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    Virtual Reality is Impossible, Like Perpetual Motion

    Over a hundred years ago, most scientific evidence pointed toward an impending invention which would change the world, encapsulated in the paradoxical expression “perpetual motion.”  Ultimately that invention proved to be impossible because of the brand-new scientific discovery that energy cannot be created nor destroyed.

    Nowadays, a similarly profitable fantasy builds on a similarly paradoxical expression: “virtual reality” (VR).  Turns out Nature says VR won’t succeed either, because VR will inevitablyinduce “simulator sickness,” as it always has.

    The Industrial Revolution started with steam, allowing fuel (coal) to do the work of many men.  As the technology improved, more and more power became available. Part of that power came from burning more coal. Another part came from improved mechanical efficiency, that is by recovering and reusing waste heat, force and momentum.  Many tinkerers were convinced that by using clever mechanical trickery, such as lifting weights over here in order to drop them on lever-arms over there, engines could in fact “recover” more energy than went in.  Evidence made this hypothesis reasonable, because the trend of recovered energy had been rising upward steadily for decades. Hopefully it could pass 100%.

    The idea behind perpetual motion was that if the trick worked — that if a machine could essentially harvest its own momentum to keep itself running forever — then even a tiny excess of power could be amplified and scaled, and no one would need to burn actual fuel any more.

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    Back then physics and physicists didn’t really exist, but thoughtful people ever since da Vinci have known perpetual motion was a fantasy. A hundred years ago, they proved it scientifically by finding a deeper principle at work, one which absolutely limited the amount of energy in play. The new science said that energy is not created, not destroyed, and certainly not free.  The total energy must be “conserved” (kept fixed).  No free lunch from Nature.  But optimistic tinkerers kept trying anyway, until the US Patent office stopped allowing applications altogether, killing the “technology” for good.

    Virtual Reality or Unreal Virtuality?

    That fantasy repeats itself with so-called “virtual reality.” According to the evidence, VR gets better every year.  An extrapolation of that trend would let VR replace the boring physical world we’re usually stuck in, literally creating whole new universes (or metaverses) and whole new streams of revenue, almost out of nothing. Free reality.

    I know VR cannot work because I happen to know how nervous systems work. New technology won’t fix that mismatch, but at least new research explains it.  That research explains both human and machine learning in the same terms; neuroscience and data science account for both as signal bandwidth. So formerly fuzzy questions about how brains work now have mathematically absoluteanswers.  In the case of VR, as with creating energy, it turns out there are absolute limits on what brains can and can’t do, limits not provable before.

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    There are many ways to prove that VR makes people sick; two will do for now.  One involves how different senses mix together in the brain.  The other involves how much time a brain takes to mix and make sense of them.

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    Vertebrate brains evolved 500 million years ago to do exactly one thing, a task which even now is far more difficult than memory or speech: making 3D pictures out of tiny input pulses (a computational process called “tomography”).  Our everyday experience bears this out. The sensory inputs into our bodies (and outputs from nerves into the brain) come from eyeballs, eardrums, taste and smell receptors, and especially from millions of vibration-sensors spread throughout the body. Airborne sound hits ears and skin together, and our brains combine them into a single unified experience so solid and believable that we know for sure the world exists, even behind us, even when we can’t see it. Lived sensory experience is unified by the hardware of our brain: that’s how brains work and what they do. Neuroscientists call the process “sensory fusion.”

    Obviously, a brain fabricating a single unified experience is the opposite of fabricating two inconsistent, competing experiences, which is what VR forces on our brains.  For example, a gamer’s eyes may be convinced that he is flying high-G rolls inside a fighter plane aloft, because VR is so good at creating visual illusions, making every visible cue consistent with all the rest….looming, moving, twisting, occluding, dropping, all synchronized so the visual world makes 3D sense.

