<html>

<p>
    Language is grouped by <strong>though elements</strong>. Simple
    sentences are one type of thought element. Compound sentences are 
    another type of thought element, but ones which are a composition
    of individual thought elements. Parenthetical statements and 
    em-dash statements
</p>

<xmlmap>
    <entry>
        <concept>class</concept>
        <abbrev>cls</abbrev>
    </entry>
    <entry>
        <concept>though element</concept>
        <abbrev>tel</abbrev>
    </entry>
    <entry>
        <concept></concept>
        <abbrev></abbrev>
    </entry>
</xmlmap>
    

<structure cls="tel">
    <tel typ="sentence">
    <tel typ="parenthetical statement">
    <tel typ="em-dash statement">
    <tel typ="ellipsis statement">
</structure>

<grammatical_forms>
    <g>medium voice</g>
    <g>optative mood</g>
    <g>perfective future</g>
</grammatical_forms>

<Latin verb stems>
    <g>present stem</g>
    <g>infinitive stem</g>
    <g>supine stem</g>
</latin stems>

<sub>
    gender is redundant, can be coded into the database
    pronouns are redundant, usage can be derived from context
    <type>specific (proper) [Audra went to the dance.]</type>
    <type>generic global (I like to walk in parks)</type>
</sub>

<verb>
</verb>

<io>
</io>

<do>
</do>

<mod> // modifiers. Can apply to verb, subject, io, or do
    
</mod>

<noun class="subject">
<noun class="directObject">
<noun class="indirectObject">

    

<tel param="tense">
    <caption>
        Note: This should not be a &ldquo;Verb Tense&rdquo;,
        as some languages may conjugate other sentence elements
        besides the verbs. However, in general we should not 
        expect the tense of a though element to change.
    </caption>
    <tns typ="present">
    <tns typ="past">
    <tns typ="future">
    <tns typ="recent past">
    <tns typ="historical/archaic/ancient past">
    <tns typ="near future">
    <tns typ="distant future">
    
    <td>present</td>
    </tr>
    <tr>
        <td>generic past</td>
    </tr>
    <tr>
        <td>recent past</td>
    </tr>
    <tr>
        <td>remote past</td>
    </tr>
    <tr>
        <td>generic future</td>
    </tr>
    <tr>
        <td>distant future</td>
    </tr>
    <tr>
        <td>near future</td>
    </tr>
</table>

<table name="Verb

<table>
    <tr>
        <td></td>
        <td></td>
    </tr>
    <tr>
        <td></td>
        <td></td>
    </tr>
<table>
specific ("proper" noun, e.g. Audra)
generic ("generic" noun, e.g. computer)
[pronoun] (redundant noun, e.g. she)


Audra and Mike, but not Debby, went to the park.
Audra, without Mike, went to the park.
Audra went to the park without Mike.
Audra, Mike, and the dog gave quarters to Jolly Roger and some apes yesterday.
Audra gave a quarter to me.
Audra gave Mike a quarter.
Audra gave a quarter for charity.

g = generic amount (gave quarters)
# = specific number (gave 3 quarters)
!Words like "some", "many", "a few", etc. can be looked
 at as noun modifiers--

a/some/many/3 dog(s), the dog(s)
two of the dogs

<sn> = subject, named   (e.g. Audra, Royal Palace)
       capitalize and punctuate as normal, these will not be changed on 
       translation unless specified.
<sp> = subject, specific  (e.g. the person, the palace)
       never capitalize (german, do not capitalize--this follows rules)
<sc> = subject, common  (e.g. a dog, a palace)
       never capitalize
<ti> = time, implied (i.e. it is not written explicitly)
<ts> = time, specified (i.e. it is written explicitly)

<tel>
    <ts>yesterday</ts>
    <sn>Audra</sn>
    <sn>Mike</sn>
    <sp1>dog</sp1>
    <v>give</v>
    <in>Jolly Roger</in>
    <ic>ape<mod>some</mod></ic>
    <dc>quarter</dc>
</tel>

indirect object options:
recipient of direct object  (to him)
beneficiary of direct object  (for him)
antagonist of direct object (against him)
towar
in location wrt direct object (above, below, beside, in him)


verb
direct (contact)
        (must, should, could, would)


