Modeling Reality

Computers are often used to make models or simulations of real or imagined entities and phenomena. In fact, many computer scientists contend that this is really what computers fundamentally are: modeling systems.

Computer software programs model objects and events from reality. Microsoft Windows and Macintosh OS are both operating systems that model a desktop for the user. This idea of the desktop becomes the governing software metaphor that determines how a user interacts with the computer.

Likewise, a word processor operates according to a model of text production. However, the word processor also imposes this model: a user must learn this model and must work within the constraints of this model in order to produce text with this software.

Consider the information system of a college registrar's office. Here, a certain model of a student operates. The data tracked for each student models only those aspects of a student that are deemed relevant to the tasks of registration, assigning grades, determining graduation status, etc. Certainly, there is more to each student than is represented in this model; it is, indeed, a very narrow model of a student. Still, this model is the one according to which this particular information system is programmed to operate.

Picture of Tomb Raider for Game BoyConsider also the models and viewpoints a player enters into alliance with when playing such a game as Lara Croft in Tomb Raider—and, moreover, when a player performs a "game hack" of those models (e.g., altering Lara's appearance).

The force of the computer as a modeling system can be easily missed and, thus, can prove to be insidious. Computer models are inevitably reductive, and if they are misinterpreted, they can lead to disastrous decision-making.

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These pages were written by Jeffrey L. Nyhoff and Steven H. VanderLeest and edited by Nancy Zylstra
© 2005 Calvin University (formerly Calvin College), All Rights Reserved.

If you encounter technical errors, contact computing@calvin.edu.