Humans: A Primer

Paradoxical. Bloodthirsty. Pacifistic. Unpredictable. Stubborn. Unkillable. Fragile. Skeptical. Naïve. No single word or phrase seems able to encapsulate the uniqueness of a human. Relatively new on the galactic stage, humans have created a disproportionate stir in galactic society. Disproportionate, at least, if you've never interacted with a human. If you've met one… you may wonder why the rest of the universe isn't more thoroughly freaked out.

Warnings and behavior notes are [bracketed], side notes are in (parentheses), and points that call for references are marked RF.

Origin: Humans evolved on a terrestrial-oceanic world, called interchangeably Terra or Earth among other names, orbiting a main-sequence yellow star named Sol. The planet's surface temperature ranges from -50 to 45 degrees centigrade (humans usually also use centigrade temperature measurements, though legacy systems still exist, RF: Fahrenheit), with a global average of approximately 17 degrees. Temperatures vary wildly between areas and seasons. There are a staggering number of different biomes and climates on the world, a result of its considerable axial tilt and resultant extreme seasonal changes, combined with the tidal effects of its one huge moon and its highly active tectonic geology. Terra's dense, molten metal core provides a magnetic shield against solar radiation, as expected for a life-bearing world so close to its star. Terra's gravity is approximately 3 standard gravities at its surface.

Terra is a Class Six Death World: its weather can be extreme (RF: hurricane, typhoon, tornado) and its active geology causes frequent earthquakes and volcanoes. Its flora, fauna, and microorganisms are exceedingly dangerous, many being poisonous or venomous, and many more possessing physical traits sufficient to pose legitimate threats to military-grade vehicles. In accordance with basic principles of coëvolution, the creatures of Terra (humans included) have many resistances or immunities to the poisons and chemicals other Terran life employs. Of particular note are caffeine and theobromine, mild stimulants to humans but lethal metabolic exaggerants to many other species, and capsaicin, a powerful antimicrobial/antifungal that produces traumatic sensations of burning, which humans regard as a basic cooking spice.

Much Terran life is resilient against common poisonous chemicals. Ethanol is consumed recreationally by humans, for the deliberate purpose of temporarily disrupting their brain chemical balance and impairing cognitive functions.

Infestations of Terran pests is an emergency of extreme significance, as they can adapt to and overwhelm most carbonic ecosystems in terrifyingly short timeframes, and many pose significant threats to sophonts. All biological matter from Terra must undergo quarantine both at Terra's Planetary Protection Office and again at the destination.

Biology: [Warning: Humans can be easily offended by certain topics relating to biology. Read all reference notes and obey applicable warnings before attempting discussion of biology with a human] Humans are bilaterally symmetrical tetrapods, with an upright, bipedal stance. Their lower limbs are exclusively legs, and their upper limbs are arms. Their torso comprises approximately 40% of their height, is around half that wide, and comparatively flat front-to-back. Their head is atop the torso, with a short, highly flexible neck. Most vital organs are within the torso: the brain and most sensory organs are within the head.

Humans are endoskeletal, with bones composed of mineralized tissues that are tremendously strong. Their tissues and organs are soft and largely water, as is typical of carbon-based life. Their skin is moderately durable. Humans have variable amounts of keratinous hair (not fur; RF "hair vs fur vs feathers"). Usually there is a dense patch of hair atop the head and another at the lowest section of the ventral side of the torso. Amounts of body hair range from almost nil to nearly as dense as the head hair, with males tending towards slightly more. Humans frequently practice depilation, the shaving, trimming, or removal of hair for aesthetic or practical reasons. [Do not expect to be able to reliably identify a human by hair pattern or length, as these can be changed with little notice. Humans also often dye their hair different colors.] Human skin colors range from pale near-translucence that takes a pinkish hue from their red blood, to yellowish, reddish, or brown pigmentation. Humans usually have very little patterning, except small occasional spots called moles or freckles. There are swirling stripes, caused by cell migration during embryo development and called Blaschko's lines, but these are not normally visible to humans. Blaschko's lines are visible to humans only under ultraviolet light, which is mildly damaging to humans and not useful to their sight, or due to certain diseases.