Map:

Italian:



Top Level Concepts:

<h2>Object</h2>
Any object that is regarded as an individual entity. For example,
a leaf would be an Object, as would a tree, even though a leaf grows on
a tree. What kinds of things to we classify as leaves? One person, a child
perhaps, might say that leaves are thin, green objects on plants. 
A biologist might define leaves to be those parts of plants bear the 
responsibility of gathering UV energy. The biologist's definition is
ultimately more useful for a systematic study of plants, but the child's
classification scheme is every bit as logical as the biologist's. To a child,
if it's not thin and green, it's not a leaf, and it doesn't carry the 
same symbolism for the child as does <emph>his</emph> concept of a leaf.
If the child later is notified of the biologist's notion of a leaf, the
child's previous concept of a leaf is delegated to a subset of all leaves,
namely those that are thin and green. Note that the child's concept will likely
also register as leaves some objects that the biologist's concept would
<emph>not</emph> register as leaves; for example, a cardboard-cutout of
a leaf. The child may actually regard this as a leaf, not making any
top-level distinction between a cut-out leaf and a real (biologist's) leaf.

<h2>Tangibility</h2>
The property of an object that tells whether or not it can be recognized
by one of the fundamental biological "senses". Tangible objects are those
which can be detected directly. Intangible objects are those that
cannot be detected directly, or can only be expressed through metaphor
or description (e.g. love).

<h2>Pattern<h2>
This is an abstract concept that generalizes the notion of pattern
and randomness recognition. A Pattern often emerges from Comparisons.


*** Notes to self ***
What information would you have to code about a door? Would you have to
tell the computer that the door was a portal (a hollow structure that allows
passage from one space to another). But this would assume that the computer
knows what a portal is. No, only physical properties need to be given to
the computer. The computer should work on finding patterns in the physical
properties of the objects

When a bird chirps, a few things can be detected: the frequency, duration,
the amplitude, etc. of the sound, and the direction from which the sound 
was emitted.

A computer could be told to regard background anomolies as indications
of an object. For example, if on a quiet day outside there was suddenly
a bird chirp, the amplitude and frequency detected by the hearing system
would suddely register large changes. This would tell the computer: "hey,
there's an object nearby." From here, the computer would create a somewhat
abstract template object out of the existing data that was present during
the anomaly, and then compare this template to all of it's known objects
(we will see that if properties are grouped properly, comparisons can
 be made *very* quickly.) It would find a set of potential matches, assigning
a probability to each one (via some sort pre-determined algorithm). It could
then tuck away the each object (i.e. data from an anomoly)...

The computer treats an anomaly as an object. Not as an indication of an
object, but as an object. At first, the computer would be recording *many*
anomolies and creating vast numbers of objects (unnamed) that were identified
solely by their properties. Now, the computer should have a built in
pattern finder that goes and looks at each property (note: property, not object)
and then goes to see what objects have that property. For example, the
pattern matcher could look at the z-index value for all objects...

When the computer looks to get the information on a newly detected object
and find out what it probably is, it will have to compare the properties
of the new object with the properties of all known objects. Thus, if it
has some quick 

The computer must have a temporal pattern matching device. For example,
if it detects lots of birds being present some times of the year,
but hardly any at other times of the year, it shouldn't think about something
like "average number of birds per year", but should just compare
the fluctuation of the short-term populations. This is how to identify
a new object; in this case seasons! Same with something like temperature.
The computer shouldn't just continuously record temperature, and build up
the notion of an average temperature of the object. Instead, it should
be able to group all data on time intervals! For example, you could have the 
data be grouped by intervals. Like, data would be grouped by 4-second intevals,
16-second intervals, etc, and analysis would be done on the average values
for the object over these intervals. This would get the "low-frequency" objects
(i.e. those objects that cause a very slow change).


