Stanford Encyclopedia : Perception
Wikipedia : Direct and Indirect Realism
On various philosophy forums I've participated on, there have been arguments between those who call themselves 'direct realists' and those who call themselves 'indirect realists'. The question is apparently about perception. Do we experience reality directly, or do we experience it indirectly?
When I was first initiated to the conversation, I immediately took the indirect side -- There is a ball, photons bounce off the ball, the frequency of those photons is changed by some properties of the ball, the photons hit my retina activating light-sensitive cells, those cells send signals to my brain communicating that they were activated, the signals make it to the visual cortex and...you know...some stuff happens, and I experience the sight of a ball.
So, my first thought in the conversation about Indirect vs Direct realism was that there was a lot of stuff in between the ball and my experience of it, so, it must be indirect.
But then I found that direct realists don't actually disagree about any part of that sequence of events I described above. For them as well, at least the few that have bothered to respond, photons bounce off a ball, interact with our retinas, send signals to the brain, etc. The physical process is apparently the same for both sides of the debate.
And when two sides vehemently disagree on something, and then when the question is broken down into easy, answerable questions you find that they actually agree on every relevant question, that tends to be a pretty good hint that it's a wrong question.
So, is this a wrong question? Is this just a debate about definitions? Is it a semantic argument, or is there a meaningful difference between Direct and Indirect Realism? In the paraphrased words of Eliezer, "Is there any way-the-world-could-be—any state of affairs—that corresponds to Direct Realism being true, or Indirect Realism being true?"
I recently started using Habit RPG, which is a sort of gamified todolist where you get gold and XP for doing your tasks and not doing what you disapprove of.
Previously I had been mostly using Wunderlist (I also tried Remember The Milk, but found the features too limited), and so far Habit RPG looks better than Wunderlist on some aspects (more fine-grained control of the kind of tasks you put in it, regular vs. one-off vs. habits), and of course has an extra fun aspect.
Anybody else been trying it? (I saw it mentioned a few times on LW) Anybody else want to try?
You and I were talking about this in IRC. I remember expressing a concern about HabitRPG that, while it does genuinely motivate me at the moment, I'm not sure what's going to happen when it ends: when I've upgraded all my items, when I've collected all the pets, etc etc. If I just start over, the new game will likely motivate me significantly less than the first time around. And more than likely I just plain won't want to start over.
I've been trying to think of ways around this gamification problem, because it plays a part in nearly every attempt at gamification I've seen. I think that, for one aspect of gamification -- motivating yourself to learn new things -- there is a way that at least sort of overcomes the 'what happens when it ends?' problem:
Skill Trees. Like This . Maybe a website, or application, that starts with just the bare-bones code for creating skill trees, and you can create an account and add a skill tree to your account from a list of existing searchable skill trees, or you can create your own skill tree if you can't find one that's appropriate for you and that will allow other people with similar goals to add your skill tree system to their account, etc.