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Real	
  Virtual	
  Reality	
  
(RVR)	
  	
  
In	
  2100	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Author:	
  Naser	
  Jamaliharsini	
  
Email:	
  naserjamali@gmail.com	
  
LinkedIn:	
  www.linkedin.com/in/naserjamali	
  
This	
  is	
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  work	
  of	
  fiction.	
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  places,	
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  incidents	
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the	
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  of	
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  author’s	
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  in	
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  author	
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responsible	
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  accuracy,	
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incorrect,	
  will	
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  unless	
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  on	
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  part	
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  the	
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proven.	
  
	
  
The	
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Naser	
  JAMALIHARSINI	
  
	
  
2	
  
Abstract
In this essay, the future of Virtual Reality technologies as Real Virtual
Reality (RVR) is explained, then five examples of usage of RVR have
been presented. Positive and Negative aspects of this controversial
technology have been described. Finally, an ethical debate was formed to
assess the rightness of the decision about banning these technologies.
Keywords: Virtual Reality, Ethics, Future Technology, RVR
Introduction
In this paper Real Virtual Reality (RVR) as a technological innovation for
future (Year 2100) will be explained. RVR is the next step of Virtual
Reality (VR). RVR was innovated from advancement in neuroscience
and Information Technology.
In this essay, first the VR and RVR will be explained, second five
examples of RVR will be presented to make the concept familiar to
audience and then an ethical debate about the use of RVR will be
presented.
History of Virtual Reality
It all started with image and sound but the ambitious human being didn’t
remain at that position. As pointed out by Heim (1993) in his book “The
Metaphysics of Virtual Reality”, VR could be defined as “an event or
entity that is real in effect but not in fact” and has some characteristics
such as simulation, interaction, artificiality, immersion and telepresence.
One of the greatest breakthroughs for VR was Oculus Rift (OculusVR
2014) project witch was funded through Kickstarter website in late 2012
(Oculus 2012). Gaming industry has played a huge role in the
development of VR technologies.
Virtual Reality in 2100
As we have five senses why don’t we use all of them to experience a
better Virtual Reality?
Now (year 2100) we actually do!
With advanced technological innovation in neuroscience and Information
Technology, now human senses can be stimulated to crate a unique sense
of reality.
Naser	
  JAMALIHARSINI	
  
	
  
3	
  
How Does It Work?
When you have a real experience, numerous sensory cells from different
parts of your body sense something in one of five types of senses. Each of
these cells sends a signal to your brain through your nervous system.
These signals are interpreted by your brain altogether. Subsequently,
brain triggers another cycle of signals or commands to other parts of your
body to discharge hormones into your blood. This again triggers some
other actions and senses in your body, which in turn is being interpreted
many times consecutively by your brain. This set of neural signals, which
are causing chemical and biological reactions in your body and all the
interpreting consequent signals from your brain, form your unique
experience of the situation (Evans-Martin 2010).
With advanced technologies in neuroscience and IT, human being now is
able to record these neural signals caused by a real experience by
wearing a gear. This gear includes two eye lenses, a pair of cordless
earphones and a cloth like dive clothing, which covers all the body and
head.
The set of recorded neural signals can be stored on a memory stick as
data and be transferred and played on another person who is wearing the
special gear. In play mode, the special gear stimulates your nervous
system to trigger and send millions of fake signals to your brain in order
to give you a virtual experience.
For example, think about an experience as simple as eating an ice cream.
If someone eats an ice cream with the special gear on, all the flows of
signals inside the nervous system would be recorded and stored as data.
Now everyone with that data and the special gear, can sense a fake ice
cream experience just by reversing the sequence (playing the data). Based
on the previous data from the real experience, the CPU of the gear
programs the electromagnetic field of the gear to trigger the same signals
into nervous system. The result is having ice cream virtually.
There is only a small problem, which is called Dual-Sensory Vertigo. The
problem is that when you are in the Real World your senses might feel
something which is in contrast with your VR experience. To overcome
this paradox and for a 100% genuine virtual experience, the gear has been
programed to eliminate and neutralise the existing signals and senses of
reality. For example, when you are playing a VR experience of
swimming and you are sitting on a chair in reality, the gear first
eliminates real signals regarding pressure on your back and your feet, to
give you a sense of floating and then plays the signals regarding the VR
swimming experience.
Naser	
  JAMALIHARSINI	
  
	
  
