TEMPLE: A TEMPLATE FOR A SOCIO-ECONOMY BUILT AROUND MINDFULNESS AS A TRANSITIONAL SYSTEM FOR END-STAGE DIGNITY AND OPTIMAL ENTROPY

Mindfulness (and other therapeutic or coping) interventions are allowed the status of mere bubbles in our stress-fraught society.  The spirit of this work is inspired by the Center for the Study of Existential Risk and their concern for any threat posed to "all humanity" no matter how small the probability. 

For 7-week seminar Crafting Mindful Experiences class taught by Fred Muench we were encouraged to prototype/ideate an app, device, experience which elicits mindfulness in everyday life.  

Scaling up several orders of magnitude from the letter of this prompt I decided to contemplate further on the post-automation world-building I began with the world of Semi and The New Church created as my final in Temporary Expert: the Anthropocene Edition with Marina Zurkow and the post-automation culture story we told as the culmination of Art Kleiner's long-standing Future of New Media course, both in Spring 2015.  These world-building projects are also related to the speculative world-building project I presented in Jeff Feddersen's Energy class (THE WAY WE LIVE NOW: An Android's Energy Future). 

At the center of this concept is a recognition that humanity cannot sustain current levels of economically-driven societal (and environmental) entropy ("growth".)  Even more integral are two related concepts (which require more state-of-research discovery/citations): 

a) that it is possible for humans to engineer an non-abusive institution for behavior modification and post modern (and post-modern) resource redistribution

b) that the focus on stress-as-positive-competition-facilitator is a construct of economic/industrially-driven science

TEMPLE attempts to encompass and expand on social support and stress-coping mechanisms of religious institutions and traditional culture but holistically adapted to future system entropy and globalization.  TEMPLE relies upon the reality that globalization and automation is total.  Labor and systems of credit, profit and consumption as we understand it are recently no longer functional in all global regions. 

Here is an image of the fractal arrangement of the experiential chambers which denizens of a post-Capitalist transitional society must go through as their daily duty (or data tithe, labor).  This is the institution of the "New Church" set within the universe of Post-Automation Culture and with the data-generation-driven new "economy" from my Testing Tomorrow's "Your Daughter's Daughter's Data: An Enfranchisement Manual."

Aggregate, anonymized data is collected (biofeedback, natural language processsing, etc) in order to allow the semi-automated system to gauge community health and developments (much like a managed wild-life population.)  The data collection is in fact a way of generating the "revenue" required for the resource distribution.  Visitors come here to receive mindfulness experiences/therapy/self-inventory and to request goods and services they feel they need.  A cleansing and enrobing intake area and other security measures ensure that all citizens (including pariahs) can take equal part in the community-synchronization ritual of TEMPLE.  

A series of interlinked experiential chambers make up a continually novel mindfulness journey through TEMPLE'S campus.  Some are communal (humming/mantra) some are individual (e.g. proprioception-oriented self-inventory, human time-scale meditation, biofeedback mindfulness meditation,  kindness and forgiveness meditation). 

A docent (AI or human) advises each individual at the culmination of the individual's journey.  Regardless of the docent's advisement - the requestor may receive the good or service they have requested.  This mechanism is a part of the central tenet of TEMPLE which assures social security.  TEMPLE is the defacto method for optimal resource redistribution.

It is assumed that some visitors will abuse the "ask and you shall receive" mechanism - but the proportions of Zipf's law allows for a much lower overall level of entropy across the entire social fabric.  Additionally, abusers of the system must continually go through the mindfulness practice of the system in order to get their goods - so some abusers of the system may eventually cease the advantage-taking. The system can be likened to "re-parenting" for human society as a whole. 

Fittingly, the visuals/model for TEMPLE were created in Google Sketchup with open source 3D models I found and modified - in the spirit of our coming future.  Read more in a rough draft write-up.

Future iterations will include an mock-up of a journey through a minimum series of experiential chambers, specific user profiles and use-cases,  researches and arguments for specific interactive and passive cognitive/psychological mechanisms, more details on the legal history, logistics, and structure of fictional economic system suggested here,  and a sample proposal for funding from entities such as Google, IARPA, Disney, CSER to research a real-world prototype - a la the recent Dutch living wage experiment.  Perhaps the latter as a PhD program application. 

