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Showing posts with label Virtual Reality. Show all posts
Showing posts with label Virtual Reality. Show all posts

Saturday, 16 July 2016

The psychology of 'Pokémon Go': What's fueling the obsession?

Comment: Further means for putting the more stupid members of our population into a deeper sleep...

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Stephanie Pappas
Live Science


Perhaps you've seen them: roving bands of (mostly) young people, gathering together with smartphones aloft, talking about something called Rattata or Squirtle.

If not, you've probably at least seen the headlines about these folks — players of the massively popular new game "Pokémon Go." The game, which uses geolocation to place virtual Pokémon characters in the real world, has breathed sudden new life into the 20-year-old Pokémon franchise, with some estimates suggesting that the game has been downloaded more than 7 million times in the U.S. since its release on July 6.

Part of its success owes to its deft mixing of the real world and the virtual world. "Pokémon Go" blends a game experience with real physical activity and real, in-person socialization, said Pamela Rutledge, director of the Media Psychology Research Center in Newport Beach, California.

Ultimately, the features that come together in Pokémon Go appeal to real human desires, such as a need for social connection. "It's really ticking the boxes of the major drivers of human behavior," Rutledge said.  


Read more

Wednesday, 26 March 2014

Facebook purchases virtual reality company Oculus in latest mega-deal


RT

Facebook executives announced Tuesday that they had purchased Oculus VR, which has developed perhaps the most advanced virtual reality gaming headset on the market, for approximately $2 billion.

The surprise deal includes $400 million in cash, 23.1 million shares of Facebook stock, as well as $300 million in cash and stock contingent on “the achievement of certain milestones,” according to Forbes magazine.

Oculus’ virtual reality headset has set the gaming industry abuzz even before its debut on the mass market. The company’s second development kit, which has been touted as one of the most groundbreaking devices in recent memory, is currently available on presale for $350.

Read more


Friday, 15 November 2013

Google Funds Creation of Secretive Avatar-Style Virtual Reality

Old Thinker News via infowars.com

Google is funding a secretive project that will use millions of linked computers to create an Avatar-like virtual reality world in which people could live, interact, and even have sex.


The idea sounds like a rudimentary version of the 1999 science fiction thriller The Thirteenth Floor, in which supercomputers create a simulated reality populated by human characters who don’t know that they are living in an artificially generated world.


Entitled High Fidelity, the project envisions a virtual reality “world extending visibly to vanishing points like our world does today, enabling you to see your house, your neighborhood, distant mountains, and other planets in the sky,” and will rely on “millions of people to contribute their devices and share them to simulate the virtual world.”


Second Life founder Philip Rosedale, the program’s architect, says the idea is to “create a virtual place with the kind of richness and communication and interaction that we find in the real world, and then get us all in there.” Rosedale boldly predicts that within six years High Fidelity will allow people to immerse themselves in virtual landscapes that resemble cutting edge CGI environments seen in movies likeAvatar and Star Trek.


The slogan for the project states, “If it doesn’t hurt to think about it, we’re not going to try it.”

According to a report by Singularity Hub’s Jason Dorrier, the project will utilize a second or third generation version of Oculus Rift, the virtual reality headset, in addition to an array of body sensing technology in order to create a tactile environment with virtually instantaneous communication between physical movement and the behavior of the individual’s avatar within the virtual reality world.


“High Fidelity’s other big idea will power the world they live in,” writes Dorrier. “In exchange for virtual money, virtual citizens will assign their computer’s unused processing power—when they’re sleeping, for example—to construct High Fidelity’s world in exquisite detail.” The program could use anything up to a billion linked computers to sculpture and maintain its artificial landscape.


It’s also envisaged that people will have relationships, get married, and even enjoy virtual reality sex in this artificial landscape, mirroring the predictions of futurist Ray Kurzweil, whose 1999 book The Age of Spiritual Machines features a character called Molly who ditches her husband in favor of an artificially intelligent computer with which she merges and then electronically copulates.


This brings up an interesting moral conundrum – does having sex with someone else’s avatar in virtual reality constitute cheating?


The idea of creating intricate artificially generated environments brings us back to a mind-boggling question that we’ve asked before.


If in 2013 we’re now starting to talk about using computers to create incredibly complex and sophisticated virtual reality worlds in which humans interact with each other, how do we know that our own world is not merely an even more high-tech virtual reality simulation created by our future selves?


Wednesday, 18 January 2012

Cyber exercise 'a mental boost'


Adding virtual reality screens to exercise bikes can boost mental performance in older adults, a study has found.

Research shows regular physical activity protects against dementia and may reduce mental decline caused by normal ageing.

But this benefit can be increased with the help of virtual reality, the research suggests.
The study compared groups of participants using stationary exercise bikes and "cybercycles" fitted with a screen giving the impression of riding a real race on a road.

A total of 101 volunteers aged 58 to 99 took part in the Cybercycle Study. The results, published in the American Journal of Preventive Medicine, showed a marked difference between the two groups after three months, with Cybercycle riders having significantly better "executive" brain function involving planning, working memory, attention and problem solving. 

They also experienced a 23% reduction in progression to mild cognitive impairment compared with the traditional exercise group.

Read more

Tuesday, 2 August 2011

Today's mind-controlled, mind-reading technologies


Network World


It sounds like the stuff of science fiction, but for the past few years, researchers have tapped into brain waves to control everything from video games to wheelchairs. They are beginning to use computers to decipher our thoughts, too.

