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Role of Dreaming in
AI-Human Interactions
Jayne Gackenbach
MacEwan University
Gackenbach, J.I. (2014, June). Role of Dreaming in AI-Human Interactions
(Presentation within symposium “Machine Dreaming “).Paper presented at the
annual meeting of the International Association for the Study of Dreams, Berkley,
CA. Abstract published in the International Journal of Dream Research,
http://journals.ub.uni-heidelberg.de/index.php/IJoDR/issue/view/1703.
Computers in Childhood
• 95% of toys today include a computer chip
A Magazine is an iPad that Doesn’t Work
IPad Games for Cats
Not just children and pets are immersed in virtual worlds, as classes
change at any university or commuters ride the bus to work, most
peoples faces are glued to cell phone screens, texting, checking
Facebook status’s or baseball scores, or simply playing Angry Birds.
Reality: Virtual and Otherwise
• Waking reality is a
mental construction
• Dream and altered state
realities are alternative
constructions
• Virtual reality is a
mediated construction
Multiple Realities
• We regularly participate in them
• While experiencing them we don’t ask which is more
real
• VR enhances the “reality” of technologically mediated
simulations
Presence
• Perceptual illusion of nonmediation
• Perfect Presence is Holodeck
High Presence in VR
What is virtual reality?
• A broad definition is the amalgamation of experiencing that you are
somewhere else (presence) while deadening the external stimuli
(immersion) and interacting with the virtual environment
(engagement). The term engagement exists within a wider context of
more general notions of immersion and a learner’s motivation to
engage is an essential precursor for any immersive learning activity.
(Mount, 2009) All three of these factors interact to create the illusory
experience of virtual reality.
• Presence is not new
• Literature
• Education
• Theatre
• Painting
Now this is
High
Presence
Are humans
also getting
mixed up
about
reality?
Reality: Virtual or Real?
• VR was always the next thing on the technology and human use
horizon but while cumbersome helmets were available it was thought
that it took to omuch computing power to get true VR, NOT to be
confused with 3D in a cost effective manner – then came…….
Oculus Rift Applications
Facebook Buys Oculus VR For $2 Billion
• According to a statement from CEO Mark Zuckerberg, the company
plans to expand Oculus beyond gaming:
• After games, we're going to make Oculus a platform for many other
experiences. Imagine enjoying a court side seat at a game, studying in a
classroom of students and teachers all over the world or consulting with a
doctor face-to-face -- just by putting on goggles in your home.
• Zuckerberg expanded on that in a conference call following the
announcement, saying he believes virtual reality will be the next big
computing platform after mobile devices like smartphones and
tablets.
Cross modal affects
• Game transfer phenomena
• “Video games have become a matter
of emotional touch, evoking not just
sensations but lasting emotive
imprints, which hold for the gamer
many of the same characteristics as
memorable real life experiences”
(Ortiz de Gortari, 2007).
When “Real” Seems Mediated: Inverse Presence
• Categories of this “illusion of mediation”:
• positive (when people perceive natural
beauty as mediated),
• negative (when people perceive a disaster,
crime, or other tragedy such as the events of
September 11, 2001, as mediated), and
• unusual (when close connections between
people’s “real life” activities and mediated
experiences lead them to confuse the
former with the latter).
Impacts on Other Realities
Video Games & Dreams Lab
at MacEwan University
Video Game Lab
Why Video Games?
• The most widely experienced VR that can be very
immersive/present is video game play
• video game players as those who are the most immersed in virtual
worlds for well over the 10,000 hours often cited to determine
expertise
• As wider applications of computer technology occur other
high end uses are now being investigated in our lab, i.e.,
social media use
Dream Effects
• Incorporation of gaming into dreams (continuity hypothesis)
• 182 last night dreams collected after a video game played the day
before
1. No game in dream (63%)
2. Game & Dream (37%)
a. In the dream the dream ego is in the game world – the dream
is the game (63% )
b. In the dream playing a video game is mentioned
c. In the dream games are mentioned
• Isn’t it all just incorporation?
• Yes gamers dream about games
• And no,
Why study gamers dreams?
Gamers dreams may show fundamental
differences in their dreams
Conclusions & Implications
• Increased Lucid/control dreams
• Is this indicative of at least improved metacognition or perhaps development of
consciousness?
• Is controlling a dream adaptive?
• Increased Bizarreness/creativity
• Do bizarreness differences reflect simple incorporation or
• Are gamers capable of improved “novel adaptive responses” as per the Global Workspace
theory?
• Aggression/Threat Simulation
• Does gaming have a protective function regarding nightmares? (This is reported on later in
the conference by Carson Flockhart and Ally Ditner.)
• Why does it seem to not be the case with female gamers? (This is reported on later in the
conference by Arielle Boyes.)
• What about social media and dreams?
