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playback gear<br />

On the most basic level, all that is necessary to play back an<br />

ASIST file is a sim module (p. 214, SR4). Since a sim module is<br />

a common option for commlinks, nearly everyone can play back<br />

ASIST on their commlink. However, commlinks are the Swiss<br />

Army knives of the wireless Matrix and while they can convert<br />

ASIST into acceptable play back experiences, the ASIST processors<br />

in their sim modules are geared more towards interpreting<br />

virtual reality pseudosim and augmented reality SAS format<br />

ASIST. If you want the best quality when you play back your ACT<br />

format simflick release, you really want a simdeck.<br />

Simdecks are set-top boxes with high-end ASIST processors<br />

designed for simflick playback and pseudosim game rendering.<br />

Even a neophyte sim user can tell the difference between a simflick<br />

experienced on a commlink and one experienced on a simdeck.<br />

The experience is more real. They are also far superior for processing<br />

the computer-generated pseudosim used in many sim-games,<br />

making them the gaming consoles of choice. Even though a commlink<br />

can handle multiple simultaneous POVs through multiple<br />

subscriptions, the dedicated simulPOV ports on a simdeck make<br />

for a far more enriching experience.<br />

A sim module or simdeck translates the computer data into<br />

precise locations and amounts of electrical and ultrasound signal<br />

to be applied to the brain (and vice versa), but you still need a<br />

piece to do the actual application, either trodes or a direct neural<br />

interface. Any simfreak will tell you that DNI is the way to go,<br />

because the electrodes and ultrasound emitters are inside the brain<br />

and the signals aren’t weakened by the skull the way trode signals<br />

are. The same simfreak will also tell you that if you don’t have DNI,<br />

you’re better off with standard trodes than nanopaste trodes. Sure,<br />

nanopaste trodes will get the job done, but the signal application<br />

is less precise (depending on how well you apply the nanopaste)<br />

and the signals tend to be weaker. The rule of thumb is: the less<br />

resistance between the emitter and the brain and the more precise<br />

the signal can be targeted at specific regions of the brain, the more<br />

real the simsense experience.<br />

Speaking of trodes, it used to be that a trode net was an<br />

ugly hairnet-like collection of electrodes and ultrasound emitters<br />

that users would try to conceal under headbands, hats, or wigs.<br />

While those trode nets do still exist, Renraku’s DreamBand and<br />

Horizon’s E-piphany trodes have made trode-wearing stylish.<br />

These trodes use the latest technology to conceal all the electrodes<br />

and ultrasound emitters in a stylish band that hooks over<br />

the ears and wraps around the back of the head. Still not as pure<br />

a signal resolution as DNI, but at least now you don’t have to get<br />

brain surgery or look like a McHugh’s cook to enjoy your sims.<br />

LegaL conStraintS:<br />

reaLer tHan reaL<br />

ASIST is a revolutionary technology, and like most other<br />

revolutionary technologies it hit the market before the risks could<br />

be entirely considered. By the time the risk had been considered,<br />

ASIST was such a hit that users didn’t really care about the possible<br />

dangers. Worse yet, corporate deregulation had put much of<br />

the research into the risk of ASIST into the hands of the same<br />

corporations that sell it. It should be no surprise that this research<br />

backs the attitude that simsense is entirely safe if used as directed.<br />

Unwired<br />

Hooked on SiMSenSe<br />

The dangers of better-than-life addiction have long been<br />

known, but there are those who claim that even “safe” levels of<br />

simsense are addictive and dangerous. Since the early 2040s there<br />

have calls for the regulation of simsense, claiming that frequent<br />

users of simsense become withdrawn from the real world. A handful<br />

of nations prohibit the sale of simsense to minors, but these are<br />

mostly nations where simsense technology is uncommon to begin<br />

with and not the media-saturated first world nations. There are<br />

also some companies that sell software that allows parents to restrict<br />

the amount of simsense their children can watch, but adults<br />

have no such restrictions.<br />

There are endless corporate-backed research studies that<br />

“prove” that the simsense that is legally and commercially available<br />

is completely safe. But observation does show that many frequent<br />

simsense users do become withdrawn from reality. Some critics<br />

argue that even safe simsense invokes the pleasure centers of the<br />

brain in the same ways that drugs and alcohol do and therefore can<br />

become addictive. Supporters of the technology do not entirely<br />

refute this claim, but frequently remind people that chocolate and<br />

sex also affect the pleasure center of the brain and yet neither one<br />

of those is regulated.<br />

Regardless of where the reality of the addiction argument<br />

falls, one thing is for certain. Simsense allows one to enjoy a crafted<br />

reality that is as real to them as the real world is, but usually doesn’t<br />

include the shit that the real world loves to heap on us. That’s a<br />

convincing enough reason for a frequent simsense user to become<br />

withdrawn from the real world.<br />

SUBLiMinaLS<br />

Once upon a time, there was a debate about subliminal<br />

advertising, where frames depicting something would be flashed<br />

quickly in a video stream. The idea was that it happened so fast<br />

that the viewer would not consciously notice it, but that the brain<br />

would process the frames anyway. Scheming advertisers thought<br />

that maybe the brain could be fooled without the viewer’s knowledge<br />

and that the brain would remember the frame and shape<br />

the viewer’s future thoughts. Research concluded, however, that<br />

the influence of these subliminal frames was minimal, that they<br />

happened so quickly and the brain processed them to such a limited<br />

extent that they were quickly forgotten and had no lasting<br />

persuasive effect.<br />

Simsense offers a new approach to subliminals, though. With<br />

simsense, sensory tracks can be matched up with emotive tracks that<br />

normally have no realistic association to the sensory information<br />

being experienced. Associative conditioning like this has been used<br />

for ages; the old adage “sex sells” describes how advertisers used<br />

sexual imagery to condition you to associate their product with<br />

sexual attraction and arousal. But those advertisers depended on you<br />

to make the association. Simsense rams the association straight into<br />

your brain without any conscious thought necessary.<br />

Let’s say Aztechnology wants to sell some NukIt burgers.<br />

They start running some augmented reality advertising that when<br />

experienced with simsense allows you to smell and taste a delicious<br />

NukIt burger, even feel the warmth radiating from it. But<br />

Aztechnology wants to make you desire a NukIt burger more than<br />

any other burger, so they layer emotive tracks that make you feel<br />

Simon Wentworth (order #1132857) 9<br />

187<br />

siMsense and skillware . . . . . . . . . . . . . . . . . . . .

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