MarsVR: Explore The Surface of Mars Like A Real Human Mars-bound Astronaut

Congratulations to the Mars Society for reaching its kickstarter goal for MarsVR.

The actual surface of Mars. Photo credit: Nasa/JPL

The long-term goal of the MarsVR program is to enable you to explore Mars in VR using the same ground breaking VR platform that will be used to train the crew members at the Mars Desert Research Station, an analog simulation of Mars in the Utah desert, organized by the Mars Society. the entire VR environment, including all 3-D models and terrain around the MDRS, will be released under open source licenses to be made available to researchers and the general public.

This photo was taken by the Mars Pathfinder on the surface of Mars. The area is known as “Twin Peaks” – Photo Credit: NASA/JPL

MarsVR will be a fully immersive VR Experience that allows you to explore a simulated Mars environment. The Mars Society is pioneering the use of virtual reality for pre-mission crew training, as well as expanding Mars advocacy and outreach among the global community. Training and documentation will also be provided in the hopes that a whole ecosystem can be built around the project. 

MarsVR is one of the first projects of its kind, but I believe it is the kind of system that everyone will be building in the years to come. A VR-enabled datasharing platform has implications for just about every area of scientific research, and may just “change everything” by accelerating breakthroughs at an exponential rate (due to everything being open-sourced and shared with the public).

The Mars Society’s James Burk

Meet James Burk, the IT Director of the Mars Society and the one leading the organization into its first foray of CrowdExploration (an emerging field of collaboration between the first astronauts on Mars and VR experts and enthusiasts back on Earth).

James and his team have a few different phases of the project planned. “Phase 1” will focus on designing training simulations for the Mars Society’s Mars Desert Research Station in Utah. The simulations that take place there help to provide crucial information and situation preparedness to the participating MDRS crew members, via analog research and testing. These help prepare future astronauts to learn what they can in a simulated environment and make the most of their time on Mars.

The first phase of MarsVR will be focused on the MDRS (Mars Desert Research Station), providing a virtual reality platform for serious research to support the exploration of the “real” Mars in the future. But since it is virtual, we can all come along for the ride.

The Phase 1 goal is to build a complete high-resolution simulation of the entire MDRS habitat, both inside and out. This will ship in October, but there should be a beta finished as early as September 2018.

 

A few happy crew members at the Mars Society’s Mars Desert Research Station in Utah. Photo Credit: The Mars Society.
A crew looks across the barren landscape of “Mars.” (In the Utah desert.) Photo Credit: The Mars Society.

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Smart Drugs & Nutrients in 1991 (MONDO 2000 Flashback Friday)

By 1991, smart drugs and nutrients were all over the media with articles appearing in the New York Times and Vanity Fair; segments on network news shows both local and national and pitchmen-and-women going on afternoon talk shows to tout their efficacy (and, of course, Pearson and Shaw had been semi-regulars on The Mike Douglas Show for years). Mondo was running at least one article an issue dedicated to the what, where and how of it — with only the addition of St. Jude’s column, “Irresponsible Journalism,” using irony to sound a slight note of skepticism.

I was using 4 Piracetam a day, washed down with a Choline Cooler and 4 cups of coffee a day.  Clearly, I liked feeling awake and the Piracetam worked for that purpose — until, after a couple of years, it started having the opposite effect. As to whether I accumulated any generalized intelligence increase, well… recalling some of my decisions during those times, I doubt it.

In some of my interviews for the M2k History Project, I ask people if Virtual Reality and Smart Drugs let us down… or did we let them down.  One interesting response came from Jim English, a Mondo 2000 friend involved — then and now — in the vitamin and nutrient business: “I think that the us part that failed were that we are a nation of fads. And smart drugs and smart drinks were a big fad, and everyone wanted to go, “Oh, I had the smart drink. I had the… I had the Ginko a Go-Go with the such-and-such. I had the oxygen cocktail. I had this…™ And people embraced the stuff, and then I think as soon as it started to become a commercial product — you started to see stuff showing up on shelves, I think you saw a concomitant backlash, which was, ˜Well, it’s not really making me smarter. I can dance harder, but, you know, I’m just as exhausted the next day,™ I think the expectations kind of combined with the sense to be the first to adopt something, and the first to reject something. That’s how you keep your credibility. You know? ˜Well, I’m beyond that…™

“The hipster crowd backed away. ˜I’m into smart drinks. Oh, now I’m into deprynil. Now I’m into heroin.’ You know, you need to keep moving the bar forward or you lose your credibility. And I think a lot of people that I worked with kind of did that.”

