Introduction:
Continuing our exploration of Sophie's World 2.0, we delve deeper into the fascinating realm of simulations (sims) and their transformative impact on learning, skill acquisition, and personal development in 2034. Through the lens of Sophie's World, we witness the power of these immersive technologies and the challenges they present in a world where time is a precious commodity.
As we follow Sophie's journey, we discover the intricacies of mental and physical skill training through sims, the burgeoning industry surrounding these technologies, and the emerging business models. We also explore the implications of this new landscape, where individuals must navigate the opportunity costs of skill development and the value of free time in an era of accelerated learning.
Join us as we unravel the complexities of this future world and the profound impact of sims on education, entertainment, and personal growth.
NOTE: There are many new terms that represent new ideas and technologies from the world of Centaurian Thinking. We recommend you read it first and then check out last week’s glossary, but if you want to look something up, jump to the glossary from last week.
Chapter One: The Phantom Code
Sophie was multi-streaming, relishing the flow of information as she flew through historical landscapes, scanning for new patterns. She circled back to a pivotal historical moment: 2024, a time zone she had revisited multiple times. She suddenly started tumbling when she signaled Pi to help switch between her multistreams. She was falling rapidly, the images streaming through her head becoming garbled and blurry. A flurry of feelings bubbled up, familiar yet unusual simultaneously.
“Sophie! Sophie! Please wake up!” Pi was frantic. She had never had the sim crash like this before. Suddenly, Sophie opened her eyes.
“Whoah, Pi. I’m right here. You don’t need to shout.” Sophie felt disoriented and a little motion sick. Pi noticed the flicker of annoyance flash across Sophie’s face as she slumped and started unstrapping out of the stretcher.
“What went wrong, Pi? I blanked for a few seconds there.”
“A few seconds?? You were out for close to 8 minutes!”
“8 minutes? Oh wow. Did the sim crash again?”
Pi shared the last 8 minutes with Sophie, pulling up streamviews in her MemX.
“Go back and show me the moment I started to tumble again. Yes, right there. Hang on a minute, why is everything blank?”
“It was blank for a full 8 minutes.”
“But I saw imagery, I saw streams of information coming in. They were blurry, but my brain was processing them. Why is there nothing? I saw glimpses of…" Sophie paused, the memories and feelings coming back.
“What did you experience? In sim-mode, you should not be processing any of your memories. Let me scan the stacks to see if anyone has seen something like this before.”
Sophie suspected she wouldn't find anything. The challenge of hacking the sim meant no hivemind to tap into. Undeterred, she was already busy grabbing her old computer from the shelf and booting it up. She was one of the few teenagers who still loved to tinker with old tech, but it was the only way she could fix her sim. She had completely voided the warranty on her sim when she started hacking it. Still, her passion for understanding how things worked drove her to continue exploring and modifying the system.
Sophie had taken an old version of the rebooted history simulator, Civilization, and integrated it with the news streaming technologies her Dad had received early access to. She aimed to create a sim to help her understand how ideas and innovations spread. Like many of her projects, it started with her picking her Dad's brain about his methods for spotting trends. She knew that if she could sit through his long, rambling lectures, he would give her some ideas she could play with. When he mentioned an old piece of research on a brain game called n-dual-back, she sensed it could be useful. As she delved into the research, she was surprised it hadn't gained more traction, given the impressive results of n-dual-back training on working memory. It didn't take her long to build the prototype. She loved flying through information, and before she knew it, her pattern-matching abilities had started improving. Within six months, she had maxed out her ability. That was five years ago. She kept upgrading the code -- she knew she was part of a dying breed who still enjoyed hand-coding software -- it was the only way to mod old games and sims.
Pi flipped into dual-zoning mode, and Sophie dove into the code. It was much slower than the agentic coding factories, but she loved the feeling of coding. It was the closest thing to the puzzle-solving games she used to play with her Dad.
She quickly found the problem. It was an area of code she didn’t recognize. She thought she had touched every piece of the sim’s code over the years, but she definitely didn’t recognize this piece. Pi had already started tracking the change logs while Sophie was unchunking the code.
“Pi, I really don’t understand this piece of code. It looks like it’s interfacing directly with…” Suddenly, she started coding rapidly. She loved it when Pi helped codevelop. The feeling of rapid coding was a thrill. The code was fixed when she flipped out of the dual zone.
“Sophie! Sophie! Not again!!” Pi was frantic. Sophie was confused, “what’s going on?" Why the alarm?”
“Phew, you’re back! This time, you were gone for 30 minutes!” Sophie noticed Pi was red, which indicated her emotional circuits were on high alert.
“We were just coding, Pi.”
“No, you were coding. I was locked out.”
“That can’t be possible! You helped me fix the code. There was no way, I knew the level of neuronal interface coding we were updating.”
“That wasn’t me. We have been hacked. That was another agent!”
TO BE CONTINUED…
Augmented Training & Simulations
In this follow-up to Sophie's World 2.0, we'll explore the unique role of simulations (sims) in 2034. Sims have become a crucial tool for deep practice, allowing individuals to train complex mental and physical skills in immersive, game-like environments.
Sims is the colloquial term for simulations prevalent in this future world. These simulations are immersive game-like environments where players learn and train mental and physical sims.
The idea behind these future sims, common in Sophie's World, is that you can train and learn any new skill by being immersed in simulations.
