepts, Feynman went on to say, but should
not be confused with the concepts themselves."
Art, sculpture,
architects
and models.
In
most forms of art and media the model serves as an outline or
preliminary sketch of what the final work will be, and serves the
artist
as a guide or plan toward which the artist can work. In
their book "Sparks of Genius" Robert and Michelle Root Bernstein
explain:
"Artists use a a similar range
of of reprentational models. The most common form of modeling in the
visual arts is the preliminary scetch. Very few painters work directly
on the canvas most begin by scetching.
...Sculptors
and architects
employ maquettes for similar purposes. The word marquette is French,
from the Italian macchia 'a scetch,' but artists and architects use it
to mean a three dimentional model. Architects, of course, often build
small physical models of their designs or plans to give clients a
better notion of what the building will look like than can be gleaned
frombueprints or or drawings, or to envision some some of the
constructional problems they may encounter. These models vary from
faily simple cardboard and paper constructions to incredably detailed
wood and metal constructions. The maquettes of sculptors also vary
greatly. Louise Bourgois says she moves 'from sketch to cardboard model
to corrugated cardboard model to wood to stone' as she plans and
develops her sculptures."
Novels, plays, music and
models.
Although
we do not think of some art
forms like writing novels/plays or composing music as being modeled in
some form as preperation, this is nevertheless often the case. Indeed,
if models can be considered to be structures existing in the work that
existed before the work, then all novels and music and plays are
littered with such models. For instance the notation of
music is a model of that music and a manuscript is a model of a book.
In
their book "Sparks of Genius" Robert and Michelle Root Bernstein
expound on this:
"...modeling
of various sorts is used in every discipline. Writers find
representational and even functional models for ficional characters and
events in people they know and situations they experience directly and
indirectly They find theoetical models for the structure of their work
in the work of their predecessors. Novelist Christopher Isherwood once
complained to Igor Stravinsky that he was having grave dificulties
resolving a technical problem of naration. Stravinsky 'advised him to
find a model.' That anecdote, in turn, caused music critic Robert Craft
to ask Stravinsky, 'How do you model music?' Put on the spot,
Stravinsky replied that he had on occasion used interesting rythmic
devises from the past to pattern his own compositions - 'so that I
could 'construct in orderly fashion.' ...I attempted to to build new
music on eighteenth-century clasics..., using the constructive
principles of that classicism (which I cannot define here) and even
evoking it stylistically.' When Stravinsky advised Isherwood to find a
model to resolve his writing problem he was suggesting that the
novelist do what he had done: find a predecessor who had already solved
this type of problem, then modify the solution to his own ends."
Cinema and
models.
Cinema
or movies is an art form that is multi layered and as such has models
within models within models each dealing with a different layer of the
finished product. This is made clear to anyone who cares to peruse the
special feartures of a film such as Ironman. Because super hero movies
have such extensive special features it is quickly brought home to you,
when watching such features, just how many models are involved in
bringing such a film into existance.
First
there is the screenplay and scripts which are a models for how the
movie is to proceed. Then there are story boards which are guides to
how particular scenes are likely to proceed. The costumes,
used in the movie, also are first envisioned in the form of sketches
drawn by thier own creator. Then there is the shooting board where the
whole movie is laid out which is yet another template or model for how
the movie is to proceed. But this is only the begining for a movie like
Ironman. Certain scenes need to be maped out clearly before they are
shot, which requires further modeling in the form of a huge amount of
basic and not so basic animation. Then there is beautiful key frame artwork that
provides a detailed model for the look of key scenes in the movie. However, for Iron man this
is just the tip of the iceberg. For Ironman the movie requires a mind
boggeling aray of models just involved in the creation of the 3 suits
of armour. Ironman's suit, itself alone, enjoyed an entire wall of
concept
art numbering about ten full detailed, beautiful paintings, each about
a meter tall. Then because the suit had to work in reality there were
model sketches of each section of the armour and how each section
articulated with a human inside it. Then there is the making of the
suit which involved a final beautiful 3d rendered drawing,
full animation of the suit performing many operations, a minature
marquet that is a scultptured model about half full sized. One
could go on and on because in a movie like this the team of creative
individuals are building almost an infinite number of imaginary models
comprizing an entire world. As Robert and
Michelle Root Bernstein explain in
their book "Sparks of Genius":
"When LucasFilms builds sets for
the Star Wars movies, they are producing imaginary models of an entire
universe."
Mathmatical models.
