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Gennady Stolyarov II Interviewed on “Lev and Jules Break the Rules” – Sowing Discourse, Episode #001

Gennady Stolyarov II Interviewed on “Lev and Jules Break the Rules” – Sowing Discourse, Episode #001

Gennady Stolyarov II
Jules Hamilton
Lev Polyakov


U.S. Transhumanist Party Chairman Gennady Stolyarov II was recently honored to be the first guest ever interviewed on the video channel Lev and Jules Break the Rules with Lev Polyakov and Jules Hamilton. Lev and Jules have produced this skillfully edited video of the conversation, with content references from the conversation inserted directly into the footage. For those who wish to explore broad questions related to technology, transhumanism, culture, economics, politics, philosophy, art, and even connections to popular films and computer games, this is the discussion to watch.

This video was originally posted here. It is mirrored on Mr. Stolyarov’s YouTube channel here.

Become a member of the U.S. Transhumanist Party for free, no matter where you reside. Fill out our free Membership Application Form here. It takes less than a minute!

It is republished with permission.

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How Can Virtual Worlds Help to Improve the Physical World? – G. Stolyarov II Interviews Peter Rothman

How Can Virtual Worlds Help to Improve the Physical World? – G. Stolyarov II Interviews Peter Rothman

Mr. Stolyarov invites Peter Rothman to discuss the question, “How can virtual worlds help to improve the physical world?”

Peter Rothman, M.S. is Editor of H+ Magazine where he is looking for great articles about the future of technology, humanity, the mind, society, and human culture.

Peter is an engineering and management professional with deep experience in the design, development, and launch, of commercial software products, internet services, and other mission critical systems. He is currently doing research into analysis and visualization of text for a consumer facing application.

He was previously chief scientist of a biometrics-based fraud prevention company. He led the development of Live365.com, one of the largest providers of streaming audio on the Internet. He operated a product development and engineering team for the global multi-million dollar public software company MetaTools/MetaCreations. He founded and operated a startup software company, raised capital, and negotiated eventual sale of company. He has designed and implemented cutting-edge software, algorithms, and technologies.

Peter’s specialties include biometrics, mathematics, streaming media, virtual reality, simulation, text analysis, data visualization, and artificial intelligence.

Peter was an early developer of VR technologies, including developing applications of VR to financial visualization and a concept for unencumbered infantry training using VR for the US Army.

References
– “Welcome To Mixed Reality” – Article by Peter Rothman
– “Retro VR — a brief review of some 1990s HMDs” – Article by Peter Rothman
Microsoft HoloLens – Official Site
– “VRML” – Wikipedia
– “WebGL” – Wikipedia
SBIRSource – Avatar Partners
“Back in the Day” – Pictures of early VR and software products – Posted by Peter Rothman
H+ Magazine – Articles on Mixed Reality

G. Stolyarov II and xpallodoc Discuss the Future – Video Interview

G. Stolyarov II and xpallodoc Discuss the Future – Video Interview

On November 30, 2014, Mr. Stolyarov was interviewed by YouTube user xpallodoc, and the wide-ranging discussion encompassed subjects from visions of the future, indefinite life extension and the concept of I-ness, the future of money and economies, technological progress, virtual worlds, political barriers to progress, artificial intelligence, marriage and family, and being part of the push toward radical abundance and technological breakthroughs within our lifetimes.

References
– “Individual Empowerment through Emerging Technologies: Virtual Tools for a Better Physical World” – Video by G. Stolyarov II
– “How Can I Live Forever?: What Does and Does Not Preserve the Self” – Video by G. Stolyarov II

Individual Empowerment through Emerging Technologies: Virtual Tools for a Better Physical World – Video by G. Stolyarov II

Individual Empowerment through Emerging Technologies: Virtual Tools for a Better Physical World – Video by G. Stolyarov II

The New Renaissance Hat
G. Stolyarov II
November 23, 2014
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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.

***

This video is based on Mr. Stolyarov’s essay “Individual Empowerment through Emerging Technologies: Virtual Tools for a Better Physical World“.

