2008-2028 Jack Arcalon

the VR solution



  
Reality sucks, so stop believing in it. Progress is more about giving up, than about starting something new.
Starting in the late 2020s, the portion of reality that humans can perceive will begin to be hacked, or at least it will seem that way to those paying attention at first.
Instead of cancer research or even education, the most important project in the world may be to develop a workable science of virtual reality.
Eventually, VR could solve all economic and social problems except dementia and death.
For at least part of the time, it could create the illusion of almost unlimited wealth for everyone, while reducing their living costs and environmental impact. The new lifestyle would require a fraction of current energy use, and take up less space. Traffic jams would really become a thing of the past.
Everyone could own million room apartments, tropical island archipelagos, and small private universes.
As control functions, agriculture, and industry become decentralized, people will need to travel less. Virtual offices and telecommuting will reduce the need for roads, which will get narrower though there may be more of them. The transition will mean the death knell for the airlines and tourism by 2040.
A simulation-based lifestyle could allow a much larger human population to exist, at least for a few decades. Much better to live in a huge and diverse society, in which every group can express itself internally. A million TV networks are better than five.

What would it be like to live inside a box most of the time?
No one has yet imagined the breakthrough concept. Perhaps it will be a new type of drug-triggered hypnosis. The user would have to learn to enter the simulation by distorting his mind in a certain way. It could take a lot of effort until better teaching methods are invented, like learning to read.

  • There are many levels of VR, ranging from one to four dimensions.
    -The simplest version is like poking a target with a stick.
    -Next come distortable resistance frames, like pushing against a sheet.
    -The simplest VR glove: each finger is restrained in a track, which can move slightly to both sides. It can be stopped suddenly or with a slight delay by embedded magnets, ratchets, or strings.
    -Other options suggested in SF stories by the authors of these articles are: virtual dust clouds (shapes sensed in a sandstorm), virtual fluid densification, polygon multiplication of objects while they are being handled (from simple blobs to detailed representations), and direct mapping of an entire simulated scene onto the skin of an immobilized user ('virtual VR').

    It will require all of the following:

  • A massive increase in fiberoptic capacity. Short-range wireless networks could also provide more decentralized bandwidth.
  • At least a thousand times more computing power than in 2010, and probably much more, and fundamental research in new interface designs.
  • Wall-sized interactive displays and ultra-high resolution face screens. Images with millions of pixels can be hypnotic in themselves. Peripheral light intensity could regulate attention. Addictive activities and games would draw people into the simulation, including types of contests and gambling. Each challenge would lead to the next.
  • Complete transparency and constant interfaces at all simulation levels would allow users to find their roles at all times.
  • The basic VR chair may look like a web of wires, an unfolding suspension hammock allowing a full range of motion, including the ability to walk, run, and fly; combining a full-motion body harness with neck restraints, and force feedback clothes with embedded memory-metal mesh.
  • At first, the control panels may be bigger than the simulation itself.
  • 'Bodymap keyboards' would use toes, knees, joints, and all measurable body muscles.
  • Full immersion VR may be like floating effortlessly, a lucid dream, or appear entirely imaginary.
  • It will take physical effort to move through a simulation, like a three-dimensional treadmill, with integrated exercise activities.
  • Eye-tracking software decides which part of the screen is updated next and at what resolution. It will access a vast library of images, pre-rendered scenery elements, and digital objects, to reduce processor load.
  • 'Infinite zoomability' would allow the user to explore any part of the simulation up close.
  • Self-contained simulation elements could be modified and combined as needed.
  • Reality is mostly feedback. To reduce processor load, users could manipulate a simpler 'toy body' to interact with the virtual world, like a remote-controlled model of themselves. After a while they would come to identify with it.
  • Eventually, focused radio beams could send signals to different brain sectors to stimulate them. Thin-slice brain scanners like MRIs could create 'interface zones' inside the user's brain, who could learn to start and stop processes with simple thoughts.
  • More remote possibilities mentioned in our SF stories include synesthesia amplification, proprioceptor nanites, and even brain scanning and downloading.

    Each user will evolve their own custom software, and keep detailed logs of simulated activities. Personal operating systems will constantly try to anticipate demands and download needed scenery elements in advance.
    Users will explore the Net from simulated core zones created over many years: virtual offices, palaces, forest clearings, tropical islands. Everyone will improve and expand their own universe, spiraling outward from a starting point. VR environments would graphically represent all their knowledge. 'Data continents' and archipelagos will recreate and store memories in virtual space.

    Eventually, serious VR users might begin to feel like fictional characters. Their most important possessions will all be virtual.
    Real-world location will become meaningless. VR will require small but very complex living spaces, and a good deal of exurban planning. People will move to neglected rural areas, and cities will decline. Homes will not need windows anymore. People may choose to live in machine-like flats and warehouses that are deliberately ugly. Underground living will make sense in many areas.
    There will be automated warehouses instead of stores, with on-demand deliveries.
    VR will even make human spaceflight unnecessary, if it isn't already today.

    A major initial application will obviously be VR sex.
    A lot of money can also be made in gaming.

