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. The power to perform complex mental operations beyond those of an average human mind.
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. 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. 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.
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. 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. 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. 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. 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