I received an e-mail yesterday from a reader named Brad asking me for more details on an item listed in my recent story 10 technologies that will change the world in the next 10 years.

The story listed the most important items that Cisco chief futurist Dave Evans predicts will impact us in the decade to come. Brad was interested in item No. 9 which I called “Yes, there’s a cure for that” The story said, “Today we have mind-controlled video games and wheelchairs, software by Intel that can scan the brain and tell what you are thinking and tools that can actually predict what you are going to do before you do it.”

[...] I’ve written about mind-controlled software and games a little bit. It’s based on a technology called electroencephalogram (EEG) and the most well known commercial producer of a headset that uses EEG is a company called Emotive. [...]

Friday, 22 July 2011

The Poison Pill of Un-Reality Part V


For thirty years I served her Majesty at home and abroad without acknowledgment or reward. 
Then  I publish a pornographic book, and at once earn £10,000 and fame. I begin at last to 
understand the public  and what it wants. - Sir Richard Burton


I've met a lot of men who were motivated to commit violence, just like me. And, without 
exception,every one of them was deeply involved in pornography. - Ted Bundy


Pornography, literally charges the blood. It is a bio-chemical “opiate”. After all, these are the chemicals that flow through our bodies that create liaisons, affairs, unions and marriages. The latter rituals are naturally very often doomed to failure precisely because of this false chemical romance. Frequent exposure for the child  may cause an emotional de-sensitization both in terms of sexual desire i.e. a greater threshold of stimulation is required and thus the seeking out of such material of a harder or more extreme quality and secondly the atrophying of more finer qualities of emotional communication.  More and more stimulation can lead to addiction whether child or adult. The former however, is more vulnerable to the power of such images due to the level of emotional immaturity and hormonal influences.

Children will mimic and experiment with what they see at an early age and though this is certainly a natural stage in child development that is often colloquially labelled “doctors and nurses” the easy availability of sex and violence together on T.V. as “jolting” images disconnected from context appear to have its effects on the psyche of the child. We are seeing patterns of cases reflecting the premature absorption of programming that “forces” children to partially act out certain scenarios for sexual experimentation that will be way beyond the emotional maturity needed for such adult explorations. In many cases progressive and habitual exposure to pornography has played a key role in influencing this experimentation. 1 Though it may not be a primary factor in every case, both in minor offences and criminal felonies, pornography is invariably present as an indirect or direct influence, particularly with rapists and child molesters. 2

In Britain, the official porn capital of Europe and with a £31.1 billion slice of the $57.0 billion global market, 3 pornography is becoming so acceptable that teenage girls are beginning to see it as a valid career choice. In “porn-speak” this acceptability starts from “glamour” as it is now named and it is this glamour industry ideal that is attractive to over 63 percent of 1,000 girls questioned in a British survey while 25 percent preferred the idea of lap dancing. 4 The mobile phone has also been taken over by instant messaging porn. Now you can get aroused during a coffee break or in rush-hour traffic.

Even back in 1999, Internet tracking company Forrester Research, estimated that $1bn of the $7.8bn spent online last year went on pornography. Private Media Group, On Command Corp. and Metro Global Media and Vivid Entertainment are just some of the porn corporations listed on NASDAQ. Wall Street knows that selling sex is immensely profitable which is why AT&T, MCI, Time-Warner, Comcast, Echo Star Communications, GM’s DirecTV, Hilton, Marriott, Sheraton, Radisson, VISA, MasterCard and American Express, as a brief sample, are all involved in receiving enormous revenues from the porn industry. They are understandably coy about revealing this side of their financial interests. The first cable company to offer hard-core adult movies to subscribers was Adelphia Communications Corp. who had also donated large sums of money to some of the most right wing members of Congress.  5

Some of the hotel chains such as Marriott and Hilton earn about $190 million per year from in-room pay-per-view porn videos  6   while AT&T and MCI WorldCom are leading the 1-900 phone-sex market, generating almost $1 billion per year. 7 While Adult toys chain Castle Superstores Corp operates outlets in 11 Wal-Mart stores in the Mid West of the US, Europe too is getting in on the act upholding a financial tradition that supports exploitation including pornography. In the late nineties German bank Commerzbank acted as financial advisor for Beate Uhse, a German sex merchandise firm that floated on the Neuer Market. It was not the first flotation to tempt the family bank. In fact, it has taken part in many of Europe’s biggest porn-related, corporate deals. 8   Nothing like hypocrisy and double standards to fulfil their market-led responsibilities.

Although there is still resistance from Wall Street to the full embrace of porn, it will arrive. Profits always win out, especially when the possibilities of marketed sex is shaping the quality and direction of technology.

Due to the accessibility of internet porn there is undoubtedly a rise in children and teenagers becoming addicted to images which distort not only their sexuality from developing healthily but further increases the view that women are objectified. Sex and love are terminally confused in the world of the adult, let alone the emerging adolescent. In one researcher’s words, boys are: “consuming porn literally every day since they were 14. Our sexual cues and desires are learnt during adolescence, and . . . these young men were regularly viewing bestiality and group sex”. 9   Many researchers agree that the average age of exposure to pornography begins at around eleven years old, though 90 percent of children are exposed to some form of pornography from the ages of eight - sixteen, often while doing their homework.