Humans range from 1.2 to 2.5 meters in height, with some exceptions. They have two biological sexes: the progeny-bearing females and the genetic transmitter males. Gametes from male and female are required for procreation. Fertilization is internal, and the female gestates internally for slightly more than two cycles [approx 9 Terran months (RF: "Earth Time")] before giving live birth, usually to a singleton. Human newborns are fragile and helpless. Maturation takes approximately 60 cycles [18 Terran years] before widely-accepted biological, mental, and legal maturity. The interference of medical technology makes natural lifespan difficult to calculate, but estimates are around 261 cycles [90 Terran years] for unassisted lifespan.

Sexual dimorphism exists, but is moderately subtle. Males tend towards slightly higher average height (~10 cm) and similarly increased tendency for muscle mass. Females more readily accumulate reserves of lipids and other biological energy storage (RF: cellulite). The upper ventral area of the torso hosts mammary glands (breasts) meant to provide a nourishment fluid (milk) to newborn young; in males these are flat and nearly nonfunctional, while in females they bulge out noticeably to accommodate their function. The proportion of female breast size and shape varies significantly by individual and age. [Female breasts are part of the complicated assessment of beauty, and careless discussion of them is an extremely easy way to gravely offend all nearby humans. Do not attempt non-medical discussion without extensive knowledge, preferably obtained from a human tutor.] There are other dimorphic tendencies of proportion, but these are quite small, and difficult for most other species to identify without practice.

Humans have concepts of gender, but although it originated with biological sexes this topic is dizzyingly complicated and of utmost delicacy. When speaking a language that offers gendered pronouns, utilize whichever ones the human in question requests be used. Do not ask why they use that particular set. Do not attempt to correct the human. Gender is often a touchy subject. Most humans fall into the "male" and "female" genders, simplifying their address, but once again, use the pronouns they request because they may defy or contradict the aforementioned dimorphic cues. (RF: "Human Sex, Gender, and Sexuality")

The more superlative traits of humans are in their chemical adaptability, endurance and regenerative powers. Humans can consume a staggering range of foods without difficulty. There are, of course, many chemicals that are poisonous to them in even small quantities, but their tolerance for many poisons is significantly higher than is average for carbon-based life. Humans have a reputation for being able to eat anything, which in the arena of carbon-based foods is nearly true. Some foods they consume have little or no nutritional value to them, and are consumed for either the pleasure of eating, or to fulfill a challenge (RF: alcohol, capsaicin, "Junk Food", "Dextrorotary and Levorotary molecules").

Humans evolved as pursuit predators, meaning that their primitive ancestors simply walked after their prey for days until the prey collapsed from exhaustion. Human ancestors also hunted by ambush, traps, or direct confrontation with weapons. Humans are omnivores, and fruits, grains and vegetables comprise 40-80% of their typical diet.

Humans recover from injury at an amazing rate. Small cuts or abrasions on their skin generally heal completely within 3 standard days. Larger damage, such as a gash into muscular tissue, can be healed in as little as 20 standard days. Even major broken bones can heal in as little as one cycle. Humans cannot regrow amputated limbs, but recently severed limbs can be reattached with prompt medical care.

Behavior: Humans are highly varied and difficult to generalize. Many humans, particularly those who go to space, are highly motivated in the pursuit of their interests. Said interests can also vary wildly, being as broad or practical as "engineering" to as narrow or useless as "eggshell cameo paintings" (RF: eggs, cameos).

Humans have (usually) a highly developed sense of humor, though all sophont's senses of humor vary noticeably. The range of human humor is varied enough to merit its own monograph.

