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Advocating for the Future – Panel at RAAD Fest 2017 – Gennady Stolyarov II, Zoltan Istvan, Max More, Ben Goertzel, Natasha Vita-More

Advocating for the Future – Panel at RAAD Fest 2017 – Gennady Stolyarov II, Zoltan Istvan, Max More, Ben Goertzel, Natasha Vita-More

Gennady Stolyarov II
Zoltan Istvan
Max More
Ben Goertzel
Natasha Vita-More


Gennady Stolyarov II, Chairman of the United States Transhumanist Party, moderated this panel discussion, entitled “Advocating for the Future”, at RAAD Fest 2017 on August 11, 2017, in San Diego, California.

Watch it on YouTube here.

From left to right, the panelists are Zoltan Istvan, Gennady Stolyarov II, Max More, Ben Goertzel, and Natasha Vita-More. With these leading transhumanist luminaries, Mr. Stolyarov discussed subjects such as what the transhumanist movement will look like in 2030, artificial intelligence and sources of existential risk, gamification and the use of games to motivate young people to create a better future, and how to persuade large numbers of people to support life-extension research with at least the same degree of enthusiasm that they display toward the fight against specific diseases.

Learn more about RAAD Fest here.

Become a member of the U.S. Transhumanist Party for free, no matter where you reside. Fill out our Membership Application Form.

Watch the presentations of Gennady Stolyarov II and Zoltan Istvan from the “Advocating for the Future” panel.

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.

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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.

LEV: The Game – Play to Win Indefinite Life – Article by G. Stolyarov II

LEV: The Game – Play to Win Indefinite Life – Article by G. Stolyarov II

The New Renaissance Hat
G. Stolyarov II
July 20, 2014
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LEV: The Game is a work in progress, whose potential to spread the message of indefinite life extension to the general public encourages me greatly. Developed by a team from Belgium – consisting of Anthony Lamot, Mathieu Hinderyckx, and Maxime Devos – this Android mobile game is currently in its Alpha phase. The creators have initiated an Indiegogo fundraiser to raise 6000 Euros (approximately 8100 US dollars at July 2014 exchange rates) in order to greatly expand the game and add its most complex and engaging elements. You can watch their video introduction to the game and the fundraiser here.

The premise of LEV: The Game is the same as the aim of those of us who wish to extend our lives without end. One’s character is challenged with living for as long as possible and attaining longevity escape velocity by reversing the damage of senescence at a faster rate than it accumulates. Every year in the game, the character receives an allotment of energy points with which to purchase power-ups, such as stem-cell therapies, applications of nano-medicine, cybernetic enhancements, or simple increments of diet and exercise. Each power-up can either increase the remaining expected lifespan, increase the rate at which energy points accumulate (called “productivity” in the game), or reduce the character’s rate of bodily decay. The player needs to achieve a delicate balancing of these power-ups to avoid expiring before he/she accumulates enough energy points to purchase the next life-extending advance.

Becoming an Alpha tester of LEV: The Game is absolutely free, and I was pleased to be able to participate in mid-July 2014. After eight attempts, I succeeded in getting a character to reach the age of 200, which is the game’s current victory condition. If the developers can raise their desired funds, they anticipate extending the gameplay to enable one’s character to reach the age of 1000.

LEV_Maximus_VIII_ScreenshotTo become an Alpha tester, you will need to join the LEV: The Game (Alpha) Google Group, using a Google account that is also linked to a mobile phone or tablet that runs the Android operating system. After you join, you can download the game from the Google Play store here. Remember to click the “Become a Tester” button to enable the download to work. When testing the game in this early stage, make sure you un-pause it first using the speed settings in the top-left-hand portion of the screen, before navigating to any of the other available windows.

Why LEV: The Game is Immensely Important

Our ability to achieve indefinite life extension personally will depend on the amount of resources and support from the general public invested in the overcoming of age-related bodily damage. Most people, unfortunately, continue to either be resigned to the inevitability of death, or to argue against the desirability of indefinite longevity due to extremely basic misconceptions. Even apart from the absurdly false boredom argument, overpopulation argument, and “playing God” argument, there is a more basic fallacy – the Tithonus error, which posits that becoming chronologically older necessarily means becoming biologically more decrepit. Yet the only way indefinite longevity could be achieved would be for people to remain biologically young, so that their susceptibility to deadly diseases does not increase beyond that of people in their twenties today. How could longevity advocates get the general public to understand this? Convincing people through arguments alone may often fail, simply because the Dragon-Tyrant of death is so ubiquitous and so overwhelming that many people will grasp at any straw, no matter how flimsy, to avoid being confronted with the grave injustice of their current predicament.

But a game gives a fresh, different, and engaging way to see and experience what indefinite longevity would truly entail. Anyone playing LEV: The Game would quickly see that becoming increasingly frail is no way to increase life expectancy. Your character will die if he/she experiences sufficient biological decay. You will be able to see a graph of the character’s remaining life expectancy and the rate at which decay is expected to proceed during the years they have left. If you apply the most effective combinations of power-ups, you will also see the life-expectancy curve shift upward – sometimes slightly, at other times by massive jumps. The latter situation reflects what can happen once humans begin to undergo periodic rejuvenation therapies to remove age-related damage, as posited in Dr. Aubrey de Grey’s SENS approach.

Furthermore, LEV: The Game encourages its players to engage in paradigm-shifting thinking about their own future trajectories. Instead of planning for gradual debilitation and eventual death, as most people do today when projecting their careers, retirements, finances, and family lives, a strikingly different mindset can take hold – the quest for perpetual maintenance and a return to youthfulness that may be possible at any chronological age, with sufficient technological advances and vigilance regarding one’s health. I admire the integration in LEV: The Game of biomedical treatments, cybernetic enhancements, and simple prudent habits – such as a healthy diet, regular exercise, cognitive activity, and access to relevant health information (even “Quantified Self” is a power-up that one can purchase). We should all strive to live the most informed and healthy lives possible, given present technology, in order to maximize our chances of surviving to the next wave of breakthroughs on the way to longevity escape velocity.

Not a day passes when I do not think about innovative ways to reach the general public with the message of indefinite life extension. For years, I have advocated the gamification of this literally vital idea as one of the most powerful ways to catalyze cultural change on this issue. I am immensely pleased to now witness such an effort taking off, due to the excellent work of Messrs. Lamot, Hinderyckx, and Devos. I donated to the Indiegogo fundraiser to help propel LEV: The Game to its hopefully world-changing final version. I hope that all readers of this article will be able to do the same.