New York Times: Let computers think for us

David Brooks (left) argues in his latest New York Times column that people should let cell phones, media players and personal computers do our thinking for us.

Such devices, Brooks says, tongue-in-cheek, can lighten our cognitive loads, by cultivating our media tastes for us.

Internet services such as Google can also fill the gaps in the memories of both the young and old, which have already been compromised by technology.

In the “The Outsourced Brain,” Brooks, tongue-in-cheek, describes a “romantic attachment” to his car’s Global Positioning System navigation device, which eliminates the need for him to remember directions.

Brooks is making a satirical cultural observation–that individuals are routinely tapping artificially intelligent agents and databases (such as the notoriously corrupt, and inaccurate, Wikipedia) to compensate for their memory lapses, even their lack of creativity.

So-called internet “music discovery services,” for example, suggest new songs for your library, based upon the contents of your computer hard drive. (I have written about some of these services in my Boston Globe column.)

Outsourcing our brains to the digital “external mind” could damage our original grey matter, which transhumanists clinically refer to as our “wetware,” some neuroscientists believe.

Brooks presents his piece as satire. But his advertising industry contacts clearly expect to benefit from the wetware-to-hardware migration.

Those contacts include brand managers for several mobile phone companies. Their aim: to turn consumers “brand fanatics”–people who are addicted to particular products and services. Continue reading

Researcher induces out-of-body experiences

Experiment points way to mind-body disengagement

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She hasn’t left, yet. Scientists are perfecting techniques to separate mind from body.

A Swedish neuroscientist at the University College of London announced today that he has reproduced the out-of-body experience often reported by stroke victims, epileptics, drug users and those who have been through near death experiences.

University H. Henrik Ehrsson’s experiment sheds light on how people are able to experience phantom pains in missing limbs, for example.

Ehrsson in his most recent experiment, published by the journal Science, today, used a virtual reality headset and camera to cause 12 test subjects to view their own bodies as someone else’s.

Ehrsson has also shown how a subject’s brain can tricked into thinking that a rubber hand is a part of his body, causing the subject to react to a threat to the false hand as if it were his own (see link and expert, below).

The UCL experiment also shows how the controllers of virtual worlds such as Second Life might be able to blur the distinction between reality and fantasy with devices that literally separate consciousness from the human body.

The consequences of that disembodiment would be catastrophic. “If the distinction fails, the animal might try to feed on itself and will not be able to plan actions that involve both body parts and external objects,” Ehrsson told the BBC several years ago.

clipped from news.bbc.co.uk

Scientists have shown how the brain can be fooled into feeling sensations in a fake limb.

They recorded changes in brain activity during an experiment in which volunteers were made to think a rubber hand was their own limb.



You could argue that the bodily self is an illusion being constructed in the brain.

 

Dr Henrik Ehrsson

New York Times rehashes "we're all in a sim" story

No mention of connections to science and technology cult, Yale University

Back to the Future: Oxford University professor Nick Bostrum’s friends and Transhumanist cohorts, Natasha Vita-More and Max More, yuck it up with Star Trek star William Shatner. (Photo: Natasha Vita-More’s website.) Note: Vita-More (see her comments, below), states that I do not have her permission to use this image. I consider my use of the image “fair use” under the U.S. Copyright Act, however.

The New Times is continuing its drumbeat for Transhumanism, even where it fails to mention the science and technology cult by name.

Times science columnist John Tierney in an August 14 story (link and excerpt, below) suggests that we are already living in the Matrix.

This is exactly the same story the Times reported over four years ago.

But the Matrix idea (that we are all living in a computer simulation) may be more timely now, given the media hype surrounding virtual worlds such as Second Life.

The most striking thing about this story, however, is that Tierney fails to mention that his subject, Nick Bostrum, is the leader of the modern Transhumanist movement, which aims to replace traditional religions with a belief system based solely upon science and technology.

Bostrum, director of the Future of Humanity Institute at Oxford University, founded the World Transhumanist Association in 1998. He has also worked as a consultant to the CIA and the European Commission. Continue reading

Helmet heads: devices connect AR with real world

Buggin’: One of the alternate reality headset designs at Holland’s AR+RFID Lab. The goal is to make the devices convenient and attractive enough to allow people to operate in both the real world and AR simultaneously.

IBM and Linden Labs (creators of the alternate reality Second Life) are developing headsets and other “wearable computing” devices to deliver humans into parallel realities, where they can control their experiences.Industrial designer's sketch from AR+RFID Lab

Linden Labs, for example, is developing a wearable speaker system that Second Lifers can use to communicate semi-privately in AR while continuing to function in the real world, at least at some basic level.

But at the moment, AR eyewear and headphones are typically bulky and expensive, and too distracting for the wearer.

Students at the AR+RFID Lab at the Royal Academy of Art in the Netherlands are shaping new designs for AR headsets (more below), to include cameras and projectors, and tracking devices. Continue reading

Now, it's psyops for your Second Life

More than one way to skin a cat: Users of the Sentient World Simulation can use graphs, charts and even alternate reality avatars to visualize their information.