/** Some data is sent to the computer **/
Object o = new Object(Properties p) {
    while (allProperties.hasNext()) {   // all properties just be strings
        String apn = allProperties.next();
        if (p.containsProperty(apn) {
            o.setProperty(apn,p.getProperty(apn).getValues());
        }
    }
}

Here allProperties is a rather short list, because it contains only top-level
property concepts, like geometry, spatiality, UV interaction, etc., ones
that are highly grouped and able to cull vast amounts of information quickly.
For example if the object is heard but not seen, geometry can be dropped,
as well as UV interaction. Some spatiality data may be known; the property
data can work it's way down the list like this, culling at each level.

Do I have to code something like terrestrial location??? I shouldn't have
to explicitly. That should be something deduced by the computer, an object
that it constructs from noticing "low-frequency" pattern changes. 

Suppose you had a robot that had no way of detecting temperature while
categorizing it's objects, but then a thermometer was attached and
the robot moved it's way around the earth, or managed to find temperature
differences simultaneously around the globe. It should be able to recognize 
patterns in the temperature, something that should look like a bunch of 
loosely outlined (because of the temperature *gradient*) shapes that are
slowly morphing. It could then say, "hey, I have a bunch of new objects
here. Lets see how these new objects compare to my existing objects to
see if I can recognize a pattern" (the new objects would translate to human
"temperature zones"). After recording temperature long enough, the computer
would be able to notice a long term (yearly) cycle through temperatures.
See, you couldn't immediately tell that birds could be categorized based
on the temperature zone in which they lived. The problem is: the temperature
zones would be defined by temperature and spatial location only. 
Looking at
locations where you've found all the birds before, you might be able
to pick out extremeties like tropical and arctic zones (a pattern would
be noted like pelicans were 95% likely to be found in a tropical zone, or
penguins were 100% likely to be found in an arctic zone).
But for most birds it would not be so clear cut. You may have detected
sparrows up North before, but if it's cold in the north now, you will
be in error if you say "you are 98% likely to find sparrows in Maine
on any given day", because this is not true over the course of a year.
It may have been true last summer, but if it's -15 degrees there now
there aren't going to be any sparrows. That's why the computer needs
to have a very temporarly-aware pattern-matching system.

Should I worry about the syntactic differences between 
"the sound that came from the sparrow", or 
"the sound that came from vibrations of the sparrow's vocal cords"?
No, this is pointless. Even if you *could* get a precisely agreed
upon definition for every word (a practical impossibility for humans)
the latter does not convey any extra information because all of
that information is *implied* by the first statement. You can have this
be the case if there are just default places that sound can come from
on a sparrow. For instance, if you hear the wings of a sparrow beating,
as well as the song of a sparrow, there is no confusion when you
say "the sound of wings beating that came from the sparrow", because
the sound of wings beating is easily distinguished from that of the song,
thus making it implicit that the sound came from the wings and not
the mouth. Thus every object should have a sound property associated 
with it if a sound is heard coming from any part of the object. Afterwards
you may more thoroughly investigate the object and end up with a bunch
of new objects, and then recognize 

You know, you can make a computer that can look just like the human brain
as far as categorizing objects and keeping a mental map of the objects 
in one's universe, but the computer doesn't really come to life without
*desires*. Desires are trivial though. Ahh. Desires aren't even known.
They can just be impulses. Impulses like "Fire: retreat", or "Coconut: eat",
or big object making noise coming at me "create odd feeling in me (just
a property, heh) and create impulse: run". The pattern recognition
would recognize a pattern in the way the "odd feeling", the desire
to run, and the large object always were showing up together. It would
recognize a pattern in it's own behavior that told it to eat. If it 
observed other creatures it would notice a similar pattern in their
behavior. If it then saw an animal that did not eat, it would notice
an anomoly in this animal (it doesn't eat), and consequently if it was
seen to die, a flag should raise in the computer's head that makes
it investigate a connection between eating and death. Now, if eventually
the connection were made that not eating for x days led to a y% chance
of death, then the computer would be able to be "threatened" by saying
"you won't get any food", because the computer would recognize that it
would die if not given food. Now, how would it come to want to avoid
death in the first place? Well, it doesn't necessarily have to. Have there
been humans who did not fear death? The fear of death is something that
is built into us. Patterns are engraved into our brains that help us
recognize the threat of death. The foundation is there from birth. Like
the chickens who see a hawk shape and go into a frenzy. The human does
one better. The threat of death can be totally abstracted by the human brain!
The human has the capacity to *imagine* himself in death scenes, and 
consequently *feel the terror* as if it were really happening. This can 
happen through a story or just as an independent thought. (Quite similar
to dreaming, now that I think about it). And the ones that feel the terror
at a movie or during a story are the ones who most fully imagine themselves
to be in it.

