Looking Forward. By Michael Albert and Robin Hahnel

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  10. The Information Society

 

 

Special Characteristics of Computers

 

The computer itself is merely an array of electronic circuits that store data in the form of switches that are either on or off and that change their status as directed by a program or user.

 

As a user I put in data. The computer translates the characters I type (or the words I speak) into patterns of switches either on or off. I direct the computer to perform a function on the data, and the computer responds by changing its switches. I receive the result on the screen, a paper print-out, or a computer disk, and that's all there is to it.

 

What is remarkable about a computer is the fantastic speed with which it can manipulate vast amounts of data and diverse types of information--especially when we consider that all that really happens is that switches turn on and off in changing sequences.

 

If we want to store a number the computer must translate it into a pattern of ons and offs in a particular set of switches. Once upon a time the operator typed in very detailed instructions that listed the names of the switches and told them what to do in a highly arcane code. Today, though codes like this are still the language that ultimately instructs the computer, operators use familiar words and phrases which the computer translates step by step into its own "machine language."

 

In any case, if we want to add two numbers that we have stored, we must provide the computer with instructions that, when turned on by a user, will combine the two sets of switches representing the two numbers to create a new pattern of ons and offs. The new pattern represents the sum of the numbers. While we can do this just by saying, "Add 17 and 483," what the computer does in response is even more tedious than it appears.

 

For example, imagine the endless sequences of switches involved in solving a difficult equation predicting stress lines for a bridge design or the flight trajectory of a missile. We are talking about millions upon millions of minuscule electronic switches changing every second. The number of steps needed to get a result makes an abacus look high-tech. But in speed per step, computers are unparalleled.

 

The same on-and-off patterns can represent letters, spaces, and punctuation marks that the computer manipulates when an operator punches combinations of typewriter keys labeled with such commands as "erase a line" or "move a paragraph." Again, all the patterns of ons and offs must be meticulously manipulated to create new patterns representing the newly processed text. In addition, the computer must be able to tell a screen or printer to display recognizable letters based on these switch patterns. Again, it is all unrelentingly tedious.

 

If people did mathematical manipulations or text processing by mimicking the steps undertaken by computers, they would never get anything done. The computer's approach involves far too many steps for each operation. But computers are so fast that they can manipulate numbers millions of times faster than the fastest mathematician. And this speed is so amazing, it often looks like computers actually think better than we do.

 

If you ask an astute student to add all the odd numbers that aren't divisible by three and are bigger than 11 but smaller than 201, he or she will take at least a few minutes to do the job, thinking all the while. But a properly programmed computer will take the smallest part of a second to do the same task. Or if you ask a writer to count the number of words in a book and then list them alphabetically including the number of times each is used-well, you can imagine how long that would take. Yet even a contemporary desktop computer can do this in minutes, including looking up all the words in a dictionary to find typos and misspellings. Does it think that much better than we do?

 

No. In fact, the computer doesn't think at all, ever. The computer plods. It electrically alters arrays of switches according to precise, unbreakable methodical rules. No more.

 

But the computer does this so quickly it seems to think at lightning speed. High powered computers solve problems in days that teams of top mathematicians would struggle over for multiple lifetimes. Even today's desktop computers allow college students to perform in an evening all the calculations that dozens of mathematicians would have grappled with for weeks a few years ago. But the computer doesn't think as well as even one of those mathematicians, or, by any sensible standards, even as well as a dog or a chipmunk or pigeon. Perhaps one could argue that the average computer has an intelligence quotient competitive with that of an inch-worm or some such creature. But that's all. What the computer is, however, is fast.

 

Give a chess player a board with a midgame position and ask her to pick a move. After a few moments, depending on her ability, she will have one. She has calculated patterns of possible moves-if I do this, what might the opponent do and how do I like the result but mostly she has intuitively honed in on the most likely type of move that should be made. The good player, in particular, will examine only a few different options because she will intuitively close in on a good move just by "feeling" the position's character.

 

Asked the same question, however, the computer calculates the pattern mechanically according to predetermined unchanging rules put in by programmers who did all the thinking. But it does this for many more options-perhaps a million more per second-than any player would ever dream of considering. The computer doesn't make the intuitive leaps of even a middling player, but nonetheless the best computers can already beat all but a very few human players.

 

Computers do what we tell them, very quickly. They do not intuit or think. Perhaps the best indication of this is, ironically, that computers do not make mistakes. There are no wrong analogies or computer leaps of logic that lead to wrong results. Computers simply follow orders without knowing what they are doing, just as a radio follows "orders" to play louder or softer without knowing what "louder" or "softer" means.

