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Hyper Cognition

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Outcomes of the mind on Virtual Reality and simulated experience

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Hyper Cognition

  1. 1. HYPER COGNITION mind the simulation
  2. 2. Portals, portals, portals...
  3. 3. Hyper Cognition A mind stimulated and adapted to something that can replace real experience so much so that the mind interprets, adapts and learns in a way that is either impossible, improbably or inaccessible in physical reality. Another view of hypercognition is as simply a more advanced or efficient use of mental facilities that we all possess. This is attributed to various factors such as an openness to new ideas, subconscious processing and an ability to sense the "gestalt" of a situation.
  4. 4. The power to perform complex mental operations beyond those of an average human mind.
  5. 5. HyperCognition =/= HyperIntelligence Hypercognition is the expansion of mental facilities, rather than the alteration of them to expand beyond human capacity Builds upon augmented learning from over two decades of home computers Result of mediation and mental conditioning
  6. 6. Sum of experiences The multiverse that is the the 3D web (or WebVR 1.0) Expands the absurdity of our current reality. Realize every childhood impossibility and overcome (almost) any fear. Permissiveness A shifting vocabulary
  7. 7. Embodied Cognition Embodied cognition is the theory that many features of human, or other types of, cognition are shaped by aspects of the body beyond the brain. The aspects of the body include the motor system, the perceptual system, the body's interactions with the environment (situatedness) and the assumptions about the world that are built into the body and the brain.
  8. 8. Symbiosis Mutualistic Symbiotic relationship with machines and companies We receive information (and now experience), it receives data and attention. Precious attention. Homesteading
  9. 9. Are we prepared?
  10. 10. Operant Conditioning a type of learning in which (a) the strength of a behavior is modified by the behavior's consequences, such as reward or punishment, and (b) the behavior is controlled by antecedents called "discriminative stimuli" which come to signal those consequences.
  11. 11. Conditioning in social networks ‘Get out the Vote’ 2008 2014 FB user emotion testing Nimble America, Palmer Lucky, 2016 Ernest Dichter, Edward Burnays, Sigmund Freud Illusion of control
  12. 12. Conditioning in Virtual Reality Reconditioning phobia, coping with trauma and PTSD Training events and simulation Immersive Education Breaking free of conditioning, both personal and social? Ethics and USER CONSENT
  13. 13. Cyberspace is the Frontier Giving the mind a digital body Adaptation(s) to new environment(s) that are made of light and data Deep understanding of human behavior through simulation
  14. 14. Transmitted Desire Transferring from material consumption to digital consumption Reduction of resource use and trade costs, control over our own desire Weaning away from want (ironically) New mistakes, new wisdom
  15. 15. DON’T GET LOST IN S P A C E
  16. 16. Web: liooil.neocities.org Twitter: @_liooil Github: SAM-liooil stephanie.a.mendoza.00@gmail.com LinkedIn: Stephanie Mendoza

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