that may be similar to Earth’s or wildly different,
mirror worlds model the world around us. The best known
example of a mirror world (MW) is presently
Google Earth...
Initially, MW maps were based on cartographic
surveys, with informational overlays. Later maps were
updated with satellite and aircraft imagery, and now
some (Google Earth, military systems) are being
augmented by ground-based imagery...
Some futurists have proclaimed that virtual worlds, the
Internet, global outsourcing and telepresence are
heralding the “end of geography.”...
Gelernter is optimistic that our coming
data-rich geographic simulations can give us not only tree-level
insight but also forest-level “topsight” into complex
global systems, many of which are presently obscure.
Telepresence refers to a set of technologies which allow a person to feel as if they were present, to give the appearance that they were present, or to have an effect, at a location other than their true location.
Telepresence requires that the senses of the user, or users, are provided with such stimuli as to give the feeling of being in that other location. Additionally, the user(s) may be given the ability to affect the remote location. In this case, the user's position, movements, actions, voice, etc. may be sensed, transmitted and duplicated in the remote location to bring about this effect. Therefore information may be travelling in both directions between the user and the remote location.
Se is a Pe function, and is Typically paired with an Introverted Judgment function - either Ti or Fi. When paired with Ti (as in ISTP or ESTP), the result is a mechanistic point of view. Mirror Worlds that attempt to recreate the Real Universe in function (solids are impermeable, gravity works, measurements and location are replicated exactly, even sounds are realistic) fulfill these Type-views. When paired with Fi (as in ISFP or ESFP), the result is an aesthetic point of view (patterns and textures, music and voices, fashions and architectural details replicated, people, plants and animals exist in the environment, things are entertaining). Ji (Fi, Ti) functions are analytical, not causal - one can analyze an individual M&M until the cows come home, and one can attempt to recreate the world to the most minute details until we've essentially duplicated the world in a box. Ultimately, these are all superficial (but necessary)
Most video games, despite taking place in Ni Virtual Worlds, seem closer to Se worlds, as they are superficial and usually limited to imitating real-world physics (or some internally defined set of rules). David Brin calls this 'creating the furniture first'. Personally, as someone who rarely pays attention to my environment, I've been disenchanted by the emphasis on recreating reality in virtual worlds - but I love Google Earth, because it's relevant to the function. I doubt I'd enjoy a virtual concert with my favorite musical artists, because the 3D world is distracting to the principal aesthetic (audio) and fails to approach replication of the rest of my senses (touch and visual). I don't *need* a 3D world to enjoy a live concert when my radio will do just fine. And gawd forbid I be required to 'walk' to another location in a virtual world - I'm using computer technology to escape the limitations of the real world. Until they find a way to recreate odors, there's no point in me slowing down to smell the roses.
Augmented Reality (External/Augmentation) - Ne
of intelligent materials and the "smart environment"—
networked computational intelligence embedded in
physical objects and spaces. As described in Adam
Greenfield's Everyware, this vision of the so-called
"Internet of things" moves well beyond today’s
primitive classes of RFID (radio frequency
identification) tags. Concepts such as the "spimes"
described by Bruce Sterling (individually-identified
objects that can be tracked through both time and space
over their lifetime) or Julian Bleecker's "blogjects"
(objects that keep a running public record of their
condition and use) offer examples of the ways in which
materials, goods and the physical environment play a
part in the augmented reality world...
Another important aspect of the AR scenario is the
interface, the ways and choices users have to access
virtual information overlaid on the physical world...
As virtual data proliferate, information overload will be a
common problem. This will empower
user annotation and the expression of individual opinion:
the Participatory Web... Smart tag-based networks will
allow individuals to advise friends...In the longer-term future,
different people may have very different experiences of the same physical location.
Lifelogging (Intimate/Augmentation) - Si
current social standards. Human relationships are aided by
the consensual misremembering of slights, allowing the
sting of insults and personal offenses to fade over time.
With easy access to records of past wrongs, “I forgot,”
will be much less frequent, and some will find it
impossible to "let bygones be bygones." On the positive
side, new social accuracy will provide opportunities for
individuals to more frequently admit their mistakes, and
after some ego adjustment, help them be more tolerant and
open to a change of mind and behavior. We see such
learning on some (not all) blogs today, which are accurate
text-based lifelogs of past arguments in social space.
Si memory is *subjective* memory, and is anything *but* photographic (but try to tell that to an Si dominant ;-)). It's the most visceral of the four kinds of Perception. Despite this, Lifelogging is subjective in terms of the perspective of "I" remember. Lifelogging technologies, as is warned, break the necessary barrier of forgetful memories, but as a recent case study has shown, these technologies actually help "objective" memory in the long run, and may help build tolerance as we stop self-selectively forgetting things. Lifelogging technologies aren't capable of recording the feeling of 'butterflies in the stomach,' but they can help us recall the exacting details of the moments that caused those butterflies to launch into dance, and the more details we can record, the easier those moments are to recall viscerally. There's a two sided coin to Si memory - unJudged, these replicated memories can result in phobias or untold stresses; ironically, when paired with other techniques, they can be the tools to rid ourselves of overreactions. It's hard to learn from one's mistakes if one cannot remember them. It's equally hard to learn from one's mistakes if one unnecessarily dwells on them too, and is the nature of chronic depression.
won’t allow you to walk in another person's shoes, but it
does allow you to look at the world through another
person's eyes. Or multiple people's eyes: memories tagged
for a particular time and place can call up similar
recordings from others at the scene, giving an
individual access to multiple perspectives on an event.