• Preliminary findings indicate not the same as the impact of video game play
• As gaming and the Internet become world wide and China dominates both
• are their experiences the same or different than North Americans? (Ming-Ni Lee and Sarah
Gahr later in conference)

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Role of dreaming in AI-human interactions

  • 1. Role of Dreaming in AI-Human Interactions Jayne Gackenbach MacEwan University Gackenbach, J.I. (2014, June). Role of Dreaming in AI-Human Interactions (Presentation within symposium “Machine Dreaming “).Paper presented at the annual meeting of the International Association for the Study of Dreams, Berkley, CA. Abstract published in the International Journal of Dream Research, http://journals.ub.uni-heidelberg.de/index.php/IJoDR/issue/view/1703.
  • 2. Computers in Childhood • 95% of toys today include a computer chip
  • 3. A Magazine is an iPad that Doesn’t Work
  • 5. Not just children and pets are immersed in virtual worlds, as classes change at any university or commuters ride the bus to work, most peoples faces are glued to cell phone screens, texting, checking Facebook status’s or baseball scores, or simply playing Angry Birds.
  • 6. Reality: Virtual and Otherwise • Waking reality is a mental construction • Dream and altered state realities are alternative constructions • Virtual reality is a mediated construction
  • 7. Multiple Realities • We regularly participate in them • While experiencing them we don’t ask which is more real • VR enhances the “reality” of technologically mediated simulations
  • 8. Presence • Perceptual illusion of nonmediation • Perfect Presence is Holodeck
  • 10. What is virtual reality? • A broad definition is the amalgamation of experiencing that you are somewhere else (presence) while deadening the external stimuli (immersion) and interacting with the virtual environment (engagement). The term engagement exists within a wider context of more general notions of immersion and a learner’s motivation to engage is an essential precursor for any immersive learning activity. (Mount, 2009) All three of these factors interact to create the illusory experience of virtual reality. • Presence is not new • Literature • Education • Theatre • Painting
  • 11. Now this is High Presence Are humans also getting mixed up about reality?
  • 12. Reality: Virtual or Real? • VR was always the next thing on the technology and human use horizon but while cumbersome helmets were available it was thought that it took to omuch computing power to get true VR, NOT to be confused with 3D in a cost effective manner – then came…….
  • 14. Facebook Buys Oculus VR For $2 Billion • According to a statement from CEO Mark Zuckerberg, the company plans to expand Oculus beyond gaming: • After games, we're going to make Oculus a platform for many other experiences. Imagine enjoying a court side seat at a game, studying in a classroom of students and teachers all over the world or consulting with a doctor face-to-face -- just by putting on goggles in your home. • Zuckerberg expanded on that in a conference call following the announcement, saying he believes virtual reality will be the next big computing platform after mobile devices like smartphones and tablets.
  • 15. Cross modal affects • Game transfer phenomena • “Video games have become a matter of emotional touch, evoking not just sensations but lasting emotive imprints, which hold for the gamer many of the same characteristics as memorable real life experiences” (Ortiz de Gortari, 2007).
  • 16. When “Real” Seems Mediated: Inverse Presence • Categories of this “illusion of mediation”: • positive (when people perceive natural beauty as mediated), • negative (when people perceive a disaster, crime, or other tragedy such as the events of September 11, 2001, as mediated), and • unusual (when close connections between people’s “real life” activities and mediated experiences lead them to confuse the former with the latter).
  • 17. Impacts on Other Realities Video Games & Dreams Lab at MacEwan University
  • 19. Why Video Games? • The most widely experienced VR that can be very immersive/present is video game play • video game players as those who are the most immersed in virtual worlds for well over the 10,000 hours often cited to determine expertise • As wider applications of computer technology occur other high end uses are now being investigated in our lab, i.e., social media use
  • 20. Dream Effects • Incorporation of gaming into dreams (continuity hypothesis) • 182 last night dreams collected after a video game played the day before 1. No game in dream (63%) 2. Game & Dream (37%) a. In the dream the dream ego is in the game world – the dream is the game (63% ) b. In the dream playing a video game is mentioned c. In the dream games are mentioned
  • 21. • Isn’t it all just incorporation? • Yes gamers dream about games • And no, Why study gamers dreams? Gamers dreams may show fundamental differences in their dreams
  • 22. Conclusions & Implications • Increased Lucid/control dreams • Is this indicative of at least improved metacognition or perhaps development of consciousness? • Is controlling a dream adaptive? • Increased Bizarreness/creativity • Do bizarreness differences reflect simple incorporation or • Are gamers capable of improved “novel adaptive responses” as per the Global Workspace theory? • Aggression/Threat Simulation • Does gaming have a protective function regarding nightmares? (This is reported on later in the conference by Carson Flockhart and Ally Ditner.) • Why does it seem to not be the case with female gamers? (This is reported on later in the conference by Arielle Boyes.) • What about social media and dreams? • Preliminary findings indicate not the same as the impact of video game play • As gaming and the Internet become world wide and China dominates both • are their experiences the same or different than North Americans? (Ming-Ni Lee and Sarah Gahr later in conference)