DOS Model - Glossary of New Terms

 

B

B-ROM (or Personal B-ROM)

 

C

CB-ROM

CB-ROM Utilization Pattern

IPS(Interaction Processing System)

IPS Bias

Composition Extraction

Contextual Extraction

 

D

DF Analysis (Dichotomized Functional Analysis)

DOS Model (Dichotomized Operating System Model)

 

E

Extramural Communication

 

F

First Stage of Action

First Type of Interactions

 

H

Hard-wired IPS Biases

Hard-wired Interactions

 

I

Inherited Strength

Intramural Communication

Intramural Conflict

Intramural Consciousness

 

J

Judgment Based System

 

L

LB (Logical Brain)

LB Information Accumulation

LB Monologue

LB Summary

 

M

MLB-ROMs

 

N

No IPS Utilization

 

P

Parallel LB Monologue

 

S

Second Stage of Action

Second Type of Interactions

Sensory Consciousness

Sensory Summation

Sequential LB Monologue

Superiority Bias

 

T

Temporal Variation Extraction

Third Type of Interactions

 

V

VP (Virtual Person)

VP Utilization Time

VP-LB Dialogue (or VP-LB Communication)

VP Monologue

 

DOS Model (Dichotomized Operating System Model)

DOS model is a model of mind based on the theory of evolution which explains what mind is, how it works and how it develops over time using four of its functional components, i.e. LB, VP, B-ROM and CB-ROMs, besides explaining the reason why we have it. It does so by causally explaining phenomena like thinking, sensation, perception, awareness, consciousness, heredity, pain, etc. in the same framework.

 

LB (Logical Brain)

LB is a logical processing component operating in the brain which can access and execute multiple tasks by processing huge amount of data parallelly.

The processes of receiving sensory inputs and giving out motor commands to the nervous system are done by LB.

It is possible to perform all information processing operations of LB with the current state of the art computer software.

LB cannot generate consciousness, and thus, any phenomenon resulting out of LB processing (without the involvement of VP) is non conscious.

It works hand-in-hand with VP to generate all mind phenomena, and thus, is one of the two most important functional components in the brain.

 

VP (Virtual Person)

Even though it uses same amount of processing resources as LB, VP is comparatively less powerful in logical processing, as it shares them with its sub-components B-ROM and CB-ROMs, which utilize most of them.

Unlike LB, VP is responsible for generating consciousness.

Unlike LB, VP can process only one task at a time.

It works hand-in-hand with LB to generate all mind phenomena, and thus, is one of the two most important functional components in the brain.

Note: The reason why VP is synonymous to "homunculus" can only be understood after familiarizing yourself with workings of the model.

 

B-ROM (or Personal B-ROM)

B-ROM is used by VP to process current and future interactions in an optimized way using its content, which includes summaries of past experiences derived from information gathered and trends encountered in the past and connected to previously stored notions, beliefs, concepts, opinions, etc. Each summary of past experiences is also connected to it's respective detailed experiences. It also uses such past and current data to generate future projections.

Emotions, imagination, motivations, etc. are processed by VP using B-ROM, as they are connected to past data and/or future projections in one way or the other.

A major part of perceptions are processed by VP using data stored in B-ROM.

A major part of B-ROM develops in infancy and childhood.

A person's personality is entirely based on how his B-ROM is developed and utilized.

 

Judgment Based System

A judgment based system makes judgments by using 1) past experiences (if past data is available and required by the interaction in question) and future considerations/projections (if required by the interaction in question) and 2) thorough logical processing, resulting into offering highly optimized decisions that can be used for current and future interactions (a consequence of the evolutionary process).

 

IPS (Interaction Processing System)

IPS is the core mechanism of DOS. It's fundamental components VP and LB process and communicate information about interactions within themselves and with each other in standalone, sequential or concurrent manner, and when required, by the means of accumulating and using such data. It is designed to make the most out of complex operations offered by human life (as mentioned under title More Complex System Needed for Humans through judgement based processing, which is one of its main functions.