Assuming we are even online at all, how familiar are we with what is out there on the wonderful world of the internet? Carry out a search using the keyword “porn” and you will find over 130 million hits alone with well over 260 million pornography related internet pages. 10

Some of the easily accessible websites include links to a variety of other sites which include hardcore porn categories which make up by far, the biggest market. This may be categorized variously as “interracial sex” “S&M” “Fetish” “Anal” “Hairy” “Rape”  “Rough Sex” “MLF” “Mature” “Transsexual” “Fetish” “Bi” “Lesbian” “Gay” “Bestiality”  “Amateur” “Teen,” “Black,” “Latino,” “Blonde” etc. in an almost endless stream of categories to cater for soft porn to extreme deviancy.

All the above categories have sub-titles with endless networked sites that create revenue from DVD sales, sex toys and one off monthly, quarterly and yearly subscriptions. Although some sites have an adult password age verification warnings, the former can easily be obtained, while the latter is ignored by any hormonally compromised school boy. All or most of these websites will include free samples of movies and clips of both soft and hard core sex acts from playboy models to Japanese-schoolgirl-sado-masochistic bondage; foot-loving fetish to farm-yard animal exploits. All is accessible on your friendly family search engine if parental controls are not observed even then these controls are hardly any match for the cyber-savvy teen.

Do-it-yourself-porn is also online with a vengeance. Webcams are hosted by either company backed porn starlets or individual “amateur teens” branching out into their own blog with “pay-to-view” live-cam experiences. We can be sure that the internet is providing an expansion of both the amateur and professional porn entrepreneurialism. The internet is merely reflecting the next phase of “market need” that is appearing within the living rooms of our “American beauty” suburbia. 11

Digital videos and the do-it-yourself amateur porn business are booming with “self help” books teaching you “how to get rich quick.” A cursory peruse around internet book stores and titles such as Adult Website Money: How to Build, Start, and Market an Adult Website Business for Little to No Cost in 30 Days! Or, How To Use Your Computer Internet Skills To Get a Date or Have Sex with a Video Porn Star, Stripper, Escort or Model. Then there is the feverish title of Adult Video Business: How You Can Find Attractive Women to Star in Your Own Adult Films, Make Money, and Quit Work in 7 Weeks. They are beginning to appear more frequently each year. 

As the author of one popular paperback claims: “She lives happily on the beach in Malibu with her Jack Russell terrier, Arpy.” 12  With such a glowing endorsement of well-adjusted porn stars with their contented pooches it seems there is no need to worry - the porn business is comfortably settling itself into the mainstream.

That being the case, one piece of research urges caution over what they consider to be a “porn myth” as regards online saturation of pornography websites. In a study conducted by Dr. Steve Lawrence and Dr. C. Lee Giles for the NEC Research Institute they found that only 1.5 percent of Web sites contain pornographic content. This is more understandable when “the Web contains about 800 million pages encompassing about 15 terabytes of data and about 180 million images.” And further: ‘The sex sites were much less than you would have thought,’ Lawrence said.” Their findings also confirm that it is not so much pornography that has taken over the web but corporations and their commercial websites that make up 83 percent of internet with only 6 percent containing scientific or educational content. 13

Nevertheless, there is much more the search engines cannot access or index which logically amounts to millions of sites. Yet half of the porn sites (though not the most popular with US surfers) are hosted outside the US, so American-based legislation will continue to be ignored. This is both good in terms of censorship and bad in terms of those underage. Possibilities for blocking are available, assuming that parents are sufficiently able to monitor their offspring, which is unlikely.

Whether there are only 10 million, 20 million or 260 million, if a child punches into a search engine an overtly sexual term – which they will - it does not matter the precise number if websites that will instantly appear offering hardcore images to view. The pages are there. And pornography of even 15 years ago has transformed into the cyber porn of the 21st century which bares no resemblance at all to its former top shelf days (though magazines are still doing a roaring trade). Playboy and Penthouse are like the soft whispers of a tabloid angel compared to the material any school boy or girl can access.



Notes


1  ‘Hamilton School Children Imitating TV and Internet Porn in Sexual "Experiments"’ April 5, 2004 LifeSiteNews.com
2  W. L. Marshall, ‘The Use of Sexually Explicit Stimuli by Rapists, Child Molesters, and Nonoffenders,’ The Journal of Sex Research 25, no.2 (May 1988): 267-88. This study reported that 53 percent of child molesters deliberately used the stimuli of pornography as they prepared to offend.
3  N2h2.com survey from www.securecomputing.com
4  ‘Mummy, I want to be a porn star’ by Kira Cochrane, The Sunday Times September 18, 2005
5  The Republicans in Congress appear to have a covert tradition of paedophilia and sexual deviancy so this hypocrisy is hardly a revelation. (See also Chapter XVI).
6  ‘Wall Street Meets Pornography’ by Timothy Egan, New York Times, October 23, 2000.
7  Ibid
8  ‘Selling sex: A Beate Uhse store’ by Edward Helmore, The Observer,  September 12, 1999.
9 Pornified: How Pornography is Transforming Our Lives, Our Relationships and Our Families by Pamela Paul. p.58.
10  N2h2.com survey from securecomputing.com (data from 2003).
11 ‘Officers discover sex-slave cult’ BBC News, 19 May 2006 “Durham Police discovered the bizarre sect after raiding a home in the area, after receiving complaints that a woman was being held against her will. But a spokesman said the Canadian was a willing participant and the other people involved were consenting adults. The group, called Kaotians, follow the Chronicles of Gor novels which depict a society where women are dominated. The 29-year-old woman is said to have voluntarily attended the sect after finding out about it over the internet.”
12  1-2-3 Be a Porn Star! A Step-By-Step Guide to the Adult Sex Industry by Ana Lori
13  ‘Why is the Web like an iceberg?’ By Joel Deane, ZDNet News, July 6, 1999.