For
the ordinary person mathmatical
ideas are very abstract indeed and thus very hard to understand. By
modeling such ideas mathematicians can make such ideas more
understanable to the ordinary person and indeed to their peers. In
their book "Sparks of Genius" Robert and Michelle Root Bernstein make
clear the importance of mathematical models:
"To
achieve conceptually pure models, many scientists have turned to
mathematics. Like war-gaming, the mathematization of models is
relatively recent, dating back no further than Galileo's matematical
descriptions of falling bodies. The notion that every equation or
mathematical concept can be represented physically or visually and that
every such representation can be expressed as an equation came much
later. ...German mathematician Ernst Kummer published a series of wire
and plaster models of complex algebraic functions. '...The construction
of these models went hand in hand with work at the furthest frontiers
of research in the area of algebraic surfaces,' some of which are now
known as 'Kummer surfaces.' The effectivness of Kummer's approach was
appreciated by other matematicians. During the 1850s August Ferdinand
Mobius used models to invent the figure called the Mobius strip, a one
sided two-dimentional twist that is often used as a symbol for
infinity. Felix Klein, one of the greatest mathematicians of his age
produced an extensive array of models using cardboard, thread, wire,
plaster, and modeling clay. Among the many other things, he invented
the so-called Klein bottel - a three-dimentional equivelent of the
Mobius strip that appeares to be one continuous surface without an
identifiable inside or an outside.
...Until
recently, the only major collections of mathematical models were in
European institutes and in the Mathematica exhibit designed arround
1970 by Ray and Charles Eames for half-dozen American science museums.
The advent of computer-aided design (CAD) systems and general
problem-solving programs such as Matematica have now made matematical
modeling available to almost anyone with a desktop computer. It is
important to emphasize, however, that the computer and physical models
are not equivilant in terms of the thinking tools they embody. Computer
graphics are 2-D, even with displays that allow 3-D vision. Merely
perceiving 3-D visually in one's mind is not the same as experiencing
3-D kinesthetically and tactilely. '...graphics are just not as good as
having an object to touch and hold.'
One
reason that graphic models are not as good as a physical ones is that
abstract 'maps' don not always corespond to 'physical terrain.' It is
possible to produce a visual image in 2-D of an object that cannot
exist physically in 3-D as M. C. Escher, L.S. and Roger Penrose , and
other designers of impossible object have known for ages."
Computer models
and the
cutting edge of science.
Computer
modelling means using a computer to 'model' situations to see how they
are likely to work out if you perform differing actions. This is using
a computer to change variables and determine what happens, that is
different. If people use a simulation where
they have to make decisions that affect an outcome, and then can return
the simulation to its initial state and try something else, that is
computer modelling. If people use spreadsheets to work out the cost of
something, and alter some variable in the
figures to see what happens, that is also computer modelling. This is
not very different from the way we use scale models to predict outcomes
in real things. However, in the last decade this area of scientific
learning and creativity has become the cutting edge of knowledge, and a
place where genius may well be lurking. In his book "Too Big to Know"
David Weinberger explains that we can now determine outcomes in systems
that we will never be able to comprehend:
The problem - or at least the
change - is that we humans cannot understand systems even as complex as
that of a simple cell. It's not that we're awaiting some elegant theory
that will snap all the details into place. The theory is is well
established already: Cellular systems consist of a set of detailed
interactions that can be thought of as signals and responses. But those
interactions surpass in quantity and complexity the human brain's
ability to comprehend them. The science of such systems requires
computers to store all the detais and to see how they interact. Systems
bioligists build computer models that replicate in software what
happens when millions of pieces interact. It's a bit like predicting
the weather, but with far more dependency on particular events and
fewer general principles.
What we have here
is millions of causes, millions of variables, millions of processes and
a limited number of outcomes or effects. Our brains are simply unable
to keep track of all these causes some promoting and some inhibiting
both other causes and ulimately certain effects. Nevertheless we can
create computer models which, if we
plug in all the causes, will predict certain effects or outcomes with a
high degree of accuracy. Even though we don't fully comprehend why we
get such outcomes the model can predict them with very a precise
and highly significant degree of probability. In his book "Too Big to
Know" David Weinberger continues:
"Models
this complex - whether of celular biology, the weather, the economy,
even highway trafic - ofen fail us, because the world is more complex
than our models can capture. But sometimes they can predict accurately
how the system will behave. At their most complex these are sciences
that cannot be seen by looking only at the parts and cannot be well
predicted except by looking at what happens."