Humans have decently good intelligence, and often specialize into a particular trade, profession, or task. Some generalize, being able to slot into a wide variety of moderate-complexity tasks. Many specialists will take secondary training in another task, such as a medical specialist taking combat training. Don't bother attempting to guess what a particular human does; with few exceptions their profession doesn't alter their appearance.

Humans possess a remarkable ability to form emotional connections, a form of pack-bonding left over from evolutionary times. Unlike most pack-bonding sophonts, humans will bond readily with creatures of any species, and will do so at any point in their life. Humans will bond with non-sapient animals, and even with robots or inanimate objects. (RF: "Stabby the Space Roomba) In particular, there are several Terran species widely accepted as 'pets', (RF: dog, cat) and it is generally considered wise for any ship/station with several permanent or semipermanent humans to acquire one or more of these pets for the humans to bond with. This is particularly advised if the ship is an exploratory vessel, since a human without a pet might attempt to bond with possibly dangerous wildlife.

Human pack-bonding can be exceedingly useful, as a human will display their superlative endurance and durability in order to assist a pack member in distress or danger: thus a human can significantly increase the survival rate of an entire crew to whom they've bonded. [Warning: never betray a human who has bonded to you, nor someone to whom that human has bonded. The ability of a human to hold a grudge is legendary]

Humans have a wide variety of cultural customs, which they will pursue often to the immense confusion of crewmates. Explanations of these customs sometimes result in fascinating discussions of human history, and sometimes result in the human saying "I don't know" or "I just like it". It is advised to not question these two sayings.

Supernal ability: Humans do not possess any measurable psychic or mystic power (to the great relief of their neighbors). However, humans often demonstrate a form of limited precognition, usually described as a "gut feeling", that is uncannily accurate. Like most predatory sophonts, humans can "thin slice" a situation, rapidly assessing it from innumerable small cues with high accuracy. However, human "instinct" (different from the normal use of that term) and gut feeling (sometimes "gut instinct") demonstrate statistically significant defiance of statistics. Humans tend to make decisions that they don't fully understand, but which regardless lead to utterly unforeseeable positive outcomes. Research into this precognitive sense is ongoing, but thus far entirely unsuccessful.

Source.

The Future of High Fidelity

I was cleaning stuff out over the weekend and ran across a file folder full of clippings I'd kept from various sources over the years.  I was a big hi-fi geek in high school and college, and one of the articles I kept that I'd always loved was a bit of fiction from the mind of Larry Klein, published July 1977 in the magazine Stereo Review, describing the history of audio reproduction as told from a future perspective.  Since the piece was written many years in advance of the personal computer revolution, the author was wildly off-base with some of his ideas, but others have manifested so close in concept—if not exact form—that I can't help but wonder if many young engineers of the day took them to heart in order to bring them to fruition.

And I would be very surprised indeed if one or more of the writers of Brainstorm had not read the section on neural implants, if only in passing…

Two Hundred Years of Recording

The fact that this year, 2077, is the Bicentennial of sound recording has gone virtually unnoticed. The reason is clear: electronic recording in all its manifestations so pervades our everyday lives that it is difficult to see it as a separate art or science, or even in any kind of historical perspective.  There is, nevertheless, an unbroken evolutionary chain linking today's "encee" experience and Edison's successful first attempt to emboss a nursery rhyme on a tinfoil-coated cylinder.

Elsewhere in this Transfax printout you will find an article from our archives dealing with the first one hundred years of recording. Although today's record/reproduce technology has literally nothing in common with those first primitive, mechanical attempts to preserve a sonic experience, it is instruction from a historical and philosophical perspective to examine the development of what was to become known as "high fidelity."