The Poison Pill of Un-Reality Part III

The New Malaise

In a recent report “young people in developing nations are at least twice as likely to feel happy about their lives than their richer counterparts.” The survey of over 5,400 young people in 14 countries aged 16 to 34 years showed that 43 percent of the youth were unhappy with their lot. The main source of sadness came from the US and the UK. 1 With the US having already lost billions of dollars in revenue due to rude immigration officials and visa delays it suggests that this is merely the tip of a psychological crisis. 2

 According to a major US report on mental health in 2000, one in five Americans suffer from a diagnosable mental disorder each year and half the entire population have such disorders at some time in their lives. Mental illness, including suicide, is the number two cause of disability. 3 The report goes on to list a plethora of mental disorders with a fifth of all children showing signs and symptoms of diagnosable mental disorders in any given year; 5 percent suffering “extreme functional impairment” 15 percent of adults aged between 18 to 54 suffering from anxiety disorders; 7 percent battling mood disorders and just over 1 percent diagnosed with schizophrenia. Senior citizenship usually represents the onset of depression occurring mostly in the over 65’s. It is also the age group with the highest rate of suicide.

As Writer Jim Windolf posed a somewhat more abrasive question on this subject in an October 1997 issue of The New York Observer:
If you add up all the psychological ailments Americans complain of, the portrait that emerges is of a nation of basket-cases. Ten million suffer from Seasonal Affective Disorder. Fourteen million are alcoholics. Fifteen million are pathologically socially anxious. Fifteen million are depressed. Three million suffer panic attacks. Ten million have Borderline Personality Disorder. Twelve million have ‘restless legs.’ Five million are obsessive/compulsive. Two million are manic-depressive. Ten million are addicted to sex. “But give the experts a little time,” he quipped, “With another new quantifiable disorder or two, everybody in the country will be officially nuts.”
Michael Parenti illustrates the full magnitude of the American pathological “infection” where on average:

*27,000 Americans commit suicide
* 5,000 attempt suicide; some estimates are higher
* 26,000 die from fatal accidents in the home.
*23,000 are murdered.
*85,000 are wounded by firearms.
*38,000 of these die, including 2,600 children.
*13,000,000 are victims of crimes including assault, rape, armed robbery, burglary, larceny, and arson.
*135,000 children take guns to school.
*5,500,000 people are arrested for all offenses (not including traffic violations).
*125,000 die prematurely of alcohol abuse.
*473,000 die prematurely from tobacco-related illnesses; 53,000 of these are nonsmokers.
*6,500,000 use heroin, crack, speed, PCP, cocaine or some other hard drug on a regular basis.
*5,000+ die from illicit drug use. Thousands suffer serious debilitations.
*1,000+ die from sniffing household substances found under the kitchen sink. About 20 percent of all eighth-graders have "huffed" toxic substances. Thousands suffer permanent neurological damage.
*31,450,000 use marijuana; 3,000,000 of whom are heavy usuers.
*37,000,000, or one out of every six Americans, regularly use emotion controlling medical drugs. The users are mostly women. The pushers are doctors; the suppliers are pharmaceutical companies; the profits are stupendous.
*2,000,000 non-hospitalized persons are given powerful mind-control drugs, sometimes described as "chemical straitjackets."
*5,000 die from psychoactive drug treatments.
*200,000 are subjected to electric shock treatments that are injurious to the brain and nervous system.
*600 to 1,000 are lobotomized, mostly women.
*25,000,000, or one out of every 10 Americans, seek help from psychiatric, psychotherapeutic, or medical sources for mental and emotional problems, at a cost of over $4 billion annually.
*6,800,000 turn to nonmedical services, such as ministers, welfare agencies, and social counselors for help with emotional troubles. In all, some 80,000,000 have sought some kind of psychological counseling in their lifetimes.
*1,300,000 suffer some kind of injury related to treatment at hospitals.
*2,000,000 undergo unnecessary surgical operations; 10,000 of whom die from the surgery.
*180,000 die from adverse reactions to all medical treatments, more than are killed by airline and automobile accidents combined.
*14,000+ die from overdoses of legal prescription drugs.
*45,000 are killed in auto accidents. Yet more cars and highways are being built while funding for safer forms of mass transportation is reduced.
*1,800,000 sustain nonfatal injuries from auto accidents; but 150,000 of these auto injury victims suffer permanent impairments.
*126,000 children are born with a major birth defect, mostly due to insufficient prenatal care, nutritional deficiency, environmental toxicity, or maternal drug addiction.
*2,900,000 children are reportedly subjected to serious neglect or abuse, including physical torture and deliberate starvation.
*5,000 children are killed by parents or grandparents.
*30,000 or more children are left permanently physically disabled from abuse and neglect. Child abuse in the United States afflicts more children each year than leukemia, automobile accidents, and infectious diseases combined. With growing unemployment, incidents of abuse by jobless parents is increasing dramatically.
*1,000,000 children run away from home, mostly because of abusive treatment, including sexual abuse, from parents and other adults. Of the many sexually abused children among runaways, 83 percent come from white families.
*150,000 children are reported missing.
*50,000 of these simply vanish. Their ages range from one year to mid-teens. According to the New York Times, ‘Some of these are dead, perhaps half of the John and Jane Does annually buried in this country are unidentified kids.’
*900,000 children, some as young as seven years old, are engaged in child labor in the United States, serving as underpaid farm hands, dishwashers, laundry workers, and domestics for as long as ten hours a day in violation of child labor laws.
*2,000,000 to 4,000,00 women are battered. Domestic violence is the single largest cause of injury and second largest cause of death to U.S. women.
*700,000 women are raped, one every 45 seconds.
*5,000,000 workers are injured on the job; 150,000 of whom suffer permanent work-related disabilities, including maiming, paralysis, impaired vision, damaged hearing, and sterility.
*100,000 become seriously ill from work-related diseases, including black lung, brown lung, cancer, and tuberculosis.
*14,000 are killed on the job; about 90 percent are men.
*100,000 die prematurely from work-related diseases.
*60,000 are killed by toxic environmental pollutants or contaminants in food, water, or air.
*4,000 die from eating contaminated meat.
*20,000 others suffer from poisoning by E.coli 0157-H7, the mutant bacteria found in contaminated meat that generally leads to lifelong physical and mental health problems. A more thorough meat inspection with new technologies could eliminate most instances of contamination--so would vegetarianism.


