The show was basically a "casting net" to capture bewildered viewers - ones who can't possibly understand the amazing science and technology unfolding before them through an anime. Unlike many other sci-fi anime that premiered in the early 2010s, SAO provided "untapped, untouched, but exciting science" for kids, teens, and young adults. In a time when handheld gadgets weren't even a fad, viewers would wonder, "What the heck am I watching, and why can't I stop watching it? Today, allow us to enlighten your minds through my favorite "crossover" topics : Sword Art Online and virtual worlds! Virtual worlds are practically the exciting locations where SAO took place. Now that we're almost closing into a decade since the show started, wouldn't you say it's about time SAO simulations become "closer to reality "In our era? Despite the amazing research, intensive scientific developments, and exhilarating discoveries mankind has reached in the past century, it is still impossible for SAO's virtual massively multiplayer online role-playing game (VMMORPG) to transpire in our lifetime or even in our great-grandchildren's time and era. But don't lose hope as it may still happen to our descendants 6 to 7 decades down the road! In any case, Fulldive should have been made possible by then if entrepreneurs of private tech companies can dominate the production and distribution of seamless artificial intelligence (AI), sophisticated machine learning (ML), and colossal avatar projects such as the 2045 Initiative(which can be found in this website: 2045 Strategic Social Initiative. Other than the 2045 Initiative, there are influential games out there that contribute around Augmented Reality (AR) and Virtual Reality (VR).
Some of the prominent ones are gacha games and RPGs like Fate/Grand Order, Final Fantasy Brave Exvlus, Genshin Impact, Kemco RPGs, and more! In this section, I'll focus on miHoYo's Genshin Impact because it could be the next real-life SAO. Chinese video game developer miHoYo is sweeping the nation of gamers and players that it is going to make a virtual world through Genshin Impact. The company claims that they are going to create an AR or VR that could "house a billion people by 2030"! With over 40 million people playing Genshin Impact on their mobile devices since its release in September 2020, it's no wonder miHoYo is taking the spotlight! To reach that big goal, miHoYo's small goals include releasing games every 3 to 4 years. Not only would that increase player count; it will also enable the company to establish offices abroad while ensuring its $800M future profitability and stability in international gaming and VR industries.
4. What is Quantum Computing?
MiHoYo targeting a virtual world! For SAO VMMORPGs to exist in our era, the burning question existing on everyone's mind is whether Fulldive is possible. Yes. It is possible in the long range, but it will be like seeking the Holy Grail of VR because decades of painstaking science are required. 4. What is Quantum Computing? According to Bernard Marr, strategic business & technology advisor of Enterprise Tech, quantum computers use "qubits" to solve complex problems that require more power and time. Traditional computers (desktops, laptops) and handheld devices (smartphones, tablets, etc.) cannot perform quantum computing because they don't use atomic and subatomic quantum bit particles (or "qubits") to store enormous data. Only quantum computers can store large amounts of data to solve the difficult problems because they can revolutionize computer power exponentially while using energy efficiently. Quantum computing is mandatory when implementing Fulldive. It can power through and speed up the employment of ML tasks (such as the algebraic calculations of infinite integers) when human brains connect to cyborgs. Complex algorithms are needed, hence why a supercomputer's computations simply won't work when implementing Fulldive. Through the power of fiber-optic cables in 4G and 5G internet, people can streamline videos and watch as many anime shows they can within a day. If we can apply the power and speed of internet connection to cyborgs, imagine how effective and efficient their AI and ML could be! The faster the processing time, the better the robots can function.
In a similar fashion, a VMMORPG would function smoothly because it can download and process large commands between humans and humanoids. There would be less electromagnetic signal interference when walking, running, sitting, eating, and fighting in the virtual world! It's all thanks to fiber optics enhancing data transmission up to 25 miles! Since they utilize glass cores to shield the cable's conductor, an overwhelming amount of data (using light) can be transmitted between the human brain and holographic avatars. This would open users to the powerful internet and transformative information exchange as we know it! VR seamlessly, a newer and more sophisticated infrastructure is mandatory; this will take time if all parties want fiber-optic technology to operate at full capacity. Brain Interfacing- Brain interfacing is one of the scientific breakthroughs that mankind has researched about since the 1970s. If you think that it's simply planting chips on human and animal brains, well, think again.
There are pros and cons to brain-computer interfaces, otherwise known as BCI. First, the pros: if you want visual and tactile experiences through Fulldive, several microelectrode arrays must be implanted onto the brain's visual cortex and motor cortex. Not only will that allow VR gamers neural interactions on the artificial worlds; it can even permit them to perform human telepathy through the power of technology! And though this process is also labeled "telecommunication", it's awesome when it's implemented in real life even if it's only in the VRs! To perform artificial communication through conscious thoughts, quantum algorithm (hence, quantum computing) and telemetry are mandatory. I've discussed quantum computing in the above paragraphs, so the only concept left to explain is telemetry. It's basically BCI's non-invasive way to send commands or electrical currents to the brain's motor cortexes. It will allow the avatars in the VR to raise their arms through transcranial magnetic simulation (TMS) or electroencephalography (EEG).
39;s brain through neurosurgery is like cutting their brains open.
