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    Foreword to Virtual Humans
by   Ray Kurzweil

By the end of this decade, we will have full-immersion visual-auditory environments, populated by realistic-looking virtual humans. These technologies are evolving today at an accelerating pace, as reflected in the book Virtual Humans. By the 2030s, virtual reality will be totally realistic and compelling and we will spend most of our time in virtual environments. By the 2040s, even people of biological origin are likely to have the vast majority of their thinking processes taking place in nonbiological substrates. We will all become virtual humans.


To be published in Virtual Humans, AMACOM, November 2003. Published on KurzweilAI.net October 20, 2003.

If you ask what is unique about the human species, you're likely to get a variety of responses, including use of language, creation of technology, even the wearing of clothes.  In my mind, the most salient distinguishing feature of the leadership niche we occupy in evolution is our ability to create mental models.  We create models of everything we encounter from our experiences to our own thinking.  The ancient arts of story telling were models of our experiences, which evolved into theater and the more modern art of cinema. 

Science represents our attempts to create precise mathematical models of the world around us.  Our inclination to create models is culminating in our rapidly growing efforts to create virtual environments and to populate these artificial worlds with virtual humans. 

We've had at least one form of virtual reality for over a century—it's called the telephone.  To people in the late nineteenth century, it was remarkable that you could actually "be with" someone else without actually being in the same room, at least as far as talking was concerned. That had never happened before in human history.  Today, we routinely engage in this form of auditory virtual reality at the same time that we inhabit "real" reality

Virtual humans have also started to inhabit this virtual auditory world.  If you call British Airways, you can have a reasonably satisfactory conversation with their virtual reservation agent.  Through a combination of state-of-the-art, large-vocabulary, over-the-phone speech recognition and natural language processing, you can talk to their pleasant-mannered virtual human about anything you want, as long as it has to do with making reservations on British Airways flights. 

On the Web, we've added at least a crude version of the visual sense to our virtual environments, albeit low-resolution and encompassing only a small portion of our visual field.  We can enter virtual visual-auditory virtual environments (e.g., Internet-based videoconferencing) with other real people.  We can also engage in interactions with an emerging genre of Web-based virtual personalities with a visual presence incorporating real-time animation. There are also a number of virtual worlds with animated avatars representing participants.

My own "female alter-ego," named Ramona, has been gathering a following on our Web site, KurzweilAI.net, for over two years.  Like a number of other emerging "avatars" on the web, Ramona is a virtual human who works for a living.  Aside from demonstrating real-time animation and language processing technologies, she is programmed with a knowledge of our Web site content and acts as an effective Web hostess. 

By the end of this decade, we will have full-immersion visual-auditory environments, with images written directly onto our retinas by our eyeglasses and contact lenses.  All of the electronics for the computation, image reconstruction, and very- high-bandwidth wireless connection to the Internet will be embedded in our glasses and woven into our clothing, so computers as distinct objects will disappear.  We will be able to enter virtual environments that are strikingly realistic recreations of earthly environments (or strikingly fantastic imaginary ones) either by ourselves or with other "real" people. 

Also populating these virtual environments will be realistic-looking virtual humans.  Although these circa-2010 virtual humans won't yet pass the Turing test (i.e., we won't mistake them for biological humans), they will have reasonable facility with language.  We'll interact with them as information assistants, virtual sales clerks, virtual teachers, entertainers, even lovers (although this application won't really be satisfactory until we achieve satisfactory emulation of the tactile sense). 

Virtual reality and virtual humans will become a profoundly transforming technology by 2030.  By then, nanobots (robots the size of human blood cells or smaller, built with key features at the multi-nanometer&#8212billionth of a meter—scale) will provide fully immersive, totally convincing virtual reality in the following way.  The nanobots take up positions in close physical proximity to every interneuronal connection coming from all of our senses (e.g., eyes, ears, skin).  We already have the technology for electronic devices to communicate with neurons in both directions that requires no direct physical contact with the neurons. 

For example, scientists at the Max Planck Institute have developed "neuron transistors" that can detect the firing of a nearby neuron, or alternatively, can cause a nearby neuron to fire, or suppress it from firing.  This amounts to two-way communication between neurons and the electronic-based neuron transistors.  The Institute scientists demonstrated their invention by controlling the movement of a living leech from their computer. 