U.S defense, intel and homeland security officials are constructing a parallel world, on a computer, which the agencies will use to test propaganda messages and military strategies.

Called the Sentient World Simulation, the program uses AI routines based upon the psychological theories of Marty Seligman, among others. (Seligman introduced the theory of “learned helplessness” in the 1960s, after shocking beagles until they cowered, urinating, on the bottom of their cages.)

Yank a country’s water supply. Stage a military coup. SWS will tell you what happens next.

The sim will feature an AR avatar for each person in the real world, based upon data collected about us from government records and the internet.

The Defense Department is already running sims of Iraq and Afghanistan, China and dozens of other countries, as it prepares for a future of house-to-house urban warfare.

Here’s a link (below) to my story about the Sentient World Simulation at The Register:

clipped from www.theregister.com
Sentient world: war games on the grandest scale
Sim Strife
By Mark Baard
Sentient World Simulation (SWS), it will be a “synthetic mirror of the real world with automated continuous calibration with respect to current real-world information”, according to a concept paper for the project.”SWS provides an environment for testing Psychological Operations (PSYOP),” the paper reads, so that military leaders can “develop and test multiple courses of action to anticipate and shape behaviors of adversaries, neutrals, and partners”

Master of his domain: Artist takes on Second Life

The artist observes his viewers inĀ  Second LifeĀ 

Artist and Emerson College professor John Craig Freeman, in one recent Second Life piece, created portals to various alternate realities. One portal (one of the orbs in the image, above) might take you to the U.S.-Mexican border; another to the streets of Sao Paolo, Brazil. Freeman is among the first artists to explore the alternate world being created by Second Life users. He is also the first SL artist to be featured at the Boston Cyberarts Festival, taking place this week. He said his pieces are designed to make viewers more aware of how alternate realities will affect human interactions.

I rounded up images from John Craig and Cyberarts participants who are creating interactive and ubiquitous computing works. You can see those images here.

OLED displays could speed immersive, home media centers

Progress: From Toshiba, the largest OLED display yet

Brown University has its 3-D VR cave. And your rich neighbor has his man cave, with its surround sound stereo and big screen TV.

But a truly immersive, video system for the home–a mini-holodeck, if you will–is probably out of most everybody’s price range.

OLED (organic light emitting diode) displays promise to make the imaging piece of immersive video cheaper. Because they will be made large and flexible, you will be able to wallpaper your home with OLED displays.

And there are still more advantages to OLED (see link and excerpt, below)…

clipped from www.technovelgy.com
The world’s largest OLED display was introduced by Toshiba Matsushita Display Technology Co. this week. Organic Light-Emitting Diode displays are now a whopping 20.8 diagonal inches in size.

  • The polymer layers of an OLED are thinner, lighter and more flexible than those of an LED or LCD; this flexibility provides a wider range of applications over brittle LCDs.
  • OLED displays are brighter than LEDs and LCDs; because they are thinner, OLEDs pass more light.
  • OLED displays do not require backlighting; they consume much less power, making them ideal for use in small devices like PDAs, iPods and mobile phones.
  • It seems likely that OLED displays will be cheaper to make in larger sizes.
  • OLED displays have larger fields of view – up to 170 degrees.
  • Sony's alternate reality, "Home"

    Got this today from one of my journalism students:”A buddy of mine back home showed me a demo of this over Easter. It reminded me immediately of second life (video and link, below), but with very distinct and interesting differences.”

    Atari also is working on its own virtual/alternate reality.

    clipped from www.youtube.com

    [youtube=http://youtube.com/w/?v=8ZY2vwlh5-g]

    UIC preps virtual eternity with NSF grant

    The University of Illinois at Chicago will use a National Science Foundation grant to to help make “virtual figures commonplace.”Humans scanned into UIC’s new motion capture studio will “live a virtual eternity,” in an alternate reality. This is the type of place Ray Kurzweil predicts we are headed for, eventually, as we approach the Singularity.

    Thanks to Red Ice Creations for this one.

    clipped from tigger.uic.edu
    EVL will build a state-of-the-art motion-capture studio to digitalize the image and movement of real people who will go on to live a virtual eternity in virtual reality. Knowledge will be archived into databases. Voices will be analyzed to create synthesized but natural-sounding “virtual” voices. Mannerisms will be studied and used in creating the 3-D virtual forms, known technically as avatars.
    Faster, more powerful computers in the future will likely enhance the realism of these interactive avatars. How they will be used is limited only by one’s imagination.

    Master of his domain: Artist takes on Second Life

    Artist and Emerson College professor John Craig Freeman, in one recent Second Life piece, created orbs that act as portals to various alternate realities. One portal might take you to the U.S.-Mexican border; another to the streets of Sao Paolo, Brazil.Freeman among the first artists to explore the alternate world being created by Second Life users. He is also the first Second Life artist to be featured at the Boston Cyberarts Festival, taking place this week. He said his pieces are designed to make viewers more aware of how alternate realities are affecting human interactions.

    I rounded up some images from John Craig and other Boston Cyberarts participants, some whom are creating interactive works and ubiquitous computing applications. You can see those images here.