5.6 Scenario Visualization at Work in the Early Hominin Mind
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Next we consider two diagrams that have to do with the construction of
a harpoon and the generation of a piece of artwork. These schematizations
are supposed to represent the slower, intelligent processes associated with
two of our early hominin ancestors’ abilities to consciously select and
integrate the free fl ow of visual information between mental modules, as
well as transform and manipulate these visual images against a backdrop
of environments in scenarios, so as to solve some problem and imagine a
novel piece of art.
The fi rst diagram (fi gure 5.2) is based upon information gathered from
Mithen (1996) and Oswalt (1976) regarding the Angmagsalik hunters of
Greenland and their construction of harpoons utilized to hunt seals. Their
harpoons are fairly complex, having a spearhead equipped with a line
attached to a fl otation device, as well as several other parts designed to make
the harpoon sturdy, accurate, and easy to throw. These hunters are an
interesting case because it is likely that their harpoon technology has not
changed much in thousands of years; thus, their technology can be studied
to get a sense of what early hominin toolmaking may have been like.
In the schematization, I ask you to imagine that the problem to be solved
has to do with throwing a projectile at a seal from a distance, for the
Figure 1
Figure 2
Figure 3
Figure 4
Scenario 1 Scenario 2
Figure 5.2
The construction of a harpoon
purposes of killing it, skinning it, and using its body parts for food and
warmth during the approaching winter months. I also ask you to imagine
that this is the very fi rst instance of some hominin coming up with the idea
of the harpoon. At fi rst, this particular hominin has no prior knowledge
of the harpoon, but through the process of scenario visualization, he eventually
“puts two and two together” and devises the mental blueprints for
the harpoon. In other words, this is supposed to be a schematization of
vision-related, nonroutine creative problem solving at work in the early
hominin mind.
In the fi rst step, the hunter has separate visual images associated with
seal characteristics, the properties of objects in water, the manufacture of
the bifaced hand ax, and projectiles moving through the air. Consistent
with Mithen’s idea of cognitive fl uidity, the visual information among
these mental spheres has the potential to intermix and is represented by
the dotted-line bubbles. Further, consistent with the data presented by
developmental and evolutionary psychologists, there are several mental
modules (dotted-line bubbles) that make up a person’s mind. In the second
step, scenario visualization is beginning as the animal, biological, technological,
and intuitive physics modules are bracketed off or segregated from
the other mental modules. In the third step, the process of visualization
is continuing because the hominin is manipulating, inverting, and transforming
the images as they are projected into a future imagined scenario.
In the fourth step, these modules are actively integrated so that a wholly
new image is formed that can become implemented in the actual production
of the harpoon.
The next diagram (fi gure 5.3) concerns the construction of fi sh–human
fi gurines discovered by archeologists at the site of Lepenski Vir on the
Danube and dated to about 7,000 ya (Mithen, 1996). These are considered
pieces of artwork, probably constructed for some religious signifi cance.
Like problem solving and toolmaking, producing a novel piece of art
follows a similar process of scenario visualization. As with the harpoon, I
ask you to imagine that this is the very fi rst instance of some hominin
coming up with the idea of the fi sh–human fi gurine.
In the fi rst step, the artist has separate visual images of human and
animal morphology and behavior; however, the information between the
two spheres has the potential to intermix and is represented by the
dotted-line bubbles. In the second step, scenario visualization is beginning
as the human and animal modules are bracketed off or segregated from
the other modules. In the third step, scenario visualization is continuing
as the artist is transforming, adjusting, and reconfi guring the information regarding fi sh and human characteristics in some imagined future visual
scenario. In the fourth step, the information regarding fi sh and humans
has been integrated, and something wholly new—the fi sh–human—has
been formed. The fourth panel in the schematization is based upon one
of the fi gurines found at Lepenski Vir (poorly, given my lousy drawing
abilities). These fi gurines are signifi cant because they are some of the fi rst
pieces of art constructed by hominins whereby it could be said that the
artist did not already possess an image of that particular kind of fi nished
product in his or her mind. There have been fi sh fi gurines and human
fi gurines found that predate these fi gurines, but never specifi cally fi sh–
human fi gurines.