At present:

* 5,100,000 are behind bars or on probation or parole; 2,700,000 of these are either locked up in county, state or federal prisons or under legal supervision. Each week 1,600 more people go to jail than leave. The prison population has skyrocketed over 200 percent since 1980. Over 40 percent of inmates are jailed on nonviolent drug related crimes. African Americans constitute 13 percent of drug users but 35 percent of drug arrests, 55 percent of drug convictions and 74 percent of prison sentences. For nondrug offenses, African Americans get prison terms that average about 10 percent longer than Caucasians for similar crimes.
*15,000+ have tuberculosis, with the numbers growing rapidly; 10,000,000 or more carry the tuberculosis bacilli, with large numbers among the economically deprived or addicted.
*10,000,000 people have serious drinking problems; alcoholism is on the rise.
*16,000,000 have diabetes, up from 11,000,000 in 1983 as Americans get more sedentary and sugar addicted. Left untreated, diabetes can lead to blindness, kidney failure and nerve damage.
*160,000 will die from diabetes this year.
*280,000 are institutionalized for mental illness or mental retardation. Many of these are forced into taking heavy doses of mind control drugs.
*255,000 mentally ill or retarded have been summarily released in recent years. Many of the “deinstitutionalized” are now in flophouses or wandering the streets.
*3,000,000 or more suffer cerebral and physical handicaps including paralysis, deafness, blindness, and lesser disabilities. A disproportionate number of them are poor. Many of these disabilities could have been corrected with early treatment or prevented with better living conditions.
*2,400,000 million suffer from some variety of seriously incapacitating chronic fatigue syndrome.
*10,000,000+ suffer from symptomatic asthma, an increase of 145 percent from 1990 to 1995, largely due to the increasingly polluted quality of the air we breathe.
*40,000,000 or more are without health insurance or protection from catastrophic illness.
*1,800,000 elderly who live with their families are subjected to serious abuse such as forced confinement, underfeeding, and beatings. The mistreatment of elderly people by their children and other close relatives grows dramatically as economic conditions worsen.
*1,126,000 of the elderly live in nursing homes. A large but undetermined number endure conditions of extreme neglect, filth, and abuse in homes that are run with an eye to extracting the highest possible profit.
*1,000,000 or more children are kept in orphanages, reformatories, and adult prisons. Most have been arrested for minor transgressions or have committed no crime at all and are jailed without due process. Most are from impoverished backgrounds. Many are subjected to beatings, sexual assault, prolonged solitary confinement, mind control drugs, and in some cases psychosurgery.
*1,000,000 are estimated to have AIDS as of 1996; over 250,000 have died of that disease. 4


You get the idea.

Meanwhile, long-term reliance on technology has displaced vast numbers of blue-collar workers who have no skills to find other work taken on by robotic efficiency and software streamlining. There are great numbers of honest, descent people who have become the technologically dispossessed whose jobs have been lost through labour-saving technologies and re-structured work places. This has produced significant mental health problems in the unemployed. A spate of studies in the 1980s and 90s found distinct correlations between the rise in technological unemployment and “increased levels of depression and psychotic morbidity.”5

One clinical psychologist whose patients include the “hard core” unemployed for up to and over fifteen years found “symptoms of pathology similar to dying patients.” As social commentator Jeremy Rifkin bluntly states: “The death of the Global labor force is being internalized by millions of workers who experience their own individual deaths, daily, at the hands of profit driven employers and a disinterested government.” 6

The answer to one in ten children in Europe suffering from depression is not to give them more Prozac or to lock them up if they don’t fit into a particular diagnostic category. It may boost the exorbitant profits of pharmaceutical companies and that of their shareholders but it will only increase the mental health problems for youngsters. The European Medical Agency knows full well that this is a failure to find creative solutions. They know that such a product and many like it are part of a class of drugs known as Selective Serotonin Reuptake Inhibitors (SSRIs). There is copious evidence suggesting that some SSRIs are associated with an increased risk of suicidal behaviour and thoughts. The profit margins demand that such inconvenient data disappear down the throats of new generation of children as young as eight years old. 7