Primitive Audio

It is clear from the writings of the time that the period just after the year 1950 was the turning point for sound reproduction. For a variety of sociological, economic, and technological reasons, the pursuit of accurate sound reproduction suddenly evolved from the passionate pastime of a few engineers and Bell Laboratories scientists into a multimillion-dollar industry. In the space of only fifteen years, "hi-fi" became virtually a mass-market commodity and certainly a household term. In the late 1970s, the first primitive microprocessors (miniature computer type logic-plus-memory devices) appeared in home audio equipment. These permitted the user to program was was known as an "FM tuner," record player," or "tape recorder" to follow a certain procedure in delivering broadcast or recorded material.

For those who are not collectors of those antique audio devices, which employed "records" or "tapes," such terms require explanation. From its earliest beginning, recording employed an analog technique. This means that whatever sound was to be preserved and subsequently reproduced was converted to an equivalent corresponding mechanical irregularity on a surface. When playback was desired, this irregularity was detected or "read" by a mechanical sensing device and directly (later, indirectly) reconverted into sound. It may be difficult to believe, but if, say, a middle-A tone (which corresponds to air vibrating at a rate of 440 times per second) was recorded, the signatl would actually consists of a series of undulations or bumps which would be made to travel under a very fine-pointed stylus at a rate of 440 undulations per second. Looking back from a present-day perspective, it seems a wonder that this sort of crude mechanical technique worked at all—and a veritable miracle that it worked as well as it did.

The End of Analog

Magnetic recording first came into prominence in the 1950s. Instead of undulations on the walls of a groove molded in a nominally flat vinyl disc, there were a series of magnetic patterns laid down on very long lengths of of thin plastic tape coated on one side with a readily magnetized material. However, the system was still analog in principle, since if the 440-Hz tone was magnetically recorded, 440 cycles of magnetic flux passed by the reproducing head in playback. All analog systems—no matter what the format—suffered the same inherent problem (susceptibility to noise and distortion), and the drive for further improvement caused the development of the digital audio recorder.

Simply explained, the digital recording technique "samples" the signal, say, 50,000 tiles a second, and for each instant of sampling it assigns a digitally encoded number that indicates the relative amplitude of the signal at that moment. Even the most complex signal can be assigned one number that will totally describe it for an instant in time if the "instant" chosen is brief enough. The more complex the signal, the greater the number of samples needed to represent it properly in encoded form.

In the late Seventies and earl Eighties, digital audio tape recording proliferated on the professional level, and slightly later it also became standard for the home recordist. Many of the better home videotape recording systems were adaptable for audio recording; they either came with built-in video-to-audio switching or had accessory converters available.

The video disc, first announced in the late 1960s, progressed rapidly along its own independent path, since it benefited from many of the same technical developments as the other home video and digital products. B the mid 1980s a variety of video-disc player were available that, when fed the proper disc, could provide both large-screen video programs with stereo sound or multichannel audio with separate reverb-only channels. The fat semiconductor RV screen that was available in any size desired appeared in the early 1980s. It was the inevitable outgrowth of the light-emitting diode (LED) technology that provided the readouts for the electronic watches and calculators that were ubiquitous during the early 1970s. Later in the decade, giant-screen home video faced competition from holographic recording/playback technique. Whether the viewer preferred a three-dimensional image than was necessarily limited in size and confined (somewhat) in spatial perspective or a life-size two-dimensional one ultimately came down to the specifics of the program material. In any case, the two non-compatible formats competed for the next twenty years or so.

LSI, RAM, and ROM

By the late 1980s, the pocket computer (not calculator) had become a reality. Here too, the evolutionary trend had been clearly visible for some time. The first integrated circuits were built in the late 1950s with only one active component per "chip." By the end of the Seventies, some LSI (large-scale integrated circuit) chips had over 30,000 components, and RAM (random-access memory) and ROM (read-only memory) microprocessor chips became almost as common as resistors in the hi-fi gear of the early 1980s. ADC's Accutrac turntable (ca. 1976) was the first product resulting from (in their phrase) "the marriage of a computer and an audio component." The progeny of this miscegenation was the forerunner of a host of automatic audio components that could remember stations, search out selections, adjust controls, prevent audio mishaps, monitor performance, and in general make equipment operation easier while offering greater fidelity than ever before. As a critic of the period wrote, "This new generation of computerized audio equipment will take care of everything for the audiophile except the listening." Shortly thereafter, the equipment did begin to "listen" also, and soon any audiophile without a totally voice-controlled system (keyed, of course only to his own vocal patterns) felt very much behind the times. One could also verbally program the next selection—or the next one hundred.

