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People say, well, but we’re going to stop being human if we merge with machines. No, that is what it means to be human.


Dr. Kurtzweil, I would like to ask you. You have made hundreds of predictions out of which many already have come true, and with no doubt many more will come through. But if you would have to single out your three most important predictions for the upcoming decade, what would they be?

Well, one is health and medicine. We talked about our bodies and our bodies are basically actually information because it’s governed by our genes. They are information processes. We didn’t used to treat it that way. It was basically hit or miss. We’d find something. Oh, here’s something that lowers blood pressure. Here’s something that kills HIV. And we would find these things accidentally, so progress was linear. Still valuable. I gave a speech to 12 and 13 year old science winners recently and I said you all would be senior citizens if it hadn’t been for this progress because life expectancy was 19 a thousand years ago. But this is going to go into high gear now. The enabling factor for health and medicine to become an information technology was the genome project. That itself is a perfect exponential and we now have the software of life and we’re also making exponential progress in being able to model it, simulate it, understand it and reprogram it.

And I could speak at great length about examples of how we’re doing that. You can for example now fix a broken heart. Not yet from romance, that’ll take a few more developments in virtual reality, but from a heart attack. My father had a heart attack in the 60s, nothing you could do about it, he could hardly walk. But I’ve talked to people now who could hardly walk and are now rejuvenated. You actually have to be a medical tourist and go to a place like Israel. But that’s just one example of many and what is now a sort of a trickle of these developments, is going to be a flood ten years from now. These technologies will be a thousand times more powerful than they are today because they’re doubling in power every year. They’ll be a million times more powerful in 20 years.

Twenty years ago, entertainment was dominated by a handful of producers and monolithic broadcasters, a near-impossible market to break into.


And now, over 50 years later, AI is bringing stories to life like we’ve never seen before.

Converging with the rise of virtual reality and colossal virtual worlds, AI has begun to create vastly detailed renderings of dead stars, generate complex supporting characters with intricate story arcs, and even bring your favorite stars—whether Marlon Brando or Amy Winehouse—back to the big screen and into a built environment.

While still in its nascent stages, AI has already been used to embody virtual avatars that you can converse with in VR, soon to be customized to your individual preferences.

What is reality and how do we know? For many the answer is simple: What you see — hear, feel, touch, and taste — is what you get.

Your skin feels warm on a summer day because the sun exists. That apple you just tasted sweet and that left juices on your fingers, it must have existed. Our senses tell us that reality is there, and we use reason to fill in the blanks — that is, we know the sun doesn’t cease to exist at night even if we can’t see it.

But cognitive psychologist Donald Hoffman says we’re misunderstanding our relationship with objective reality. In fact, he argues that evolution has cloaked us in a perceptional virtual reality. For our own good.

A glove focused on user experience in interacting with virtual objects is in the news. This virtual reality glove is the topic of a research article. The researchers described their virtual reality glove in detail in their paper, “Pneumatic actuator and flexible piezoelectric sensor for soft virtual reality glove system,” in Scientific Reports.

No, this is hardly the first instance of researchers able to reproduce texture but this attempt is noteworthy. As pointed out in natureasia.com, the glove system in this instance is one that allows the wearer to manipulate a virtual hand, pick up an object in virtual reality and feel its shape.

Bill Andrews took to the D-brief blog on Discover to examine the glove’s characteristics— of and actuators. The Korean team designed it as a glove to manipulate a virtual hand inside a digital realm, said Andrews.

Though it may not have the sting of death and taxes, presbyopia is another of life’s guarantees. This vision defect plagues most of us starting about age 45, as the lenses in our eyes lose the elasticity needed to focus on nearby objects. For some people reading glasses suffice to overcome the difficulty, but for many people the only fix, short of surgery, is to wear progressive lenses.

“More than a billion people have presbyopia and we’ve created a pair of autofocal lenses that might one day correct their vision far more effectively than traditional glasses,” said Stanford electrical engineer Gordon Wetzstein. For now, the prototype looks like virtual reality goggles but the team hopes to streamline later versions.

Wetzstein’s prototype glasses—dubbed autofocals—are intended to solve the main problem with today’s progressive lenses: These traditional glasses require the wearer to align their head to focus properly. Imagine driving a car and looking in a side mirror to change lanes. With progressive lenses, there’s little or no peripheral focus. The driver must switch from looking at the road ahead through the top of the glasses, then turn almost 90 degrees to see the nearby mirror through the lower part of the lens.