Despite the fact that Smart Drugs were a big thing, I was surprised — while checking out an old 1991 discussion in the Mondo conference on The Well — to discover dozens of participants (and most of them professional types, not hippies, mind you) waxing enthusiastically about trying them out.

Presented below are just some brief entries from that much longer conversation about Smart Drugs and Nutrients… some of them chosen not so much because they are representative, but because they are kind of amusing. Btw, the discussion below is uncorrected. People were much less dickish back then about things like misspelled words, which created a relaxed atmosphere for conversation, despite the overstimulating drugs.

R.U. Sirius

 

mondo.old 15: Experiences with “Smart Drugs” and Nutrients

#0 of 633: Gary Wolf (gwolf) Wed 01 May 1991 (09:15 PM)

I am writing a magazine story on “smart drugs,” including Hydergine, Piracetam, Choline, Vasopressin, and various nutrients and amino acids. Any experiences you would like to share for publication? Read more “Smart Drugs & Nutrients in 1991 (MONDO 2000 Flashback Friday)”

J.P. Barlow Remembers… US? Interview About MONDO 2000 (Reality Hackers, High Frontiers)

Stefan Z., Amelia Rose, J.P. Barlow, Morgan Russell

 

John Perry Barlow was interviewed for an oral history of MONDO 2000 several years ago. That version of a MONDO 2000 book has been displaced by something more essay/idea oriented (albeit with some memory mixed in) — and that leaves us free to use some of the interviews here on the website.

We did not, however, expect to be using the Barlow interview so soon. But now, with everybody remembering Barlow, we’re going with Barlow remembering us.

Some or all the persons and references herein may be unfamiliar but with a modicum of intuition and /or imagination, you should be able to get into the MONDOMania as J.P. Barlow recalls it.

 

Meeting Reality Hackers

I met Morgan Russell either at SIGGRAPH Boston or Macworld Boston (1989). But I didn’t really put it all together, I don’t believe, until I ran across Reality Hackers. R.U. Sirius was at a hackers party at the Exploratorium giving away copies of Reality Hackers and High Frontiers.

I just thought this was marvelous. I thought, this is exactly right because there had been this thing that had been gathering in my head, I thought, somewhat independently, about the relationship between consciousness in computing and psychedelics.

I knew about them and I was interested in them for a good long while before I discovered that they had this house that was kind of an artist collective — an atelier of some sort — that was gathering energy around this whole thing. And I was in fundamental agreement and even felt like part of their auto-conspiracy.

Coming to the MONDO house

I was almost certainly lured by Morgan. I thought that the house was a truly magical place. It was out of a Hermann Hesse novel, filled with these people the likes of which did not exist anywhere else. I felt like I kind of made them up. They were so perfectly aligned with something that I wanted to exist.

They were telling the story of something that was going to be a natural continuity of a thread that I’d been tracking ever since I became a teenage beatnik when I was thirteen.

I had been on that path in some form or fashion through LSD and hanging at Millbrook, and finding out that my official best friend was a member of the house band for the Acid Test and all these kinds of things through college and subsequently.

I was re-engaging with something that I had been out of the loop of. I mean, I’d gone off to Wyoming for seventeen years where I’d been a cattle rancher. And yeah, I’d been writing Grateful Dead songs on the side but I actually didn’t feel myself to be at the core of that movement or any kind of countercultural movement… and I very much felt like I was re-engaging what seemed to be my life’s work that night, meeting those guys and becoming part of whatever it was that you were up to.