"Resident" Computers

The turn of the century saw LSI chips with million-bit memories and perhaps 250 logic circuits—and the eruption of two controversies, one major and one minor. The major controversy would have been familiar to those of our ancestors who were involved in the cable-vs-broadcast TV hassles during the 197os and later. The big question in the year 2000 was the advantage of "time sharing" compared with "resident" computers for program storage.

Since the 1950s the need for fast out put and large memory-storage capacity had drien designers into ever more sophisticated devices, most of them derived from fundamental research in solid-state physics. The late 1970s, a period of rapid advances, saw the primitive beginnings of numerous different technologies, including the charge-transfer device (CTD), the surface acoustic-wave deivce (SAW), and the charge-coupled device (CCD), each of which had special attributes and ultimately was pressed into the service of sound reproduction processing and memory. The development of the technique of molecular-beam eipitaxy (which enabled chips to be fabricated by bombarding them with molecular beams) eventually led to superconductor (rather than semiconductor) LSIs and molecular –tag memory (MTM) devices. Super-fast and with a fantastically large storage capacity, the MTM chips functioned as the heart of the pocket-size ROM cartridge (or "cart" as it was known) that contained the equivalent of hundreds of primitive LP discs.

The read-only memory of the MT carts could provide only the music that had been "hard-programmed" into them. This was fine for the classical music buff, sicne it was possible to buy the complete works of, say, Bach, Beethoven, and Carter in a variety of performances all in one MT cart and still have molecules left over for the complete works of Stravinsky, Copland, Smythe, and Kuzo. However, anyone concerned with keeping his music library up to date with the latest Rama-rock releases or Martian crystal-tone productions obviously needed a programmable memory. But how would the new program get to the resident computer and in what format?

By this time, every home naturally had a direct cable to a master time-sharing computer whose memory banks were contantly being updated with the latest compositions and performances. That was just one of its minor facilities, of course, but music listeners who subscribed to the service needed only request a desired selection and it would be fed and stored in their RAM memory units. Those audiophiles who derived no ego gratification from owning an enormous library of MT carts could simply use the main computer feed directly and avoid the redundance of storing program material at home. Everyone was wired anyway, directly, to the National Computer by ultra-wide-bandwidth cable. The cable normally handled multichannel audio-video transmissions in addition to personal communication, bill-paying, voting, etc., and, of course, the Transfax printout you are now reading.

Creative Options

The other controversy mentioned, a relatively minor one, involved a question of creative aesthetics. The equalizers used by the primitive analog audiophiles provided the ability to second-guess the recording engineers in respect to tonal balance in playback. This was child's play compared with the options provided by computer manipulation of the digitally encoded material. Rhythms and tempos of recorded material could easily be recomposed ("decomposed" in the view of some purists) to the listeners' tastes. Furthermore, one could ask the computer to compose original works or to pervert compositions already in its memory banks. For example, one could hear Mongo Santamaria's rendition of Mozart's Jupiter Symphony or even A Hard Day's Night as orchestrated by Bach or Rimsky-Korsakov. The computer could deliver such works in full fidelity—sonic fidelity, that is—without a millisecond's hesitation.

