EFTA00818930.pdf
dataset_9 pdf 298.4 KB • Feb 3, 2026 • 4 pages
From: Gino Yu •
To: "jeffrey E." <jeevacation®gmail.com>
Subject: Visit to discuss plans for events.
Date: Thu, 08 Sep 2016 17:54:03 +0000
Hi Jeffrey,
I will be in the US in October for the TransTech Conference fixtp://wwwitconforgo and possibly SAND
(https://www.scienceandnonduality.com/conferences/sand-20160. I'd like to come to where ever you will be
around October 27-30 or so to work out a plan for the series of events I'd like to run. Specifically these include:
I) The Cuba Conference (I still owe you a one-pager on it).
2) The "mutants meet scientists" event at one of your locations.
3) TSC 2017 in Shanghai that I am hosting.
4) Sci-Foo (could be in conjunction with (2).
5) A study on intersubjective engagement I plan on running at Princeton with Ray Lee (see attached paper - I
think I sent you the wrong one last time).
I've been developing a testable theoretic framework (have a paper I'm in the middle of writing below) and would
like to brainstorm with you a bit on how the above events can build a community toward developing and
validating new knowledge in the mind - body / language / belief / behaviour area that we both have an interest in.
Given your connections, I'd love to see who the right people to bring together between us toward building this
community.
When I met you in New York, you mentioned that you would be going to Beijing. Do you have dates for that
trip? Also, how was the meeting with Max's dad?
gino
Understanding the Self Through the Use of Digitally Constructed Realities
Gino Yu
School of Design, Hong Kong Polytechnic University
Hung Hom, Hong Kong
Tel:
e-mail:
EFTA00818930
SUMMARY: Through interactive visual and auditory stimuli, digital technologies enable designers to create
experiences that provoke response and engagement Participants of a digital experience are uniquely
distinguished by the difiremnces in the decisions that they make. These decisions are made based upon their
personal interpretation of the digitally synthesized experience. In the "real world," a person's personality is
revealed by their response to an experience as interpreted by our conditioned worldview. While we may be born
with genetic dispositions, conscious choices are made based upon the past experiences that make up our
conditioned worldview. The mechanisms of experience, reaction, and conscious response are physiologically
based and use the same underlying physiological processes (e.g., the endocrine system). Thus, the notion of
one's self extended to virtual worlds is a projection of one's conditioned worldview onto the symbols within the
virtual domain. By thoughtfully designing digitally constructed realities and observing players responses,
through the choices that they make and by measuring their biometric changes, one can infer their prior
conditioning and worldview. This chapter provides a theoretic framework and research methodology for
understanding self through the use of digitally constructed realities.
Keywords: Psychology, Interactive Media, Behavioral Biology, Cognition, Semiotics
INTRODUCTION
Today's advancements in computer performance enable artificial intelligence that exceeds the cognitive abilities
of most humans (ALPHAGO, DEEPBLUE). These recent feats have rekindled discussions of computer based
human-like intelligence first proposed by Alan Turing (TURING TEST), the notion of artificial consciousness
(Buttazzo, 2001) and the possibility of "uploading" one's mind to a computer substrate (MIND UPLOADING).
Developing computing systems that are capable of interactions that are indistinguishable from humans requires
defining compatible models of self and reality. However, how does one model and objectively quantify a "self'
or "personality?"
The quote "A man is the sum of his actions, of what he has done, of what he can do, nothing else," attributed to
Mahatma Gandhi or John Galsworthy depending upon who you ask, provides a behavioristic model (RADICAL
BEHAVIORISM) for understanding the self. Although one's underlying motivations for an action are unique
and ultimately be unknowable, the mechanisms of intention and action are physiologically based and, hence,
objectively measurable. Correlating psychologically motivated intentions with objectively measurable
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physiological processes allows researchers such as behavioral biologists to develop a testable philosophy of
mind and ultimately connect the humanities with the natural sciences.
Interactive digital media experiences provide a unique interface between the realm of the biologically based
processes of psychology and the silicon based processes of today's computing machines. Computers create
experiences that engage a user's psychology and motivate a response. With today's latest virtual reality
technologies, it is now possible for designers to create real-world situations in a digital environment and trigger
behavioral responses that mirror their real-world responses. In fact, the application of virtual reality exposure
therapies has been shown to be effective in the treatment of anxiety and specific phobias (VIRTUAL REALITY
THERAPIES PARSON). These therapies work because the virtual reality presentation provides perceptual cues
similar to the real-world experiences that trigger the physiological stress response. Sufferers learn to overcome
their anxiety and phobia by carefully designing the virtual experience, varying the severity of the stimuli, and
entraining interventions to reduce sympathetic nervous system activation.
While these forms of virtual reality therapy are based upon activating sub-conscious physiological responses,
these same mechanisms are involved in conscious responses where decisions are made based upon symbolic
interpretation. Video games engage players and evoke emotional responses by manipulating symbols. Unlike
passive media, video games give the player an illusion of agency. In a video game, the decisions made by the
player will impact their game character (avatar). The degree of engagement, emotional response, and conscious
decisions are based upon their interpretation of the symbols and context within the virtual experience. Thus, the
conscious decisions made by a player in a video game environment constitute "the sum of his actions, of what he
has done, of what he can do" and provide an encapsulated representation of their "self."
In order to develop a theoretical framework understanding behavior it is important to first establish some
foundational assumptions. These assumptions bound the scope of the framework and provide a contextualization
for designing experiments and interpreting results. The foundational assumptions are as follows:
1) There is a physiological basis for consciousness that is embodied — While it is widely agreed that
consciousness has a physical basis, science has not yet been able to explain why and how it so arises
(Chalmers 1995). We do not yet know how our memories are stored or recollected, though there is
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evidence that the hippocampus is involved in the process (Eichenbaum 93). The premise of this
foundational assumption is that although we do not know how a person's experience of the moment,
beliefs and processes for thinking are implemented, the perceptions, encodings and processes are
ultimately physiologically based. As evidence for this, psychedelic drugs such as lysergic acid
diethylamide (LSD) and N, N-Dimethyltryptamine (DMT) alter cognition and perception (Fadiman
2003).
2) Symbolic representation focus — To developmental psychology pioneer Jean Piaget, one of the most
important accomplishments for an infant to attain is the understanding that objects continue to exist even
when they cannot be observed (Piaget 1954). Object permanence develops during the "sensorimotor"
stage of development by the age of two. It is from object permanence that babies begin to develop
cognitive models of the world (schemata) first from objects and then from symbols (Wadsworth 1996).
Digitally constructed realities are inherently symbolic and experiences are presented as symbols and
symbolic relationships.
3) Interactive experience — Digitally constructed realities may be passive (e.g., animation) or interactive
(e.g., video game). Because the focus of our framework is toward developing a behavior-based
understanding of self, the digital experience must be interactive. An intentional response that can be
quantified is necessary to measure behavior. For example, interactive role-playing games in which the
player is represented by an avatar provide a sense of agency in the digital environment. Their
interactions in the game provide a signature that encapsulates their interpretation of the experience.
4) No action (or stillness) as baseline — In designing digital interactive experiences, no action (or user
input) correlates to stillness. The premise is that any action by the user is directly based upon their
subjective interpretation of the symbols and relationships presented by the experience. Hence any action
represents a conceptually motivated intention. No action = no intention.
A model that represents a user's engagement of interactive digital experiences will be developed from these
foundational assumptions. The model will help designers create experiences that shed insight into an
understanding of how experiences motivate behavior to reveal the nature of self.
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