Is it flying to the warm, or from the cold that motivates a bird to migrate?
Or do both play roles at different times; and sometimes is it a reaction
to anything but instinct (like, the bird doesn't feel pain or pleasure, it
just suddenly, for no reason it can explain, decides to fly south).

-------------------------------------------

**Test Program**

Repetition (indicator of pattern) is something that occurs over
space and time. A bird chirping is going to register as a single
event. A bird flying by is a continuous event. How are we going to
store these events? 

Let's say a bird comes into view. A new object is created that contains
the detectable properties of the bird. Now, one thread might start working
on finding out whether or not this object fits any known scheme, but another
thread needs to be tracking the bird's position. An array of points, perhaps
collected at a rate of 100 per second (actual amount should be based on
velocity--the higher the angular velocity, the faster snapshots should
be taken) should specify the 3D path of the object
for as long as it remains visible. From this a spacecurve can be generated,
as well as derivitives and so on.

Say two birds chirp, one right after the other, but the chirps are different.
If these two occur close enough together...
Things that occur close together in time should
be easier to identify a cause-effect relationship.
If the birds chirp 1/2 second apart consistently, I'll probably pick
up the relationship very quickly. If they're 20 seconds apart, it'll
probably take longer. How can I simulate this on a computer? Well, once
I have two instances of this object (inasmuch as I can assume the two
instances can be grouped), I can start looking at objects that popped up
around the same time. If around both instances of the object I find that
another object popped up, then I might assume some relationship between
the two objects; like if one is present, I might be able to compute the
probability that the other is within some given range of the first.

Ah, you don't have to record everything, just the events/objects that 
stand out; the important thing is to time-stamp them.

Will instincts coupled with a supreme ability to recognize patterns
produce consciousness? Suppose a robot had the instinct to detect 
objects and look for patterns among them, and furthermore had the
desire to investigate them, doing things like squeezing them, etc.
All you need is internal feeling, like pain or pleasure, to be
the foundation for consciousness. The first time a robot detects
itself, whether through the observation of an arm motion...
A pattern: rock hits robot, sensation of pain. rock hits robot,
sensation of pain. rock hits other robot, no sensation. The connection:
only when a rock hits *this* robot does a sensation of pain
also occur. *This* robot, then, is different than every other robot
in some fundamental way. *This* robot becomes a very important
concept.
Looked at from a different angle: Robot arm touches hot metal, sensation
of pain, arm recoils, yelp emitted. 
Other robot arm touches hot metal, no sensation of pain,
other robot arm recoils, other robot yelps. 
The latter will be true for every robot observed except
one. That one will be form a separate object: "I". Later, suppose the 
robot sees a piece of hot metal. The robot knows that touching the metal
will result in a sensation of pain.

Touching hot metal is associated locally with pain.
Yelps are associated locally with pain.
Arm recoil is associated locally with pain.
Yelps are associated globally with arm recoil.
Touching hot metal is associated globally with yelps and arm recoil.

So what do you need to have the "I" pop out of this equation?
Pattern recognition.

All robots behave similarly when touching hot metal. Only one robot
feels pain when touching hot metal. That robot I will call "me".
"me" resists touching hot metal because it results in the sensation of pain.
Suppose I see one of the "others" resisting touching hot metal. What 
do I attribute the cause to?
My (as the robot) line of reasoning: touching hot metal results in pain--
pain results in a yelp and a pulling away of the arm.
Pain is only something sensed by "me".