Figure 1
Figure 2
Figure 3
Figure 4
Scenario 1 Scenario 2
Figure 5.3
The construction of a fi sh-human fi gurine
Next we consider two diagrams that have to do with the construction of
a harpoon and the generation of a piece of artwork. These schematizations
are supposed to represent the slower, intelligent processes associated with
two of our early hominin ancestors’ abilities to consciously select and
integrate the free fl ow of visual information between mental modules, as
well as transform and manipulate these visual images against a backdrop
of environments in scenarios, so as to solve some problem and imagine a
novel piece of art.
The fi rst diagram (fi gure 5.2) is based upon information gathered from
Mithen (1996) and Oswalt (1976) regarding the Angmagsalik hunters of
Greenland and their construction of harpoons utilized to hunt seals. Their
harpoons are fairly complex, having a spearhead equipped with a line
attached to a fl otation device, as well as several other parts designed to make
the harpoon sturdy, accurate, and easy to throw. These hunters are an
interesting case because it is likely that their harpoon technology has not
changed much in thousands of years; thus, their technology can be studied
to get a sense of what early hominin toolmaking may have been like.
In the schematization, I ask you to imagine that the problem to be solved
has to do with throwing a projectile at a seal from a distance, for the
Figure 1
Figure 2
Figure 3
Figure 4
Scenario 1 Scenario 2
Figure 5.2
The construction of a harpoon
purposes of killing it, skinning it, and using its body parts for food and
warmth during the approaching winter months. I also ask you to imagine
that this is the very fi rst instance of some hominin coming up with the idea
of the harpoon. At fi rst, this particular hominin has no prior knowledge
of the harpoon, but through the process of scenario visualization, he eventually
“puts two and two together” and devises the mental blueprints for
the harpoon. In other words, this is supposed to be a schematization of
vision-related, nonroutine creative problem solving at work in the early
hominin mind.
In the fi rst step, the hunter has separate visual images associated with
seal characteristics, the properties of objects in water, the manufacture of
the bifaced hand ax, and projectiles moving through the air. Consistent
with Mithen’s idea of cognitive fl uidity, the visual information among
these mental spheres has the potential to intermix and is represented by
the dotted-line bubbles. Further, consistent with the data presented by
developmental and evolutionary psychologists, there are several mental
modules (dotted-line bubbles) that make up a person’s mind. In the second
step, scenario visualization is beginning as the animal, biological, technological,
and intuitive physics modules are bracketed off or segregated from
the other mental modules. In the third step, the process of visualization
is continuing because the hominin is manipulating, inverting, and transforming
the images as they are projected into a future imagined scenario.
In the fourth step, these modules are actively integrated so that a wholly
new image is formed that can become implemented in the actual production
of the harpoon.
The next diagram (fi gure 5.3) concerns the construction of fi sh–human
fi gurines discovered by archeologists at the site of Lepenski Vir on the
Danube and dated to about 7,000 ya (Mithen, 1996). These are considered
pieces of artwork, probably constructed for some religious signifi cance.
Like problem solving and toolmaking, producing a novel piece of art
follows a similar process of scenario visualization. As with the harpoon, I
ask you to imagine that this is the very fi rst instance of some hominin
coming up with the idea of the fi sh–human fi gurine.
In the fi rst step, the artist has separate visual images of human and
animal morphology and behavior; however, the information between the
two spheres has the potential to intermix and is represented by the
dotted-line bubbles. In the second step, scenario visualization is beginning
as the human and animal modules are bracketed off or segregated from
the other modules. In the third step, scenario visualization is continuing
as the artist is transforming, adjusting, and reconfi guring the information regarding fi sh and human characteristics in some imagined future visual
scenario. In the fourth step, the information regarding fi sh and humans
has been integrated, and something wholly new—the fi sh–human—has
been formed. The fourth panel in the schematization is based upon one
of the fi gurines found at Lepenski Vir (poorly, given my lousy drawing
abilities). These fi gurines are signifi cant because they are some of the fi rst
pieces of art constructed by hominins whereby it could be said that the
artist did not already possess an image of that particular kind of fi nished
product in his or her mind. There have been fi sh fi gurines and human
fi gurines found that predate these fi gurines, but never specifi cally fi sh–
human fi gurines.
Figure 1
Figure 2
Figure 3
Figure 4
Scenario 1 Scenario 2
Figure 5.3
The construction of a fi sh-human fi gurine