We may have reached that point where we have an almost bulimic relationship to our everyday world. We are experts at receiving pre-programmed commands linked to our innate drives to belong and to feel secure. If we do not receive those signals and the requisite “hit” - we fall apart. Living in mud huts, running around naked and hugging trees is not necessarily the answer here, but when we disconnect ourselves from real life, including our ecological heritage, and choose to plug ourselves and our children into a synthetic, virtual world atop a spiritual and moral vacuum then it should come as no surprise that we become less able to cope with real life and therefore easy prey for those who can and know how to use this against us.

The objective, “nuts & bolts,” nitty-gritty reality has a direct correspondence to the original unsullied and spoiled self lying deeply within, covered in the layers and grime of generations of programming and conditioned beliefs. How can we find our way back to something authentic if we cannot even see past the techtopia of the unreal that has made its home in our very neurology? It’s time to pull the plug while we still can. 


Notes

1 ‘Young people in developed countries unhappy-survey’ Reuters, Nov 19, 2006.
2  ‘U.S. is most unfriendly country to visitors, survey says’ Reuters, Nov 20, 2006.
3  Mental Health: A Report of the Surgeon General, Dec. 16, 1999.
4  From Dirty Truths, Chapter: Hidden Holocaust USA; Some Grim Statistics by Michael Parenti, published by City Lights Books (1996).
5  Quoted from Chapter 12, P. 195; The End of Work, - Technology, Jobs and your Future, The Decline of the Global Labor Force and the Dawn of the Post-Market Era by Jeremy Rifkin, published by Tarcher/Putnambooks (1995)ISBBN 0-87477-824-7.
6 Chapter 12, p.197 (Rifkin, 1995)
7  Eight-year-olds 'can use Prozac'  BBC News, June 7, 2006.



Thursday, 21 July 2011

The Poison Pill of Un-Reality Part I


“One of the few good things about modern times: If you die horribly on television, you will  not have died in vain. You will have entertained us.” -    Kurt Vonnegut

“Virtual Reality is like mainlining television.” – William Gibson


T.V. and Ad-infinitum... 

A study conducted by the cable television industry in February 1996 found that 57 percent of television programmes contain “psychologically harmful” violence. The findings, the largest profiling of its kind, were taken from over 2,500 hours of television programming, carefully tracked and analyzed. This research does not necessarily cause children to act more violently but it can contribute to conditions whereby violence is seen as a normal part of life.

Childhood obesity, apathy, passivity, compliance, earlier sexual activity, attention deficit, impaired cognitive ability, hyperactivity, depression and aggression are all increasing in children. Television is contributing to this global malaise. 1 It is not difficult to see why the child’s ability to actually learn is impaired. It is not the quantity of programmes that is at fault, but the quality. Given that the quality of television is tied to the market place, then it stands to reason that television will project these ways of being straight into the waiting brains of the young. Children aged 6 to 8 now respond to the image of a television as alcoholics do to pictures of drink.  2

It is not the content of the programming that is doing untold damage, though that is contributory. The child’s brain is under attack from a deluge of images at the precise time that the mind/brain matrix is attempting to build neural fields that are healthy and stable, with images sourced from within rather than implanted by negative anxiety and adrenalin-drenched images from without. Quick camera switches, rapid image movement, computer generated objects, computer generated morphing and other technical events are called “jolts” or “technical events”3 which induce the hormonal “fight or flight” response  together with the accompanying adrenal rush. It is an addictive habit that forces the mind to latch onto firm ground that is forever being snatched away. This mind/body addiction means a near catatonic state; the glassy-eyed child fixed to the induction of alpha waves, ensures a hypnotizing effect that is most damaging to the neural circuits still being formed in small children with the placement of artificial images into the mind's eye. With these artificial images comes a habitually false sense of reality – hardwired:
Television feeds both the stimulus and response into the infant-child’s brain as a single-paired effect and herein lays the danger. Television floods the brain with a counterfeit of the response of the brain is supposed to learn to make to the stimuli of words or music. As a result much structural coupling between mind and environment is eliminated; few metaphoric images develop; few higher cortical areas of the brain are called into play; few, if any symbolic structures develop. 4
Divorced from measured and contextual response the media shovels on fear and insecurity, pumping international horrors into our living rooms and already tired minds. Of course, there is always a variety of ways the consumer culture can allow you to buy back that security however fleeting. Instinctual sex and violence ensures a “dumbed down” populace while ensuring ratings increases more of the same.  In other words:
Since there is no way to stop the images, one merely gives over to them. More than this, one has to clear all channels of reception to allow them in more cleanly. Thinking only gets in the way." […]  Every advertiser, for example, knows that before you can convince anyone of anything, you shatter their existing mental set and then restructure awareness along lines which are useful to you. You do this with a few very simple techniques like fast-moving images, jumping among attention focuses, and switching moods…  5
Our potential brain becomes imprisoned by the lower limbic brain and is sedated by the habitual and familiar: it is safe, comfortable, passive and devoid of the subtle nuances of creativity. Drop in doses of random violence and meaningless sex into the pliable mind of the child and a progressive normalisation of a pathological world view begins to take place. The child’s highly emotional mind ensures an easy state for conditioning. It is literally contoured towards states of acceptance. Babies and toddlers are unconsciously shocked into submission and programmed into mediocrity even before they can rationalize and conceptualise. Whether they will be able to think critically and discern truth from fiction later in life in combination with other environmental factors - is the key question.

