The Sword of Damocles
Early pioneering tech from 1968 is a stereoscopic headmounted display created by Ivan Sutherland, the first Virtual Reality technology:
Computer graphics pioneer Ivan Sutherland models a stereoscopic display he created at Harvard using miniature TV tubes. An early application showed a three-dimensional wire-frame virtual room that users could explore by moving their heads.
I couldn’t locate a demonstration of the wireframe rooms (but if anyone knows … let me know!)
VRで女の子に歯磨きしたい Why don’t u brush the girl’s tooth in VR?
Temporary electronic tattoos could soon help people fly drones with only thought and talk seemingly telepathically without speech over smartphones, researchers say. Electrical engineer Todd Coleman at the University of California at San Diego is devising noninvasive means of controlling machines via the mind, techniques virtually everyone might be able to use.
Commanding machines using the brain is no longer the stuff of science fiction. In recent years, brain implants have enabled people to control robotics using only their minds, raising the prospect that one day patients could overcome disabilities using bionic limbs or mechanical exoskeletons.
But brain implants are invasive technologies, probably of use only to people in medical need of them. Instead, Coleman and his team are developing wireless flexible electronics one can apply on the forehead just like temporary tattoos to read brain activity.
"We want something we can use in the coffee shop to have fun," Coleman says.
The devices are less than 100 microns thick, the average diameter of a human hair. They consist of circuitry embedded in a layer or rubbery polyester that allow them to stretch, bend and wrinkle. They are barely visible when placed on skin, making them easy to conceal from others.
The devices can detect electrical signals linked with brain waves, and incorporate solar cells for power and antennas that allow them to communicate wirelessly or receive energy. Other elements can be added as well, like thermal sensors to monitor skin temperature and light detectors to analyze blood oxygen levels.
Using the electronic tattoos, Coleman and his colleagues have found they can detect brain signals reflective of mental states, such as recognition of familiar images. One application they are now pursuing is monitoring premature babies to detect the onset of seizures that can lead to epilepsy or brain development problems. The devices are now being commercialized for use as consumer, digital health, medical device, and industrial and defense products by startup MC10 in Cambridge, Mass.
Please tell me it’s so…
The cyborg is resolutely committed to partiality, irony, intimacy, and perversity. It is oppositional, utopian, and completely without innocence. No longer structured by the polarity of public and private, the cyborg defines a technological polls based partly on a revolution of social relations in the oikos, the household. Nature and culture are reworked; the one can no longer be the resource for appropriation or incorporation by the other. The relationships for forming wholes from parts, including those of polarity and hierarchical domination, are at issue in the cyborg world. Unlike the hopes of Frankenstein’s monster, the cyborg does not expect its father to save it through a restoration of the garden; that is, through the fabrication of a heterosexual mate, through its completion in a finished whole, a city and cosmos. The eyborg does not dream of community on the model of the organic family, this time without the oedipal project. The cyborg would not recognize the Garden of Eden; it is not made of mud and cannot dream of returning to dust.
It means both building and destroying machines, identities, categories, relationships, space stories. Though both are bound in the spiral dance, I would rather be a cyborg than a goddess.
- Donna Haraway’s Cyborg Manifesto
THE RISE AND FALL AND RISE OF VIRTUAL REALITY
In the wake of Facebook’s purchase of Oculus VR, can this revolutionary technology triumph anew?
"Imagine 10 years ago trying to envision the way we use cellphones today. It’s impossible. That’s the promise VR has today. VR at its best shouldn’t replace real life, just modify it, giving us access to so much just out of reach physically, economically. If you can dream it, VR can make it. It’s a medium for progress, not the progress itself."