Subjective Slots

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The subjective quadrant of The 8 x 8 Grid. The origin of the Cartesian plane is in the top right corner.
OBVIOUS COOPERATING EXPECTING BELIEVING
CUSTOMARY STYLISTIC CONSIDERING FRIVOLOUS
RECREATIONAL CALCULATING ARBITRARY DECEPTIVE
EPIPHANIC HURRYING DESPERATION DYSPHORIC

Believing Slot

See Belief Level

Expecting Slot

Also known as HOPE

The expecting slot includes a receptivity to something unspecific but desirable. Expecting patterns include various way to make oneself cognitively available for being inseminated with a new considerative pattern. One expecting pattern would be the Santa Claus: a post-sexual alpha male with a marked preference for altruistic behavior and a track record of ample success, prosperity and longevity while behaving in such a way. Personally, I believe we shouldn't have children believe in evil or utilitarian good before they already have a lot of faith in the efficacy of naive and obvious ways of being good.

Cooperating Slot

Also known as SHARE

The cooperating slot includes belief patterns that involve an expectation of reciprocated or shared effort in a "two-way street" fashion. Children are capable of expecting Santa without believing that they have any way to reciprocate Santa's effort. They do reciprocate by becoming altruistic and good people but they needn't be aware of such a development in order to expect Santa. But in order to cooperate with Santa they would have to understand that there is no "free lunch", not even on Christmas, for if they fail to become good people they will be haunted by the good other people did for them - at least if their faculty of conscience operates normally. Cooperating patterns include trust and emotional attachment to one's own social role.

Obvious Slot

Also known as WHAT?

The members of the obvious slot are belief patterns that are grounded to a sensory experience. All obvious patterns are seemingly unimportant as such but they're potentially epiphanic because any epiphany would include them. For example, when a synesthetic savant with a knack for identifying primes is feeling numbers they appear as tactile sensations among others. But an epiphany might occur when the savant realizes he's unique with regards to experiencing these patterns as obvious. Others would have to consciously apply some method to a number in order to identify whether it's a prime, which is cognitively more expensive. Admittedly, this is probably not the case if the number is remembered to be a prime. Memory recall is unlikely to be cognitively much more expensive than sensing. By "cognitive price" I mean a vague notion involving at least time, subjectively sensed effort and objectively measurable calories consumed in the execution of a cognitive task.

Frivolous Slot

Also known as SAD

The frivolous slot contains considerative patterns that are potentially beliefs but actually considerations. It includes beliefs that, however actual, feel vacuous: extant only because nothing better has replaced them. Triteness, the boredom of housewives, the vapidity of stagnant social circles and the fake merriment of people who dislike each other are frivolous patterns. Frivolous patterns sometimes make people act out of character or make remarks about themselves being "fake".

Considerative Slot

See Consideration Level

Stylistic Slot

Also known as POSSESS

Stylistic patterns are potentially calculative but actually considerative. They have the potential to propagate beyond actual societies, ie. beyond the people one actually knows and is acquainted with, and into imaginary societies, ie. people who one has never met but who one assumes to feel familiar by virtue of speaking the same language, believing in the same things, living in the same country, having the same hobbies and so on. For example, a woman in USA began pronouncing the word "house" like "hess". This turned into a local trend, with most people being unaware of who started it. This was a stylistic pattern. The industry of fashion is typically involved in the production of stylistic patterns.

Customary Slot

Also known as BE

The customary slot includes patterns whose potential quality is epiphanic whereas their actual quality is considerative. These include respect towards authority and anything that should be taken seriously regardless of whether it's the object of love or a member of one's actual society. It is virtually impossible to experience the awe that is often the hallmark of epiphany if one is not accustomed to revere things that could be worthy of admiration, for such valuable things have a habit of vanishing without trace, possibly never indicating how much they were worth, to someone who does not display aptitude to understand, prize and cultivate their merit.

