The Open Mind

Cogito Ergo Sum

Posts Tagged ‘virtual reality

CGI, Movies and Truth…

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After watching Rogue One: A Star Wars Story, which I liked, though not nearly as much as the original trilogy (Episodes IV, V, and VI), it got me thinking more about something I hadn’t thought about since the most recent presidential election.  As I watched Grand Moff Tarkin and Princess Leia, both characters made possible in large part thanks to CGI (as well as the help of actors Ingvild Deila and Guy Henry), I realized that although this is still a long way away, it is inevitable that (barring a nuclear world war or some other catastrophe that kills us all or sets us back to a pre-industrialized age) the pace of this technology will eventually lead to CGI products that are completely indistinguishable from reality.

This means that eventually, the “fake news” issue that many have been making a lot of noise about as of late, will one day take a new and ugly turn for the worse.  Not only is video and graphic technology accelerating at a fairly rapid pace to exacerbate this problem, but similar concerns are also arising as a result of voice editing software.  By simply gathering several seconds of sample audio from a person of interest, various forms of software are getting better and better at synthesizing their speech in order to mimic them — putting whatever words into “their” mouths that one so desires.

The irony here is that this means that despite the fact that we are going to continue becoming more and more globally interconnected, technologically advanced, and gain more global knowledge, it seems that we will eventually reach a point where each individual becomes less and less able to know what is true and what isn’t in all the places that you are electronically connected to.  One reason for this is that, as per the opening reference to Rogue One, it will become increasingly difficult to judge the veracity of videos that go viral on the internet and/or through news outlets.  We can imagine seeing a video (or many series of videos) released on the news and throughout the internet containing shocking events with real world leaders or other famous people, places, and so forth, events that could possibly start a civil or world war, alter one’s vote, or otherwise — but with the caveat that these events are entirely manufactured by some Machiavellian warmonger or power seeking elite.

Pragmatically speaking, we must still live our lives trusting what we see in proportion to the evidence we have, thus believing ordinary claims with a higher degree of confidence than extraordinary ones.  We will still need to hold to the general rule of extraordinary claims requiring extraordinary evidence in order to meet their burden of proof.  But it will become more difficult to trust certain forms of evidence (including in a court of law), so we’ll have to take that into consideration so that actions that result in more catastrophic consequences (if your assumptions/information turn out to be based on false evidence) require a higher burden of proof — once we are able to successfully pass some kind of graphics Touring Test.

This is by no means an endorsement for conspiracy theories generally nor any other anti-intellectual or dogmatic non-sense. We don’t want people to start doubting everything they see nor to start doubting everything they don’t WANT to see (which would be a proverbial buffet for our cognitive biases and the conspiracy theorists that make use of these epistemological flaws regularly), we still need to take this dynamic technological factor into account to maintain a world view based on proper Bayesian reasoning.

On the brighter side of things, we are going to get to enjoy much of what the new CGI capabilities will bring to us, because movies and all visual entertainment are going to be revolutionarily changed forever in many ways that will be worth celebrating, including our use of virtual reality generally (many various forms that we do and will continue to consciously and rationally desire). We just need to pay attention and exercise some careful moral deliberation as we develop these technologies. Our brains simply didn’t evolve to easily avoid being duped by artificial realities like the ones we’re developing (we already get duped far too often within our actual reality), so we need to engineer our path forward in a way that will better safeguard us from our own cognitive biases so we can maximize our well being once this genie is out of the bottle.

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Virtual Reality & Its Moral Implications

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There’s a lot to be said about virtual reality (VR) in terms of our current technological capabilities, our likely prospects for future advancements, and the vast amount of utility that we gain from it.  But, as it is with all other innovations, with great power comes great responsibility.

While there are several types of VR interfaces on the market, used for video gaming or various forms of life simulation, they do have at least one commonality, namely the explicit goal of attempting to convince the user that what they are experiencing is in fact real in at least some sense.  This raises a number of ethical concerns.  While we can’t deny the fact that even reading books and watching movies influences our behavior to some degree, VR is bound to influence our behavior much more readily because of the sheer richness of the qualia and the brain’s inability to distinguish significant differences between a virtual reality and our natural one.  Since the behavioral conditioning schema that our brain employs has evolved to be well adapted to our natural reality, any virtual variety that increasingly approximates it is bound to increasingly affect our behavior.  So we need to be concerned with VR in terms of how it can affect our beliefs, our biases, and our moral inclinations and other behaviors.