4	
  
Welcome To The New Business
There are people whom are called mediums and they are basically people
whose job is to face different experiences. These people are employed by
big RVR companies to experience a special situation and record it. The
data of the experience then can be packaged and sold in a large scale. For
example, a medium would go for a parachute jump and record the
experience for future mass sale. There are also companies who sell the
special gears for recording or playing VR.
Special and Copyrighted Experiences
In addition to generic experiences, consumers are very interested in
buying celebrity specific experiences, e.g. Formula-1 champion
experience of a car race.
RVR companies are willing to pay a fortune to celebrities in order to
acquire the copyright of their special experiences. Fans and curious
customers are dying for such experiences and these experiences are being
sold with a good price in the market.
Example One: A Bridge On Inequality
Mark is an ordinary worker in a poor third world country. In the real
world, he is excluded from many opportunities that wealthy people can
have. He cannot have recreation and entertainment like others in the real
world. He does not even have enough food. Each weak after six days of
work Mark goes to a place and rents an RVR gear with some cheap RVR
experiences. Even though some of these experiences are ordinary like
driving a car, for Mark they are luxurious and wonderful. According to
him RVR is the only reason for him to continue on life.
Example Two: A Sex Experience With A Celebrity
RVRsoft a famous RVR company, recently started a controversial
initiative to buy the copyright of the sex experience with celebrities from
them. A normal way to do this is by using celebrity’s partners as medium
for recording the experience. But to make the case more controversial
RVRsoft doesn’t agree to this. They want to send a celebrity fan as a
medium to record the experience. RVRsoft argues that since such an
experience for partners is normal it lacks the potential excitement level of
being done through a stranger.
Naser	
  JAMALIHARSINI	
  
	
  
5	
  
Example Three: A Crime Experience
Apart from legal RVR companies, there is a black market for buying and
selling illegal experiences. Criminals are recording crimes like murder
and rape and sell it. Buyers could be criminals or just ordinary curious
citizens. There are dealers in Cyberspace who facilitate these types of
black transactions. In spite of all police efforts, these market-oriented
crimes are happening everyday.
Example Four: A Humanities Researcher
Robert is a researcher in Social Psychology. About a century ago his
fellow researchers would have spent several months living with different
communities trying to understand and make sense of human feelings in
society. Robert uses RVR for his scientific experiments and tries to
decode human feelings. He also is interested in Psychology of Crime and
has provided many useful insights in preventing crime by studying
criminals’ minds and feelings via using RVR technologies.
Example Five: Crime Free
Dexter is a dangerous criminal. He has just been released from prison. He
had been convicted with several cases of rape and murder. When
committing a crime, he is enjoying the experience but in the real world he
has to expect the consequences as well. Thanks to RVR, now he is just
committing his favourite type of crime in RVR. With advancement of
RVR technology, he even can smell and feel his crime experience, which
is astounding (for him) and leaves his real life crime free.
RVR Positive Aspects:
It makes people happy.
People can reach self-actualisation because “this flexibility of
“creation” can give a sense of “achievement” to human beings and
also provide them with a chance of gaining immense
satisfaction.”(Tyagi 2011, p. 212)
It gives people options to experience “The Road Not Taken”(Frost
2002). It also promotes adventure. “The unexamined life is not
worth living.” Socrates
It works against social inequality.
Naser	
  JAMALIHARSINI	
  
	
  
6	
  
It opens doors to research in humanities.
It can prevent some crimes in the real world by shifting them to the
virtual world. As Jansz (2005, p. 237) puts it : “Because gamers
put the emotions they feel into practice in the virtual world of the
game, they may feel less inclined to engage in aggressive acts after
their game play session.”
RVR Negative Aspects:
Some conservative people are not happy about RVR.
It’s a lie and wastes people’s time.
Harmful experiences have negative impact on individuals and
society. There is a problem with some experiences in VR. Since
the experience is so real that you cannot forget, some people even
suffer from post traumatic stress disorders. According to Huff,
Johnson and Miller (2003, p. 15) “psychological harm is a real
harm … Virtual behavior can have effects both on virtual
characters and on flesh persons”
It promotes crimes related to RVR’s black market.
It promotes egoism and is against family and society values.
There might be a potential ‘loss of a sense of identity and reality’
(Negrotti 2012, p. 131)
Ethical Debates on RVR
Recently debates are increasing about a potential government action to
ban any use of RVR technologies. In this section we are trying to analyse
rightness of the decision to ban RVR through different ethical
frameworks and theories.
Act-consequentialism
According to this theory “an act is morally right if and only the actual (or
expected) good produced by that particular act would be at least at great
Naser	
  JAMALIHARSINI	
  
	
  