References

Playlist: The Musical Compositions of G. Stolyarov II
– “Ayn Rand, Individualism, and the Dangers of Communitarianism” (2012) – Essay by G. Stolyarov II
– “Carl Menger, Individualism, Marginal Utility, and the Revival of Economics” (2006) – Essay by G. Stolyarov II
– “Ludwig von Mises on Profit, Loss, the Entrepreneur, and Consumer Sovereignty” (2007) – Essay by G. Stolyarov II
– “Open Badges and Proficiency-Based Education: A Path to a New Age of Enlightenment” (2013) – Essay by G. Stolyarov II
Runkeeper
Fitocracy
Fitbit
– “Minecraft” – Wikipedia
– “Oculus Rift” – Wikipedia –
– YouTube Videos of Minecraft Computers (here and here)

Individual Empowerment through Emerging Technologies: Virtual Tools for a Better Physical World – Article by G. Stolyarov II

Individual Empowerment through Emerging Technologies: Virtual Tools for a Better Physical World – Article by G. Stolyarov II

The New Renaissance Hat
G. Stolyarov II
November 9, 2014
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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.

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.

MILE Activist Contest II Entry: Life-Extension Game Developers’ Matching Fund – Post by G. Stolyarov II

MILE Activist Contest II Entry: Life-Extension Game Developers’ Matching Fund – Post by G. Stolyarov II

The New Renaissance Hat
Gennady Stolyarov II
August 18, 2014
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This is Mr. Stolyarov’s entry into the Movement for Indefinite Life Extension (MILE) Activist Contest II.

Computer games are a powerful way to spread the message of indefinite life extension to a new demographic. By engaging the players through art, concepts, and gameplay elements expressing the feasibility and desirability of indefinite lifespans, computer games can attract interest in life-extension activism that will be perceived as leisure and entertainment by those who engage in it.

If I had $5,000 to devote to raising awareness about people, projects, and organizations wording toward indefinite life extension, I would create a matching fund for fundraising projects pertaining to life-extension-themed computer games currently in development. This Life-Extension Game Developers’ Matching Fund (LEGDMF) would match, dollar for dollar, the funds raised via Indiegogo, Kickstarter, and other crowdfunding platforms by game developers whose works would meet the following criteria:

(i) The game should promote and express the message of indefinite life extension in a favorable way.

(ii) The game should enable the player to find out about some of the people, projects, and organizations working toward indefinite life extension.

(iii) An alpha, beta, or demo version of the game should exist and be playable by the general public.

(iv) The game developers must be willing to publicly disclose the amount of funds raised, either through a fundraising platform or through information they post directly on a publicly viewable website.

A great example of a life-extension-themed game, whose gameplay also deeply integrates the pursuit of longevity escape velocity, is LEV: The Game , which is currently in the midst of an Indiegogo fundraiser. (For more details, read my recent article about LEV: The Game.) LEV: The Game would be one of the efforts, but not necessarily the only effort, which could be greatly aided by the LEGDMF.

The purpose of a matching fund is to bring in additional resources by enabling any donor to leverage the impact of his or her contribution. Instead of selecting eligible games through a contest where a panel of judges or the contest organizer(s) would decide upon the winning entries, a matching fund enables donors from the general public to vote with their money and helps these votes to matter more in influencing real-world outcomes. The LEGDMF would continue to match contributions to eligible game-development projects, dollar for dollar, until the $5,000 fund is exhausted.

An advantageous feature of the LEGDMF would be that all the money could be given directly to eligible game-development projects. Fundraising platforms would collect fees ranging from 4% to 9% of the funds donated, and payment platforms – such as PayPal or payment processors employed by banks – would collect additional fees. However, it would be unlikely that the total fees would exceed 15% of the funds contributed, meaning that more than $4,250 (85% of $5,000) would substantively benefit game developers in their efforts to create engaging, immersive, and entertaining portrayals of the life-extension message.