--------------------- new day... ---------------

Heh heh, ok imaging this refrigerator moving toward the robot.
The robot doesn't know to move. The robot detects the objects properties:
position, velocity, geomotry. Then the fridge hits the robot, sending
this awful feeling. The robot is programmed to react strongly to any
"bad feeling" flag, instantly devoting a vast amount of processor time
to figuring out what could have been the cause of the "bad feeling". It would
start looking at all events that surrounded the "bad feeling" in time.
One event would be the refrigerator coming at the robot (represented
internally as just an object with a particular velocity relative to
the robot's internal reference frame (which would move with the robot's "eyes")).
Other events would be someone yelling "look out", and the collision of
two objects (the one at location 0,0,0, and the refrigerator). Other unrelated
events might also be picked up. A car going by might be registered, but
it wouldn't have had anything to do with the pain. The robot, however, just
makes a note of *all* of these events, and puts varying degrees
of red flag alerts on them
(!!! Based on a "probability of being the cause" algorithm--and this 
algorithm can just be as simple as "how soon before did it occur", because
the algorithm can be modifiable through experience!!!).
Now, the next time a robot sees any object, it first polls all of it's 
"red flags" to see if any match the criteria. If the new object doesn't
match any "red flag" criteria, then robot processing can go on as normal.
But if a red-flag match is made, then the robot needs to be hyper-alert
to the situation, because it's looking (in this case) for the cause
of the painful feeling. What's happening internally is this: a new object
is seen, say a large box. The large box shares some properties with
a refrigerator. You have to have the red flags propogate upward on 
the structure tree. They'll be, like dim at the top if only a few of the
subobjects are lit, and bright if a lot are lit. Take spatiality:
There will be the 

[Man, we can really start basic with this thing--I'm envisioning
 just having this really simple algorithm; no notion of coordinate
 systems; well, we're talking evolution here... What good are the
 eyes until you learn how to use the EM information that they are
 conveying. When you see an object that is coming at you, how do
 you *know* it is coming at you? I mean, even if you knew that you
 had to avoid objects coming at you, and you had done it for years
 by *hearing* the objects around you, how would you make the connection
 that an object that is gradually taking up more of your field of view
 and is becoming less fuzzy represents an *object coming at you*. Well,
 you wouldn't. It would basically have to be hard-coded into the brain:
 "an object gradually taking up more of your field of view... represents
  an object coming at you". "Object coming at you" is definitely the 
  top-level concept here. You would only need to be able to react to 
  "object coming at you", and all of the detection methods 
  (eyes, ears, smell, etc) could use the same code when deciding what to do.
  
  So, "what to do when something 
  
  !!! Properties form objects !!! Objects are created out of patterns
  in properties. If a bunch of objects were detected that had the
  properties of "living" and "flying", you would form a new object.
  Heck, "flying" would be consist of fundamental properties itself,
  primarily "z-index". 
  
  ------- sub thought -------
  If you've ever caught yourself about to rest your hand on a stovetop,
  and then at the last moment noticed that one of the burners was on,
  you'll know what it means to react without thinking. Probably you
  quickly jerked your hand away without any conscious consideration.
  Now, what exactly went on inside your head? You weren't recoiling from
  a burner; after all, if you hadn't have noticed that it was on, you
  wouldn't have recoiled at all. Instead, you were recoiling from something 
  very hot. And "very hot" has a very strong mental connection to 
  "potentially harmful".  And this is all that needs to be hardcoded into
  a brain: If the possibility of harm is forseen, take evasive action. Couple
  this with "If the possibility of pleasure is forseen, try to achieve it".
  With these two commands, you can do away with all of the hard-coding
  of what to do in certain instances. It's just a matter of telling a robot
  what brings it pleasure and what brings it pain. 
  [Heck, that's all
   that *really* goes on inside of us--whoa, something like yelling because
   of pain--what does that serve, why did it originate? It's possible that
   in the case of avoiding pain, the organism reacts in some general way.
   Due to genetic variation, different orgamism might be coded to react
   slightly differently in situations of sudden pain. If one of those organisms
   had the genes to "vibrate vocal cords", 
   and it served to save the life of that organism, then that organism
   would pass on the "yell when attacked" genes.] 
  The robot can then make all of the connections between objects, pleasure,
  and pain.
  
