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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There’s Still A Visionary Edge at the Intersection of Art and Technology: CODAME

by Rachel Haywire

Since the early 90’s, publications such as Mondo 2000 have brought a subversive and countercultural relevance to the consistently evolving (yet not always radical) tech industry. Focusing on a passionate new world in which VR, AI, music, visual art, audio experimentation, and live performances combine; mutants/freaks/pioneers in this provocative space between art and technology have carried on the torch to create their own festivals, projects, and temporary autonomous zones.

From tech salons like the BIL Conference and the Extreme Futurist Festival, to electronic music events and communities such as GOGBOT and LoveTech, a new history is being written for makers and innovators who see outside the corporate world of tech. In the accelerating 2000’s, this evolving demographic is leading the charge through an intoxicating fusion of art, science, creativity, AI-generated music, experimental live performances, crypto-communities, biohacking, digital philosophy, fashion technology, and more.

On the front lines of this cultural movement is a collaborative organization in San Francisco called CODAME whose participants are gearing up to throw an ART+TECH Festival in early June of 2018. This ART+TECH event features gallery installations, screenings, and performances @ The Midway from June 4-7, 2018. Their theme this year is #ARTOBOTS, which zooms in on how automatons orchestrate so much of our lives through both our bodies and minds.

From the CODAME website:

“In the daily movements we make, the messages we send, and the sensations we experience, we already collaborate with [bots] in increasingly varied, tactile and tangible ways. Bots mediate our relationships with ourselves, each other and our environments. While many of these interactions are familiar to us, there are a myriad of ways to move, think, sense and feel with our lively machines.”

Events like CODAME are examples of the future going in a new radical direction envisioned by the early adapters of Mondo 2000. Dorkbot and RE/Search Publications also come to mind, as early Bay Area organizations that continue to influence this countercultural space today. Who says that the tech world must be full of boring and soulless robots who aren’t even literally robots? Who says that science can’t be a visionary world of spontaneous emergence and creative expression?

Technology must not lose its visionary edge. If we feel outnumbered, we can work to convert new markets into a more exciting world. We can show the public that technology is about conscious evolution and radical self expression as much as numbers and spreadsheets. We can paint the landscape with #ARTOBOTS and more, providing an electrifying future for our generation to participate in. Through these festivals and communities, our entire species can be radically transformed.

The Annual ARTS + TECH takes place June 4 – June 7 at The Midway in San Francisco

 

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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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)”