Success for the LEGDMF would be measured by the ability to successfully fund the creation of a life-extension-themed game (or even multiple games) and, ultimately, by the release of such a game to the general public and the amount of engagement (number of plays or number of downloads) that the game would receive. A nearer-term measure of success would be the ability to attract sufficient interest in life-extension-themed games as to raise $5,000 in independent contributions from the general public, which would exhaust the LEGDMF through matching donations – leading to a total of $10,000 in funds invested in this worthwhile goal of informing new demographics about life extension through an exciting and innovative medium.

The demographics that could potentially be attracted by life-extension-themed computer games would include anybody who plays computer games for entertainment. Gamers come in all ages, but there are many children and teenagers among them, who could become vital members of the next generation of scientists, technologists, philosophers, and activists working in pursuit of indefinite longevity. These individuals would discover the life-extension-games once they are released on various online sites. Depending on the game, these could be flash-game sites that allow the games to be played for free, or these could be sites offering files for download. While no game can guarantee a specific number of players, games that are designed well and have an innovative premise would attract a large user base through the appeal of the gameplay itself. A game that catches on and achieves a steady following could even revolutionize the public perception of indefinite life extension and bring the idea of pursuit indefinite lifespans into the cultural mainstream.

Liberally Classical – Article by Jeffrey A. Tucker

Liberally Classical – Article by Jeffrey A. Tucker

The New Renaissance Hat
Jeffrey A. Tucker
January 12, 2014
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I was recently in an ornate orchestral hall built in the late Gilded Age, a setting designed to present an opera or symphonic music to a generation before World War I that craved such performance art. The concert I attended was sold out, with tickets running between $40 and $75.
***
The place was vibrating with anticipation as the full orchestra with winds, strings, brass, and percussion came on stage, and a 25-voice choir—live acoustic music without conspicuous electronics—filed in behind. The cheers, even before it all began, were glorious.
***
As I looked around the vast room full of wide smiles, I noted that that average age of the concert goers was late twenty-something. It was a slightly startling sight after having been to so many symphony concerts filled with septuagenarians. Not that there’s anything wrong with old people, but it always seemed to symbolize a dying art to me. Not this time though. This art and this room were alive and youthful and looking to the future.
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What followed was two hours of dramatic, emotionally gripping symphonic music. The audience couldn’t wait to cheer and stand at every opportunity. At the intermission not a soul failed to return to his or her assigned seat.
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I’ve been around the art-music sector of the music industry for many years, and, for me, this experience was all dreamy, even surreal. My whole life, I’ve heard the same old complaints from classical musicians. We are underfunded. Governments are stingy. The people are not coming to our concerts. The young are only interested in junk music. High art is being crowded out by pop: it’s Schubert vs. Spears, Beethoven vs. Bieber, Mahler vs. Madonna. Our concert halls and symphonies are being massacred by market forces. We need subsidies in order to uphold real music against the pathetic tastes of the middle class.
***
And so on it goes.
***
The conventional tactics for dealing with this obvious and old problem are well known. There are labor strikes—you know, those oppressed oboists and violists who are clamoring for their surplus value to be given back by the unnamed exploiter. Donors are being squeezed to make up for what can’t be gained in ticket sales. There are hectoring public campaigns to “support the arts” or feel really guilty. There are marketing gimmicks. There are foundations that provide temporary relief. All the while, musicians grow ever more bitter, resentful, and despairing.
***
So what made this event different? Many things. The bar was open with wine, beer, and spirits, and people were welcome to bring them to their seats, just like in a movie theater when people watch with soda and popcorn. Yes! Why doesn’t the Kennedy Center allow this? I don’t know. It should.
***
Also, the fantastic and rightly showy conductor was a young woman—defying the eternal stereotype and addressing another complaint about sexism in the history of orchestral conductors. Another thing: Many members of the audience were dressed in character, sporting funny ears, wigs, and costumes. Character? More on that follows.
***
Finally, the main event was something completely unexpected. The music was a performance of the soundtrack to the video game Legend of Zelda. The full name: “The Legend of Zelda: Symphony of the Goddesses.” Yes, a video game, a cult classic, one that began in 1989 and now has a beloved heritage and rich tradition.
***
The game itself is accompanied by a full suite of serious music composed over the course of 25 years by a dozen or so specialists (all well-trained musicians) from Japan. That means there is not a single god-like composer—we like to pretend they were all sui generis—but rather a crowdsourced, thematically arranged series of pieces, each of which is connected to some iteration of this long-running game.