  public class Eye { // this file just contains the java code for
                     // transferring UV info to the robot's brain
        public void run() {
            sendImageToBrain();
            sleep(10);
        }
  }
  
  So, basically the Eye is just something that sends a picture to the brain
  100 times a second. The brain then needs to be able to analyize this picture
  and detect patterns. Do I need to hard-code object creation. Suppose you
  turn this thing on for the first time, and the only "senses" it has is a
  microphone and a touch-sensitive case: The robot hates being touched. Now,
  suppose a person walks into the room. The microphone is going to record a
  series of anomalies in the background (like, footsteps or voices). Now suppose
  it just goes on recording stuff like this for a while. People walking by,
  people talking, people getting closer (increasing amplitude), people moving
  away (decreasing amplitude). Every anomaly just gets jotted down and marked
  with a time stamp. (Hmm, now how does the computer identify an "anomaly".
  For instance, if a lamp came on and started making a steady humming
  sound, the computer would need to record some of this, but know to recognize
  when there hasn't been enough change to warrant further investigation, and 
  quit recording the data. All data should be *processed*, but only 
  anomalous data need be *recorded*. The trick is deciding how closely
  to analyze the incoming information. For instance, how little time variance
  in amplitude or frequency does a sound have to have to be regarded as
  uninteresting. How "steady" does that steady 60Hz actually have to be to
  warrant only writing one event: that which signaled the sound being heard.
  Of course you can always increase or decrease your tolerance, the trick
  is knowing when and how much. If a robot knew to be "alert", it would more
  carefully scrutinize the incoming data. Like if that 60Hz grew in frequency
  to 63Hz periodically, and this went unrecorded (or unnoticed, if the hardware
  tolerance or input data can be varied in precision) in the less-alert mode,
  then this time around it would be recorded: Something would be recorded like
  "the frequency of the lamp at time t1 was 60Hz, and at time t2 it was
   63Hz. The rate of change of frequency was roughly constant." (How would it
   determine "constant"? Well, it would initially be examining the frequency
   very carfully, and getting a time-based plot of the frequency, to which it
   could be told to try to plot various graphs and determine the best-fitting
   curve. Ah, but all this comes *far* later, after it has derived oscillations
   and mathematics...
  
  
  maybe there is a feeling inside
  you that says "". This is for creatures that can learn.
  Creatures that can't learn... the reaction must be hard-coded into the
  brain for every different stimulus, or at least based on generalizations.
  No, the "don't do it feeling" can be there even witho
  
  --------- end sub ---------

Radial coordinates are easy to visualize because we have dealt with
them implicityly for millions of years. Radial coordinates are 
the natural coordinate system for objects with radial perception.
Cartesian coordinates can be imagined because we are able to see
the world outside of ourselves.


*** End Notes ***

<h1>Properties</h1>
    <h2>Geometry</h2>
    One of the most important considerations. Once a computer is able to
    take an object, derive a crude geometrical representation for the object,
    and visualize how the object must appear through rotation. For example,
    if the computer saw a kitchen floor, it should be able to say that
    the geometry is roughly rectangular, and that the object was one of
    indefinite thickness (we can only see the top) lying in the xy-plane,
    at a height equal to the height of the xy-plane that on which we are
    standing. It is quite smooth, and various object rest atop it.
    
    <h2>Spatiality</h2>
    The concept covers position, velocity, acceleration, and all derivitaves
    thereof for tangible objects.
        <h3>Position</h3>
        This concept covers the spatial location of an object relative to
        some other object.
        <h3>Velocity</h3>
        This concerns the movement of an object relative to some other
        object.
        <h3>Acceleration</h3>
        This concerns the change in velocity (e.g. going from a nonmoving
        state to a moving state)
    <h2>Composition</h2>
    Does the object consist of recognizable sub-objects.
    <h2>UV interaction</h2>
    Concerned with the way the object interacts with UV radiation. In
    human biological terms, this would be equivalent to the "color" of
    the object, but computer "sight" is capable of directly detecting 
    UV radiation outside the limited human range.
    <h2>Sound</h2>
    Covers sounds emitted by the object. Equivalent to human hearing.
    <h2>Chemical analysis</h2>
    Concerned with identification of the molecules of composition for
    the object. Equivalent to human senses of taste and smell.
    <h2>Thermal properties</h2>
    Self-explanatory. Basically, how hot the object is.
    <h2>Pliability</h2>
    How easily shaped the object is.
    <h2>Firmness</h2>
    How the object reacts to pressure
    