It is the origin of all human communications (verbal and non-verbal).

 

VP-LB Dialogue (or VP-LB Communication)

VP-LB dialogue is when VP and LB communicate for past/future considerations/projections and logical processing respectively.

E.g. when you feel like eating a cake while on a weight loss diet, you have to make a decision whether to have the pleasure of eating it or avoid it. In other words, should you enjoy the moment (i.e. LB – no consideration of past and/or future) or consider that it will result into weight gain in future, which is based on knowledge received in the past being projected into the future (i.e. VP – consideration of past and/or future).

 

VP Monologue

VP Monologue is where two or more past experiences and/or future projections are considered by VP internally, without the involvement of LB, commonly known as mulling over a subject.

E.g. a student contemplating between colleges to get admission, where he projects data received in the past into future to make a decision.

 

LB Monologue

LB Monologue is where LB processes data by communicating internally and supplies its result to VP. All LB Monologues are non conscious.

 

Parallel LB Monologue

Parallel LB Monologue is where LB uses its parallel processing capabilities to process data, the result of which it presents to VP in a summarized form.

E.g. parallel LB Monologue helps in recognizing a person by attending to only 1 or 2 features of his face (more here).

It covers highest amount of communication in the brain (i.e. DOS).

 

LB Summary

LB Summary is when LB sends information of a condition in a summarized form to VP.

 

Sequential LB Monologue

Sequential LB Monologue is where LB processes goal oriented sequential computations and presents its result to VP.

E.g. while playing the game of chess, a high number of steps involving logical processing are required. LB processes such steps (non consciously) and presents its result to VP (which is when it becomes conscious).

 

Intramural Communication

Intramural communication is any communication that uses VP, LB or both in the IPS, i.e. VP-LB dialogue, VP Monologue and LB Monologue.

The process of intramural communication is what we colloquially call thinking (conscious and non conscious, verbal and nonverbal).

 

Extramural Communication

Any intramural communication that is converted into language is extramural communication. It is typically initiated by VP.

 

DF Analysis (Dichotomized Functional Analysis)

DF Analysis is the process of analyzing, explaining and understanding all mind phenomena using functional components of the DOS model. It can be used to resolve a range of problems spanning from day-to-day life phenomena to mental disorders.

Once the basics of DOS model are understood, the intuitiveness of DF Analysis enables one to understand mind phenomena like thoughts, decisions, judgments, intentions, attention, free will, intentionality, etc. just by using common sense logic.

An example of intuitiveness of DF Analysis.

The philosopher's term "intentionality" is about the fundamental feature of mind to refer to, to be about, to represent, to stand for, different kinds of existent or nonexistent objects, properties and states of affairs. The question posed by philosophers is that, if brain is made up of matter, how is it possible to have intentional states in the brain when no other matter has them?

The core reason why philosophers fail to understand such phenomena is that they do not take into consideration mechanisms that run in the mind.

Following is an example of DF Analysis solves this philosophical mystery of intentionality using common sense logic:

The core purpose of DOS is to make decisions. Whenever there is intramural communication happening in the brain, it is always to make a decision on a subject (as it is optimized to do so by the evolutionary process – more here), which is realized through VP-LB communication. The subject such communication is about is the "aboutness" of the mental activity, which philosophers call intentionality.

 

LB Information Accumulation

LB information accumulation is LB's capability of collecting fragments of data pertaining to tasks, events, objects, etc. which are collected on multiple occasions in the past and store them as accumulated information, so that when its related task or event is encountered again, it can recall such information and utilize it when required in accumulated form, which optimizes their processing by saving time, energy and VP utilization factor.

E.g. when you learn to ride a bicycle, LB keeps collecting balancing information every time you maintain the balance using real time balancing data supplied by VP (as physical actions are guided by VP) and stores it in accumulated form in its memory. To maintain balance in similar situations at later stages, LB recalls and utilizes such accumulated information.

