Spikey Spheres
solipsys.co.uk
solipsys.co.uk
And everytime someone talks about how to imagine higher-dimensional space, I have to think back, and I'm convinced that my teacher was right. Our intuitive understanding of 2D and 3D just doesn't generalise to higher dimensions.
A hypersphere is nothing like a sphere, just like a sphere is nothing like a circle, which is again nothing like a line segment.
If you talk about multidimensional geometries, stick to the math, and don't try imagining it. Analogies to 2D or 3D objects (it's smooth, but like a spike) are pointless and don't lead to new insights. We really need to stick to precise, mathematical language if we want to work with higher dimensional geometry.
As such it's natural for a 4D where to fit in the middle as it can be centered at T:1/2 and you just need to find the intersection point in 4D space where the balls touch.
Now, this does not work for rotations, but it's better than nothing.
Think of an object’s current orientation as the “north pole” of our abstract 4-dimensional sphere. Rotating the object around any axis pushes you toward the equator, which you reach once you have rotated the object halfway around (the equator is made from all 180° turns, and is topologically a 2-sphere). Continuing to rotate the object takes you towards the “south pole”, which is where you get if you rotate your object 360°. To get back to the north pole, rotate by 360° again.
Cf. https://en.wikipedia.org/wiki/Versor https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotati... and https://en.wikipedia.org/wiki/Rotation_group_SO(3)
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One other way you can get at the 3-sphere is by taking a stereographic projection into all of 3-dimensional space (plus a point at infinity). If you have some 3-dimensional shapes drawn on the surface of your 3-sphere, these will get distorted under the stereographic projection, but locally angles will be preserved, just like a stereographic projection of the 2-sphere onto a piece of paper.
Your brain is a computer. If a computer can manipulate 4D hypersphere, so can you.
You can't visualize it, but that's a different thing. You can't visualize a 3D sphere either, only 2D projection.
Consider Alicia Boole Stott. She created cardboard models of the various cross-sections of the 6 regular polytopes. Including the 24-cell which has no equivalent in 3D, the 120-cell and the 600-cell which are super complex figures. I think if you read her story you'll also be convinced that she indeed visualized the figures. [1]
I spent quite a lot of time earlier this year on this visualization exercise on the 4 simplest regular polytopes while working on an toy application to manipulate 4D objects and tesseractic honeycomb in VR.
You can have a good grasp of where every edge go and the angle between every faces. I could count the number of vertices and edges of a 16-cell or 24-cell just by navigating around the figure in my head. The tesseract and 16-cell are good starting points.
1: http://www.sciencedirect.com/science/article/pii/S0315086007...
There are two ways to draw a 3D object in 2D. One is to draw slices, or projections. The other is to use tricks of "perspective" (points of infinity and shading) It is very hard to visualize a 3D object simply from the slices model.
When we try to draw 4D objects in 3D, we often simply construct models that are slices of the 4D objects and then try to extrapolate back in our minds what the 4D object "looks like". This is even more difficult to wrap our brains around.
I postulate that we can develop similar tricks of perspective and shading that will help use see a 4D object if we draw on a 3D canvas. I don't think we can do so on a 2D canvas and make any sense of it. However, I'm hopeful that using VR goggles and drawing in 3D might be the trick.
I've only really just started thinking about this idea. I have a ton of books on constructing perspective for 3D objects on 2D surfaces. Much has been written about it since the Renaissance. It is only in the last couple of years that we've had an effective and accessible 3D canvas to work with. (constructing hundreds of sculptures is not really practical)
I don't think a lot of work has been done with VR goggles yet for 4D visualizations.
Both these notions play a significant role in topics like machine learning, statistics, function approximations etc. Its sometimes a delight sometimes sheer frustration to see these two phenomena play it out.
If you're interested in more technical details about the weird geometry of balls, I can't recommend enough the first few pages of "An Elementary Introduction to Modern Convex Geometry" [1]. Ironically, the author's last name is Ball.
Wow, that's really cool. I wonder, I'm sure you could prove this in more direct ways, but is it also a consequence of the central limit theorem?
(I'm a noob at this whole dimensions thing.)
To visualize, take a hyper-cube of length 1. It's volume is 1 unit for any n-dimensional hyper-cube. Scribe a hyper-sphere touching all the sides. How about its volume with increasing dimension? That decreases! (with respect to the cube). To visualize, think about the distance of the cube vertex from the centre, it increases with increasing dimension.
In other words, Most of the cube's volume is closer to its vertex, not in the ball in the centre!
Be careful using low-dimensional phenomena as a guide to the asymptotic behaviour! If you take a sphere of radius 2, rather than radius 1, then the analogous ratio increases for a while (until n = 5), but then decreases to 0.
A more tractable approach is to learn to use dynamics for perception rather than ("just") statistics. The dynamical physics of a ball rolling is much simpler (lower dimensional, more tractable) than a statistical view of millions of differently illuminated pixels hitting a camera.
(A colleague of mine has a blog post on this issue of "statistics and dynamics" at http://blog.piekniewski.info/2016/11/01/statistics-and-dynam...)
Just plug a webcam into an adequate system and allow it to learn dynamics by trying to predict what it will see next.
Chomsky is almost right for the wrong problem: there won't ever be enough human-labeled data for good generalization. ;)
In x,y space you have that same 50:50 ratio at y=0. But, for every y > 0 the ratio decreases as a higher percentage of S1 is used up just reaching that y height than S2, until all of it is used up and the top segments are 100% s2.
In x,y,z space you get that same picture at z=0. But at any z > 0 more of that S1 is used to than the S2 segment so the ratio must be lower than in x,y or x space.
Moving to 4D and up the same simple idea just continues.
I think that this is not correct. In n dimensions, the cross section of a unit n-cube near the edge is a unit (n - 1)-cube, just as your intuition tells you. However, the cross section of a unit n-sphere near its intersection with the unit n-cube is a tiny, tiny (n - 1)-sphere (the radius of a cross section at height z = 1 − 𝜀 goes to 0 as n goes to ∞); this is the 'spikiness' that the author is discussing.
http://worrydream.com/refs/Hamming-TheArtOfDoingScienceAndEn...
I love that weird intuition trap you mention - the volume of a N dimensional sphere of radius R sphere goes to zero as N -> infinity.
We could alternately define (hyper)volume using a standard n–simplex as the unit, then we would say the volume of an n–ball → ∞ as n → ∞.
- because (1-ε)^n/1^n goes to zero if n goes up, most of the volume of a cube gets concentrated near its surface.
- to go from a n-dimensional cube to a n-dimensional sphere, you have to cut away most of its surface (everything except for 2n 'caps' near the points with coordinates (0,0,0,...,0,0,±½,0,0,0,...,0,0,0)), and hence, most of its volume.
It's unlikely that this will help anyone, but I recently learned that the spiky protrusions a naval mine are called "Hertz horns": http://www.popsci.com/blog-network/shipshape/terrible-thing-...
So if for some reason you are trying to trying to make a loose analogy to the spikiness of hyperspheres to an older military mariner who has never seen a hedgehog, you could clarify by saying "you know, like the Hertz horns on a sea mine?"