Since Edison's time, the major problems of high fidelity have occurred in the interface devices, those transducers that "read" the analog-encoded material from the recording at one end of the chain or converted it into sound at the other. Digital recording, computer manipulation of the program material, and the MT memory carts solved the pickup end of the problem elegantly; however, for decades the electronic-to-sonic reconversion remained terribly inexact, despite the fact that it was known for at least a century that the core of the problem lay in the need to overlay a specific acoustic recording environment on a nonspecific listening environment. Techniques such as time-delay reverb devices, quadraphonics, and biaural recording/playback, which put enough "information" into a listening environment to override, more or less, the natural acoustics, were frequently quite successful in creating an illusion of sonic reality. But it continued to be very difficult to establish the necessary psychoacoustic cues. The problem was soluble, but it was certainly not easy with conventional technology. And the necessary unconventional technology appeared only in the early years of this century.

Brain Waves

It has long been known that all the material fed to the brain from the various sense organs is first translated into a sort of pulse-code modulation. But it was only fifty years ago that the psychophysiologists  managed to break the so-called "neural code." The first applications of the neural-code (NC) converters were, logically enough, as prosthetic devices for the blind and deaf. (The artificial sense organs themselves could actually have been built a hundred years ago, but the conversion of their output signals to an encoded form that the brain would accept and translate into sight and sound was a major stumbling block.)

The NC (encee) converter was fed by micro-miniature sensors and then coupled to the brain through whatever neural pathways were available. Since rather delicate surgery was required to implant and connect the sensory transducer/converter properly, the invention of the Slansky Neuron Coupler was hailed as a breakthrough rivaling the original invention of the neural code converter. The Slansky Coupler, which enabled encoded information to be radiated to the brain without direct connection, took the form (for prosthetic use) of a thin disk subcutaneously implanted at the apex of the skull. Micro-miniature sensors were also implanted in the general location of the patient's eyes or ears.  Total surgery time was less than one hour, and upon completion the recipient could hear or see at least as well as a person with normal senses.

What has all this to do with high-fidelity reproduction? Ten years ago a medical student "borrowed" a Slansky device and with the aid of an engineer friend connected it to a hi-fi system and then taped it to his forehead. Initially, the story goes, the music was "translated"—"scrambled" would be more accurate—into color and form and the video into sound, but several hundred engineering hours later the digitally encoded program and the Slansky device were properly coupled and a reasonable analog of the program was direcly experienced.

When the commercial entertainment possibilities inherent in the Slansky Coupler became evident, it was only a matter of time before special program material became available for it. And at almost every live entertainment or sports event, hi-fi hobbyists could be seen wearing their sensory helmets and recording the material. When played back later, the sight and sound fed directly to the brain provided a perfect you-are-there experience, except that other sensory stimuli were lacking. That was taken care of in short order. Although the complete sensory recording package was far too expensive for even the advanced neural recordist, "underground" cartridges began to appear that provided a complete surrogate sensory experience. You were there—doing, feeling, tasting, hearing, seeing whatever the recordist underwent. The experience was not only subjectively indistinguishable from the real thing, but it was, usually, better than life. After all, could the average person-in-the-street ever know what it is to play a perfect Cyrano before an admiring audience or spend an evening on the town (or home in bed) with his favorite video star?

The potential for poetry—and for pornography—was unlimited. And therein, as we have learned, is the social danger of the Slansky device. Since the vicarious thrills provided by the neural-code-converter/coupler are certainly more "interesting" than real life ever is, more and more citizens are daily joining the ranks of the "encees." They claim—if you can establish communication wit them—that life under the helmet is far superior that that experienced by the hidebound "realies." Perhaps they are right, but the insidious pleasures of the encee helmet has produced a hard core of dropouts from life far exceeding in both number and unreachablility those generated by the drug cultures of the last century. And while the civil-liberties and moral aspects of the matter are being hotly debated, the situation is worsening daily. It is doubtful that the early audiophiles ever dreamed that the achievement of ultimate high-fidelity sound reproduction would one day threaten the very fabric of the society that made it possible.

I've Seen Things…

"I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser gate. All those moments will be lost in time…like tears in rain." ~ Roy Batty, Blade Runner