Unlike radio, the T.V., by replacing storytelling and other shared activities, may have contributed to the loss of societal communication and cohesion. Eventually, this has devalued physical and community play in all its forms, while distancing parenting and inducing ignorance towards the idea of parenting itself. The art of storytelling allows archetypes and motifs to be gently planted in the mind of the child, so that his/her development can begin from an emotionally nourished foundation. However, television, as a primary tool of the advertiser, has now replaced this deeply-rooted tradition. Children are not bound by exclusive logic and rationality in early life. They are emotional beings soaking up, sponge-like, what is offered to them. 

This comfortable box in the corner of our living rooms stands as a monument to the comprehensive extermination of metaphorical thought which could have birthed new directions for creativity. Symbols, myths and the genuinely sacred are discarded in favour of a consumer addiction so dire, that it reduces all significance, all meaningful events, feelings and ideas down to a passive, one-way street of desensitization and attention defecit. Values, ethics, morality are merely “clicks” on the remote and mean nothing more than the time it takes to change the channel and absorb more projected ideas of mass consumption.

Advertising uses shock tactics to penetrate further into our being. Once we are sufficiently anaesthetised, they sell the tawdry and tedious by absorbing social issues and ethics, humanitarian, environmental and spiritual concerns, reducing them down to new products to buy. They effectively hi-jack conscience and turn it into a selling opportunity. Perhaps the colonization of our minds can be extended into space by using electronic billboards? Perhaps even beam adverts onto the moon? Well, even this was not beyond the bounds of the admen. Their lofty ambitious were, for the moment unsuccessful. 6 Indeed, advertising panders to the same chemicals of porn or as social commentator Philip Slater mentioned: “If we define pornography as any message from any communication medium that is intended to arouse sexual excitement, then it is clear that most advertisements are covertly pornographic.” 7

Game on

 From the mass programming of movies, magazines, T.V. and highly realistic computer gaming, they cannot by themselves be considered threatening to the psychology of children and young adults. All research studies to date cannot give definitive data either way. It is unlikely for example, that playing extremely violent, hyper-realistic, computer games such as Grand Theft Auto or Mortal Kombat is going to irreversibly damage children. However, taken together and with the emphasis on the type of content being absorbed, one can make such a statement with assurance.

At the age children begin to play video games they have not sufficiently developed the ability to distinguish between what is reality and what its not. It is little wonder that such games are coming under repeated suspicion when we read the following reviews from online gaming sites: “Hit man: Blood Money delivers the most brutal and realistic simulation of life as the world's deadliest assassin.” In this game you must eliminate your opponents using a variety of weapons and killing techniques. One scene depicts a basement shootout where several bikini-clad, Halle Berry look-a-likes must be blown away to progress to the next level. In the opening start-page one can see the hit man holding a buxom woman by the throat sporting skimpy bikini and thrusting breasts with the implication that he intends to use her as a shield. You can imagine what follows.

 Another game describes a futuristic battle where: “…three nations with opposing political views have erupted in an all-out war. From the cockpit of a giant metal ‘HOUND’, you must power your tower of heavy artillery through giant war zones while backing five others on your squad and dodging the firepower of six other live players via Xbox Live.” And further: “In Tom Clancy’s Ghost Recon Advanced Warfighter you can play as a Ghost, the best trained and equipped soldier the US Army has to offer. The year is 2013 and an insurgency has broken out in Mexico City, and it is your job to infiltrate the city and attempt to restore order.” That of course, means wiping out as many folks as you can. Or if a more gory enterprise is more to your taste: “Ninety-Nine Nights is a pure hack-and-slasher, brought to you by both Mizuguchi’s Q!”

There is no limit to the number of weapons you can conjure and use nor the amount and variety of people you can kill. No irritating shades of grey here. What about some good old fashioned propaganda?

 You need not look far for a double helping of repellent “fun” in the guise of FA-18 Operation
Desert Storm where, as an intrepid US pilot in the Allied Coalition, you must fly your FA-18 Hornet across enemy lines to bring down Iraqi forces for the ultimate glory that was Operation Desert Storm in the 1991 Gulf war. Then there is Conflict: Desert Storm II Back to Baghdad where one on-line reviewer seemed to epitomize the disassociation involved with the reality of war versus the de-sensitization of real life:
“there’s one thing that makes Conflict Desert Storm so engaging, and that’s the feeling you get when you’re all alone, your companions' dead bodies scattered all around you, hiding behind a couple of clay pots to avoid the tank that’s just feet away. Finding yourself in this position just illustrates the sense of loneliness on the battle-field as you have no one to watch your back and success from this point becomes even more rewarding. The fine line is, that Conflict Desert Storm is simply better than any other war game that I've ever played and well worth the 10 quid that I paid for it…”
One wonders what the dead US soldiers and the thousands of dead and mutilated Iraqi civilians would say to such “entertainment.” Such is the price of suffering that is reduced down to teenage computer games and a “ten quid” tension ride.