    But vision isn’t everything to brains, not even half. In the gamer’s case, all the other senses agree that the body is not moving or flying, but sitting in a chair. Neural signals from the inner ear, the legs, the gut, the spine all confirm no barrel-rolls, no upside-down, no special forces pulling or pushing.  No jet engine sounds rattling the body, just injected in the ears.  In this configuration roughly half the brain is convinced the body is quite still, the other half convinced it’s flying hard and fast.  A brain can’t hold such a deep contradiction for very long, so “simulator sickness” makes the gamer nauseous. That problem hasn’t changed in 40 years, and won’t, ever, because brains can only feel one reality at a time, and the real reality is always centered in your gut, regardless of what the eyeballs say.

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    Vision and motion

    Another insoluble problem with VR is how fast it responds to self-motion. In the regular real world (no VR yet), every time you move your body, neck, head, or eyeballs, the image into your eyeballs (and onto your retina) changes with that motion.  To make its picture of the world, the brain anticipates the physical shift before it moves its muscles, and uses that anticipation to predict what it will see. The brain uses an interactiveprocess of continual exploration and zooming (neuroscience buzzword: “sensory contingencies”). Because the brain makes plans, then sends pulses., And then the head and eyes begin to move., The brain therefore creates internal expectations long before any motion could be visible from outside.

    But at best VR can measure your self-motion from the outside, after the fact.  It can’t measure things which haven’t happened yet. (Even access to your brainwaves would not solve this problem, since even brain waves are merely delayed traces of yet smaller and more subtle processes). So even an ideal VR response would be fatally delayed, relative to how your eyes and brain normally work.  What VR shows your eyeballs is not exactly what would come from a real world, but milliseconds slower, and only approximate. The faster you move your head and eyes, the more weirdly a fake world slips under them.

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    The core problem is not with VR, but with brains themselves because their task is nearly impossible already. It’s clear most humans see the world in high-resolution (HDMI or better in space, seamless motion in real time). But synthesizing high-resolution 3-D moving images is hard even for supercomputers and MRI machines. It’s even harder for the brain to synthesize so much data (teravoxels) if it gets a million pulses per second of input from two jiggling spheres of jelly (the eyeballs). That’s about a million data points synthesized for each single input pulse.  It’s a miracle that Nature can leverage such internal fakery, then erase the artifacts so perfectly the result seems not merely realistic, but absolutely real. Unfortunately for VR, that miracle is utterly dependent on the 3-D world actually being there. There is no mathematical way to make a consistent world-image from partial, delayed, corrupted data injected into only part of a brain’s input stream, while ignoring all the rest. Our brains need real-live 3D data like our lungs need air, and no amount of hype will change that fact.

    The views expressed in this article are the author’s own and do not necessarily reflect Fair Observer’s editorial policy. More

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    Welcome to the Metaverse: The Peril and Potential of Governance

    The final chapter of Don DeLillo’s epic 1997 novel “Underworld” has proven a prescient warning of the dangers of the digitized life and culture into which we’ve communally plunged headfirst. Yet no sentiment, no open question posed in his 800-page opus rings as ominously, or remains as unsettling today, as this: “Is cyberspace a thing within the world or is it the other way around? Which contains the other, and how can you tell for sure?”

    Facebook Rebrands Itself After a Fictional Dystopia

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    Regrettably, people’s opinions on the metaverse currently depend on whether they view owning and operating a “digital self” through the lens of dystopia (“The Matrix”) or harmless fun (“Fortnite”). It is additionally unfortunate that an innovative space as dynamic and potentially revolutionary as the metaverse has become, in the public’s imagination, the intellectual property of one company.

    But the fact that future users so readily associate the metaverse with Facebook is a temporary result of PR and a wave of talent migration, and will be replaced by firsthand experiences gained through our exposure to the metaverse itself, and not a single firm’s vision for it.

    Meta Power

    So, what does this all mean? How will the metaverse shape the way we do business, the way we live our lives, the way we govern ourselves? Who owns the metaverse? Why do we need it? Who will be in charge?

    Taking a lead from this stellar primer, if we simply replace the word “metaverse” with the word “internet” wherever we see it, all of a sudden, its application and significance become easier to grasp. It also becomes clear that Facebook’s rebranding as Meta is not as much a reference to the creation of the metaverse but more in line with the company’s desire to become this new territory’s most enthusiastic homesteaders. Facebook is not so much creating the metaverse as it is hoping — like every other firm and government should hope — that it won’t be left behind in this new world.