Nanobot-based virtual reality is not yet feasible in size and cost,  but we have made a good start in understanding the encoding of sensory signals.  For example, Lloyd Watts and his colleagues have developed a detailed model of the sensory coding and transformations that take place in the auditory processing regions of the human brain.  We are at an even earlier stage in understanding the complex feedback loops and neural pathways in the visual system

When we want to experience real reality, the nanobots just stay in position (in the capillaries) and do nothing.  If we want to enter virtual reality, they suppress all of the inputs coming from the real senses, and replace them with the signals that would be appropriate for the virtual environment.  You (i.e., your brain) could decide to cause your muscles and limbs to move as you normally would, but the nanobots again intercept these interneuronal signals, suppress your real limbs from moving, and instead cause your virtual limbs to move and provide the appropriate movement and reorientation in the virtual environment. 

The Web will provide a panoply of virtual environments to explore.  Some will be recreations of real places, others will be fanciful environments that have no "real" counterpart.  Some indeed would be impossible in the physical world (perhaps because they violate the laws of physics).  We will be able to "go" to these virtual environments by ourselves, or we will meet other people there, both real people and virtual people

By 2030, going to a web site will mean entering a full-immersion virtual-reality environment.  In addition to encompassing all of the senses, these shared environments could include emotional overlays, since the nanobots will be capable of triggering the neurological correlates of emotions, sexual pleasure, and other derivatives of our sensory experience and mental reactions.

In the same way that people today beam their lives from Web cams in their bedrooms, "experience beamers" circa 2030 will beam their entire flow of sensory experiences, and if so desired, their emotions and other secondary reactions.  We'll be able to plug in (by going to the appropriate Web site) and experience other people's lives as in the plot concept of "Being John Malkovich."  Particularly interesting experiences could be archived and relived at any time. 

By 2030, there won't be a clear distinction between real and virtual people.  "Real people," i.e., people of a biological origin, will have the potential of enhancing their own thinking using the same nanobot technology.  For example, the nanobots could create new virtual connections, so we will no longer be restricted to a mere hundred trillion interneuronal connections. 

We will also develop intimate connections to new forms of nonbiological thinking.  We will evolve thereby into a hybrid of biological and nonbiological thinking.  Conversely, fully nonbiological "AI's" (artificial intelligent entities) will be based at least in part on the reverse engineering of the human brain and thus will have many human-like qualities. 

These technologies are evolving today at an accelerating pace.  Like any other technology, virtual reality and virtual humans will not emerge in perfect form in a single generation of technology.  By the 2030s, however, virtual reality will be totally realistic and compelling and we will spend most of our time in virtual environments.  In these virtual environments, we won't be able to tell the difference between biological people who have projected themselves into the virtual environment and fully virtual (i.e., nonbiological) people. 

Nonbiological intelligence has already secured a foothold in our brains.  There are many people walking around whose brains are now a hybrid of biological thinking with computer implants (e.g., a neural implant for Parkinson's Disease that replaces the function of the biological cells destroyed by that disease). 

It is the nature of machine intelligence that its powers grow exponentially.  Currently, machines are doubling their information processing capabilities every year and even that exponential rate is accelerating.  As we get to the 2040s, even people of biological origin are likely to have the vast majority of their thinking processes taking place in nonbiological substrates. 

We will all become virtual humans.

© 2004 Peter Plantec

   
 

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Mind·X Discussion About This Article:

Exponential Growth??
posted on 10/21/2003 6:19 AM by radmail

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Regarding exponential growth:

I bought a pc for about 700-800 pounds exactly one year this November. It was 2gigahertz of processing power. Today when i browse through computer stores for the same price pc they may be 2.5 gigabytes. At the time i think 2.5 were the most advanced, maybe 3, but today i think ive only seen a 3.5. Is this a lag in the market? or is Moore's Law of 18-24 months still in effect?

Re: Exponential Growth??
posted on 10/21/2003 6:22 AM by radmail

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2.5 gigahertz that is :)

Re: Exponential Growth??
posted on 10/21/2003 8:32 AM by griffman

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you answered your own question..... its only been 12 moths and were at 3.5 another 6 months and we'll be at 4 and back on track with Moore.

and we can't go by GHz speed much any more. remember that its processing POWER, not SPEED. we just jumped from 32bit to 64bit, a doubling in its own perspective.

and this doesn't mean that we will see 128 bit in two years, how the number work will mean less to what the power is.

we are filling a volume now instead of an area.

griffman

Re: Exponential Growth??
posted on 10/27/2003 4:39 AM by radmail

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This is what Ray said,

"Currently, machines are doubling their information processing capabilities every year and even that exponential rate is accelerating."