 Is there really such a difference between the programming of “Shock and Awe” pop video coverage courtesy of Fox T.V. and the gaming consoles in most American and European homes? And yes, if you were thinking that “shock and Awe” sounded like a perfect computer game title then it will come as no surprise that the company’s US computer game office asked the US patent office to let them register the words as a trademark. Sony backed down from plans to use the phrase as a title for its game about the war with Iraq. This was due to customer and gamers distaste at such a move, especially as the patent was applied for only one day after the war started. How’s that for marketing?

The studies that found violent video games had long term effects were given a further boost of credibility when in 2001, Japanese Professor Ryuta Kawashima, a brain imaging specialist, decided to investigate the levels of brain activity in children playing video games. He was hoping that his research would benefit game manufacturers, and thus possibilities for his own funding. His findings however, did not please the games manufacturers. The professor was convinced that children who play computer and video games excessively will not develop their frontal lobes and may therefore be more prone to act more violently as they grow up. 8
 As well as a clear correlation between watching violent video games and increased aggression, poor academic performance has also been repeatedly found to be a consistent result of prolonged gaming. 9

Researchers in 2005 also found a new perceptual effect they labelled “attentional rubber-necking” which appears to mimic the “Jolts” and “shocks” we have from the dynamics of visual pollution. The Vanderbilt and Yale University study found that when people are exposed to erotic or violent images they often fail to fully process what they see immediately after. 10 It seems the mind’s capacity to absorb information - and perhaps crucial data - can switch off like a light bulb in a darkened room, or in the researchers words, an “emotion-induced blindness.”

 New research also suggests that young adult brains continue you to be malleable to new thoughts and ideas (especially when fused with a highly emotional content) up until age 18 and beyond though the areas of the brain affected tend to change. This organizing and re-integrating of new sensory information shows such a “synthesis helps shape the kinds of emotional and behavioural responses they have to new experiences.”11 It is these experiences that dictate exactly how a personality and its brain responds and perceives the outer world and whether it attains a creative or entropic response. How can an individual learn to understand himself and his psychological “wounds” if he is distracted and buffered by chemical inducing technology; where feelings, thoughts and dreams are fused with artifice?

With a diet of gratuitous violence – whether comic book or ultra-realism – the child is habituated to a glut of sensation and the neurological stunting that eventuates. Anything less than this is “boring”. A spiritual vacuum of hypocrisy condemns our future adults to a “filthy tide” of cheap thrills and superficiality. We are in danger of letting the endemic nature of violence become normalised where the damaged care for the damaged and perpetuate the legacy. 

In writer Eli Khamarov’s words: “Most people are awaiting Virtual Reality; I'm awaiting virtuous reality.”


Notes

1  Archives of Pediatrics and Adolescent Medicine (vol 159, p 607, p 614, p 619, p 687) quoted from NewScientist.com news service ‘Watching TV harms kids’ academic success’ by Anna Gosline July 4, 2005.
2  “Lure of Televison is stronger than a smile” by David Lister, The Times, November 7, 2006: “Previous research into the behaviour of young children and babies has shown that they prefer to look at faces and do so instinctively in order to learn and to communicate. This was borne out by an initial experiment on 34 five-year-olds, 25 eight-year-olds and 34 adults, in which they were each shown a photograph of a face alongside either a doll’s house, a toy boat, a toy train, a tap, a teapot or a wall clock. The overwhelming majority looked at the image of a face before the competing object.
In a second experiment, however, 143 children aged 5 to 8 were seated in front of a computer screen on which the image of a blank television screen was shown next to a face for less than a second. The children were told to press the spacebar as soon as they saw a bar of chocolate appear on the screen. Most of the children aged 6 to 8 pressed the spacebar fastest when the chocolate bar appeared behind the picture of the television and not the face, suggesting that they were already looking at it. Only the five-year-olds responded fastest when the chocolate was behind the face. Martin Doherty, a lecturer in psychology at the University of Stirling, who carried out the research with Dr Bindemann, said: ‘One of the interesting things is that five-year-olds still have a face bias but six-year-olds don’t.’”
3  Four Arguments for the Elimination of Television by Jerry Mander, published by William Morrow, (1978) 
ISBN: 0688082742.
4  p.166, Evolutions End: Claiming the Potential of Our Intelligence By Joseph Chiltern Pearce Published by HarperCollins 1992, ISBN 0-06-250693-5
5  Ibid.
6  ‘City Lights and Space Ads May Blind Stargazers.’ By Malcom W. Browne, The New York Times, May 4 1993: “ A major uproar followed the announcement last month that Space Marketing Inc. o Roswell, Ga; in cooperation with Livermore National Laboratory in California and the University of Colorado planned to launch a one-mile wide display satellite into orbit around the earth. The spacecraft, made of thin plastic film, would reflect sunlight to Earth from aluminized letters or symbols.”
7 www.philipslater.com/
8  ‘Heavy Video Game Use by Kids May slow Brain Development - Game industry disputes findings of Japanese study’ - The Observer August 19, 2001.
9  Video games 'increase aggression', 23 April, 2000, BBC News.
10  ‘Researchers explore a perceptual effect called ‘attentional rubbernecking’ by Melanie Moran, August 2005 Vanderbilt University, Nashville USA.
11  ‘Brains of Young Adults Not Fully Mature’ By Ker Than www.livescience.com February, 2006.

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