***
The musicians seemed to love it, and the audience surely did. The exchange relationship between the musical producers and consumers was unlike anything I had experienced. This was not an audience obediently frozen in a stuffy pose waiting for the next assigned time to clap (never, never between movements, dammit!). They were serious, engaged people who were happy to gasp, laugh, cheer, ooh and ahh, and even cry. They did it all, and not on cue.
***
Above the orchestra floated a large screen that played scenes that matched the music, from its earliest and crudest computer animations to the latest and most dazzling visual art. We even saw the characters grow up in the course of their adventures, which are wonderful, faux-medieval tales of danger, courage, chivalry, and devotion.
***
My goodness, the whole scene just moved me so much. Here were the gamers all gathered, those “nerds” everyone made fun of during high school and college, and their love of their computer world was being validated and affirmed. But I suspect that even they didn’t understand the implications of all of this. I wanted to stand up and explain: Do you see what you have done here? Your consumers’ interests have brought back large-scale, live performance art—full choir and orchestra—through the most circuitous route one can possibly imagine.
***
And how different, really, is this from a Rossini opera about a love affair involving barbers, secret letters, singing lessons, stodgy aristocrats made to look silly, and narrow escapes down second-story ladders? Or a Mozart opera involving magic bells and flutes, evil queens, floating boys in an air balloon, and scary dwarfs and dragons? It’s all the same stuff. It’s that beautiful combination of audio and visual art—the sense that something is happening right there in front of you. They didn’t have video games but we do, and good for us!
***
All of this music could have easily been played on a loudspeaker, but that would have taken away the whole sense that something was being created on the spot. You want to see the violinists moving their bows, the percussionists crashing cymbals together, the bassoonist playing that most implausible of instruments. Adding to the irony is that the music on the Zelda game itself is mostly electronic, especially the choirs and their ethereal voices. Not here. It was human. It was life. We all experienced it in real time—fantasy became reality before our eyes and ears.
***
I thought back to my days hanging around the school of music, all those students and professors with long faces and grim demeanors, people down on markets, down on society, down on consumers. No one would have believed that he or she had a future in live performance music, filling up the old orchestral halls, by way of fun and wonderful video games. No, it took entrepreneurs and commerce to blaze this trail. It took markets to make this surprise happen.
***
The world of classical music, in fact, has been pathetically lacking in creative vision for many decades, if not an entire century. In large part, it keeps trying to recreate the past while cursing the present and despairing of the future. Why? Perhaps it is because this sector of life has been ever more removed from the commercial world through centrally planned education, subsidies, union control, copyrighted and monopolized musical scores, a culture of the entitled guild. None of it has worked and, needing to pay the rent, there has been a steady stream of young musicians leaving years of conservatory training to enter some other profession like making lattes.
***
But get outside those establishment circles and you see entirely different things happening. It was in Turkey when I first saw a performance of an all-woman string quartet. During the first part of the evening, they presented a solid program of Schubert, Mozart, and Haydn. Then came the change to leather and boots and an all-electronic/pop program followed by the same players. One can sneer at it as tacky (actually, I don’t think so) but people love it and pay the big bucks for it. Since I saw this performance two years ago, the approach has reemerged at several venues in the United States as well.
***
My point is not to isolate these two types of art-music presentations and say: This is the future for classically trained musicians. Maybe this is just the beginning. Maybe there are dozens of other approaches yet to be explored. What is needed is some serious entrepreneurship to find the new approaches and test them in the marketplace.
***
The main feature in success here is an intimate connection between the players and the audience—the same as you see in the pop music world. It’s not about the style. It’s about the economic and artistic relationship between the producers and consumers. It must be a value enhancing proposition for both sides for a true profit to emerge.
***
Meanwhile, I will never be able to read the quarterly harangue in The New York Times about the death of symphonies without thinking of this wonderful evening. Classical music is not dead. It is just now coming back to life.
***
Jeffrey Tucker is a distinguished fellow at the Foundation for Economic Education (FEE), CEO of the startup Liberty.me, and publisher at Laissez Faire Books. He will be speaking at the FEE summer seminar “Making Innovation Possible: The Role of Economics in Scientific Progress“.
***
This article originally appeared in The Freeman, the magazine of the Foundation for Economic Education.
Tapping the Transcendence Drive – Article by D.J. MacLennan