7	
  
as that of any other act open to the agent”(Shafer-Landau 2007, p. 485).
In our case there are two options: first, RVR continues. Second,
government bans RVR.
In order to decide which side is good we first will conduct a cost-benefit
analysis on the First Option: “If RVR Continues”.
We are measuring RVR benefits and costs in the short and long term by
using human lives as metrics.
First we need to look at what are the short-term and long-term Benefits
of RVR:
1- RVR makes people happy and also gives option to people for
experience. Different people consider importance of RVR technologies
in different scales. Some people only consider it as a game but for some
others RVR is like the life.
Assumption: 5 billion out of 10 billions of the world population currently
use RVR. On average the users consider RVR experience worthy as 5%
of their whole life. For example if they usually live 100 years, they are
happy to live 95 years but be able to use RVR. So the benefit of RVR in
this area would be: 5 000 000 000*5%= +250 000 000 (lives)
2- RVR works against social inequality. A part of this benefit with
regards to people’s inside feelings has been calculated in the previous
term. Here we try to calculate the indirect benefits of social equality in
decreasing crime.
Assumption: Social Inequality causes different crime types from small
ones like shoplifting to serious crimes like armed robbery, rape and
murder.
On average murder crime rate is: 4 per 100000
RVR decreases Social Inequality related murder rate by 20%
+(4/100000)*10 billion*20%= +80 000 (lives)
On average the total rate of other crimes is 20 per 100000.
Eliminating these crimes, on average for the victim of crime worth 1% of
their life.
RVR can decrease other crimes by 30%
+(20/100000)*10 billion*1%*30%= +6000 (lives)
3- RVR opens doors to research in humanities:
Naser	
  JAMALIHARSINI	
  
	
  
8	
  
It improves the lives of 5% of the world population by 2%.
+5%* 10 billion *2%= +10 000 000 (lives)
4-RVR prevents some crimes in the real world by shifting them to the
virtual world.
RVR decreases murder rate by 10% by shifting them from reality to RVR
world.
+(4/100000)*10 billion*10%= +40 000 (lives)
RVR decreases other crimes rate by 20% by shifting them from reality to
RVR world.
+(20/100000)*10 billion*1%*20%= +4000 (lives)
Now we look at the short-term and long-term Costs of RVR:
1-Some conservative people are not happy about RVR.
Assumption: At the moment these people are considered 10% of the
world population. On average they are willing to pay 1% of their lives if
RVR is being banned.
-10%*10 billion*1%= -10 000 000 (lives)
2-Wasted time results in a lower quality of real life:
In this topic we just look at those who are addicted to RVR and can not
control their lives properly. For those who are not addicted and value
their experience we counted it as benefits.
1% of RVR users who are addicted to it spend about half of their lives on
RVR. Because of direct and indirect consequences of this unhealthy
habit, they decrease their lifetime (and life expectancy) on average by
10%.
-1%* 1billion*10%= -10 000 000 (lives)
3-Harmful experiences, which have, negative impact on individuals
and society.
1% of RVR users go for experiencing some illegal themes like
murdering. As explained before, for each RVR experience, the real
experience needs to happen first. For a murdering experience someone
Naser	
  JAMALIHARSINI	
  
	
  
9	
  
first needs to murder someone and record the experience. Experiencing
such a horrible thing has a huge negative impact on the normal and
curious person who is facing it. 20% of users who experience these
crimes cannot recover easily from post trauma. On average it costs them
30% of their lives.
-1%*1 billion*20%*30%= -600 000 (lives)
4- RVR promotes crimes related to RVR’s black market.
Assumption: RVR indirectly increases 50% in all crimes as a result of its
illegal black market
Murder:
-(4/100000)*10 billion*50%= -200 000 (lives)
Other crimes: (Sum rate: 20% , average Life impact=1%)
-(20/100000)*10 billion*1%*50%= - 10 000 (lives)
5-It promotes egoism and is against family and society values.
Assumption: As RVR prefers egoism to family and social values, in long-
term the whole people in societies live 2% shorter as a consequence.
-10 billion*2%=- 200 000 000 (lives)
Naser	
  JAMALIHARSINI	
  
	
  
10	
  
All these results have been summarised in the table below:
Positive Aspect Benefit (Lives) Negative Aspect Cost (lives)
It makes people
happy and gives
them options
+250 000 000 Some
conservative
people are not
happy about
RVR
-10 000 000
It works against
Social
Inequality.
+80 000
+6 000
RVR wastes
people’s time.
-10 000 000
It opens doors to
research in
humanities.
+10 000 000 Harmful
experiences have
negative impact
on individuals
and society.
-600 000
It can prevent
some crimes in
the real world by
shifting them to
the Virtual
world.
+40 000
+4 000
It promotes
crimes related to
RVR’s black
market.
-200 000
- 10 000
It promotes
egoism and is
against family
and society
values.
- 200 000 000
Sum +260 130 000 - 220 810 000
Net Total + 39 320 000
According to our analysis RVR will increase the net total happiness. This
was option one.
Option Two: “Government Bans RVR”.
Obviously this option causes reverse net total to the first option:
- 39 320 000 (lives) plus other costs of government intervention, which
make it, even a bigger loss.
Naser	
  JAMALIHARSINI	
  