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Excerpt from 3 Essays on Virtual Reality: Overlords, Civilization, and Escape

by Eliott Edge

 

It is worth pointing out that we have been making virtual realities for a very, very long time. That language, spoken language, is the original code for hacking virtual reality. When you sit the children down around the fire and begin to tell the old, old stories and pictures rise out of the flames—that is virtual reality

We live in a condensation of our imagination.”

Terence McKenna

An idea that tended to ride alongside this “VR is covertly equivalent to civilization” reading arrived through my years in psychedelic publishing and research. I picked up a line supposedly attributed to Timothy Leary, but popularized by Robert Anton Wilson—Reality Tunnels. A reality tunnel refers to the cultural virtual reality and the belief system that you acquire through socialization, conditioning, and exposure; the psychosocial orthodoxy that arrives thanks to everything from your local place of worship, to your language, to the shape of your home. You are what your neighborhoods make you. We become our scenery and our scenes. We become the local VR. Indeed, VR headset technology is designed to throw us into a reality tunnel in the exact same way that walking through a metropolitan street boggles our senses into a very particular worldview.

One of Wilson’s well-known remarks on the reality tunnel:

We’re all looking from the point of view of our own reality tunnels. And when we begin to realize that we’re all looking from the point of view of our own reality tunnels, we find that it is much easier to understand where other people are coming from. All the ones who don’t have the same reality tunnel as us do not seem ignorant, or deliberately perverse, or lying, or hypnotized by some mad ideology, they just have a different reality tunnel. And every reality tunnel might tell us something interesting about our world, if we’re willing to listen.

Wilson also observed: “‘reality’ is always plural and mutable.”

I think that culturally, once early humans started speaking and thinking in terms of an animal world and a spirit world, or distinguishing between a waking world and a dream world, we began to plant the seeds of the VR dialogue. VR then, is a way of discussing the multilayered shared fantasy called the human world.

Appreciating the worldview-generating effects of reality tunnels, civilization, language, culture, media, architecture, and seeing how they were all very much like VR, captured my imagination. Even the otherwise simple standing stones dotting the British countryside have VR-generating “magical” effects. They activate the imagination. It wasn’t long after that the observation came to mind: “There is likely no more singularly important consideration than the consideration of alternative worlds, illusory worlds, projected worlds, and manipulable worlds.” That is—there is likely no deeper issue, in philosophy or otherwise, than that of the possibility of more than one world or one worldview. For a worldview is merely a virtual reality. This is Plato and his Cave.

Yet another event that pushed me beyond the veil of hyperspace was the fateful arrival into my reality tunnel of Tom Campbell, a NASA, Department of Defense, Army Technical Intelligence nuclear physicist and consciousness researcher who I discovered around 2008. Campbell, who has a résumé longer than most people’s arm, published a model of the universe as a virtual reality simulation in 2007 called My Big TOE: A Trilogy Unifying Philosophy, Physics, and Metaphysics. In it he describes the universe as a simulation, and our consciousness as the nonphysical computer that “renders” the physical universe into existence via the act of what physicists call “measurement.” Campbell’s major follow up to his book was a paper published online in March 2017, in the International Journal of Quantum Foundations, called “On Testing the Simulation Hypothesis,” which also focused on the issue of measurement and “wave collapse.” After Campbell, I started reading other scientists who wrote about nature and computation, virtual reality worlds, simulated universes, digital mechanics, video game thought experiments, and observations in nature that we have historically branded with the moniker ‘spooky.’ I devoured Nick Bostrom, Edward Fredkin, Brian Whitworth, Seth Lloyd, David Chalmers, Sylvester James Gates, Roger Penrose, Paola Zizzi, Zohreh Davoudi, John A. Wheeler, and other mathematicians, scientists, and philosophers who were also absorbed in the issues of computation, simulation, and virtual worlds. Brian Whitworth may have summarized the longstanding problems in physics best when he wrote in his essay Simulating Space and Time:

VR theory is only on the table because objective reality theory doesn’t explain modern physics. In an objective reality time does not dilate, space doesn’t bend, objects don’t teleport and universes don’t pop into existence from nowhere. We would not doubt the world’s objective reality if only it behaved so physically, but it does not. Adjectives like “strange”, “spooky”  and “weird” apply, and common sense concepts like object, location, existence, time and space simply don’t work. The world of modern physics doesn’t behave at all as an objective reality should.

