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siMsense and skillware . . . . . . . . . . . . . . . . . . . . .<br />
184<br />
SiMSenSe:<br />
experience everYtHing<br />
The span of human history is dotted by transformational<br />
technologies, discoveries that have shifted the way we live in<br />
dramatic ways: gunpowder, the light bulb, the assembly line,<br />
the airplane, the splitting of the atom, and the Internet, to name<br />
a few. In 2018, Dr. Hosato Hikita unveiled another of these<br />
transformational technologies in a cramped conference room at<br />
ESP Systems in Chicago. The technology was Artificial Sensory<br />
Induction System Technology, or ASIST. With ASIST, Dr. Hikita<br />
was able to record a subject’s full sensory experiences and transmit<br />
that recording to another subject’s brain, invoking a copy of the<br />
senses in the second subject. The result is the ability to experience<br />
something fully without actually having experienced it first-hand.<br />
This new form of media is dubbed “simsense.”<br />
ASIST and the simsense it created have reshaped the Sixth<br />
World. Simsense has revolutionized entertainment media and<br />
skillsofts have changed the way people learn and work. The Matrix<br />
was built on an ASIST framework and the augmented reality of<br />
today’s Matrix would not be possible without advances in the same<br />
basic technology that Dr. Hikita showed off in 2018.<br />
anatoMY of an aSiSt SignaL<br />
When you listen to a piece of recorded music, you are actually<br />
listening to a collection of tracks made up of numerous frequencies<br />
of sound. Each of the instruments and the vocalist are usually<br />
their own track and within each track the sound includes different<br />
frequencies which can be isolated. Similarly, an ASIST signal is a collection<br />
of tracks, each one representing a different sense or emotion.<br />
The sensory tracks are divided into exteroceptive and interoceptive<br />
tracks. Exteroceptive tracks include the traditional senses of sight,<br />
smell, hearing, touch, and taste that process the outside world.<br />
Interoceptive tracks include senses originating within the body, such<br />
as balance, a sense of motion, pain, hunger and thirst, and a general<br />
sense of the location of one’s own body parts. ASIST engineers<br />
define experiences by how they register on the various tracks. For<br />
instance, the experience of looking at a cloud will register almost<br />
exclusively on the exteroceptive sight track. The experience of falling<br />
registers almost exclusively on the interoceptive balance track. The<br />
experience of smelling freshly baked blueberry muffins registers on<br />
the exteroceptive smell and taste tracks, but could also register on<br />
the interoceptive hunger track.<br />
Emotive tracks are divided by the neurobiological systems<br />
they evoke, which in turn activates or suppresses an emotional<br />
response. Some of the emotive tracks typically used include the<br />
sympathetic, parasympathetic, adrenal, thalamic, hypothalamic,<br />
and limbic tracks. They will control pleasure and pain, wakefulness,<br />
blood pressure, fight-or-flight instinct, sexual arousal,<br />
short- and long-term memory, rational thinking, mood, and many<br />
other emotional responses.<br />
Like the frequencies of a song’s vocal track, each track in an<br />
ASIST recording also carries a three-dimensional signal map that<br />
corresponds to the position of an electrical signal in the brain and<br />
the strength of that signal. Over the length of a track, different<br />
areas of the brain are stimulated at different strengths, invoking<br />
the sensory and emotive responses in the subject’s brain. The combination<br />
of these signals is what creates the simsense experience.<br />
A simsense recording is classified in one of two ways, depending<br />
on the tracks it carries. Baseline recording includes only<br />
the sensory tracks. A user experiencing a baseline recording will<br />
get the full sensory experience, but their emotions will be their<br />
own. Full-X (“full experience”) recordings include the sensory<br />
and emotive tracks. Users experiencing a Full-X recording will<br />
find their own emotions influenced or dominated by the emotive<br />
tracks of the recording, depending on the strength and quality<br />
of the signal.<br />
prodUcing a SiM<br />
A great simsense experience is more than just a good EC/<br />
IC modulator chip or autonomic response smoothing processor.<br />
Excellent performers, a skilled director, and a talented post-production<br />
team can separate last year’s forgotten straight-to-baseline<br />
release from this year’s award-winning blockbuster. The sim industry,<br />
like the film, television, and music industries before it, comes<br />
down to the indefinable “star quality” of its talent.<br />
the cast<br />
No matter how many actors are in a given sim production,<br />
usually only a handful are wired for simsense recording. These<br />
actors will almost always have implanted simrigs; trodes produce<br />
inferior recordings and are only used on low budget projects.<br />
Wired actors are known as performers in the business, while the<br />
other actors are flats (extras that provide background in a scene),<br />
props (actors who interact verbally or physically with the wired<br />
performers) or targets (actors who are involved in complex and<br />
interactive scenes with the performers, such as fight scenes or<br />
love scenes).<br />
The number of wired performers is kept to a minimum because<br />
each performer is providing a separate point-of-view (POV)<br />
in the production. Adding multiple POVs is not only expensive,<br />
but it also makes it harder to tell a cohesive story. It is also typical<br />
that only one or two performers are wired for Full-X recording,<br />
while the others only record in baseline. Cost is one factor here,<br />
but there’s also the fact that only top-notch simsense performers<br />
can provide a convincing emotive recording that can fool an audience.<br />
True simstars are often method actors to the highest degree,<br />
literally becoming their role as an effective method of producing<br />
utterly convincing emotional states.<br />
Nearly all sim productions release with just one or two POVs,<br />
usually the protagonist and a single supporting role. Special edition<br />
releases produced later will add on other POVs, such as other<br />
supporting roles or the antagonist. There’s a strong market for<br />
bonus POVs from the villain’s perspective.<br />
tricks of the trade<br />
Sim performers are kept in peak physical condition. When<br />
an audience is feeling every aspect of the performer’s experience,<br />
they don’t want to be experiencing lower back pain or a wheezing<br />
cough. Those undesirable experiences can be scrubbed in post-production,<br />
but if a studio wants to get the most out of its performers,<br />
it will keep them in good shape. For a Full-X performer not in<br />
their prime form, tricks such as medication and hypnotherapy are<br />
sometimes used to elicit particular emotional responses. Some<br />
desperate performers have even turned to personafixes and other<br />
BTLs to prepare for a role, but those efforts can burn out a per-<br />
Unwired<br />
Simon Wentworth (order #1132857) 9