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Using a virtual pendulum and its real-world counterpart, scientists at the University of Illinois have created the first mixed reality state in a physical system. Through bi-directional instantaneous coupling, each pendulum “sensed” the other, their motions became correlated, and the two began swinging as one.
“In a mixed reality state there is no clear boundary between the real system and the virtual system,” said U. of I. physicist Alfred Hubler. “The line blurs between what’s real and what isn’t.”
From flight simulators to video games, virtual worlds are becoming more and more accurate depictions of the real world. There could come a point, a phase transition, where the boundary between reality and virtual reality disappears, Hubler said. And that could present problems.
For example, no longer able to determine what is real and what is not, an individual might become defensive in the real world because of a threat perceived in a virtual world.
Imagine having a discussion with Isaac Newton or Albert Einstein on the nature of the universe, where their 3-D, life-sized representations looked you in the eye, examined your body language, considered voice nuances and phraseology of your questions, then answered you in a way that is so real you would swear the images were alive.
This was an opening scene from an episode of the TV show "Star Trek" almost a decade and a half ago. A new research project between the University of Illinois at Chicago and the University of Central Florida in Orlando may soon make such imaginary conversations a reality.
Virtualization, in principle, has the potentiality of either erasing or heightening or situated presence in the world. Jaron Lanier, a pioneer of VR technology, laments the fact that the majority of work on VR is moving in the direction of VR1. Being an artist as well as a computer scientist, Lanier’s original intent and hope for VR was for it to become a new form of cultural expression, allowing an individual, or even groups of people, to project their own imagination into a collective space. What we might term "VR2," would empower the average individual to be an artist in virtual reality. The consciousness-raising potential of VR2 could facilitate the emergence of a new cultural aesthetic that would result in the rebirth of the collective imagination. VR2 would foster a collective inquiry into the processes by which we construct and call the world (and self) into being.
Ideally, VR2 would facilitate a mode of conscious virtualization, as we learn to how to become more proprioceptively aware of how thought and imagination construct a world. Whereas VR1 is a con-fusion of fancy with the real, VR2 is a jazz-fusion of participation with imagination. It allows the user to consciously participate, and experience in real-time, what it means to invent and co-construct a reality with others. The architecture and software design assumptions of VR2 are epistemologically aligned with the philosophy of radical constructivism.
it seems quite possible. In fact, if you accept a pretty reasonable assumption of Dr. Bostrom’s, it is almost a mathematical certainty that we are living in someone else’s computer simulation.
This simulation would be similar to the one in “The Matrix,” in which most humans don’t realize that their lives and their world are just illusions created in their brains while their bodies are suspended in vats of liquid. But in Dr. Bostrom’s notion of reality, you wouldn’t even have a body made of flesh. Your brain would exist only as a network of computer circuits.
You couldn’t, as in “The Matrix,” unplug your brain and escape from your vat to see the physical world. You couldn’t see through the illusion except by using the sort of logic employed by Dr. Bostrom, the director of the Future of Humanity Institute at Oxford.