DECLASSIFIED + REBRANDED: FUTURE INTERFACES FINAL

PRESENTATION:

This project was developed during Future Interfaces— a 7 week class with Ken Perlin and David Lobser.  I presented this final as an R&D sales person pitching to a room of developers at a tech industry conference (a performance of a near-science-fictional scene.)

Medium: 3D/2D Google Sketch-up Model

ALL USE CASES PRESENTED SHARE:

collapsing spacetime (and making it sensible in space)

different data rates/descretizations for each use case - reveals potential usefulness

user can 'tune' to narrow bandwidth of assigned microwave signals to find specific data object groupings and time discretizations for historical events

different dimensional thinking - allows for immediate physical sensing in physical space of specific types of information - users can utilize geography-based historical event sensing (4D shapes, probability densities, etc) to find new ways to think about predictive or forensic models

NOTE: 

use cases utilize different time scales/even frequencies, actuators/perceptual modes, sensors.  This concept is based around a new paradigm to embodying the collapsing of spacetime to allow the user to be able to examine/understand ephemeral or transient events in real space.  Events are spatially realized/sensed out-of-time. 

 

 

Future Interfaces HMWK #1: 12 ideas > 3 culled

1) ANALOGIZING IRL WITH IPS

I. An AR interface that allows every given, discrete system a user interacts with to be recognized via computer vision and other sensing systems and cross-referenced in a global library of systems.  The system is then visually outlined and tracked (over the course of the day, or month, or lifetime) as if it were an Information Processing System with INPUT, FUNCTIONS, and OUTPUT.   This could be seen as a societal alternative to the economic (credit, debt, work, worth) tracking systems we have had in place and continue to build. 

2) KINESIS

An AR or VR interface which allows energy expenditure of the user/experiencer/protagonist to be tracked via  (piezoelectric?) contact with the ground.

Inspiration comes from the idea that certain animals like cats are very sensitive to ground vibrations - and the idea that this is a way a user can understand the surrounding world. 

If a user takes many heavy footsteps - in sand, grass, mud, or on a marble flooring surface - the kinetic energy output will vary and should reflect some level of organismal entropy or energy waste.  Opportunity to examine other cues of contact with the ground - such as resting period, or body surface contact to ground surface area. This kind of 'kinetic metadata' may tell an illuminating story of the user/organism's energy expenditure and struggle with gravity and the stochastic boundaries of its surrounding world.  Also incorporates predictive trajectory but value added is the energy expenditure/footstep (contact instances/frequency with ground replace or help calculate time discretization) I see this as part of a larger 360 VR interface. 

3) SPACESHIP

An orb with a windshield-like view which accommodates the human field of vision (200 degrees field-of-view).  The rear 160 degrees of view is a blank 'tallying' interface which allows elements (story characters,  past spacial trajectory, artifacts, documents, to be held for reference.)  The ground area can also carry the kind of trajectory and kinetic expenditure information as touched on in "KINESIS."

This is a tool/interface/HUI for narrative-telling, narrative-absorbing, and narrative interweaving - for entertainment purposes or for work stylings and organization.  

4) TIME TRAVEL/TELEPORTATION

A way to tell stories such as a traditional narrative feature film with temporally concurrent spatial grid of 360 VR cameras.  The user/experiencer can wander through the finite block of time and space at will - following visual and auditory cues to various nodes in the story's space.  The user becomes the editor and there are a many unique 'cuts' as there are frames per second x the number of camera nodes.  Filmic transitions are augmented according to same principles as traditional film editing but they are quite different as space and time are continuous and non-selective.  

An interesting note about this idea is that it is effectively observation-only time travel.  A future effect is that if the writing, or reality of a mystery is deep, tight, and diverse enough one could spend a very long time inside the 'continuum.' Perhaps humanity will find a good one and the human perceptual universe will condense into this small spacetime box.  The ultimate in diversion. 

5) MET (MULTI-AGENT ENERGY TELECOMMUNICATION)

AR which interfaces with an all-inclusive energy system.  Users plugged into this augmented reality interface are revealed trajectories of 'lowest entropy' on a continuum of time discretization scales.   Perhaps if all users where guided, by visual representations of unified energy flows (kinetic, radiative, social, societal, biospheric, gravitational, solar, nutritive) then this would become every human/user's life work - remaining collectively at the lowest state of entropy. Predictive entropy trajecotories for thoughts and social interactions would be included in concrete energy expenditure terms - NLT and social networking prediction would have to be sufficiently advanced to see into various futures.  As a result, perhaps metabolic processes, as well as interpersonal, societal, and environmental entropy or stress would remain so low that the human life span would increase while harmful forms of energy waste would decrease. An alternative, physical way of achieving "immortality" while exponentially increasing our collective, and individual knowledge base.  This is a hyperbolic post-automation system which supersedes all forms of advertising, PR, data collection/surveillance, economy and governance and seeks to bring the human species back to a pre-language, pre-agricultural communion with nature.  