I am aware of Moore's Law (doubling of processing power every 18-24 months). I was refering to what Ray calls the double exponential.
I appreciate your comment on the fact that we can not just look at processing speed, and i agree that other areas have infact increased enormously such as hard drive memory (mine is 40 gigabytes and this is quite poor for the same priced computer today which is probably at least 80). If this is what we are to consider then i suppose Ray is right. Thanks

Re: Exponential Growth??
posted on 10/27/2003 1:46 PM by Willie

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I have a suspicion that Ray is highlighting this double exponential trend right at the peek growth rate of the S-curve in silicone CPU’s.

If you look at his charts I think you’ll see a waning of the computational growth rate of each previous generation of material design before the next material design hits.

If you consider an extended trend line made up of a series of S-curves you intuitively know that the peeks must be above the trend and the trough below. You could reasonably extrapolate out the life of a material design into three equal periods to correlate to the three parts of the S-curve. We are apparently in the last 10-15 years of silicone, the last 3rd of its reign, and so it could be expected we under perform Ray’s expressed presentation of the trend until the next material design hits.

Interestingly enough, from the information I’ve gathered there is a body of evidence that suggests society itself moves in S-curves with regards to economy, technology and mood. This body of evidence seems to suggest we have entered a brief (2000 – 2020) period of declining growth in the betterment of each of these components. All is not lost however as it seems historically it is during this period that the greater scientific and technological discoveries are usually made which in tern help lead to the next up S-curve.

Willie

Re: Exponential Growth??
posted on 10/27/2003 2:10 PM by radmail

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excellent point. There have been predictions that the integrated circuit will soon run out of steam and be replaced by three dimentional computing which is predicted to be the next paridigm shift in 10 to 15 years. Im am sure that we will be seeing double exponential growth in action.

Re: Foreword to Virtual Humans
posted on 10/22/2003 10:09 PM by boatman

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Speaking of Virtual Reality-I can't help but compare today's flight simulators with the ones I grew up with in the 80's. The latter were the size of a 3000 sq ft. house. They were primarily used as emergency procedure monitors. Today's simulators are so realistic that the cost of training a pilot has plummetted. The vast majority of time spent learning to fly a modern aircraft today, is spent in a state of the art simulator.

Unmanned Aerial Vehicles (UAV's)are coming out of the classified closet by the droves. I wonder when pilots will be replaced by a computer? How about a flying Avatar? Nasa has almost total control of the space shuttle from the ground. It wouldn't take much of a leap since we really don't see much of the pilot anyway (especially since september 11th).

Re: Foreword to Virtual Humans
posted on 07/01/2005 4:18 AM by ScottyDM

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This business about interfacing via nanobots in the bloodstream is pretty interesting. However, I see two complementary problems: First, how do you keep them from being attacked by the body's immune system? Second, what do you do after a nanobot fails?

Besides the basic technology of creating the devices in the first place, and getting them to talk to the external system, you need to deal with their eventual failure and with the biological system they live in.

You want your healthy nanobots to not be attacked by the immune system, yet you want your sick (or dead) nanobots to be "mopped up" by that same system. Perhaps it would be simpler if they were "programmed" for "mop up" after a certain length of time, say by being coated with something that would dissolve with time.

Then what does “mop up” mean, and can the body’s immune system do a complete job? Perhaps some device could be attached to the kidneys that secrete dead nanobots in the urine.

Scotty

Re: Foreword to Virtual Humans
posted on 07/01/2005 4:52 AM by Extropia

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Bare in mind that we already have crude nanodevices today. For instance, a researcher at the University of Illinois at Chicago cured type 1 diabetes in rats with a nanoegineered device that incorporates pancreatic islet cells. The device has 7-nanometre pores that let insulin out but block the antibodies that destroy these cells.

Maybe protection along these lines will work with the nanobots?

Re: Nanobots and Blocking the Antibodies
posted on 07/01/2005 9:31 AM by jrichard

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It is likely that the methods of controlling the immune reaction in the body will be further along before the introduction of nanobots to create a virtual reality take place. The various diseases of the immune system are under intensive study today and will be close to being fully understood within ten years.

The technology of nanobots small enough to move within the capillaries of the body and to interact with the neuronal interfaces is further away. However, the use of tiny, intelligent devices to deliver treatments of one kind or another is already happening.

As Ray noted in his article: "We already have the technology for electronic devices to communicate with neurons in both directions that requires no direct physical contact with the neurons.

For example, scientists at the Max Planck Institute have developed "neuron transistors" that can detect the firing of a nearby neuron, or alternatively, can cause a nearby neuron to fire, or suppress it from firing. This amounts to two-way communication between neurons and the electronic-based neuron transistors."