These
sciences have come about because of the volume and the accuracy of data
that hase become availible in the last few years. As more and more data
becomes available, and that data becomes more and more accurate, the
ability of computer models to accurately predict will improve
proportionally. In
his book "Too Big to Know" David Weinberger continues:
"This
marks quite a turn in science's path. For Sir Francis Bacon 400 years
ago, for Darwin 150 years ago, for Bernard Forscher 50 years ago, the
aim of science was to construct theories that are both supported by and
explain the facts. Facts are about particular things whereas knowledge
(it was thought) should be of universals. Every advance of knowledge of
universals brought us cloaser to fulfilling the destiny our creator had
set for us.
...With
the new database-based science, there is no moment when the complex
becomes simple enough for us to understand it. The model does not
reduce to an equation that lets us throw away the model. You have to
run the simulation to see what emerges"
Children and
building models.
Children have always been
motivated to build and play with models. Children are always taking
some object and trying to replicate it with something else. Any object
may serve as a model of an airplane, or a gun, or a sword, or a
light saber. At some point, however, children are not satisfied with
relying
on analogy and imagination to make the connection, and start to make
the
representation more like the thing it is representing. In this way
children become interested in the details of the original object and in
trying to make increasingly more acurate representations of such
objects. Thus children become involved in the building of models and
the many ways in which, such models, can be used to play
games. Robert and Michelle Root Bernstein explain how
this desire in children becomes learning and control in
their book "Sparks of Genius":
"Simple
blocks, all purpose dolls, craft and building materials of all sorts
become reprentations of other things. What is important is not the
quality of the fort children build in the backyard, the zoo in the
basement, or the dollhouse in their room, nor its realism or permanence
or practicality, but the act of modeling itself. For out of modeling
come understanding and control.
This,
like
other early child learning, is essential to child play and child
creativity. Robert and Michelle Root
Bernstein explain in
their book "Sparks of Genius" how this informs creativity in art:
"Many
creative individuals remember their deep immersion in modeling
activities ands its effect on their adult interests. Georgia O'Keeeffe
recalled playing with a dollhouse she made herself from two thing
boards. She sawed a slit in each board and fitted them together,
creating four 'rooms that satisfied her - though nothing more existed
than the partitions between those rooms. This may have been the
begining of her understanding of abstraction. Sculptor Claes Oldenburg
invented his own private world, too, making homemade books, newspapers,
maps, and charts. In adolescence he turned to model airplanes,
'sometimes changing the design so that they looked more the way I
wanted them to.' For both artists, modeling was the begining of a
lifelong habit of inventing their own constructions of the
world."
Robert and Michelle Root
Bernstein explain in
their book "Sparks of Genius" how this informs creativity in science:
"A
member of the American Academy of Sciences who took part in an
anonamous interview attriduted his interest and success in science to
similar experiences: 'I was always interested in things to make. I used
to make model airplanes and things like that. When I was old enough to
go to the library, I used to go and get books that described things
that kids could make...and that was extremely significant in my
education because essentially what I [came] accross in college
courses...was not entirely new to me."
Many children's toys, these
days, can be thought as too
well executed because they iliminate the need for imagination on the
part of the child. They are too like the objects the
represent.
Hoever, while this
may discourage one creative form of learning, that of learning by build
models, it does
not discourage the many complex ways in which children come to use such
models in their play.
"John
As with
many of the abilities of children, this ability to make and use models
in play does
tend to disappear as they get older. This may partly happen because of
the preclusion of involvement in the creation of the toys, but it
probably decreases fairly quickly anyway. As we become
concerned with how things are in the world more and more pressure is
put on us to conform with expectations for adults and put away childish
things, which unfortunately often includes our interest in models. But
in doing this adults
lose another important tool of creativity and genius.
Practice as
iterative improvement is a necessity for life long creativity.
Like
all these other tools, modeling
needs to be practiced with improvement
throughout life if it is to harnessed in the service of creation and
probability of becoming a genius. At
the moment modeling in the home and school are generally thought to
be unimportant and thus discouraged. If,
however, we were to continually try to build models of the world around
us we will
find this ability does not fade, but rather becomes stronger. In the
hands of a creative genius it is used to see and understand invisible
connections,
between things and processes, that are at the heart of new and novel
knowledge. The new computer models have enabled the builders of such
models to create an understanding of how things work despite not being
able to follow the trail of causality because of the existance
of
too many variables. In the future this will change the
world of knowledge as has never been managed before.
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