Tapping the Transcendence Drive – Article by D.J. MacLennan

The New Renaissance Hat
D. J. MacLennan
June 2, 2013
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What do we want? No, I mean, what do we really want?

Your eyes flick back and forth between your smartphone and your iPad; your coffee cools on the dusty coaster beside the yellowing PC monitor; you momentarily look to the green vista outside your window but don’t fully register it; Facebook fade-scrolls the listless postings of tens of phase-locked ‘friends’, while the language-association areas of your brain chisel at your clumsy syntax, relentlessly sculpting it down to the 140-character limit of your next Twitter post.

The noise, the noise; the pink and the brown, the blue and the white. What do we want? How do we say it?

As I am a futurist, it’s understandable that people sometimes ask me what I can tell them about the future. What do I say? How about, “Well, it won’t be the same as the past”? On many levels, this is an unsatisfying answer. But, importantly, it is neither a stupid nor an empty one. If it sounds a bit Zen, that is only because people as used to a mode of thinking about the future that has it looking quite a lot like the past but with more shiny bits and bigger (and much flatter) flatscreens.

What I prefer to say, when there is more time available for the conversation, is, “It depends on what you, and others, want, and upon what you do to get those things.” Another unsatisfying response?

Where others see shiny stuff, I see the physical manifestations of drives. After all, what are Facebook, Twitter, and iPads but manifestations of drives? Easy, isn’t it? We can now glibly state that Twitter and Facebook are manifestations of the drive to communicate, and that the iPad is a manifestation of the desire to possess shiny stuff that does a slick job of enabling us to better pursue our recreational, organizational, and communicational drives.

There are, however, problems with this way of looking at drives. If, for example, we assume, based on the evidence we see from the boom in the use of communication technologies, that people have a strong drive to stay in touch with each other, we will simply churn out more and more of the same kinds of communication devices and platforms. If, on the other hand, we look at what is the overarching drive driving the desire to communicate, we can better address the real needs of the end user.

PongAs another example, we look back to early computer gaming. What was the main drive of the teenager playing Pong on Atari’s first arcade version of the game, released in 1972? If you asked this question to an impartial observer in 1972, they might well have opined that the fun of Pong stemmed from the fact that it was like table tennis; table tennis is fun, so a bleepy digital version of it in a big yellow box should also be fun. While not completely incorrect, such an opinion would be based solely upon the then-current gaming context. In following the advice of such an observer, an arcade-game manufacturer might have invested, and probably lost, an enormous amount of money in producing more and more electronic versions of simple tabletop games. But, fortunately for the computer-game industry, many manufacturers realized that the fun of arcade games was largely in the format, and so began to abandon the notion that they should be digital representations of physical games.

If we jump to a modern MMORPG game involving player avatars, such as World of Warcraft, we find a situation radically different from that which prevailed in 1972, but I would argue that many observers still make the same kinds of mistakes in extrapolating the drives of the players. It’s all about “recreation” and “role-playing”, right?

I think that many technology manufacturers underestimate and misunderstand our true drives. I admit to being an optimist on such matters, but what if, just for a moment, we assume that the drives of technology-obsessed human beings (even the ones playing Angry Birds, or posting drunken nonsense on Facebook) are actually grand and noble ones? What if we really think about what it is that they are trying to do? Now we begin to get somewhere. We can then see the Facebook postings as an individual’s yearning for registration of his or her existence; a drive towards self-actualization with a voice augmented beyond the hoarse squeak of the physical one. We can see individuals’ appreciation of the clean lines of their iPads as a desire for rounded-corner order in a world of filth and tangle. We can see their enjoyment of moving their avatar around World of Warcraft as the beginnings of a massive stretching of their concept of self, to a point where it might break open and merge colorfully with the selves of others.