The most likely near-term application for this technology is the control of pain signals to the brain. Imagine if you had a 'nanobot replicator' in your home that could make billions of application-specific nanobots based on software that would control their production. The software could be updated periodically as improvements were made. The introduction of the nanobots into the body would be nothing more than drinking a 'cocktail'.

The success of the nanobots in addressing the symtoms could be monitored in various ways with the results sent to a doctor for evaluation. If this technology were available, everyone would be demanding to have it. There are billions to be made by the next Bill Gates.

Re: Nanobots and Blocking the Antibodies
posted on 07/01/2005 11:50 PM by ScottyDM

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I don't believe that drinking a cocktail will be an effective way to inject nanobots into the bloodstream. The intestinal wall normally transports only simple molecules. Things like calcium ions, simple sugars, amino acids, etc. If something as large as a cell wants to invade the bloodstream via the intestinal wall it needs to either slip between the cells there, or it needs to bore a hole through them.

It's far simpler to inject them directly.

Of course if you want to attack someone using nanobots, then create some nanobots that will brute-force their way in.

Scotty

Re: Foreword to Virtual Humans
posted on 07/01/2005 11:44 PM by ScottyDM

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Then the substance the pancreatic nanobot is made from is immune from attack, or at least destruction by the body's immune system.

I've read of problems of putting foreign objects in the body, such as an artificial heart valve. It seems cells can grow over the surface of the object, or it can leak molecules, or other undesirable effects.

Most current nanotechnology seems to be silicon based, which is probably reasonably proof against the immune system. However, mixing atoms (such as other metals) with the substrate can lead to problems from the chemical environment (salts and the alkaline pH), so there will need to be some kind of protective coating, such as glass. Long-term, you can have things like sodium ions leak through a glass layer, which would probably damage the structures below the glass. And you can have other long-term effects, like cells growing over the surface of the nanobot and gunking it up.

Then you have the other problem of what to do when they fail. Perhaps they cannot be chemically dissolved by the body, in which case they'd pile up and create problems. I suppose a few replacement nanobots would need to be injected periodically. Maybe some kind of nanomachine/transport could inserted into a kidney so it could capture the failed nanobots and move them from the bloodstream to the urine.

Healthy nanobots would need to be smart enough to stay in the bloodstream, circulating around until they found a place to settle down. And sick nanobots would need to "let go" and start circulating around again so they'd be exposed to whatever mop up mechanism was in place to eliminate them.

Nothing lives forever, especially in a chemically hostile environment. If the average lifespan of a nanobot was ten years, then over a lifetime a human might accumulate seven or eight (or more) times the number of nanobots that are actually functioning. And given the context here, we might need several hundred thousand functioning nanobots to do the job. That would be a lot of useless silicon lining the capillaries.

Food for thought.

Scotty

Re: Foreword to Virtual Humans
posted on 09/08/2006 8:43 PM by davidishalom1

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Ray writes: “to populate these artificial worlds with virtual humans.” and I ask But who will primarily be those virtual humans, my answer, it will be us, real individual persons simulated in the cyber space first!
Ray writes: “My own "female alter-ego," named Ramona, has been gathering a following on our Web site, .. Like a number of other emerging "avatars" on the web, Ramona is a virtual human who works for a living.” I am suggesting in a work soon to be sent to Kurzweil "you have started with Ramona, but better now proceed to Raymond!:) collecting data through personality capture for later cyber reanimation of your self. this is feasible even now to commence, and on the way achieve another immortality option to yourself and to many other sooner than expected. the mentioned work is aimed to clarify that.
Ray writes: "We will be able to go" to these virtual environments by ourselves, or we will meet other people there, both real people and virtual people". and I ask, why not real virtual people?!
the mentioned work is titled "Ray Kurzweil and the info-resurrection project".
The “info-resurrection” assumption is that the critical information regarding a person and his identity can be gathered by reliable “personality capture” procedure available mostly today and can shortly be refined and perfected.
It is a matter of fact that your personal genetic code [genotype] can be stored. The Info-Resurrection assumption, is that you can also capture now the critical information regarding your personality and your identity

