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Written By: — Singularity Hub

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Jason Silva calls technologies of media “engines of empathy.” They allow us to look through someone else’s eyes, experience someone else’s story—and develop a sense of compassion and understanding for them, and perhaps for others more generally.

But he says, while today cinema is the “the cathedral of communication technology,” looking to the future, there is another great medium looming—virtual reality.

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Giancarlo Valdes — Venture Beat
To infinity and beyond: VR games embrace space travel and innovation at E3 2014

We can finally talk about virtual reality games with a straight face.

At this year’s Electronic Entertainment Expo (E3) video game trade show in Los Angeles, a small pool of VR games held their own against a big slate of indie titles and triple-A blockbusters. This is the first year that Oculus VR, the poster boy for VR’s resurgence with its popular Oculus Rift headset, had a presence on the expo floor, an elegant booth that wasn’t too far from Oculus’s biggest competitor, Sony’s Project Morpheus. Neither company has set a release date for their devices (Samsung, the third challenger for the VR crown, is trying to beat them both to market).

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Philip Rosedale — MIT Review

Recent weeks have been good ones for people interested in virtual reality. The Facebook acquisition of Oculus has galvanized the idea that “something wonderful” will happen if we put on these strange headsets and visually enter other worlds. Of course, most people assume this means gaming.

And it’s true that the upcoming Crystal Cove Oculus headset (which tracks the head’s position and rotation) will immerse its users in the most amazing computer gaming experiences they could have ever thought possible. But that’s not the big part of the story.

After we’ve had the Oculus strapped to our faces for a few months and the novelty has worn off, we might find ourselves asking some important questions: “Where are the other people?” And “Where can I start working and learning and building in here?”

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— Singularity Hub
vr-helm
So video games are addictive—this we know.

It comes down to dopamine, one of the brain’s basic signaling molecules. Emotionally, we feel dopamine as pleasure, engagement, excitement, creativity, and a desire to investigate and make meaning out of the world. It’s released whenever we take risks, or encounter novelty. From an evolutionary standpoint, it reinforces exploratory behavior.

More importantly, dopamine is a motivator. It’s released when we have the expectation of reward. And once this neurotransmitter becomes hardwired into a psychological reward loop, the desire to get more of that reward becomes the brain’s overarching preoccupation. Cocaine, widely considered the most addictive drug on the planet, does little more than flood the brain with dopamine and block its reuptake (sort of like SSRI’s block the reuptake of serotonin).

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George Dvorsky on io9

Why You Should Upload Yourself to a Supercomputer

We’re still decades — if not centuries — away from being able to transfer a mind to a supercomputer. It’s a fantastic future prospect that makes some people incredibly squeamish. But there are considerable benefits to living a digital life. Here’s why you should seriously consider uploading.

As I’ve pointed out before, uploading is not a given; there are many conceptual, technological, ethical, and security issues to overcome. But for the purposes of this Explainer, we’re going to assume that uploads, or digital mind transfers, will eventually be possible — whether it be from the scanning and mapping of a brain, serial brain sectioning, brain imaging, or some unknown process.

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