The physical sims are extensions of video games, including the new VR games that immerse you in game worlds. The technologies to access these game worlds are augmented glasses and contact lenses. Vernor Vinge explored this idea in Rainbow's End and his earlier Fast Times at Fairmont High.
These technologies have been developing for decades and are slowly solving many technological and usability issues. The price point will decrease, allowing us to immerse ourselves in these worlds. A few other elements are staples in this world: augmented consoles or other experiential interfaces, smart suits with built-in feedback and sensors, etc.
In general, I do not spend too much time explaining concepts that have been in the science fiction milieu for a while now. I will focus on ideas, technologies and my point of view on how these trends intersect with our lives. I will explain my methodology in future articles to create implications maps based on the adjacent possibilities.
Deep Practice and Skill Acquisition:
Sims facilitate deep practice by providing tailored environments for skill acquisition. Whether mental skills like pattern recognition or physical skills like soccer, sims help individuals reach mastery through focused, repetitive practice.
Mental Skill Training:
Pattern Recognition: Sophie’s Sim trains her to spot patterns by running multiple data streams simultaneously, similar to a complex n-dual-back brain game. The Sim allows her to input historical Meta, Macro, Mesa and Micro news streams, challenging her to find connections and patterns.
NOTE: Sophie has early access to technologies through her Dad’s work. These technologies have allowed her to modify the code.
Physical Skill Training:
Sports Sims: Physical sims move the body, replicating the experience of playing sports like soccer (Messi) or ice hockey (Gretzky). These sims are the equivalent of Brazil's rapid training academies.
Augmented Games: New augmented games like Fortnite and NeoSphere (a business simulation) provide immersive environments for physical and strategic skill development.
The Sim Industry:
Sims have become a big business, with game companies building sims for all known and valuable tasks. Elite professors, thinkers, and mathematicians contribute to developing these sims.
Education: Universities now offer their programs through a series of sims.
Entertainment: Sims are the new media and entertainment, with companies focusing on storytelling, RPGs, and action movies. Being a superhero is a popular sim category.
Fitness: Gyms now offer sims for strength and speed training.
Business Models:
Scarcity: Media companies release limited editions of multiverse sagas, creating scarcity and demand. In a world with an explosion in user-generated content, media companies drop content on public channels.
User-generated Content: Movies and games merge on content creation platforms. Anyone, especially kids, can create stories and movie franchises from their bedrooms.
Scientific Research: Sims like Planetary Guardians allow early adopters like Sophie and Wesley to join and build teams to solve cutting-edge science.
Innovation: Neosphere enables users to innovate products, services, and businesses using synthetic users in a simulated B2C market. Innovations that take off in the game world are given access to financing to launch in the real world as products and services.
Implication Map
As we consider these new technologies, let's explore some implications. The rise of augmented simulations, which allow people to learn new mental and physical skills, amplifies the scarcity of time in education across all ages. In a world where the amount of time spent training different skills comes with opportunity costs, each individual needs to choose how they allocate their training time. If they focus on training in soccer, they give up the opportunity to hone learning or problem-solving skills.
Opportunity Costs: Sims allow users to invest more time learning new skills, playing physical games, and engaging in multi-agent training exercises. However, this investment comes at the cost of forgoing other potential skill development.
10K, 5K, 3K Deep Practice: Depending on the sim technology, the time needed to master a skill can vary. Malcolm Gladwell's book Outliers popularized the idea of 10,000 hours, but in a sim world, the time to master a skill dramatically drops to 5,000 or 3,000 hours. In the story, Sophie has even accelerated this to less than 500 hours.
The Value of Free Time: In 2034, free time is considered invaluable for downtime processing and learning. Our brains can't train 24/7, and you need downtime to get the maximum benefit of training. Mapping the right combination of training and free time (including sleep, meditation, etc.) becomes crucial for optimal skill acquisition and mental well-being.
As individuals navigate this new landscape of accelerated learning and skill acquisition, they must carefully consider their priorities and allocate their time wisely. Mastering skills quickly is a powerful tool but requires thoughtful decision-making to ensure a balanced approach to personal development.
Summary:
In this article, we are starting to explore the transformative potential of simulations (sims) in 2034 through Sophie's story and her experiences with these cutting-edge technologies. We are seeing how sims can revolutionize how people learn, train, and acquire new mental and physical skills in an immersive and accelerated manner.
The rise of the sim industry could bring forth new opportunities and challenges, with game companies, educators, and innovators all vying for a piece of this lucrative market. Sims permeate every aspect of life, from entertainment to education and fitness, offering unprecedented possibilities for personal growth and development.
However, as we are learning, this new landscape also presents complex implications. The scarcity of time and the opportunity costs associated with skill acquisition become more pronounced, forcing individuals to make difficult choices about allocating their training time. The value of free time also comes into sharp focus as the need for downtime and processing becomes increasingly crucial in a world of accelerated learning.
As we navigate this future world, it is essential to approach these technologies with a balanced and thoughtful perspective. By carefully considering our priorities and making informed decisions about our personal development, we can harness the power of sims to unlock our full potential while maintaining a healthy and fulfilling life.
The story of Sophie serves as a window into this captivating future, inviting us to ponder the possibilities and challenges that lie ahead. As we continue to explore the implications of Centaurian Thinking and the technologies that shape this world, let us embrace the opportunities for growth and innovation while remaining mindful of the importance of balance and well-being in an ever-changing landscape.