	
  
11	
  
So, in conclusion the decision to ban RVR technologies decreases the
total happiness and is wrong.
Ethics of Virtue:
According to Boss (2011)“Virtue ethics emphasizes right being over right
action”.
Conducting a thorough analysis on the decision of banning RVR through
Ethics of Virtue is quite complex and leads to contradiction.
Pro RVR side people argue that, RVR promotes virtues like Happiness,
Autonomy and Equality. They also want Freedom (Höffe, McGaughey &
Bunch 2010) and Liberty in the society. They argue that a decision on
banning RVR will suppress these virtues.
But at the same time there are people who argue that Reality and Truth
are virtues while RVR in opposite is a lie. They also argue that Egoism is
a Vice and RVR promotes Egoism.
Both groups bring Care as a virtue, related to preventing crimes. But as
RVR has double side and both promotes or prevents crime, we can cross
this virtue off from both sides of the equation.
It seems that we can not reach a universal conclusion with this theory.
But individual conclusions are still possible with respect to different
personal frameworks in prioritising these virtues. For example, a person
who gives a high priority to happiness can be pro RVR according to this
theory.
Social Contract Theory
According to The Universal Declaration of Human Rights, “Everyone
has the right to freedom of thought”(UN 2010, p. 148). RVR is similar to
process of thought so according to this Article people should be free to
experience RVR. Also right to liberty, Article 3 of The Universal
Declaration of Human Rights(UN 2010, p. 146), can be argued against
government intervention to ban RVR technologies.
As most of the problems indirectly caused by RVR technology are
against the Social Contract (Rousseau 2006) like crimes related to RVR’s
black market, the government can solve the issue by protecting safety of
citizens according to Social Contract. Some people argue that as we
cannot ban cars for the reason that careless drivers kill others, the same is
true for RVR.
Naser	
  JAMALIHARSINI	
  
	
  
12	
  
Conclusion
Three different ethical theories have been applied to determine the
rightness of any government decision on banning RVR technologies.
Two theories Act-Consequentialism and Social Contract Theory were
clear that banning RVR is wrong where the third theory Ethics of Virtue
was unclear and unable to decide. Now we can argue that based on the
whole analysis done, the decision on banning RVR is wrong.
References:
Boss,	
  JA	
  2011,	
  Ethics	
  for	
  life	
  :	
  a	
  text	
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living	
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Huff,	
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Jansz,	
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Commun.	
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Negrotti,	
  M	
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  Reality	
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  Artificial	
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  Technology	
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  Naturoids,	
  Springer,	
  
Dordrecht.	
  
Oculus	
  2012,	
  Oculus	
  Rift:	
  Step	
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  Kickstarter,	
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  2014,	
  
<https://http://www.kickstarter.com/projects/1523379957/oculus-­‐rift-­‐
step-­‐into-­‐the-­‐game%3E.	
  
OculusVR	
  2014,	
  Oculus	
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<http://www.oculusvr.com/%3E.	
  
Rousseau,	
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  2006,	
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  social	
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  Penguin	
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Shafer-­‐Landau,	
  R	
  2007,	
  Ethical	
  theory	
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  anthology,	
  Blackwell	
  Pub.,	
  Malden,	
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Tyagi,	
  A	
  2011,	
  'Virtual	
  Reality	
  and	
  Identity	
  Crisis—:	
  Implications	
  for	
  Individuals	
  
and	
  Organizations',	
  in	
  Business	
  Organizations	
  and	
  Collaborative	
  Web:	
  
Practices,	
  Strategies	
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  Patterns,	
  IGI	
  Global,	
  pp.	
  202-­‐18.	
  
UN	
  2010,	
  'The	
  Universal	
  Declaration	
  of	
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  Rights',	
  Race/Ethnicity:	
  
Multidisciplinary	
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  145-­‐51.	
  