Another way to explain telemetry is that it's like switching the TV on using the remote control. However, when applied in AIs and MLs, the automatic recordings or transmitted data between the two IT machines performing the complex commands are monitored, analyzed, and controlled from inaccessible or remote locations. But even if TMS and EEG are non-invasive, they are prohibited by the government. In other words, they cannot be commercially used on humans; therefore, it's another obstacle before Fulldive can be realized. Legal and commercial applications of TMS and EEG on VMMORPGs is a restriction, and hence, a disadvantage of brain-to-brain interfacing (BBI). As for EEG (the reader of brainwaves), I will discuss it as a separate topic in another section. See "What are EEGs?" subheading of this blog if you'd like to read more about that. Our brains must be scanned after it gets plugged in. It must be thoroughly connected to several wires (ie, microelectrode arrays) of certain neurological helmet devices. As they are meant to invade your brain cells, these devices are outside the safety limits of the TMS and EEG helmets I spoke of earlier. Not only does this involve serious risk, but invasively accessing one's brain through neurosurgery is like cutting their brains open. The devices will scan the brain cells or the individual neurons that help us function basic activities like standing and sitting.
As the devices scan, invasive brain access is slowly performed by the machines. This painstaking method requires less computing power to process the few individual scans (or images) it needs. As soon as our brains get invaded, there's a possibility we might not open our eyes anymore. Invasive brain access requires Fulldive experience where patients must immerse themselves in the VR world (thus, losing consciousness of reality). In other words, we will be literally stuck to an inescapable world where our brain cells are constantly and continuously invaded! That's why modern governments prohibit its use even on patients. It truly is frightening even if gamers simply want a Fulldive AR & VR experience just for entertainment. The second criterion is for your nervous systems to go into inactivity mode and for our muscles to go numb. You don't feel the wooden floor you're standing on anymore. Your fingers become completely numb and paralyzed as it lays "lifeless" on armchairs.
You won't be able to feel anything. The third criterion losing complete consciousness of the physical realm -meaning - going into "Sleep Mode". You'll be completely cut off from reality because your brain will be consumed by indolence (another word elevating laziness, apathy, and debauchery). You're entering in (or rather, "sleeping into") a dream-like wonderland - the Fulldive Virtual Reality experience itself! To fully immerse oneself in the AR & VR experience, sacrifices must be made. We must forget "touch", "taste", and "smell" so we can slowly but surely leave the physical realm. Therefore, our brains are the only ones operating so we can "see", "hear", and to an extent, "feel with our emotions" the Fulldive AR & VR experience. I know what you're thinking: why can't SAO-themed VRs happen sooner? If they can happen sooner, amateur & pro-gamers can be isekai'd into lands of the unknown. Their bodies are going to experience that overwhelming feeling of touching the dessert sands in the same way Kirito was physically and mentally transported into "The World of Swords". Well, the simple answer to that is because it takes decades for painstaking science and technology to intimately touch human lives. I could only imagine AR & VR literally taking over the world because, after all, AI is programmed to continuously learn. And since they're constantly learning, they're upgrading their ML capabilities daily and becoming better thinkers as the creativity and ingenuity of humans degenerate every day. Humans might find themselves one day merged with AI.
39;s mostly used for identifying seizure origins and types.
Though this means becoming cyborgs, humanity's convergence with AI is inevitable in a technologically-driven world in the distant future. Still, one must remember that not all VR apps popped out of the blue in the previous ten years. The prototypes of these VR headsets, gears, and other fancy gadgets have been existing way back since the 1960s. There is one headgear, however, that I'd like to mention that is not used in gaming yet. It's the ever popular, but also terrifying EEG! 8. What are EEGs? EEG, or electroencephalograph, is a BCI helmet-like device that detects or records patients' brainwave patterns. It's a device incapable of producing any sensation because it's mostly used for identifying seizure origins and types. EEGs were incredible devices when they were proposed in 1875 by Richard Caton. But it's only in 1924 when inventor Hans Berger theorized EEGs utility on humans. Approximately 76 years later (in the early 2000s), EEG prototypes were developed and "EEG feeds" were implanted inside several patients' brains. On the contrary, EEG's inability to produce any sensation does not mean patients will not feel anything. After all, EEG electrodes are placed in an array along a patient's head or a test subject's scalp.
Still, medical doctors use EEGs widely because patients either "feel little discomfort" or "no discomfort at all" during their medial diagnosis. Since EEGs are unable to measure thoughts and feelings, electricity waves are not sent into the brain. And because EEGs are not felt due to their incapability to produce sensation, patients do not feel shocks on their scalps or anywhere else on their bodies. The only people who might feel or sense electric shocks from EEGs are patients who suffer from seizure disorders. Patients like them are an exception; but the worst case they must endure while undergoing through EEGs are its electric shock. We must remember that EEGs function to detect abnormalities while reading patients' brain patterns. There's no risk of getting EEG's electric shocks except for people who suffer from seizure disorders. When these patients sense or feel electric shocks, they are treated immediately by healthcare providers. Several STEAM students (science, technological, engineering, arts, and mathematics), computer science, linguists, and psychology university students in different parts of the globe have conducted recent studies on EEG meshing with VR (see external links below). I do not have full access to the research studies below as they require me to either sign-in or log onto the institution's websites. EEGs electrical recordings can be differentiated among users' mental workload levels when gamers play on an interactive VR task. This means that differences in brain activities occur in virtual environments despite users performing only cognitive tasks (ie, thinking, learning, remembering, reasoning, etc.).