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July 16, 2001 | To get to the future we must first pass through science. This column is about that passage. Every other week I will present to you some piece of current science along with my personal speculations on why it is relevant to our futures. Though the science of this initial column is almost two years old, it is still largely unreported, and is for obvious reasons perfect for my inaugural column on Mindjack.

`The matrix has its roots in primitive arcade games,' said the voice-over, `in early graphics programs and military experimentation with cranial jacks.' On the Sony, a two-dimensional space war faded behind a forest of mathematically generated ferns, demonstrating the spacial possibilities of logarithmic spirals; cold blue military footage burned through, lab animals wired into test systems, helmets feeding into fire control circuits of tanks and war planes. `Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts... A graphic representation of data abstracted from the banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding...'

William Gibson, Neuromancer - 1984

It was still very much a 300 baud universe when I jacked into Gibsonís future for the first time. In 1984 there were very few systems I could connect to with the surplus acoustic modem I had access to, and almost all of them were a forbidden long distance telephone call away. My borrowed deck suffered from sensory deprivation and just like a person, it hallucinated. It hallucinated games. The games I made were even more primitive than the ones in the arcade that Gibson places at the foundation of the matrix. They ran at 1.77 MHz on a screen with a resolution of a mere 128 by 48 pixels, on a deck had no idea what color was. The lack of speed, resolution and color werenít important to me. What was important was that I was in full control of an entirely different reality that was embedded within our own. I spent nearly all of my free time hacking pixels into lowres TRS-80 approximations of the hires characters and vehicles that populated the books, movies and arcades of my youth. I was a pixel God, able to control human perception in a fundamental, yet disconnected way. It was a powerful feeling to have at a time when few adults knew what a pixel was, but I longed for a direct connection. I wanted to draw pixels not on a screen, but directly in mind; I wanted to be a Neuromancer. So I think, did Garret B. Stanley.

Dr. Stanley is Assistant Professor of Biomedical Engineering in the Division of Engineering and Applied Sciences at Harvard University. He is the ultimate voyeur. He jacks into brains and extracts video.

Using cats selected for their sharp vision, in 1999 Garret Stanley and his team recorded signals from a total of 177 cells in the lateral geniculate nucleus - a part of the brain's thalamus that processes visual signals from the eye - as they played 16 second digitized (64 by 64 pixels) movies of indoor and outdoor scenes. Using simple mathematical filters, the researchers decoded the signals to generate movies of what the cats actually saw. Though the reconstructed movies lacked color and resolution and couldnít be recorded in real-time (the experimenters could only record from 10 neurons at a time and thus had to make several different recording runs, showing the same video) they turned out to be amazingly faithful to the original.

 

Caption: Comparison between the actual and the reconstructed images in an area of 6.4 degrees by 6.4 degrees. Each panel shows four consecutive frames (interframe interval: 31.1 msec) of the actual (upper) and the reconstructed (lower) movies. Top panel: scenes in the woods, with two trunks of trees as the most prominent objects. Middle panel: scenes in the woods, with smaller tree branches. Bottom panel: a face at slightly different displacements on the screen.

This study which was published in the September 15, 1999 issue of the Journal of Neuroscience and was the first demonstration that spatiotemporal natural scenes can be reconstructed from the ensemble responses of visual neurons. It put us firmly in Gibsonís future.

Now, we know what raw experience looks like inside the brain of another being, and thus entire philosophies of mind that were premised on internal experience forever being private, have been rendered obsolete. I have no doubt that it wonít be long before these interfaces are made with human subjects with the frequency and expense of a complex tattoo. Those interfaces will also be bi-directional - giving us the ability to augment reality, replace it, or simply to record our nightly dreams to share with others. It wonít be long before our preferred interface with cyberspace will be through "mindjacks".

© 2001,Chris McKinstry

Links: Garret B. Stanley http://www.deas.harvard.edu/~gstanley/

bio:.
Chris McKinstry is a Canadian living in Chile where he operates the world's largest optical telescope for the European Southern Observatory. He is also the creator of the Mindpixel Digital Mind Modeling Project, the world's largest AI effort.

 

 

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