	
  

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RVR: Real Virtual Reality in 2100 Explores Ethics of Emerging Tech

  • 1.             Real  Virtual  Reality   (RVR)     In  2100                   Author:  Naser  Jamaliharsini   Email:  naserjamali@gmail.com   LinkedIn:  www.linkedin.com/in/naserjamali   This  is  a  work  of  fiction.  Names,  characters,  businesses,  places,  events  and  incidents  are  either   the  products  of  the  author’s  imagination  or  used  in  a  fictitious  manner.  The  author  is  not   responsible  for  the  quality,  accuracy,  completeness  or  timeliness  of  the  information  provided.   Liability  claims  made  against  the  author  due  to  material  or  non-­‐material  damage  caused  by  the   use  or  non-­‐use  of  the  information  provided,  regardless  of  this  information  being  incomplete  or   incorrect,  will  be  rejected  in  principle  unless  gross  negligence  on  the  part  of  the  author  can  be   proven.     The  author  reserves  all  rights,  in  particular  with  respect  to  the  copying,  translating  or  use  of  the   content  in  any  system.  Use  of  the  text,  programs,  and  pictures  in  whole  or  in  part,  requires  the   author’s  written  permission.  Indication  of  the  source  is  in  all  cases  necessary.    
  • 2. Naser  JAMALIHARSINI     2   Abstract In this essay, the future of Virtual Reality technologies as Real Virtual Reality (RVR) is explained, then five examples of usage of RVR have been presented. Positive and Negative aspects of this controversial technology have been described. Finally, an ethical debate was formed to assess the rightness of the decision about banning these technologies. Keywords: Virtual Reality, Ethics, Future Technology, RVR Introduction In this paper Real Virtual Reality (RVR) as a technological innovation for future (Year 2100) will be explained. RVR is the next step of Virtual Reality (VR). RVR was innovated from advancement in neuroscience and Information Technology. In this essay, first the VR and RVR will be explained, second five examples of RVR will be presented to make the concept familiar to audience and then an ethical debate about the use of RVR will be presented. History of Virtual Reality It all started with image and sound but the ambitious human being didn’t remain at that position. As pointed out by Heim (1993) in his book “The Metaphysics of Virtual Reality”, VR could be defined as “an event or entity that is real in effect but not in fact” and has some characteristics such as simulation, interaction, artificiality, immersion and telepresence. One of the greatest breakthroughs for VR was Oculus Rift (OculusVR 2014) project witch was funded through Kickstarter website in late 2012 (Oculus 2012). Gaming industry has played a huge role in the development of VR technologies. Virtual Reality in 2100 As we have five senses why don’t we use all of them to experience a better Virtual Reality? Now (year 2100) we actually do! With advanced technological innovation in neuroscience and Information Technology, now human senses can be stimulated to crate a unique sense of reality.
  • 3. Naser  JAMALIHARSINI     3   How Does It Work? When you have a real experience, numerous sensory cells from different parts of your body sense something in one of five types of senses. Each of these cells sends a signal to your brain through your nervous system. These signals are interpreted by your brain altogether. Subsequently, brain triggers another cycle of signals or commands to other parts of your body to discharge hormones into your blood. This again triggers some other actions and senses in your body, which in turn is being interpreted many times consecutively by your brain. This set of neural signals, which are causing chemical and biological reactions in your body and all the interpreting consequent signals from your brain, form your unique experience of the situation (Evans-Martin 2010). With advanced technologies in neuroscience and IT, human being now is able to record these neural signals caused by a real experience by wearing a gear. This gear includes two eye lenses, a pair of cordless earphones and a cloth like dive clothing, which covers all the body and head. The set of recorded neural signals can be stored on a memory stick as data and be transferred and played on another person who is wearing the special gear. In play mode, the special gear stimulates your nervous system to trigger and send millions of fake signals to your brain in order to give you a virtual experience. For example, think about an experience as simple as eating an ice cream. If someone eats an ice cream with the special gear on, all the flows of signals inside the nervous system would be recorded and stored as data. Now everyone with that data and the special gear, can sense a fake ice cream experience just by reversing the sequence (playing the data). Based on the previous data from the real experience, the CPU of the gear programs the electromagnetic field of the gear to trigger the same signals into nervous system. The result is having ice cream virtually. There is only a small problem, which is called Dual-Sensory Vertigo. The problem is that when you are in the Real World your senses might feel something which is in contrast with your VR experience. To overcome this paradox and for a 100% genuine virtual experience, the gear has been programed to eliminate and neutralise the existing signals and senses of reality. For example, when you are playing a VR experience of swimming and you are sitting on a chair in reality, the gear first eliminates real signals regarding pressure on your back and your feet, to give you a sense of floating and then plays the signals regarding the VR swimming experience.