E-Book Reader

One hundred and forty characters: I know it doesn’t look much like a drive for knowledge and transcendence, but so what? Pong didn’t look much like Second Life; the telegraph didn’t look much like the iPad. The past is a poor guide to the future. A little respect for, and more careful observation of, what might be the true drives of the technology-obsessed would, I think, help us to create a future enhanced by enabling technologies, and not one awash with debilitating noise.

D.J. MacLennan is a futurist writer and entrepreneur, and is signed up with Alcor for cryonic preservation. He lives in, and works from, a modern house overlooking the sea on the coast of the Isle of Skye, in the Highlands of Scotland.

See more of D.J.’s writing at extravolution.com and futurehead.com.

Open Badges and Proficiency-Based Education: A Path to a New Age of Enlightenment – Article by G. Stolyarov II

Open Badges and Proficiency-Based Education: A Path to a New Age of Enlightenment – Article by G. Stolyarov II

The New Renaissance Hat
G. Stolyarov II
March 9, 2013
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A major and tremendously promising opportunity has emerged to achieve a new Age of Enlightenment through technology and to enable large numbers of people to desire, seek out, and enjoy learning. Open Badges are an initiative spearheaded by Mozilla but made available to virtually any organization in an open-source, non-restrictive manner. Open Badges can make learning appealing to many by rewarding concrete and discrete achievements – whether it be mastering a skill, performing a specific task, participating in an event, meeting a certain set of standards, or possessing a valuable combination of “soft skills” that might otherwise go unrecognized.  But even beyond this, Open Badges allow for the portability of skill recognition in a manner that far outperforms the compartmentalization present in many of today’s formal institutions of schooling, accreditation, and employment. Individuals would no longer need to “prove themselves” anew every time they interact with a new institution.

Open Badges are still in their infancy, but you can begin participating in this exciting movement and earning your badges today. Based on the economic understanding of network effects, the more people actively use Open Badges, the more opportunities will become available through the system. An introduction to open badges (along with the opportunity to try out the system and earn several badges) can be found at OpenBadges.org. For a more detailed discussion, Dave Walter’s paper “Open Badges: Portable rewards for learner achievements” is recommended. (This paper, too, will enable you to earn a badge.)

Various organizations already issue badges. To immerse yourself in the earning of Open Badges, you will be able to find several introductory badges on the Badge Bingo page from Codery. For badges that can demonstrate some basic skills, the Mozilla Webmaker series enables earners to validate their basic HTML coding knowledge. For individuals and organizations seeking to issue their own badges, sites such as Credly offer an easy way to create and grant these awards.

Mozilla Backpack can currently be used to host and share the badges, though other compatible systems also exist or are in development. Mozilla Backpack gives you the option to accept, reject, and classify badges into various “collections”. For instance, you can see a collection of all the Open Badges I have earned so far here, and a more skill-specific subset – all of my Mozilla Webmaker Badges – here. In a future world where badges will exist for a wide variety of competencies, one could imagine linking a prospective employer, business partner, educator, or online discussion partner to a page that documents one’s skills and knowledge relevant to the exchange being contemplated. Unlike a resume, whose value is unfortunately diminished by those dishonest enough to present falsehoods about their past, Open Badges are more robust, because they include metadata linking back to the issuer and containing a brief description of the criteria for earning the badge. Moreover, Mozilla Backpack offers you complete control over which badges you allow to be publicly visible, so you remain in control over what you emphasize and how.

