4D Toys: a box of four-dimensional toys
marctenbosch.com
marctenbosch.com
You know the theory of how language shapes your thinking? For example, in societies where there is no separate word for orange and red, they have extreme trouble telling the difference between them. In some native tribe where they use cardinal directions (North, South) - not relative (Left, Right) - they have an almost supernatural ability to know which direction they are without needing any other cues (sunlight, stars).
Point being - would being able to completely think in four dimensions have an impact on how you understand the world?
At least, that's what I remember learning in my linguistics courses in college. I'm willing to be wrong.
Colors may be the easiest way to see some limited sapir-whorf in action.
Language, in my understanding, operates at a lower level of abstraction in the brain than say, Math. I would suspect that Spacial Reasoning is similarly low-level. It would be interesting to see if there is any impact to the higher-level reasoning when the foundational blocks are played with.
The difference probably wouldn't be very large, I'm now realizing. People who are blind since birth, as far as I know, don't have any observable differences in common patterns of thought. And that seems like a larger difference in low-level thought than being able to understand four dimensions versus three. (Not suggesting blind people lack spacial reasoning in three dimensions)
I think if you had to have 4D vision rather than 3D, it would require much more processing power and memory to account for the extra dimension. So I think at minimum, a being that is capable of thinking in 4D would have to have higher brain capacity than a being that thinks just in 3D.
And there is some strong evidence that our ability to navigate 3D world influences our general cognitive capabilities. For example, consider https://en.wikipedia.org/wiki/Method_of_loci
In reality, you deal with high dimensional objets all the time: the position you're in is composed of dozens to hundreds of muscles rotating a few dozen joints.
We're fascinated by vision, but proprioception is where it's at if you want to think in high dimensions.
But the system quickly breaks down; the imitation fourth dimension is not in the same class as the other three. You can easily visualize a three-dimensional object rotating around a line in 3-space, or a two-dimensional object rotating around a point in 2-space, or a two-dimensional object rotating around a line in 3-space. Try applying that process to a "three spatial dimensions plus one color dimension" model and you'll notice you have no idea what color a point should be in the rotated object. (You might think it should be the same color as it was before the rotation, but that's just as wrong as saying that if you rotate a point in 2-space 30 degrees around the origin, it should end up with the same x-coordinate that it started with.)
Proprioception is deeply tied to a three-dimensional conception of space -- that is how you perceive its output. And the evidence is not strong that it is a function of muscle activation, since it will work just as well if you relax while someone else moves your hand around.
And of course it's tied to 3 dimensional space -- the whole point is to couple the correspondence between a high dimensional phase space and a blob in 3 dimensions.
But you do have an awareness of the phase space, not just the 3D location -- and you can use it to think about higher dimensional objects.
Why can't we do the same thing with 4d? Why does the object just disappear when it bounces into the 4th dimension, can't we maybe see a projection of it onto the 3rd dimension?
Every 4d object would end up being a clear 3d cross-section where it intersects with our 3d world, plus a cloud of superimposed and increasingly hazier 3d cross-sections above and below us along the 4d ("w") axis, projected down onto w=0 3d-space.
Yes, you can. This program just doesn't.
Now contrast that to if you were plucked up vertically 'above' the game's level to look down upon it. Now you can see the entire 2D extent of the maze at once. Before, your vision was blocked by the walls, now you see the walls and what's on the other side of the walls simultaneously in a way that's entirely distinct from simply seeing through a transparent object.
Now, like seeing a 1D amount of information about a 2D maze while live inside it, we see a 2D amount of information about a 3D world around us (a picture demonstrate's this 2D amount of information - it's planar). Now imagine being lifted out the 3D plane of existence so that you could behold the entirety of the 3D world at once. That's the rough analogy.
Ofc it is abstraction, I know that physicists aren't happy with heterodimensional settings at human scale.
Now apply the same analogy to our world: our 3D world is just an infinitely large 3D plane in a 4D world. When the objects aren't in our 'plane', we can't see them.
Edit: Didn't notice it was mentioned at the end of the comments, https://news.ycombinator.com/item?id=14472395, there's a free version linked from archive.org.
Aside from all the misogyny and the style of writing, you mean?
It was really disorienting (the 4d, but also the eye-crossing), and like the post author says, just bundles of lines rather than solid shapes. Still very cool.