It became clear that virtual reality was not just a philosophical or cultural issue; it was a deeply scientific one as well.

After all, a universe popping into existence seemingly out of nowhere for apparently no reason—completely with freakishly fine-tuned physical laws, as well as with all the matter and energy that will ever exist simultaneously—makes a hell of a lot more sense once you think of a computer hitting GO.

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Becoming “Reality Hackers”

 

His (Sterling’s) famous introduction for that book (Mirrorshades), describing what cyberpunk was doing in fiction — seemed to express precisely what a truly contemporary transmutational magazine should be about.

the transition from MONDO 2000 to Reality Hackers — excerpt from Freaks in the Machine MONDO 2000 in late 20th Century Technoculture (yes… still in progress)

R.U. Sirius

Some time in 1988, we made a rash decision. Despite High Frontiers relatively successful rise within the ‘zine scene (where 15,000 in sales was solid), we decided to change the name of the magazine itself to Reality Hackers.

It was my idea.

We’d been hipped to cyberpunk SF and I’d read Gibson’s Neuromancer and Sterling’s Mirrorshades collection. His famous introduction for that book, describing what cyberpunk was doing in fiction — seemed to express precisely what a truly contemporary transmutational magazine should be about.

Here are some parts of it: “The term, (cyberpunk) captures something crucial to the work of these writers, something crucial to the decade as a whole: a new kind of integration. The overlapping of worlds that were formerly separate: the realm of high tech, and the modern pop underground.

“This integration has become our decade’s crucial source of cultural energy. The work of the cyberpunks is paralleled throughout the Eighties pop culture: in rock video; in the hacker underground; in the jarring street tech of hip hop and scratch music; in the synthesizer rock of London and Tokyo. This phenomenon, this dynamic, has a global range; cyberpunk is its literary incarnation…

An unholy alliance of the technical world and the world of organized dissent — the underground world of pop culture, visionary fluidity, and street-level anarchy…

For the cyberpunks… technology is visceral. It is not the bottled genie of remote Big Science boffins; it is pervasive, utterly intimate. Not outside us, but next to us. Under our skin; often, inside our minds.

Certain central themes spring up repeatedly in cyberpunk. The theme of body invasion: prosthetic limbs, implanted circuitry, cosmetic surgery, genetic alteration. The even more powerful theme of mind invasion: brain-computer interfaces, artificial intelligence, neurochemistry — techniques radically redefining — the nature of humanity, the nature of the self. The Eighties are an era of reassessment, of integration, of hybridized influences, of old notions shaken loose and reinterpreted with a new sophistication.

Cyberpunk favors “crammed” loose: rapid, dizzying bursts of novel information, sensory overIoad that submerges the reader in the literary equivalent of the hard-rock “wall of sound.” Well, then… Read more “Becoming “Reality Hackers””

The Cyberpunk Issue — Pull Quotes from MONDO 2000 Issue #1 (1989)

A cyberspace experience might be a simulation of an entirely imaginary world as long as the space is physically lawful and self-consistent. Autodesk

 

Bush doesn’t want us to know whether he’s telling the truth of lying, but he wants us to be sure he’s not stoned while doing it. Robert Anton Wilson

 

McLuhan seemed to be giving permission for youth culture, rock & roll, and post-print libidinal tactility to finally, mercifully dismantle linear stuffed-shirt Western Civilization. Terence McKenna

 

Gibson has produced nothing less than the underlying myth, the core legend, of the next stage of human evolution. Timothy Leary

His females are shaman ladies, sophisticated wizards, playful, humorous, hip diviners. Timothy Leary

 

Burroughs found 50’s science fiction and used it like a rusty can opener on society’s jugular. William Gibson

McLuhan’s revenge. Media monsters . . . the worst street gang you ever ran into were, at the same time, intense conceptual artists William Gibson Read more “The Cyberpunk Issue — Pull Quotes from MONDO 2000 Issue #1 (1989)”