Open Badges make possible a development I had anticipated and hoped to partake in for years: proficiency-based education. I have only known about Open Badges for less than a week at the time of writing this article. Serendipitously, I learned of their existence while reading “Ubiquity U: The Rise of Disruptive Learning” by Mark Frazier, and I was so intrigued that I embarked that same day on intensive research regarding Open Badges and the current status of their implementation. In the next several days, I strove to discover as many issuers of Open Badges as I could and to earn as many badges as I could feasibly obtain within a short timeframe.

However, my earlier writings have looked forward to the availability of this type of innovation. As a futurist, I take pride in having been able to accurately describe the future in this respect.

In February 2013, in “The Modularization of Activity” (here, here, and here), I wrote that “Education could be greatly improved by decoupling it from classrooms, stiff metal chair-desks, dormitories, bullies, enforced conformity, and one-size-fits-all instruction aimed at the lowest common denominator. The Internet has already begun to break down the ‘traditional’ model of schooling, a dysfunctional morass that our culture inherited from the theological universities of the Middle Ages, with some tweaks made during the mid-nineteenth century in order to train obedient soldiers and factory workers for the then-emerging nation-states. The complete breakdown of the classroom model cannot come too soon. Even more urgent is the breakdown of the paradigm of overpriced hard-copy textbooks, which thrive on rent-seeking arrangements with formal educational institutions. Traditional schooling should be replaced by a flexible model of certifications that could be attained through a variety of means: online study, apprenticeship, tutoring, and completion of projects with real-world impact. A further major breakthrough might be the replacement of protracted degree programs with more targeted ‘competency’ training in particular skills – which could be combined in any way a person deems fit. Instead of attaining a degree in mathematics, a person could instead choose to earn any combination of competencies in various techniques of integration, differential equations, abstract algebra, combinatorics, topology, or a number of other sub-fields. These competencies – perhaps hundreds of them in mathematics alone – could be mixed with any number of competencies from other broadly defined fields. A single person could become a certified expert in integration by parts, Baroque composition, the economic law of comparative advantage, and the history of France during the Napoleonic Wars, among several hundreds of relatively compact other areas of focus. Reputable online databases could keep track of individuals’ competencies and render them available for viewing by anyone with whom the individual shares them – from employers to casual acquaintances. This would be a much more realistic way of signaling one’s genuine skills and knowledge. Today, a four-year degree in X does not tell prospective employers, business partners, or other associates much, except perhaps that a person is sufficiently competent at reading, writing, and following directions as to not be expelled from a college or university.”

Even earlier, in 2008, I offered, as a starting point for discussion, an outline of my idea of proficiency-based education to PRAXIS, the Hillsdale College student society for political economy and economics. Below is my (very slightly expanded) outline. It pleases me greatly that the infrastructure to support my idea now exists, and I hope to contribute to its widespread implementation in the coming years.

Proficiency-Based Education: A Spontaneous-Order Approach to Learning

Outline by Gennady Stolyarov II from September 2008

The Status Quo

– Shortcomings of classroom-based education – “one size fits all”

– Shortcomings of course-based education – difficulty accommodating individual skills, interests, and learning pace. Grades lead to stigma of failure instead of iterative learning.

– Information problem of communicating one’s qualifications

– Negative cultural effects of segregating people by age and by generation – i.e., the “teen culture” generation gap

– Factory-based education system versus meaningful individualized education

Proficiency-Based Education

– Proficiencies replace courses.

– Proficiency levels replace grades.

– Proficiencies are easily visible and communicable to employers.

– Proficiencies are transferable by those who have them, up to their level of proficiency.

Emergence of Proficiency-Based Education

Can be done privately by individuals or firms

– Can be done in person or on the Internet

– Can be done within and outside the university system

– Can be done for pay or for free

– People with proficiencies can pass the proficiencies on to their children/relatives/friends

– Incentives exist to restrict transfer of proficiencies to qualified persons.

– Networks of providers of Proficiency-Based Education can form. It will not be a centrally planned or directed system.

Advantages of Proficiency-Based Education

– Faster learning

– More individually tailored learning

– Ease of displaying one’s exact set of skills

– More hiring will be based on merit, since merit will be easier to see and verify.

– Indoctrination in politically or socially favored but objectively absurd notions will be much more difficult.

