The Convergence of Realities: Blurring Boundaries in Our Digital Age
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The following essay was initially published as a chapter in The Transhumanism Handbook, edited by Newton Lee.
Abstract: Since the inception of the first video game by physicist William Higinbotham in 1958, our tangible reality has been rapidly evolving into a digitally constructed one. Much like Plato's ancient philosophy, which suggested that our perception of reality consists of two realms—the realm of forms and the physical world—we are now transitioning from this antiquated interpretation of "reality" into a groundbreaking platform for the future.
This concept, dubbed the "Two-Worlds Theory," delves into the swift convergence of offline and online realities, leading to a state where discerning between the two becomes increasingly challenging.
The Theory of Forms by Plato
During the lifetime of the ancient philosopher Plato (423–348 BCE), he articulated what is known as the Theory of Forms, aiming to clarify our understanding of reality. Plato posited that our perception stems from the interplay of two distinct realms: the tangible world and the world of forms.
Metaphysically, these forms represented ideals of perfection; they encompassed absolute qualities like roundness and beauty, whereas our physical world was merely a collection of imperfect representations derived from these ideal forms.
Plato's student Aristotle later refined this into what is known as hylomorphism, suggesting that all physical entities consist of both matter and form. In Plato's realm of forms, roundness existed in its purest form, while material objects—like basketballs and the Earth—embodied imperfect renditions of that ideal.
Although modern science has largely discredited Plato's Theory of Forms, certain elements of his theory still resonate. He correctly noted that our perception of the material world is, in a sense, illusory. However, these illusions arise not from the influence of a world of forms but from our limited sensory perception shaped by our retinal photoreceptors.
Another aspect of his theory worth considering is his view that our understanding of reality emerges from the combination of two cohesive realms. While I do not propose that a metaphysical world of forms informs our physical existence, I argue that our perception is being radically transformed by the merging of offline and online experiences.
The Birth of Online Reality
In 1958, American physicist William A. Higinbotham created Tennis for Two, the first interactive analog computer game, marking humanity’s first encounter with a virtual reality of our own making.
Fast forward to 1969, when the Advanced Research Projects Agency (ARPA) established ARPANET, a precursor to the Internet. By 1982, it adopted the TCP/IP protocol, leading to its eventual decommissioning in 1990. The National Science Foundation (NSF) created NSFNET in 1986 as a successor to ARPANET, which ultimately laid the groundwork for the Internet.
This development paved the way for computer games to utilize network packets, giving rise to what we now recognize as online gaming.
While Tennis for Two introduced individual players to a self-created virtual world, networked games allowed multiple users to engage in shared virtual experiences, mirroring offline interactions.
Initially, our engagement with these digital realms seemed static. However, they were foundational steps toward the extensive online gaming culture we now enjoy, propelled by advancements in technology, notably Moore's Law, which predicts that the number of transistors in integrated circuits will double approximately every two years.
This principle has driven advancements in digital technology, enhancing memory capacity, sensor capabilities, and graphical detail, thus making modern gaming experiences immersive and affordable across the globe.
Bridging the Material and Virtual Realms
Today, the offline and online worlds are more interconnected than ever, particularly through life-simulation games such as The Sims, first launched in 2000. This game mimicked daily life activities, enabling players to create homes and engage in social interactions.
However, it was not until the advent of Second Life in 2003 that virtual simulations began to intertwine with real-world economics. This platform allowed users to trade real currency for virtual goods and services, effectively creating a virtual economy that flourished significantly, reporting a GDP of $567 million by 2009.
Of course, just as in the physical realm, the virtual economy also faced its share of challenges, including criminal activities such as money laundering, as documented by researchers.
Despite such issues, Second Life remains a largely peaceful virtual environment, unlike other simulations like the MMORPG EVE Online, where players engage in trade and conflict. A notable event in 2014 led to losses between $300,000 and $500,000 due to a significant in-game battle.
Beyond the Material Realm
You may wonder how this relates to Transhumanism. While financial exchanges between the two worlds are one bridge, Transhumanism offers a broader vision—transcending our biological limitations through advanced technology.
Transhumanist ambitions in virtual spaces range from creating intelligent entities to the prospect of mind uploading. My focus here is on societal applications of Transhumanist principles—elevating human experience through technological advancements.
The groundwork for immersive virtual experiences began with virtual reality (VR), which aimed to deceive our visual senses into accepting digital renderings as reality. The next step involved haptic technology, allowing users to feel physical sensations within virtual environments. Companies are now developing haptic gloves and bodysuits to enhance user experience.
True immersion will eventually require the integration of all senses—sight, touch, taste, smell, and sound.
Among these, auditory technology is making strides, with 360° spatial audio enhancing immersion. However, mimicking taste and smell remains a technical challenge that researchers continue to address.
Imagine leveraging augmented reality (AR) to bridge the virtual and physical worlds! This leap would allow digital content to coexist in our tangible space, as major companies like Facebook, Apple, and Magic Leap vie to deliver this technology to consumers.
Rather than escaping into a digital realm, we could seamlessly integrate virtual elements into our everyday lives, blurring the lines between offline and online realities.
The Future of Two-Worlds Theory
Looking ahead, I believe we are on the brink of achieving true mixed reality. Currently, we can engage our senses of sight and touch with virtual environments, but augmented and mixed realities remain in their infancy.
We're witnessing a gradual collision between physical and virtual realms, moving towards a synergistic relationship. Rather than merely desiring immersion in the digital world, the virtual will soon integrate into our physical existence.
In a future where mixed reality becomes the norm, people might see not only flocks of geese but also dragons soaring overhead. We could interact with fantastical creatures as if they were part of our reality, experiencing their textures, scents, and more.
As these worlds merge, distinguishing between physical beings and virtual representations will become increasingly difficult. Eventually, the question arises: will it matter which is which?
As previously noted, Plato envisioned reality as a web of interconnected realms. With the emergence of true mixed reality, we may finally realize this vision—not as separate dimensions, but as a blended existence between our biological world and the digital creations we have forged.
As Transhumanists, we advocate for transcending our limitations through science and technology, and in this endeavor, society at large will join us in exploring a reality where what we perceive may be indistinguishable from what we create.
We are entering a new era, one that embodies the essence of the Two-Worlds Theory.