Ooh, I found it!
But I'd still like to see the difference.
Put it this way: Riemannian (and as a special case, "ordinary") geometry is based around the inner product <a,b>, which gives you both angles and projection (and 2D shadows from 3D objects, for example) and lengths. You learn a lot about this (not in the "curve" differential-geometric sense, but most of the intuition carries over) in college linear algebra: you learn to think about entire vector subspaces having orthogonal complements as defined by the inner product. On the other hand: length (even if curved) in that direction is the same as length in this direction, i.e. the inner product is a symmetric bilinear map.
Symplectic geometry is built on a skew-symmetric bilinear map (the symplectic form) so that w(u,v)=-w(v,u). In 2D, the symplectic form is equivalent to the determinant: note that this is an oriented or signed area rather than an absolute-value one. And then in 3D, there is no symplectic form (it's rather fun to prove this) such that there is no vector (apart from the origin) that collapses all the other.
Anyway, the challenging thing about this, writing my dissertation, is that unlike with linear algebra where you can gradually extend intuition from the real line to the plane to 3D space and then think "ok, I think I can grok this in 500 dimensions" (and go do multivariate statistics, for example), in symplectic geometry there is either the trivial case (and again, this is the determinant and not particularly "new" to you) or the 4D case next.
And then you can't draw pictures. YOU CAN'T DRAW PICTURES. This is such an intuition-fucker. Books that need the symplectic form right away and can't waste time on the geometry merely note that the symplectic form at higher dimension is the sum of projections of 2D determinants. Ok, wait why?
But here's the fun thing (that maybe I've spoiled by talking about inner products first): while you're proving that there can't be a symplectic form in odd-dimensional spaces, you stumble upon a parallelism between symplectic complements, i.e. the sets
symp(W) = { u | w(u,v)=0 for all v in W}
and orthogonal complements, i.e. the sets
orth(W) = { u | <u,v>=0 for all v in W}
Namely that they're kernel sets of the bilinear maps <.,.> and w(.,.) (and because w(u,v)=0 implies w(v,u)=0, they're both left- and right-kernels). Moreover any vector z can be uniquely expresseed as
u+v where u is in W and v is in orth(W)
or alternately
p+q where p is in W and v is in symp(W)
So Riemannian geometry and symplectic geometry are like ways to split a vector space in complementary parts. Now, because there's Riemannian/euclidean geometry on a line and on the plane, you can build a geometry where there are planes orthogonal to lines, i.e. a 3D geometry. And maybe you have a timeline across which 3D spaces are strung together, ie. 4D space. But this 4D space of yours isn't symplectic. So it's realy hard to see.
So if you look for "symplectic geometry" on YouTube you're bound to find Dusa McDuff's lecture where she starts by writing in big bold letters in the blackboard:
4 = 3 + 1 4 = 2 + 2
... and that's a way to "see" four dimensions: to see entirely different geometries built on it.
Ok, think of two vectors in "three dimensions" (but not really). Draw X,Y,Z axes. So these pseudovectors will have a determinant which you can project on XY space and YZ space. Now, because our vectors have 4 dimensions and not 3, these projections will not be the same! Then your four-dimensional symplectic form (in some applications an "exterior product") is the sum of those two projections.
So you're pseudovisualizing a 4D object in 3D space as you might pseudovisualize a 3D object in 2D space but with a different concept of projection/perspective/etc. because we're not in the inner product geometry, we're in the symplectic geometry.
Of course, crucially, this is only true if `W` is non-degenerate; as you'll know, one of the important things about symplectic spaces is the existence of half-dimensional, totally isotropic subspaces. (In fact, there's nothing particularly symplectic per se about this issue; it is not the (conjugate-)symmetry of the usual inner product so much as its positive definiteness that means that no such extra non-degeneracy condition must be imposed. Indeed, the study of non-positive definite but symmetric inner products, as in the geometry of relativistic spacetime, carries its own challenges to intuition.)
It gets weird because our eyes see almost in 2d, and even with VR, there is a 2d feed to each eye that gets combined to add slight 3d depth perception. So really we would be projecting a 4d world onto two 2d plains that our visual cortex would try to merge to add slight depth perception.