Each successful use of LB accumulating information (as determined by VP) strengthens memory related to it, while unsuccessful use weakens it.

 

VP Utilization Time

As 1) VP can process only one task at a time (more here), and as 2) VP is responsible for decision making processes (more here), and as 3) VP is responsible for guiding actions, there is a tendency in DOS to save as much VP utilization time as possible. Such optimization is done in operations where VP utilization can be reduced or eliminated without hindrance to the task's goal, e.g. while processing repetitive, condition based and genetically programmed interactions.

 

Sensory Summation

Sensory summation is the process of summating sensory data from all sensory modalities after they are analyzed for their content.

 

Composition Extraction

Composition Extraction is extracting data of all sensory modalities being received in summated form based on its composition, detected using information accumulated from the past in LB (LB Information Accumulation).

 

Temporal Variation Extraction

Temporal Variation Extraction is extracting data of all sensory modalities being received in summated form based on temporal variations, detected using information accumulated from the past in LB (LB Information Accumulation).

 

Sensory Consciousness

Sensory consciousness is when VP assigns consciousness to sensory data, which it does by default (more here).

 

Intramural Consciousness

Intramural consciousness is when VP assigns consciousness to intramural communication (more here).

 

Hard-wired Interactions

There are three types of interactions where the use of VP is either not possible (based on limitations) or not desirable (for the process of optimization).

 

First Type of Interactions

First type of hard-wired interactions are those that are evaluated as permanently detrimental for survival by VP, e.g. a strong fear of something (i.e. phobia) that may possibly be encountered again in future. Some such interactions also require to be handled instantaneously, even when a person is busy in some other task.

Such interactions are hard-wired if they go beyond the critical mass required for hard-wiring, which is based on how detrimental the interaction is and strength of its perception (i.e. how much VP perceives it to be detrimental, which it evaluates using past data stored in B-ROM and using future projections, if required). The benefit it offers to such interactions is that they can be recalled by LB, without the involvement of VP, making it possible to recall them even while VP is engaged in other tasks. As VP is not involved, the parallel processing capabilities of LB makes it possible to recall them instantly.

 

Second Type of Interactions

Second type of hard-wired interactions are needed right from the time of conception in the womb onwards, as they need to be capable of reaching the goals of survival and reproduction without using IPS, e.g. reflexes like sucking, grasping, stepping, etc.

Such interactions were hard-wired in the earliest generations which get carried forward and refined, if required, over following generations. The benefit it offers is the ability to activate them without a developed VP, while also being available across generations, as same types of interactions are needed in every generation.

 

Third Type of Interactions

Third type of hard-wired interactions are repetitive and condition based repetitive interactions that are frequently practiced in day-to-day life, e.g. regularly followed characteristics of thoughts or behaviours like mannerisms, inclinations, attitudes, hang-ups, idiosyncrasies, tendencies, fixations, etc., which are repeated for very long periods.

Such interactions are hard-wired if they go beyond the critical mass required for hard-wiring, which is based on their recurring frequency. The benefit it offers to such interactions is 1) saving of VP utilization time each time they are recalled (more here), so that VP can be engaged in other tasks, and 2) improving their quality, which happens as they get processed by multiple VPs over multiple generations (more here), it being one of the main factors responsible for the ever increasing intelligence of mankind.

The software containing information of conditions required for all three types of repetitive interactions mentioned above and their execution information are genetically hard-wired in LB, making it possible for them to run across generations, among other benefits.

 

Inherited Strength

Hard-wired interactions of first and third types need to get activated (i.e. genes related to them need to get expressed) if they are to be utilized. Whether or not an interaction of these types gets activated in its related experience in the current generation depends on its strength, which is calculated by processing two factors, 1) to what strength VP perceives it, which it evaluates using B-ROM and 2) if it was activated in the previous generation, to what strength, which is the inherited strength of the interaction.