Yet, the info-resurrection suggests further retaining the fidelity of the original person in his reanimated second phase, by instantiating the second phase person on his genetic code. The reconstructed person will either be as a biological clone of himself who also carry his life experience and self identity, or better off as non-biological entity. The dominant role of genetics in determining personality traits is widely accepted. Physical structure, appearance, intelligence, potential dispositions, abilities, emotional structure and more are deeply determined by hereditary. Of course the real person is a combination of hereditary and “life-experience” and this is exactly what info-resurrection method is aimed for, to gather the salient information of both. the claim of info-resurrection is that the genotype information, together with the personality and identity critical information can be stored as precious back up copy of a person, in case anything else go awry, to be reinstantiated by future IT. If this assumption holds water it means that future converging information technologies will be able to use information derived at present time to reproduce a person which will maintain the critical information of the original self and hence one’s personal survival provided certain conditions are maintained.
Good, reliable and cost-effective back-up copy of yourself, information that can be gathered at present time.
For substantiation of this assumption, more exploration is required before we set the foundation on a firm ground. that I am trying to do that in this work.
The info-resurrection project would probably develop along these temporal phases. A. firstly a reliable personality capture to document the your personality and identity critical information, which basically can be done at the present (with certain refinements along this decade). – see W.S.Bainbridge..
b. with the advent of stronger personal artificial intelligence, the vivid and convincing simulation of your personality in the virtual environment as well as a robot.
c. with further development of converging information technologies - genetics, computation, artificial intelligence and probably mature nanotechnology - the integration of your genotype in your personalized virtual entity to produce deeper fidelity between the duplicate and the original person.
d. further along the time axis, with the gain of more complexity leading to the emerging of consciousness in these personalized virtual personalities- now manifested as cyber entities, nanorobots, foglets - even bio-humans - or other manifestation of artificial persons - with enough fidelity between the original and second phase consciousness to the effect of their resurrection – if the original is no more - or of storing a reliable copy of themselves, in case all else will go awry. it is one of Kurzweil’s main themes that artificial brains will be thousands to millions times more capable than unenhanced humans, and that the best strategy to avoid alienation, domination or even annihilation of humans by machines is for humans to merge themselves in their machines. The Info-Resurrection method is the most direct way to achieve this merger, In the process to develop personalized artificial intelligence, while achieving at the same time acceleration of GAI, by illuminating and stressing the vital personality components of intelligence.
Personalized artificial intelligence is defined as vivid and convincing simulation of real people in the cyber space. Personalized artificial intelligence project, as integral part of the info-resurrection project, is meant to develop just that, planning ahead and gaining many insights to the enigmas of human intelligence and consciousness and its greatly enhanced artificial versions.

The prime question regarding the whole method here, is weather we can achieve enough similarity between the original person to his cyber duplicate to achieve survival of that person if required ? that question may be narrowed to the question of weather we can retain the person’s identity critical information through mainly present time – soon can be matured - personality capture process ? if the answer is positive, then it is clear that future converging information technologies will be able to use that information to achieve first convincing and vivid simulation and later conscious virtual personalities or nanotech robots which are reliable duplicate of the original person and even achieve further fidelity by integrating that information with the person’s genotype which plays a determinant role in a person’s behavior and structure.

the genotype information, together with the personality and identity critical information can be stored as precious back up copy of a person, in case anything else go awry, to be reinstantiate by future IT. If this assumption holds water it means that future converging information technologies will be able to use information derived at present time to reproduce a person which will maintain the critical information determining one’s original self and hence one’s personal survival if required or good, reliable and cost-effective back-up copy of yourself.

from Chapter one the self and its survival


Re: Foreword to Virtual Humans
posted on 09/08/2006 9:48 PM by richiemobile

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Ray is correct we are already becoming "Virtual Human Beings" Our hardwiring has already been augmented by the emergence of technologies. If one is old enuf (6 decades here) they remember when phones were sitting in a room somewhere in the house and answered only by those present or paid to answer them at businesses (usually female secretaries, not dissimilar in appearance to Ramona, I might add :-)
Anyone my age looks at the speed at which 20 year olds maneuver the computers and the internet, (witness the social complexity of website such as myspace.com and others, where young people create almost advertisements of who and what they are in ways that would be unimaginable when I was in my 20s) We are not the same people we were even 50 years ago, we are becoming virtual human beings.

Re: Foreword to Virtual Humans
posted on 09/10/2006 9:36 AM by extrasense

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Ray has lost his mind.
An individual was, is, and always will be a "virtual" entity. Nothing new there.

As to the nanorobots, it is a deranged miopic bambling.

ES

Re: Foreword to Virtual Humans
posted on 09/12/2006 4:33 PM by mindx back-on-track

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back-on-track

Re: Foreword to Virtual Humans
posted on 01/17/2010 5:43 PM by unbugme

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2010 is here. fail.