One concern with VR is the desensitization to, or normalization of, violence and other undesirable or immoral behaviors.  Many video games have been criticized over the years for this very reason, with the claim that they promote similar behaviors in the users of those games (most especially younger users with more impressionable minds).  These claims have been significantly validated by the American Psychological Association and the American Academy of Pediatrics, where they have both taken firm stances against children and teens playing violent video games, as a result of the accumulated research and meta studies showing a strong link between violent video gaming and increased aggression, anti-social behavior, and sharp decreases in moral engagement and empathy.

Thus, the increasingly realistic nature of VR and the ever-consistent increase in the capacities one has at their disposal within such a virtual space, is bound to exacerbate these types of problems.  If people are able to simulate rape or pedophilia among other morally reprehensible actions and social taboos, will they too become more susceptible to actually engaging in these behaviors once they leave the virtual space and re-enter the real world?  Even if they don’t increase their susceptibility to perform those behaviors, what does such a virtual escapade do to that person’s moral character?  Are they more likely to condone those behaviors (even if they don’t participate in them directly), or to condone other behaviors that have some kind of moral relevance or cognitive overlap with one another?

On the flip side, what if it was possible to use VR as a therapeutic tool to help cure pedophilia or other behavioral problems?  What if one was able to simulate rape, pedophilia or otherwise to reduce their chances of performing those acts in the real world?  Hardly anyone would argue that a virtual rape or molestation is anywhere near as abhorrent or consequential as real instances of such crimes would be, horrific crimes made against real human beings.  While this may only apply to a small number of people, it is at least plausible that such a therapeutic utility would make the world a better place if it prevented an actual rape or other crime from taking place.  If certain people have hard-wired impulses that would normally ruin their lives or the lives of others if left unchecked, then it would be prudent if not morally obligatory to do what we can to prevent such harms from taking place.  So even though this technology could make the otherwise healthy user begin to engage in bad behaviors, it could also be used as an outlet of expression for those already afflicted with similar impulses.  Just as they’ve used VR to help cure anxiety disorders, phobias, PTSD, and other pathologies, by exposing people to various stimuli that help them to overcome their ills, so too may VR possibly provide a cure for other types of mental illnesses and aggressive predispositions such as those related to murder, sexual assault, etc.

Whether VR is used as an outlet for certain behaviors to prevent them from actually happening in the real world, or as a means of curing a person from those immoral inclinations (where the long term goal is to eventually no longer need any VR treatment at all), there are a few paths that could show some promising results to decrease crime and so forth.  But, beyond therapeutic uses, we need to be careful about how these technologies are used generally and how that usage will increasingly affect our moral inclinations.

If society chose to implement some kind of prohibition to limit the types of things people could do in these virtual spaces, that may be of some use, but beyond the fact that this kind of prohibition would likely be difficult to enforce, it would also be a form of selective prohibition that may not be justified to implement.  If one chose to prohibit simulated rape and pedophilia (for example), but not prohibit murder or other forms of assault and violence, then what would justify such a selective prohibition?  We can’t simply rely on an intuition that the former simulated behaviors are somehow more repugnant than the latter (and besides, many would say that murder is just as bad if not worse anyway).  It seems that instead we need to better assess the consequences of each type of simulated behavior on our behavioral conditioning to see if at least some simulated activities should be prohibited while allowing others to persist unregulated.  On the other hand, if prohibiting this kind of activity is not practical or if it can only be implemented by infringing on certain liberties that we have good reasons to protect, then we need to think about some counter-strategies to either better inform people about these kinds of dangers and/or to make other VR products that help to encourage the right kinds of behaviors.

I can’t think of a more valuable use for VR than to help us cultivate moral virtues and other behaviors that are conducive to our well-being and to our living a more fulfilled life.  Anything from reducing our prejudices and biases through exposure to various simulated “out-groups” (for example), to modifying our moral character in more profound ways through artificial realities that can encourage the user to help others in need and to develop habits and inclinations that are morally praiseworthy.  We can even use this technology (and have already to some degree) to work out various moral dilemmas and our psychological response to them without anybody actually dying or getting physically hurt.  Overall, VR certainly holds a lot of promise, but it also poses a lot of psychological danger, thus making it incumbent upon us to talk more about these technologies as they continue to develop.