I haven't tried OP demo yet (but I've spent a fair amount of time thinking about 4D and VR and implemented my own viewers), and I'm very convinced that the cross section approach is much much better if you want to deeply understand what is happening.
The perspective projection folds the fourth dimension into our hyperplane and you can't untangle it.
To paste something I wrote here [2], regarding the difficulty of groking the tesseract from the projected figure, I think it’s almost impossible to realize that there are points inside the tesseract that are not inside any of the eight cubes visible in the [projected] image, or that if you trace a diagonal between the corners of the tesseract you do not pass through any of the eight cubes.
There is much more space inside the hypercube than meets the eye in the perspective projection.
[1]: https://www.youtube.com/watch?v=BFmDLUUhZjE [2]: http://xn--1-2fa.fr/blog/down-the-4d-rabbit-hole-navigation/
[0]http://www.georgehart.com/rp/rp.html [1]http://www.georgehart.com/rp/120-cell-george-hart.stl
This is the same person who made this game (that also looks like good fun): http://miegakure.com/ that I remember reading about some years ago but never got a chance to play with
However, having only heard of hypercubes and not hyperspheres before I decided to see if there was anything useful about them online and I found this video that I just started watching and already 1 min 50 sec into the video something very interesting was said;
> Everybody knows what the sphere is. I'm thinking of a hollow sphere so like a basketball right. That's a two-dimensional surface living in a three-dimensional space. The hypersphere is generalized one dimension up, so in four dimensions you have this three-dimensional space called the 3-sphere or the hypersphere.
https://www.youtube.com/watch?v=krmV1hDybuU
Already this is telling me something that I have not heard before, and which I find much more helpful than talking about what a shape looks like from the perspective of someone living one dimension further down. That being said it was still useful having that explained as well, which is what Flatland: The Movie (2007) was about as well. Just this fact I quoted above was even more useful IMO.
6:19
> As complex numbers are to real numbers, quaternions are to complex numbers. It's like a way to build up even further. [...] Real numbers are one-dimensional. Complex numbers are two-dimensional. [...] For three dimensions there is no natural number system, but for four dimensions there is and it looks like this.
In a similar way, the quaternions are the space of transformations (scaling & rotation) of three-dimensional vectors. (It’s a little more complicated because 3-dimensional rotations are not commutative, and must be combined by sandwiching, so there are 2 choices of quaternion corresponding to every scale and orientation in 3-dimensional space. For an introduction see http://geocalc.clas.asu.edu/pdf/OerstedMedalLecture.pdf)
You might be right, I don't know. Could you explain a bit more how you mean?
If you just have 2-dimensional vectors, there’s no obviously well-defined way to multiply two vectors and get out another vector.
In other words, both 2-dimensional vectors and complex numbers are made up of 2 coordinates, but they don’t have the same mathematical structure.
This is how you make a nation great. You can do whatever you want with the economy, but without proper education you still have a nation of.. people.. who choose their president.. based on their beliefs and understanding of the world.
My favorite short story of that era. Still have not watched the movie out of sheer fear they didn't get it and I don't want it wrecked. (Still have no idea how that even made it out...)
With the 2D->3D they are taking cross-section, I really don't like these. Just throw it all on there ! This would also mean you project your 4D world on a 3D camera, you project on a 2D surface to display.
https://www.youtube.com/watch?v=BVo2igbFSPE <= this method is "saner" imo.
That having been said, I don't have any clue what a 4D projection into 3D space would look like. I suspect we would have much more difficulty understanding it.
Hypercubes have always been a difficult one for me to intuit, basically I have no 4th dimensional intuition. When I think of a 4D hypersphere all I can get is a simple sphere. I don't have any intuition as to whether that's wrong, it seems in a way it should be a sphere with infinite spheres on it's surface - from analogy with the tesseract - but from analogy of constructing a sphere from a circle it should be a case of rotating the sphere around itself perpendicular to the extra dimension?
A hypersphere has a similar description to a regular sphere or a circle, which is that every point a fixed distance from the center is part of the sphere. So I'd say it's a little boring. No matter what 3D section you take, it's just a larger or smaller sphere. It gets smaller if you take a slice off to the side, just like taking a slice of a sphere gives you a smaller circle near the side.