<h2>Grouping</h2>
This concept covers grouping of objects. A group of objects may
be an object in itself (e.g. in English, a group of birds may be
called a "flock" and regarded as a single entitly).

<h2>Containment</h2>
This is the concept of an object containing, capturing,
possessing, or being composed of other objects.

<h2>Release</h2>
This is the concept of an object releasing, deflecting, 
or relinquishing other objects.

<h2>Exchange</h2>
Exchange of objects between other objects. It necessarily
involves containment and release.

<h2>Creation</h2>
The concept of object creation

<h2>Properties</h2>
This concept is one of the encapsulation of an objects properties.
For example, suppose a new object is identified. Properties may
include things like color, size, velocity, position, and grouping.
For example, suppose an object is detected in the sky, and the above
properties are recorded. Later it notices another such object, and different
values are generated. Color may be totally different, while size and velocity
are very similar. Height (z-position wrt earth) may be somewhat similar 
in that the two objects are still rather close to the earth. After 

<h2>Comparison</h2>
This is a concept that concerns the differences and similarities behind
objects.

<h2>Example</h2>
Suppose your object detection algorithm detects a number of objects at
a height of 25 yards, and the objects show properties of grouping
and movement. You have now significantly reduced the possible options
for identifying these objects. 

--------------------------
OK, a little blurb on mp3. It's so simple. People want music, people
want variety. People don't want to have to deal with 2000 mp3 files on 
their computers. A place like mp3.com is ideal for finding music. What
distinguishes a production like that found on mp3.com from a professional
studio production? Heh, what it formerly took millions to get sounding good
can now be done with a few thousand dollars in somebody's living room.
Artists can make music and sell their music online, earning money through
things like "payback through playback" on mp3.com. Currently, mp3.com is
paying $1 million per month to artists; say $10 million per year. This
would support 400 artists at $25,000 a year. If they manage to streamline
affairs and internet advertising kicks in as the world migrates online,
they could probably increase payback 10-fold. This would be 4000 artists
(musicians) being paid $25,000 per year. If each of these artists put out
2.5 songs per year (a low estimate), this would mean a minimum of 10,000
new songs a year. Of course, the reality of the situation is that there
will probably be far more than 4000 musicians, with top musicians maybe
making $100,000+, with tens of thousands of strugglers making only a few 
thousand dollars a year and holding part-time jobs. But it still would
not be this total rift--where you are either penniless or a millionaire.
The Internet rids the need for the middleman! Good music can be found
on the Internet.
Ha ha ha, I'm listening to Mozart right now in high-quality mp3 format,
streaming nearly seamlessly into my headphones over cable modem. Now,
while cable modems are not exactly ubiquitous, the time when the better
part of the world has broadband access is not so far off. You ask, should
I give up that huge classical collection? You don't have to! There's no 
copyright on that stuff. Anybody can record it... ... ... <= and that's
where I went in> to see Audra. 
What were the sales of Beethoven CD's last year, recordings of Moonlight
Sonata? Probably in the millions. How many times was it listened to? 
Many millions? What if every one of those listens came from mp3? You're 
not hearing Beethoven when you hear those pre-recorded CD's, you're hearing
somebody playing Beethoven. When someone buys a Beethoven CD, are they
buying Beethoven? No, they are buying somebody's recording of Beethoven.

0------------------------


Audra, it is 3:45am right now. You are sleeping. You have work tomorrow,
and I am out here in front of the computer. I am outside of myself right
now, in a way that is hard to explain. 