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    As far as the metaverse’s impact, its political implications might end up being its least transformative. In the United States, for instance, the digitization of political campaigning has carved a meandering path to the present that is too simplistically summed up thus: Howard Dean crawled so that Barack Obama could walk so that Donald Trump could run so that Joe Biden could drop us all off at No Malarkey Station.

    Where this train goes next, both in the United States and globally, will be a function of individual candidates’ goals, and the all-seeing eye of algorithm-driven voter outreach. But the bottom line is that there will be campaign advertisements in the metaverse because, well, there are campaign advertisements everywhere, all the time.

    More interesting to consider is how leaders will engage the metaverse once in power. Encouragingly, from the governmental side, capabilities and opportunities abound to redefine the manner in which citizens reach their representatives and participate in their own governance. Early public sector adopters of metaversal development have but scratched the surface of these possibilities.

    For starters, the tiny island nation of Barbados has staked out the first metaversal embassy. This openness to embracing technology and a renewed focus on citizen interaction evidenced in this move are laudable and demonstrate the metaverse’s democratic value as a means for increased transparency in government and truly borderless global engagement. Though novel, Barbados’ digital embassy is no gimmick. You can be sure that additional diplomatic missions will soon follow suit in establishing their presence in the metaverse and will perhaps wish they had thought to do so earlier.

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    Another happy marriage of innovation and democracy is underway in South Korea. Its capital city has taken the mission of digitizing democracy a step further by setting the ambitious goal of creating a Metaverse Seoul by 2023 for the express purpose of transforming its citizenry’s access to municipal government. Things like virtual public hearings, a virtually accessible mayor’s office, virtual tourism, virtual conventions, markets and events will all be on the table as one of the world’s most economically and culturally rich metropolises opens its digital doors to all who wish to step inside.

    Digital Twinning

    Any time technology is employed in the service of empowering people and holding governments more accountable, such advancements should be celebrated. The metaverse can and must become a vehicle for freedom. It need not provide a tired, easy analog to Don DeLillo’s ominous underworld.

    But then there’s China. While some of its cities and state-run firms are making plans to embrace what functionality is afforded via metaversal innovation, there can be no question that the government in Beijing will have a tremendous say in what development, access and behavior is and isn’t permitted in any Chinese iterations of the metaverse. It is hard to imagine, for instance, certain digital assets, products or symbols making their way past the same level of censorship beneath which China already blankets its corner of cyberspace.

    Yet China’s most intriguing metaverse-related trend involves the spike in interest in digital property ownership occurring while its real-world real estate market continues to sputter. Such a considerable reallocation of resources away from physical assets into digital ones mirrors the increasing popularity of cryptocurrency as a safe haven from the risk of inflation. Call it a technological inevitability or a societal symptom of COVID-fueled pessimism, but the digital world now appears (to some) to present fewer risks and more forward-looking stability than the physical.   

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    China may be an extreme example, but the need to balance transparency, openness and prosperity with safety and control will exist for all governments in the metaverse just as it does in non-virtual reality. Real-world governmental issues will not find easy answers in the metaverse, but they might find useful twins. And as is the case in the industry, the digital twinning of democracy will give its willing practitioners the chance to experiment, to struggle, to build and rebuild, and to fail fast and often enough to eventually get some things right.

    Championing commendable applications of this new technology in government and business will position the metaverse as a useful thing within the real world, something that enriches real lives, that serves real people — not the other way around.

    The views expressed in this article are the author’s own and do not necessarily reflect Fair Observer’s editorial policy. More

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    VR experience offers journey into US president's nuclear bunker – video

    Nuclear Biscuit, a simulated experience, allows US officials to wargame a missile attack and see the devastating consequences of their choices. 
    Players experience what the president would have to do in the event of a nuclear crisis: make a decision that would end many millions of lives – and quite possibly civilisation on the planet – with incomplete information and in less than 15 minutes. Here’s a snippet of the game as completed by Julian Borger, our world affairs editor

    ‘15 minutes to save the world’: a terrifying VR journey into the nuclear bunker More