THE RATIONAL ARGUMENTATOR |
Individual Empowerment through Emerging Technologies:
Virtual Tools for a Better Physical World |
No realm of human activity in the past century has empowered and
liberated the individual as efficaciously as technological advancement.
Our personal, political, and economic freedoms—though limited in many
respects—today allow us to achieve quality-of-life improvements and
other objectives that were inconceivable even a few decades ago. Much
libertarian, classical liberal, and Objectivist theory supports this
insight, but in our era of increasing salience of advanced technology,
this support needs to be made far more explicit and applied toward vocal
advocacy of emerging, life-transforming breakthroughs that further raise
the capacities of the individual. Gamification, augmented reality, and
virtual worlds can play a significant role in enhancing and preserving
our physical lives.
I find a lot of support for technological progress, self-determination,
and the triumph of the individual over the impositions of the collective
in the works of Ayn Rand (as an example, see this
2012 essay
of mine for a brief analysis of Randian individualism). The Austrian
economists
Carl Menger
and
Ludwig von Mises
were also great exponents of individualism, and their innovations in
value-theory emphasized the importance of subjective preference in the
determination of prices, the work of entrepreneurs, and the effects of
policy. They grounded their economic work in a deep understanding of
philosophy and offered a countervailing view of the world during a time
when postmodernism was gaining popularity. They explained that universal
laws of economics, derived from the basic fact of human action itself,
are at the root of explaining whether societies facilitate flourishing
and progress, or misery and stagnation.
Were these great thinkers alive today, it would have been fascinating to
observe their insights regarding the power of technology to enable the
personal creation of art which was not technically feasible for an
individual in prior eras to create. They would surely recognize the
amazing influence of the latest generation of technological
entrepreneurs on our lives and well-being—not just in the emergence of
computers, the Internet, and mobile devices, but also in less-emphasized
applications such as digital art, electronic music, increasingly
sophisticated and graphically immersive computer games, and tools for
the “quantified self”—an increasing array of metrics for vital bodily
attributes and activities. The convergence of these tools is ushering in
an era of augmented reality, which rational and determined creators can
harness to achieve their goals more effectively and more
enjoyably.
I have seen this vast technological improvement affect my ability, for
example, to compose music. In a few hours I can create a composition and
hear it played back flawlessly by an electronic orchestra, whereas even
a decade ago I would have needed to spend weeks internalizing melodies
and variations. In order to play my compositions, I would have had to
spend months practicing, even then being quite vulnerable to human
error. One of my current ongoing projects is to remaster as many of my
older compositions (all preserved, thankfully) as I can using the tools
now available to me—enabling their flawless playback via synthetic
instruments. Today, they can sound exactly as I intended them to sound
when I composed them years ago. Many works have already been remastered
in this way (available within
this video playlist),
which has enabled me to hear and to share with the world pieces which
have not been in my “finger memory” for over a decade.
Numerous life-improving applications of augmented reality are emerging
now and can be expected to expand during the proximate future. Many of
these technologies can have strong, immediate, practical benefits in
enhancing human survival and functionality within the physical world.
Already, mobile applications such as
Runkeeper,
scoring systems like that of
Fitocracy,
or devices like the
Fitbit
allow individuals to track physical activity in a granular but
convenient manner and set measurable targets for improvement.
Significant additional innovation in these areas would be welcome. For
instance, it would be excellent to have access to live readings of one’s
vital statistics, both as a way of catching diseases early and measuring
progress toward health goals. This vision is familiar to those who have
encountered such functionality in virtual worlds. Players track and
improve these statistics for their characters in computer games, where
it proves both interesting and addictive—so why not bring this feature
to our own bodies and other aspects of our lives?
Computer games—one type of virtual world—expand the esthetic and
experiential possibilities of millions of people. While not fully
immersive, they are far more so than their predecessors of 20 years ago.
They can extend the range of human experience by enabling people to
engage in actions inaccessible during the course of their daily
lives—such as making major strategic decisions in business, politics, or
world-building, exploring outer space, or designing and interacting with
a skyscraper without the hazards of being a construction worker. (Minecraft
comes to mind here as an especially versatile virtual world, which can
be shaped in unique ways by the creativity of the individual. I can
readily imagine a future virtual-reality game which is a more immersive
successor of Minecraft, and where people could create virtual abodes,
meeting places, and even technological experiments. Minecraft already
has mods that allow the creation of railroads, industrial facilities,
and other interesting contraptions.)
One common and highly gratifying feature of computer games that has long
fascinated me is the ability to make steady, immediately rewarding
progress. Any rational, principled economic or societal arrangement that
promotes human flourishing should do the same. Emerging efforts at the
“gamification” of reality are precisely a project of imparting these
rational, principled characteristics—hopefully remedying many of the
wasteful, internally contradictory, corrupt, and fallacy-ridden
practices that have pervaded the pre-electronic world.
|
“Numerous
life-improving applications of augmented reality are
emerging now and can be expected to expand during the
proximate future. Many of these technologies can have
strong, immediate, practical benefits in enhancing human
survival and functionality within the physical world.” |
Tremendous technological, cultural, and moral progress could be achieved
if this addictive quality of games were translated into the
communication of sophisticated technical concepts or philosophical
ideas, such as those underpinning transhumanism and indefinite life
extension. If there were a way to reliably impart the appeal of games to
knowledge acquisition, it would be possible to trigger a new Age of
Enlightenment and a phenomenon never seen before in history: that of the
masses becoming intellectuals, or at least a marked rise in
intellectualism among the more technologically inclined. This aspiration
relates to my article from early 2013, “Open
Badges and Proficiency-Based Education: A Path to a New Age of
Enlightenment”—a
discussion of an open-source standard for recognizing and displaying
individual achievement, which could parlay the abundance of educational
resources available online into justified reward and opportunities for
those who pursue them.
