Imagine
being able to play a game in virtual reality.
Only instead of making one’s
movements in this alternate world with a controller in the external world of
primary experience, one does it simply with one’s thoughts. One puts on the virtual reality headset and
one is ready to navigate the virtual reality world with the same apparent
immediacy of experience that one has in the external world. One manipulates the software involved in the
game with one’s brain. Neurable, the
company that is involved in this game project sees it as simply the first step
toward total control of one’s digital living environment by one’s
thoughts. These thought control connections
that are being created here are called brain-computer interfaces or BCI’s. It is a little like telekinesis: the use of
thought to bend or move things in the external world, except that it occurs
only in the virtual world. For instance, one can pick up virtual objects and
throw them using one’s brain.
Supposedly,
these BCI’s are going to open up a whole new world of possibilities of human
interaction with the computer. Supposedly, these BCI’s are ultimately going to
allow for an increase in work productivity, because one won’t have to waste
time, energy or state of mind in actual physical movements with one’s hands in
computer operations in the external world of primary experience. In other words, transforming work activity in
the primary experience world, to BCI work activity in virtual reality (and
augmented reality) allows it to be much more frictionless and therefore speeds
up work activity. It is as if life had
not already become frictionless enough just with computers alone, using
vacuumized spaces on the screen where one has to perform various computer
operations with external world computer keys.
How incredibly cumbersome and laborious using real computer keys will
soon seem.
So
what are the implications of Neurable’s new game and new technological
research? First of all, it means adding
another layer of mediation to a person’s experiencing of the world with modern
technology. No longer will the brain be
telling the hand or the foot what to do in a world of virtual reality. Instead, the brain will be maneuvering the
objects in its environment with telekinesis, mind over matter, or more
precisely, in this case, mind over vacuumized versions of material entities. Extremities are unnecessary in Neurable’s
world. But having access to the mind
over vacuumized matter in a virtual world will certainly give the user a
tremendous sense of power. And, of
course, much of the vacuumized matter will relate to the stuff that is seen on
a computer screen. So one will have a
wonderful sense of power while manipulating the world with a virtual keyboard through
the phenomena on the computer screen. If
a person could experience ongoing telekinesis in virtual reality and on a
computer screen, wouldn’t he feel a strong motivation to spend more and more
time in such an environment and less and less time in the real world of primary
experience?
But
how does one truly bond with other people and leave organic imprints without
spending time living in the external world of primary experience. A vacuumized imprint is evanescent. It is fleeting. Particularly because there is practically no
friction involved. Without organic
friction, there are no meaningful imprints.
Without meaningful organic imprints, a person can’t live a rich vibrant life
or prepare for death with a surrogate immortality based on preserved imprints.
And
the more one finds that he can’t make and preserve meaningful organic imprints
with BCI’s, the harder he is going to try to feel authentically alive, and the
harder he is going to try and exert his virtual power in his virtual
world. And the more solipsistic and
megalomaniacal he will become, as he desperately tries to engage with and bond
with the virtual surfaces of his newfound field of experience.
The
sense of a primary experience world that involves the ongoing use of touching
seems to be totally missing in a world based on BCI’s. And yet a person will experience an enormous
sense of power from the apparent telekinetic skills he evinces in his virtual
living environment. But, on one level,
it is a false sense of power, a bogus sense of power, because the person is not
making any bonded organic imprints, not preserving any lasting imprints. The combination of the ease of the
telekinetic process in the person’s virtual world and the lack of capacity to
leave any bonded or lasting imprints within it creates all the perfect
conditions for a person to have a strong addictive attachment to his
BCI’s. Stronger than a young person’s
attachment today to video games. The
attachment will result in a person’s increasing involvement in virtual reality
and a tendency to push away external world primary experience reality, where
the person in no way is able to evince such seemingly strong powerful defined
discrete skills. The increasing lack of
use of the sense of touch will result in increasing numbness. As processes increasingly get transformed
into brain thoughts leading quickly to computer operations and results, the
whole notion of human narrative, where processes and activities are carried out
in the external world in intersubjective real time, will gradually
disappear. Everything that is
significant to the flow of human life will happen in the alternate field of
experience that is virtual reality. But
because the BCI’s lead to vacuumized compressed processes and activities, the
whole notion of meaningful human narrative will shrivel away. The telekinetic life created by BCI’s will
consist of going from brain point A to virtual reality point B with no flowing
blendable continual journey in between.
Any meaningful history in a person’s new BCI’s life will cease to
exist. And yet the illusion of a strong
feeling of power will keep a person hooked on his virtual reality world.
This
explains the danger in Neurable’s invention.
People will be sucked into the illusion of immense power and, in the
process, will lose the opportunity to have a rich vibrant life, to deep bond
with other people, to make and preserve organic imprints and to prepare for
death with a surrogate immortality.
People have to understand that, in the end, this illusion of immense
power will cheat a person out of living a life that will allow him to feel that
he has had a life that is truly worth living.
(c) 2017 Laurence Mesirow
No comments:
Post a Comment