  • 4. Naser  JAMALIHARSINI     4   Welcome To The New Business There are people whom are called mediums and they are basically people whose job is to face different experiences. These people are employed by big RVR companies to experience a special situation and record it. The data of the experience then can be packaged and sold in a large scale. For example, a medium would go for a parachute jump and record the experience for future mass sale. There are also companies who sell the special gears for recording or playing VR. Special and Copyrighted Experiences In addition to generic experiences, consumers are very interested in buying celebrity specific experiences, e.g. Formula-1 champion experience of a car race. RVR companies are willing to pay a fortune to celebrities in order to acquire the copyright of their special experiences. Fans and curious customers are dying for such experiences and these experiences are being sold with a good price in the market. Example One: A Bridge On Inequality Mark is an ordinary worker in a poor third world country. In the real world, he is excluded from many opportunities that wealthy people can have. He cannot have recreation and entertainment like others in the real world. He does not even have enough food. Each weak after six days of work Mark goes to a place and rents an RVR gear with some cheap RVR experiences. Even though some of these experiences are ordinary like driving a car, for Mark they are luxurious and wonderful. According to him RVR is the only reason for him to continue on life. Example Two: A Sex Experience With A Celebrity RVRsoft a famous RVR company, recently started a controversial initiative to buy the copyright of the sex experience with celebrities from them. A normal way to do this is by using celebrity’s partners as medium for recording the experience. But to make the case more controversial RVRsoft doesn’t agree to this. They want to send a celebrity fan as a medium to record the experience. RVRsoft argues that since such an experience for partners is normal it lacks the potential excitement level of being done through a stranger.
  • 5. Naser  JAMALIHARSINI     5   Example Three: A Crime Experience Apart from legal RVR companies, there is a black market for buying and selling illegal experiences. Criminals are recording crimes like murder and rape and sell it. Buyers could be criminals or just ordinary curious citizens. There are dealers in Cyberspace who facilitate these types of black transactions. In spite of all police efforts, these market-oriented crimes are happening everyday. Example Four: A Humanities Researcher Robert is a researcher in Social Psychology. About a century ago his fellow researchers would have spent several months living with different communities trying to understand and make sense of human feelings in society. Robert uses RVR for his scientific experiments and tries to decode human feelings. He also is interested in Psychology of Crime and has provided many useful insights in preventing crime by studying criminals’ minds and feelings via using RVR technologies. Example Five: Crime Free Dexter is a dangerous criminal. He has just been released from prison. He had been convicted with several cases of rape and murder. When committing a crime, he is enjoying the experience but in the real world he has to expect the consequences as well. Thanks to RVR, now he is just committing his favourite type of crime in RVR. With advancement of RVR technology, he even can smell and feel his crime experience, which is astounding (for him) and leaves his real life crime free. RVR Positive Aspects: It makes people happy. People can reach self-actualisation because “this flexibility of “creation” can give a sense of “achievement” to human beings and also provide them with a chance of gaining immense satisfaction.”(Tyagi 2011, p. 212) It gives people options to experience “The Road Not Taken”(Frost 2002). It also promotes adventure. “The unexamined life is not worth living.” Socrates It works against social inequality.
  • 6. Naser  JAMALIHARSINI     6   It opens doors to research in humanities. It can prevent some crimes in the real world by shifting them to the virtual world. As Jansz (2005, p. 237) puts it : “Because gamers put the emotions they feel into practice in the virtual world of the game, they may feel less inclined to engage in aggressive acts after their game play session.” RVR Negative Aspects: Some conservative people are not happy about RVR. It’s a lie and wastes people’s time. Harmful experiences have negative impact on individuals and society. There is a problem with some experiences in VR. Since the experience is so real that you cannot forget, some people even suffer from post traumatic stress disorders. According to Huff, Johnson and Miller (2003, p. 15) “psychological harm is a real harm … Virtual behavior can have effects both on virtual characters and on flesh persons” It promotes crimes related to RVR’s black market. It promotes egoism and is against family and society values. There might be a potential ‘loss of a sense of identity and reality’ (Negrotti 2012, p. 131) Ethical Debates on RVR Recently debates are increasing about a potential government action to ban any use of RVR technologies. In this section we are trying to analyse rightness of the decision to ban RVR through different ethical frameworks and theories. Act-consequentialism According to this theory “an act is morally right if and only the actual (or expected) good produced by that particular act would be at least at great