While some critics have expressed concern about a future where immersion
in virtual worlds might distract many from the pressing problems of the
physical world, I do not see this as a major threat to any but a tiny
minority of people. No matter how empowering, interesting, addictive,
and broadening a virtual experience might be (and, indeed, it could
someday be higher-resolution and more immersive than our experience of
the physical world), it is ultimately dependent on a physical
infrastructure. Whoever controls the physical infrastructure, controls
all of the virtual worlds on which it depends. This has been the lesson,
in another context, of the recent revelations regarding sweeping
surveillance of individuals by the National Security Agency in the
United States and its counterparts in other Western countries. This
inextricable physical grounding is a key explanation for the unfortunate
fact that the Internet has not yet succeeded as a tool for widespread
individual liberation. Unfortunately, its technical “backbone” is
controlled by national governments and the politically connected and
dependent corporations whom they can easily co-opt, resulting in an
infrastructure that can be easily deployed against its users.
A future in which a majority would choose to flee entirely into a
virtual existence instead of attempting to fix the many problems with
our current physical existence would certainly be a dystopia. Virtual
reality could be great for learning, entertainment, communication
(especially as a substitute for dangerous and hassle-ridden physical
travel), and experimentation. Some aspects of virtuality—such as the
reception of live statistics about the external world—could also be
maintained continually, as long as they do not substitute for the
signals we get through our senses but instead merely add more to those
signals. However, the ideal use of virtual reality should always involve
frequent returns to the physical world in order to take care of the
needs of the human body and the external physical environment on which
it relies. To surrender that physicality would be to surrender control
to whichever entity remains involved in it—and there is no guarantee
that this remaining entity (whether a human organization or an
artificial intelligence) would be benevolent or respectful of the rights
of the people who decide to spend virtually all of their existences in a
virtual realm (pun intended).
Fortunately, the pressures and constraints of physicality, so long as
they affect human well-being, are not easily wished away. We live in an
objective, material reality, and it is only by systematically following
objective, external laws of nature that we can reliably improve our
well-being. Many of us who play computer games, spend time on online
social networks, or even
put on virtual-reality headsets
in the coming years, will not forget these elementary facts. We will
still seek food, shelter, bodily comfort, physical health, longevity,
and the freedom to act according to our preferences. The more prudent
and foresighted among us will use virtual tools to aid us in these
goals, or to draw additional refreshment and inspiration within a broad
framework of lives where these goals remain dominant.
In a certain sense, virtual worlds can illustrate some imaginative
possibilities that cannot be experienced within the non-electronic
tangible world—as in the possibility of constructing “castles in the
air” in a game such as Minecraft, where the force of gravity often does
not apply (or applies in a modified fashion). There is a limit to this,
though, in the sense that any virtual world must run on physical
hardware (unless there is a virtual machine inside a virtual world—but
this would only place one or more layers of virtuality until one reaches
the physical hardware and its limitations). A virtual world can reveal
essential insights which are obscured by the complexity of everyday
life, but one would still remain limited by the raw computing power of
the hardware that instantiates the virtual world. In a sense, the
underlying physical hardware will always remain more powerful than
anything possible within the virtual world, because part of the physical
hardware’s resources are expended on creating the virtual world and
maintaining it; only some fraction remains for experimentation. People
have, for instance, even built functioning computers inside Minecraft
(see examples
here
and
here).
However, these computers are nowhere close to as powerful or flexible as
the computers on which they were designed. Still, they are interesting
in other ways and may employ designs that would not work in the external
physical world for various reasons.
Most importantly, the fruits of electronic technologies and virtual
worlds can be harnessed to reduce the physical dangers to our lives.
From telecommuting (which can reduce in frequency the risks involved
with physical business travel) to autonomous vehicles (which can render
any such travel devoid of the accidents caused by human error), the
fruits of augmented reality can be deployed to fix the previously
intractable perils of more “traditional” infrastructure and modes of
interaction. Millions of lives can be saved in the coming decades
because a few generations of bright minds have devoted themselves to
tinkering with virtuality and its applications.
The great task in the coming years for libertarians, individualists,
technoprogressives, transhumanists, and others who seek a brighter
future will be to find increasingly creative and sophisticated
applications for the emerging array of tools and possibilities that
electronic technologies and virtual worlds make available. This new
world of augmented reality is still very much a Mengerian and a Misesian
one: human action is still at the core of all meaningful undertakings
and accomplishments. Human will and human choice still need to be
exerted—perhaps now more so than ever before—while being guided by human
reason and intellect toward furthering longer, happier lives
characterized by abundance, justice, peace, and progress.
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From the same author |
▪
The Strengths and Weaknesses of Atlas Shrugged:
Part III
(no
324 – Sept. 15, 2014)
▪
Fearless, Provocative, and Inescapably
Thought-Provoking: A Review of Zantonavitch's Pure
Liberal Fire
(no
323 – June 15, 2014)
▪
No Excuses for Militant Barbarism in Ukraine – But
the West Should Stay Out
(no
322 – May 15, 2014)
▪
Military Conscription Shows the Evil of Ukraine’s
Government
(no
322 – May 15, 2014)
▪
Ukraine’s “Territorial Integrity” is Not Worth a
Single Human Life
(no
322 – May 15, 2014)
▪
More...
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First written appearance of the
word 'liberty,' circa 2300 B.C. |
Le Québécois Libre
Promoting individual liberty, free markets and voluntary
cooperation since 1998.
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