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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

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