– The “teen culture” will disappear. Young people will be better integrated into adult society and will assume meaningful rights and responsibilities sooner.

– Proficiency-Based Education takes full advantage of all existing technologies, leading to a more technologically literate population with greater ability to control and improve the world.

– Greater integration of theory and practice and market selection of ideas that tend to bring about useful practical results

***

Open Badges provide the mechanism to coordinate the many thousands of competency-based or proficiency-based certifications and other achievements that I envision. While the processes leading to the demonstration of competency or accomplishment can be undertaken in any way that is convenient – online or in person – it is essential to have a universally usable digital system documenting and affirming the achievement. The system should be compatible with most websites and organizations and should not be locked down by “proprietary” protections. Proficiency-based education can only work if the educational platform is not inextricably attached to any particular provider of certifications, or else the very use of the proficiency system will remain compartmentalized and inapplicable to vast areas of human endeavor.

The free, open-source, and user-driven design of Open Badges provides exactly these desirable characteristics. At the same time, while Open Badges are free to create and issue, individual badges can be designed and offered by organizations that offer paid instruction – so that even traditional classes could be revolutionized by the introduction of competency-based elements, perhaps as a replacement for grades or, in the interim, as a mechanism for earning a grade. With the latter method, to get an “A” in a course or on a project, one would not need to pass a timed exam where every wrong answer constitutes a permanent reduction of one’s grade. Rather, one would need to earn certain kinds of badges demonstrating the completion of course objectives.

The motivational aspect of Open Badges stems from the immense engagement that is possible as a result of visible, incremental progress. This same motivating tendency explains the tremendous popularity of computer games. (Indeed, one initiative, 3D Game Lab, is developing an explicit educational computer game that will allow integration with coursework and Open Badges.) By enabling the earning of granular achievements (similar to “achievement” in a computer game), Open Badges keep learners focused on honing their skill sets and pursuing concrete objectives. At the same time, Open Badges facilitate creative approaches to learning and recognize the diversity of optimal individualized learning paths by leaving the choice of activities and their sequence entirely up to individual badge earners.

If billions of humans could become “addicted” to learning in the same way that some are said to be “addicted” to computer games, our civilization would experience a rapid transformation in a mere few years. Technological progress, institutional innovation, and the general level of human decency and morality would soar to unprecedented levels, at an ever-accelerating pace. Age-old menaces to our civilization, arising from pervasive human failings and institutional flaws, could finally be eradicated through vastly enhanced knowledge and a voluntary, enticing channeling of many people’s desires and enjoyments into highly productive paths that produce “positive externalities” (to use the jargon of economists). Open Badges, proficiency-based education, and the addition of game-based learning elements (up to and including full-fledged games, like the Mars Curiosity Activity from Starlite Digital Badges – just a hint of what is to come) can enable humankind to make decisive strides in its efforts to build up our civilization and beat back the forces of death, decay, and ruin.

Computer Games, Distributed Computing, and Life Extension – Video by G. Stolyarov II

Computer Games, Distributed Computing, and Life Extension – Video by G. Stolyarov II

Imagine if it were possible to help cure disease and lengthen human lifespans simply by playing one’s computer games of choice. Here, Mr. Stolyarov describes a concept for doing just that, and he welcomes efforts from any of you to help bring it about.

Remember to LIKE, FAVORITE, and SHARE this video in order to spread rational discourse on this issue.

Support these video-creation efforts by donating here and here.

References
– “Computer Games, Distributed Computing, and Life Extension” – Article by G. Stolyarov II – The Rational Argumentator
Article and discussion on Transhumanity.net
Mr. Stolyarov’s Page of Distributed Computing Statistics
Rosetta@home
Folding@home
World Community Grid
Human Proteome Folding
Help Conquer Cancer
FoldIt
– “Public Solves Protein Structure” – Jef Akst – The Scientist – September 18, 2011
– “ALS Cause and Protein-Folding Prediction – Thoughts on Two Impressive Scientific Discoveries ” – Video by G. Stolyarov II – September 20, 2011