 

IPS Bias

IPS is designed by the evolutionary process to make the most logical judgements using VP and LB. IPS bias is when, based on VP's perceptions, certain kinds of judgements need to be biased. The software to influence such judgments is stored in LB by VP, so when their related event occurs, either VP or LB can trigger such biases, which is the same as a person's attitude. A person follows such IPS biases as policies to deal with their related events in his life.

 

Hard-wired IPS Biases

An IPS bias is genetically hard-wired once it crosses the critical mass required for hard-wiring, which is based on its recurring frequency and its inherited strength. Hard-wired bias improves the quality of interactions it is designed for (given the same environment) by getting it processed by multiple VPs over multiple generations (more here) and by protecting it from getting thwarted by VP's capability of making free will decisions. Hard-wired IPS biases are a part of Third Type of Interactions (more here).

 

Superiority Bias

Superiority bias (hard-wired) offers optimizing aspect to a person's interactions by adding confidence, resulting into utilizing his capabilities to the maximum. Without such inter-generation feature, the progress mankind has made would not have been possible.

 

No IPS Utilization

For various reasons, the logic behind decisions of many social and evolutionary domains is either not known to humans or is not sought by them, e.g. the reason why we wear clothes or why a child follows what his parents tell him to do. No IPS Utilization is the term to address the same, because in such cases, DOS disregards the very purpose of IPS, as it does not utilize it for logical decision making.

 

CB-ROM

Children find it difficult sharing ideas, desires, beliefs, interests, etc., with others, as they believe that other people's points of view and interpretations are same as their own. This is because their VPs use their own B-ROM for others, while others use their own, and thus, are different. For the same reason, their VP starts creating B-ROMs for each person they interact with (i.e. CB-ROMs, for Character B-ROMs), which helps them to think and interpret from their points of view. E.g., mom CB-ROM, brother CB-ROM, teacher CB-ROM, etc.

 

First Stage of Action / Second Stage of Action

Executing an action is a two stage process. The first stage is about planning the action (i.e. First Stage of Action) and the second one is about executing it (i.e. Second Stage of Action).

 

Contextual Extraction

Contextual extraction is when, in the process of imagining, recalling, executing or seeing someone executing interactions, objects, people, scenarios, etc., VP recalls similar earlier interactions (using LB's pattern matching capability), which retrieves, based on what was stored on earlier occasions, their associated memories, locations, subjective experiences, emotions, etc. to see them in different contexts, thus enhancing knowledge and understanding about them (a consequence of the evolutionary process).

 

CB-ROM Utilization Pattern

Patterns of CB-ROM utilization reveal how a person deals with others. They are None for all, Self for all, Other's for all, Others' for all, One for all, Some for all and One for each.

 

Intramural Conflict

Intramural conflict is when there is conflict in VP and LB communication, i.e. when one has two or more equally strong, but different opinions about something (which often result out of desired and constrained conditions).

 

MLB-ROMs

(Multiple Personality Disorder / Dissociative Identity Disorder / DID) Even when each person has one personal B-ROM, as 1) a major part of personal B-ROM develops in childhood, and as 2) VP is continuously connected to it in order to interact with the external world, and as 3) one of the goals of VP-LB mechanism is to control situations using thoughts and actions, which are driven by the instinctive tendency of getting rid of bad perceptions, and as 4) perceptions are formed by VP, if VP recalls unbearable conditions that were experienced earlier (through contextual extraction – more here), especially in the developmental stage of childhood, the recall of which is unavoidable, based on the severity of such conditions and VP's perception of them, LB can generate more than one personal B-ROM, so that VP can switch between them, resulting into it avoiding the bad perceptions, as the personal B-ROM which had received them is "switched off", i.e., VP has switched to another personal B-ROM as a default, and thus, is not involved. Such multiple personal B-ROMs are called MLB-ROMs.

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