This is a fictional/exemplary/hypothetical AI-mediated multi-agent VR system I am incorporating in a screenplay about a human-trajectory peer android, as well as in a documentary I am working on with Sabrina Osmany about AI-mediated immersive interfaces.  

The inspiration for this stems from Spring 2015 semester in which I studied Energy (a survey of terms, trends, history, and physics) and the Green Revolution in a class on the Anthropocene.  What is needed is a unified term for thermodynamics, and energy in closed and open systems.  For example, Joules are an appropriate option for a unit which represents a current energy state of any given system or object, however, our linguistic obsession with 'time' obfuscates this and so understanding devolves and compartmentalizes into specialized terms like t.o.e. (tonnes of oil equivalent) which are impossible for any given human organism to understand and make decisions around, collectively or individually. 

This is of course ambitious but indeed cuts right to the heart of what humanity hungers for. 

6) SYNESTHESIA MACHINE

A way to map different senses and allow the human brain to perceptually explore different kinds of input in tandem or in place of another.  A way to understand energy waves and explore the edges of the nature of reality versus the nature of perception.  See sound, hear color, feel color, see and hear texture, texture informs taste, taste informs texture.  Requires a neurological "jacking" in to a sensory signal mapping processor or information processing system. 

7)TIME COLLAPSER

inspired by Rust Cohle's quote about time being "a flat circle" - allows user to see spaces which persistently remain unchanged over 'time.'  Concretely reveals patterns in rate of change.  Like a spatial time lapse. A way to identify spatial connection to things that persist through time.  A kind of time machine hack and an archaeological/forensic tool. 

8) PHYSICS ENGINE IN YOUR HEAD

inspired by the writings of Ernie Davis - he refers to the physics engine in our heads.  An accelerated way to learn about real world physics which would take a lot of time normally to learn through experience.  Augmented reality which temporarily breaks away from the current trajectory into an alternative path (i.e. see what that rock thrown at a window would actually do without having to throw the rock)

9) NETWORKED HUMAN INTELLIGENCE 

A way (using NLT and brain interface) to distribute information processing using human "neural networks" together with an AI mediated distro system.  Perhaps a way to prevent AI from learning too much content or too many weighted connections - an information and learning firewall.  The AI network is geared towards learning how to slowly shift the networking distribution processes to an exclusively human brain comprised deep neural network.  A form of telepathy.  Making AI do interim work to help humans collectively reach an event horizon/singularity. 

10) SEEING EMOTIONS

An AR interface which selectively allows only human emotion to be perceived, for example.  It prevents us from seeing physical features and only allows us to see Infrared maps of human emotion.  

11) BOOMERANG TECHNOLOGY

Using slips/gaps/edges between energy flows. The idea that language separated humans from a pre-language level of fitness/evolutionary success and thus technology became an addictive way to interface with the environment and other individuals in our species and other species. How to move away from technology as a material and separating element. Unification and lowest energy usage. Reference to boomerangs is the elegance but far reach of this technology.  Just a stick shaped the right way.  Intuitive.  Divining rod. What are other examples of "simple" technologies which are yielded from a very high level of understanding.  Echolocation. Polynesian current charts. Quantum vibration-finding. 

12) DESTROYING LANGUAGE

preventing the user from hearing/processing language - forces users to communicate differently in a world/interpersonal interface. 

13) EVERYTHING IS KELVINS

An ontological object oriented programming language for physics simulation/computer graphics based on Kelvins - absolute temperature.  Liquid, gas, solids, things more readily recognized as pure or higher states of energy such as different wavelengths of light or sound. 

RELEVANT: 

https://en.wikipedia.org/wiki/Entropy_and_life

https://en.wikipedia.org/wiki/Spectral_density#Power_spectral_density

https://en.wikipedia.org/wiki/Kelvin

https://en.wikipedia.org/wiki/What_Is_Life%3F