    Given human nature, the main purpose of VR will be social interaction, both for profit and personal development. Most users will prefer to deal with other individuals, some only with larger groups with formal rules.
    Personal interactions and different levels of online friendships will become more important, not less, for the simple reason that there will be more to talk about than ever before. Communication at all levels will improve, with virtual neighborhoods, parties, and other gatherings to provide many unpredictable encounters.
    Groups of like-minded individuals will have elaborate initiation and membership rules.
    VR news reports about status and resources will seem as momentous as any historical event.
    It will be necessary to test virtual societies by making them compete with each other, and to consciously reject most of them, avoiding various mind traps and other dead-ends.
    Humans may eventually become like cells in a larger organism, but with more apparent freedom.

    The ad-hoc future: permanent impermanence:
    Unshackled from reality, humanity will begin to change. One major tool will be various methods to erase or alter memories. Then human brains can be hacked and methodically digitized.
    As society becomes more complex, there will be more degrees of freedom, but also more things that can go wrong.
    Future beings won't be very well adapted to their environments, and they never can be, unless they're willing to settle for long-term stagnation.
    Given enough time and technology, their minds will inevitably change so much that after a while, they will have been effectively replaced by their own superior yet completely different descendents.

    Read more here

    Coming soon: a list of the current research.

  • VR principles


       Virtual Reality (VR) is mankind's last hope.
    The purpose of virtual reality will be the same as that of Artificial Intelligence: to generate more wealth with less human effort.

    Of course it can't happen soon enough.
    It has always been much easier to make more people than to make the products these people so desperately want to consume. With our current economy, providing everyone a tolerable life in an overpopulated world would destroy the environment.
    The tiny minority that can afford these 'necessary luxuries' is completely unwilling to give up or even reduce their oversized cars, display screens, pollution-spewing power plants, airlines, farm subsidies, streetlights, air-conditioned McMansions, tidy lawns, and exotic vacations.
    The sacrifice is just too much. It's a political non-starter.
    Yet eventually, the rest of mankind will demand all these products for themselves. World energy usage would have to triple.

    If successful, VR will simulate everyone's ideal reality at a much lower environmental cost. This would transform the world beyond recognition.
    People would live in decentralized habitats, in a miniaturized landscape of mobile homes, narrow roads, and solar panels, shipping stations and small workshops.
    There will be no more large factories or airports, city centers or universities.

    The required technology will be much harder to invent than Hollywood realizes. The real research hasn't even begun, not even in theory.
    True VR will require ultra-high definition 3D display visors, full-body interface clothing with embedded pressure wires to simulate heat, weight, motion, and friction, and interactive simulations that would melt today's mightiest supercomputers.
    Even the experience of sitting in a chair would require trillions of high-level calculations per second to accurately recreate.
    VR will simulate the experience of floating, being prodded from a thousand directions, and dizzying acrobatic maneuvers barely allowed by the laws of physics.
    To save processing effort, most VR environments will rely heavily on pre-rendered recordings. Vast arrays of elements will need to be combined in milliseconds. At first, there will be only a few environments to choose from.
    Most important will be the instant ability to zoom in at any level of detail, a godlike illusion of total control.

    Of course the unspoken killer app is VR sex. This market will be particularly immense.
    It would appeal to those unlucky losers who are unsuccessful on the dating market, a surprisingly large percentage of males.
    If they're unlucky enough to live in restrictive traditional or polygamous or Islamic societies they may miss out again. The men in charge of those places will want to keep their elite status, and will no doubt ban most forms of VR, except under highly monitored conditions.
    Somewhat less conservative but still religiously driven societies like the USA may also restrict the technology, depending on which party is in power. Proponents of traditional marriage will be among its strongest critics.

    Meanwhile, famous and attractive females will be paid millions to allow themselves to be scanned at high resolution.
    The mysteries of erotic attraction, such as they are, go beyond physical parameters. Part of the 'courtship ritual' is the acquisition process. It's all about ownership.
    The ordinary concerns of daily life are an essential part of erotic idealization. VR sex will include many levels with increasingly difficult tasks, a bit like videogames.
    The VR customer's sex life will be split into dozens of conveniently managed components. Users will invent detailed character biographies and scenarios.
    For some, their fantasy lives will come to dominate their free time.

    One thing is clear. If present trends continue, civilization will become purely virtual by the end of the century. The fantastically inefficient human body will become an obstacle long before then; but not before the medical-industrial complex will have extracted quadrillions of dollars in new taxes in futile but lucrative efforts to keep elderly and otherwise injured persons alive just a bit longer.
    VR is also the method by which individual human brains will first be indirectly measured in some detail, a process very few people have even dared think about as yet. It will allow users' behaviors, abilities, and personalities to be recorded without having to penetrate the skull.

    At first, life in a VR world may seem much simpler, like living inside a cartoon.
    Soon, the simulations' owners will begin to exploit the complex structures and rules that can be generated inside virtual reality.
    There will be no more natural limits, only computational ones.
    Then real history will begin.



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    10-8/11