 

If we tell a computer to solve a difficult equation for some variable, it does not think about the equation and assess it, but instead rushes, willy-nilly, to solve it by a series of steps preprogrammed by a human programmer. If a student tried to solve problems this way, he or she would fail most of the time. But the computer rarely fails.

 

So, computers can be used to store and speedily manipulate mathematical and linguistic data according to any rules programmers can embody in computer "software." For a long time it seemed that computers would only be good at dealing with numbers. If this had been true, it would have meant computers could only be used to answer questions that could be quantified. In a workplace, therefore, we would use a computer for storage and manipulation of quantifiable data. Having a computer might even propel us to rely increasingly on quantitative calculations to the exclusion of qualitative considerations, since the latter would be too difficult to manipulate on the computer.

 

And in fact, however we refine computers, it is true that there will always be a difference between their quantitative and qualitative capabilities. For the former, the computer can do every kind of logical manipulation that people can, only much faster. For the latter, however, though the computer can store qualitative information in the form of words or pictures, it cannot manipulate the represented values, judge them, compare them, or extrapolate from them in even a fraction of the ways humans can. Computers can help people do these tasks but cannot do them in place of people.

 

Another criticism of computers is that they are not "the real thing." When we communicate through computers we are not communicating directly, or when we play simulated games on computers we are not playing the real games. But this is only a problem in one sense. It is true that if we use computer communications and simulations to take the place of accessible human communications and real-world experiences, then the "unreality" of computer activity becomes negative. But if we use computers to facilitate something akin to human interaction where otherwise there would be no interaction, and something akin to real experience where otherwise there would be no experience, then the computer can enhance communication and experience.

 

A last and more subtle complaint about computers is that people tend to bestow them with unwarranted authority. It is likely a complex product of modem culture and personality types that people seem disposed either to hate and fear computers, or, having gotten over that, to attribute to them almost unlimited capacity for accuracy. Both reactions have a basis in fact, of course, but both are also exaggerations.

 

Regarding hate and fear, the issue is the extent to which computers are harbingers of justice and pleasure, or of surveillance and alienation. The rest of this chapter addresses this, so let us pass on it for the moment. Regarding computer accuracy, we need to say something here.

 

If we are asking computers to make calculations, no matter how complex, it is reasonable to have faith in the answers we get assuming that the program is well tested and debugged though in many cases this is a difficult task and the possibility of "bugs" should not be minimized. But if we are using a computer simulation to try to understand a complex real-world situation and predict its possible responses to human interventions, much more care is called for. Just because we think we have written a program that embodies all that is important about the workings of a nuclear plant or an economy, and we think the program has been successfully debugged, we should not be overconfident that when the screen tells us the plant will always be safe or the economy will never exceed ten percent unemployment this will prove true.

 

Computer simulations are based on models of real phenomena, which must capture all the elements of reality relevant to outcomes we are interested in if they are not to be misleading. If we do not understand the phenomena fully enough to capture all these ele­ments, or if we are ideologically constrained from capturing all these elements, then no matter how accurately we transfer the model into a computable scheme and no matter how efficiently and elegantly we write the code for its program, the computer will yield incomplete and thus inaccurate projections. This is no different than the simple and obvious truism that whenever anyone tries to predict how a situation will change in the future, he or she does so based on assessing some number of variables in light of some beliefs about how their status affects future trajectories. If these beliefs are wrong or if important variables are left out, we get wrong answers. Likewise for the computer. The problem is that with people we anticipate this fallibility. With computers, if we become entranced with their power, we tend to forget this fallibility, especially when they tell us what we want to hear-of course because we built what we want to hear in the model they are using. The only solution is caution induced by recognition of the limitations of model building.

 

Important as these considerations are, ultimately computers deal only with information. And it is the quality of this information, not computers, that makes the so-called "computer revolution" a pos­sible thrust toward greater democracy. For unlike many products of human labor, information does not come in clumps so that if you take some there is less left for me. Once anything is known, we can all know it. There is nothing to run out of. Once an idea exists, there is enough for everyone. We need only distribute it. The potential democratizing character of computers derives from the possibility that computers may elevate information as the main currency of social life, so there will no longer be a scarcity of the most important determinant of well-being.

 

But is this an inevitable outcome of the production and dissemi­nation of computers? Will democracy necessarily expand with universal availability of knowledge? Or does it depend on what kind of society we put all these computers to work in? Is it possible to preclude most people from access to computers and information even if there is little or no social cost to providing access for everyone? Worse, is the information-age rhetoric a hoax obscuring the fact that computers lead inexorably toward more inequality, more hierarchy, and more poverty of means of expression for some alongside a growing abundance of means of expression for others? To answer these. questions, we must consider computers in the context of specific social systems.