3D spheres are a 2D surface wrapped into a 3D space, likewise, hyperspheres would be a 3D surface wrapped into a 4D space. There's no "infinite spheres on its surface", I think the "rotation" is a better analogy.
Take a line rotated around an orthogonal axis and you have a circle, a circle rotated around an axis orthogonal to the other two is a sphere, a sphere rotated around another orthogonal axis is a hypersphere.
Just like a in a 2D plane, to represent a 3D object and see all of it, you have to iterate though time to see it all, so parts will disappear from our perception at a given time interval.
The book tried it's best to explain it by exploring a world starting with 1D and evolving to 3D, but it's still quite difficult to visualize, especially ones shaped like a "Calabi–Yau manifold" [2].
The one good thing I got out of learning about Calabi-Yau manifolds (and randomly reading another layman story involving Yau's clash with the guy who solved Poincaré conjecture) was a new interest in learning more about math and a getting a laymans grasp of topology. Although I later learned manifolds are quite an advanced subset of topology.
I enjoyed the linked video, I was looking for a way to better understand 4+D in a way I could wrap my head around and an interactive game makes a lot of sense.
[1] https://www.amazon.com/Elegant-Universe-Superstrings-Dimensi...
(the whole thing is worth watching, but the bit about higher dimensional visualization starts there)
It does not cover the question of putting oneself inside a wall or how to go around 4d objects, and the projections show detail that a 4d person would not see.
> What would happen if he switched back to the normal 3 dimensions in the middle of the wall?
The 4D cell the player is in is clear, no matter how you rotate the world around them. The cross-sectional representation of the world can misleadingly show you things you (and light) can't reach, though.
> In miegekure everything is kind of discretized (grassy area to desert area), but in reality that would be continuous.
It's as discretized as Minecraft, but with an extra dimension. In Minecraft, you can't simply go through things, just as the Miegekure won't let you.
> What would that actually look like, for example, the area right next to the wall?
All common representations of 4D space show you a cross section or x-ray projection, which, as with such things in life, show you internal details you can't see with visible light. Unfortunately, there seem to be no realistic representations available.
> if I were sitting in an easy chair and started looking down the 4th dimension what would happen?
There's no way to answer that without knowing what you're actually sitting in. An easy chair is a 3d object and a 4D you can't sit in it.
> How does gravity work in those 3 dimensions (2 of our spatial dimensions + 1 of the hidden dimension)?
Locally, remember that gravity is pretty much just a constant force in a particular direction. That works in 4D, too. If you're looking for physics answers, the answer is that most such forces would be incredibly weakened if they dissipated in an extra dimension.
> For example, since the three dimensional projection of a hypersphere changes diameter, does that mean the 4d dimensional analogues of earth are just different size earths?
This is answered in the Matt Parker video linked to in another reply. The shape doesn't change diameter - that's just a feature of the physically unrealistic but pretty representation that's most common. It could be called a shadow or projection.
> in one of the miegekure videos the windmill in the new 3d space is like a cross section of the windmill but extending for a distance
Remember that for it to exist in miegekure, it has to be a 4d object. It is one that has been chosen to look like a windmill in a particular cross-section. In other directions, the game designer simply chose how it behaved. It is, in essence, not a windmill, but something carefully made to look like one when looked at in one particular way.
Something similar but less polished can be found here: http://www.albert-hwang.com/blog/2016/6/what-does-vr-reveal-...
It seems like it should work similarly; deform a 4-frustum into a 4-cube and drop one or two of the axes. I guess the number of axes you can drop depends on the symmetry of the frustum...
Edit: In particular, this page shows a good summary of how the "slices" shown in the game relate to the hypercube projection you're familiar with. http://eusebeia.dyndns.org/4d/vis/09-interp-1#Interpreting_4...
In the second experiment participant wore belt (iirc) that signaled north pole location to his skin. After wearing it for a long time, that feeling turned completely into new sense of magnetic field. You simply know where "north" is, anytime. After taking it off, he responded that it was pretty stressful, like you lose one of your senses or limbs. Experiment group was concerned to that they stopped these experiments. (no link found, but seen on HN)
All this shows that our brain is probably not specific to available senses/setting and can "grasp" any concept, if exposed to it for a long time, but both in and out may take a hard time.
http://www.feelspace.de/navibelt/ http://www.feelspace.de/research/
Looking forward to the be build.