  • 7. Naser  JAMALIHARSINI     7   as that of any other act open to the agent”(Shafer-Landau 2007, p. 485). In our case there are two options: first, RVR continues. Second, government bans RVR. In order to decide which side is good we first will conduct a cost-benefit analysis on the First Option: “If RVR Continues”. We are measuring RVR benefits and costs in the short and long term by using human lives as metrics. First we need to look at what are the short-term and long-term Benefits of RVR: 1- RVR makes people happy and also gives option to people for experience. Different people consider importance of RVR technologies in different scales. Some people only consider it as a game but for some others RVR is like the life. Assumption: 5 billion out of 10 billions of the world population currently use RVR. On average the users consider RVR experience worthy as 5% of their whole life. For example if they usually live 100 years, they are happy to live 95 years but be able to use RVR. So the benefit of RVR in this area would be: 5 000 000 000*5%= +250 000 000 (lives) 2- RVR works against social inequality. A part of this benefit with regards to people’s inside feelings has been calculated in the previous term. Here we try to calculate the indirect benefits of social equality in decreasing crime. Assumption: Social Inequality causes different crime types from small ones like shoplifting to serious crimes like armed robbery, rape and murder. On average murder crime rate is: 4 per 100000 RVR decreases Social Inequality related murder rate by 20% +(4/100000)*10 billion*20%= +80 000 (lives) On average the total rate of other crimes is 20 per 100000. Eliminating these crimes, on average for the victim of crime worth 1% of their life. RVR can decrease other crimes by 30% +(20/100000)*10 billion*1%*30%= +6000 (lives) 3- RVR opens doors to research in humanities:
  • 8. Naser  JAMALIHARSINI     8   It improves the lives of 5% of the world population by 2%. +5%* 10 billion *2%= +10 000 000 (lives) 4-RVR prevents some crimes in the real world by shifting them to the virtual world. RVR decreases murder rate by 10% by shifting them from reality to RVR world. +(4/100000)*10 billion*10%= +40 000 (lives) RVR decreases other crimes rate by 20% by shifting them from reality to RVR world. +(20/100000)*10 billion*1%*20%= +4000 (lives) Now we look at the short-term and long-term Costs of RVR: 1-Some conservative people are not happy about RVR. Assumption: At the moment these people are considered 10% of the world population. On average they are willing to pay 1% of their lives if RVR is being banned. -10%*10 billion*1%= -10 000 000 (lives) 2-Wasted time results in a lower quality of real life: In this topic we just look at those who are addicted to RVR and can not control their lives properly. For those who are not addicted and value their experience we counted it as benefits. 1% of RVR users who are addicted to it spend about half of their lives on RVR. Because of direct and indirect consequences of this unhealthy habit, they decrease their lifetime (and life expectancy) on average by 10%. -1%* 1billion*10%= -10 000 000 (lives) 3-Harmful experiences, which have, negative impact on individuals and society. 1% of RVR users go for experiencing some illegal themes like murdering. As explained before, for each RVR experience, the real experience needs to happen first. For a murdering experience someone
  • 9. Naser  JAMALIHARSINI     9   first needs to murder someone and record the experience. Experiencing such a horrible thing has a huge negative impact on the normal and curious person who is facing it. 20% of users who experience these crimes cannot recover easily from post trauma. On average it costs them 30% of their lives. -1%*1 billion*20%*30%= -600 000 (lives) 4- RVR promotes crimes related to RVR’s black market. Assumption: RVR indirectly increases 50% in all crimes as a result of its illegal black market Murder: -(4/100000)*10 billion*50%= -200 000 (lives) Other crimes: (Sum rate: 20% , average Life impact=1%) -(20/100000)*10 billion*1%*50%= - 10 000 (lives) 5-It promotes egoism and is against family and society values. Assumption: As RVR prefers egoism to family and social values, in long- term the whole people in societies live 2% shorter as a consequence. -10 billion*2%=- 200 000 000 (lives)