Deceptive Slot

Also known as PRETEND

Deceptive patterns are actually calculative but potentially believing. While they have the potential to achieve whatever is desired with the act of deception, that's done at the expense of extinguishing or annihilating some potential that's inherent to honesty, openness or some other asset that's necessary for a simple and dignified life. It's cognitively inexpensive to be honest and open about everything. Deception forces one to forgo the option for being honest and open, which in turn necessitates an elevated level of awareness whenever a deception is at risk of being revealed as such.

A high level of deception causes people to become withdrawn, cold, uninvolved, escapistic, quiet and inclined to direct their attention to trivial matters that are relativized within a rigid context so as to make it more difficult for free and open discussion and expression to uncover deceptions. If a person is unable to resist the temptation to deceive he'll develop difficulty being at ease while dealing with other than trivial concerns. This is because he's afraid that matters of genuine importance will create a need to expose that he's not what he tried to make others believe him to be.

Arbitrary Slot

Also known as BURDEN

Arbitrary patterns are actually calculative but potentially considerative. They reach their considerative potential only by undermining the value of consideration. I've heard that some married immigrant women from traditional cultures have difficulty receiving lessons from native single women of secular and technologically advanced cultures. The lessons could be about anything, such as how to operate a sewing machine. It can be readily understood that the function of this negligence towards anything a single woman says is to encourage people to get married, but if said negligence is so intense that even the use of a sewing machine cannot be learnt because of it, one is inclined to ask: what is so important about marriage then? Should people just get married and make babies in order to collectively keep rejecting good advice? I don't attempt to provide a definite answer to this particular instance. I merely wish to point out that the doubts that create this issue can be used to illustrate how people with conflicting beliefs find each others' beliefs arbitrary.

Calculative Slot

See Calculative Level

Recreational Slot

Also known as FUN

Recreational patterns are like calculative patterns but they're potentially epiphanic because recreation is conducted for its own sake. Suppose a hard-working person needs to party every once in a while in order to stay psychologically healthy enough to keep working. When he is not partying he might view partying as a calculative pattern. He knows he needs to do it in order to have a balanced life. But while partying he becomes immersed to the atmosphere to such an extent that work seems like a way to obtain permission for partying. Therefore, enjoyable partying is a recreational pattern during the moments when one is actually engaged in that activity.

Dysphoric Slot

Dysphoric patterns are actually epiphanic but potentially beliefs. It's perhaps not hard to imagine what they're like due to their frequent portrayal in movies, news and culture. Dysphoria refers broadly to any kind of experience that feels subjectively intensely negative such as panic or psychotic depression.

Desperation Slot

Also known as DESPAIR

Desperation patterns are the a less intense form of dysphoria: one in which the intensity of suffering has not yet caused the shutdown of the considerative faculty. Desperate people are self-aware and even if they behave recklessly they could choose to do otherwise at least momentarily. For an instance of a desperation pattern I recall the story of astronaut Lisa Nowak. Of course my assumptions of what she subjectively experienced are mere assumptions. The story indicates that Nowak was capable of consideration. For example, she began crying in order to make someone open a car window but then used pepper spray on that someone. Since she had packed the pepper spray she was capable of at least some planned activity. In this sense she differs from a dysphoric, psychotic person who might not remember what happened two minutes ago.

Hurrying Slot

Also known as SHOCK

Hurrying patterns are such that they necessitate rapid changes in an unpleasant way. Their actual intensity causes their processing to be assigned a high priority but this high priority causes them to be processed in a suboptimal manner. That is to say, not all of their calculative potential is realized because of the epiphanic urgency of experiencing them. This makes people cut corners by making untrue simplifications that are warranted only by the circumstances in which they are experienced. It also makes people experience their subjective reality carelessly. For example, suppose someone buys a bottle of good whiskey but drinks it so carelessly as to be unable to tell the difference between that and bad whiskey. Or, suppose two virgins, one of which has meaningless sex for superficial reasons. Then they meet and fall in love with each other. It might've been a revelatory experience for both of them to lose virginity together but that experience was rendered inaccessible by the hurrying of one of them. The hurrying one succeeded in calculation but as the motives were superficial the achieved success, or victory, was of the Pyrrhic kind.

Epiphanic Slot

See Epiphanic Level

See also