  • 10. Naser  JAMALIHARSINI     10   All these results have been summarised in the table below: Positive Aspect Benefit (Lives) Negative Aspect Cost (lives) It makes people happy and gives them options +250 000 000 Some conservative people are not happy about RVR -10 000 000 It works against Social Inequality. +80 000 +6 000 RVR wastes people’s time. -10 000 000 It opens doors to research in humanities. +10 000 000 Harmful experiences have negative impact on individuals and society. -600 000 It can prevent some crimes in the real world by shifting them to the Virtual world. +40 000 +4 000 It promotes crimes related to RVR’s black market. -200 000 - 10 000 It promotes egoism and is against family and society values. - 200 000 000 Sum +260 130 000 - 220 810 000 Net Total + 39 320 000 According to our analysis RVR will increase the net total happiness. This was option one. Option Two: “Government Bans RVR”. Obviously this option causes reverse net total to the first option: - 39 320 000 (lives) plus other costs of government intervention, which make it, even a bigger loss.
  • 11. Naser  JAMALIHARSINI     11   So, in conclusion the decision to ban RVR technologies decreases the total happiness and is wrong. Ethics of Virtue: According to Boss (2011)“Virtue ethics emphasizes right being over right action”. Conducting a thorough analysis on the decision of banning RVR through Ethics of Virtue is quite complex and leads to contradiction. Pro RVR side people argue that, RVR promotes virtues like Happiness, Autonomy and Equality. They also want Freedom (Höffe, McGaughey & Bunch 2010) and Liberty in the society. They argue that a decision on banning RVR will suppress these virtues. But at the same time there are people who argue that Reality and Truth are virtues while RVR in opposite is a lie. They also argue that Egoism is a Vice and RVR promotes Egoism. Both groups bring Care as a virtue, related to preventing crimes. But as RVR has double side and both promotes or prevents crime, we can cross this virtue off from both sides of the equation. It seems that we can not reach a universal conclusion with this theory. But individual conclusions are still possible with respect to different personal frameworks in prioritising these virtues. For example, a person who gives a high priority to happiness can be pro RVR according to this theory. Social Contract Theory According to The Universal Declaration of Human Rights, “Everyone has the right to freedom of thought”(UN 2010, p. 148). RVR is similar to process of thought so according to this Article people should be free to experience RVR. Also right to liberty, Article 3 of The Universal Declaration of Human Rights(UN 2010, p. 146), can be argued against government intervention to ban RVR technologies. As most of the problems indirectly caused by RVR technology are against the Social Contract (Rousseau 2006) like crimes related to RVR’s black market, the government can solve the issue by protecting safety of citizens according to Social Contract. Some people argue that as we cannot ban cars for the reason that careless drivers kill others, the same is true for RVR.
  • 12. Naser  JAMALIHARSINI     12   Conclusion Three different ethical theories have been applied to determine the rightness of any government decision on banning RVR technologies. Two theories Act-Consequentialism and Social Contract Theory were clear that banning RVR is wrong where the third theory Ethics of Virtue was unclear and unable to decide. Now we can argue that based on the whole analysis done, the decision on banning RVR is wrong. References: Boss,  JA  2011,  Ethics  for  life  :  a  text  with  readings,  5th  ed.  edn,  McGraw-­‐Hill   Companies,  New  York.   Evans-­‐Martin,  FF  2010,  The  Nervous  System,  nervous  system  {The  human  body,   Infobase  Publishing,  New  York.   Frost,  R  2002,  The  Road  Not  Taken:  A  Selection  of  Robert  Frost's  Poems,   Macmillan.   Heim,  M  1993,  The  metaphysics  of  virtual  reality,  Oxford  University  Press,  New   York.   Höffe,  O,  McGaughey,  DR  &  Bunch,  A  2010,  Can  virtue  make  us  happy?  :  the  art  of   living  and  morality,  Northwestern  University  Press,  Evanston,  Ill.   Huff,  C,  Johnson,  DG  &  Miller,  K  2003,  'Virtual  harms  and  real  responsibility',   IEEE  Technology  and  Society  Magazine,  vol.  22,  no.  2,  pp.  12-­‐9.   Jansz,  J  2005,  'The  emotional  appeal  of  violent  video  games  for  adolescent  males',   Commun.  Theory,  vol.  15,  no.  3,  pp.  219-­‐41.   Negrotti,  M  2012,  The  Reality  of  the  Artificial  Nature,  Technology  and  Naturoids,   The  Reality  of  the  Artificial  :  Nature,  Technology  and  Naturoids,  Springer,   Dordrecht.   Oculus  2012,  Oculus  Rift:  Step  Into  the  Game,  Kickstarter,  viewed  29/05  2014,   <https://http://www.kickstarter.com/projects/1523379957/oculus-­‐rift-­‐ step-­‐into-­‐the-­‐game%3E.   OculusVR  2014,  Oculus  VR,  Oculus  VR  Inc,  viewed  29/05  2014,   <http://www.oculusvr.com/%3E.   Rousseau,  J-­‐J  2006,  The  social  contract,  Penguin  Books,  New  York.   Shafer-­‐Landau,  R  2007,  Ethical  theory  :  an  anthology,  Blackwell  Pub.,  Malden,  MA.   Tyagi,  A  2011,  'Virtual  Reality  and  Identity  Crisis—:  Implications  for  Individuals   and  Organizations',  in  Business  Organizations  and  Collaborative  Web:   Practices,  Strategies  and  Patterns,  IGI  Global,  pp.  202-­‐18.   UN  2010,  'The  Universal  Declaration  of  Human  Rights',  Race/Ethnicity:   Multidisciplinary  Global  Perspectives,  vol.  3,  no.  2,  pp.  145-­‐51.