Visions of 2051 Outline

by Roger Bourke White Jr., started February 2017



This is the outline for Visions of 2051, second in the Visions series.

What this is about

The center of this book is wearables and how they will change how we live and how we think. This will also continue to explore TES and how that will change how we live and how we think. Ambitious class will be explored to show how TES contrasts with it.

For reference: The center of the first book is cyber muses, and the center of the third book is baby clubs.



What is going to get covered here that is not covered in Visions of 2050?

o System gaming -- How will system gaming be handled? How will wearables be used on these activities? This is another feel-good emotion. Will wearables let people feel good when they succeed at gaming the system? Will it amplify the feel good when the gaming is minor? This will let a minor gaming success make someone's day. This produces only mildly damaging results when it succeeds, so wearables may not be concerned, except that these situations come up quite frequently.

o Wearables and personal performance enhancement -- better physical performance, stay awake longer, sleep better, enhanced senses, enhanced communication (internalized communication)

Something of a surprise: "driverless people", as in, enhanced multi-tasking, and more definitive alarms when "doing it wrong" in ways that wearables can detect -- helping someone multi-tasking to walk down the street without getting run over or bumping into things.

Personal performance enhancement is going to be the core of why people get second generation non-medical wearables. The above are the obvious ways they are going to enhance. The enhanced senses will be things like clearer vision in the visible spectrum, first, then enhancement by seeing in UV and IR. Hearing will be hearing beyond the normal human range. How much of this will be handled internally versus wearing VR goggles of some sorts will change over time. Basically, the more exotic the sense, the more likely it is to be in a goggle, the more it becomes commmodity the more it will be internalized.

What else? What new senses? Sensing in a seismic sense, as in, feeling vibrations that are normally not felt? Better other senses... taste, smell, touch? What are the advantages in these, other than being a fussier dilettante at meals? Any completely new senses?

What will these enhancements let people do that makes a difference? Answering this is a big challenge. They are competing with AI and cyber to do things which make a difference.

Superior coordination which makes yoga, gymnastics and sports much easier.

o recreational mind altering: so many new ways of getting drunk, high, whatever... and with recovering being quick and easy. Beyond getting high there is searching for new realities, new dimensions of experience, whatever... Timothy Leary LSD-style stuff.

Many kinds of mind altering will still include rituals, just because. An example that comes to mind is doing hallucinations in a sweat lodge. This ritual can be continued, but the wearables will add consistency to getting a vision, and reduce the risks of overdoing the physiological stresses that are part of the ritual. The rituals will be part of the dilettante activities people engage in. This will be something they are passionate about.

How will dangerous activities like parachuting, risky sports and risky entertaining mix with mind altering? What will be the fate of "Hold my beer..."?

oo the straight medical stuff: early warning, early fixing, what difference will this make? What will we take for granted?

There is lots and lots of ritual mixed in to health care. These days this tendency to ritualize shows up both in how patients and health care people treat each other and in how health care is paid for. The government regulations and health insurance practices are both just nuts -- both are held deeply hostage to The Curse of Being Important. (A much simpler "patient pays" system would be lots less expensive and either more rational or better customized to what makes the patient feel good. If a patient feels better with a witch doctor performing rituals, why not?)

This ritual encrusation isn't going to change. Even though wearables can in theory simplify health care enormously, there will still be instinctive demand for a lot of ritual -- "demand" in the "consumer demand for a product" sense. So, even if the combination of wearables and pervasive surveillance can bring "fast fixy" to people, they will still want rituals of many kinds entwined in the health process. The rituals will be nutty when looked at from a cool-headed analytical perspective, but many health care participants will want them and think they are both very important and comforting. They will help them sleep better at night... even though wearables will be doing that even better.

oo Mixing urban legend with emotion controlling. Most of what Necessity Folk will learn in their schooling, entertainment and recreation will be urban legend. Why not? It is comfortable and it won't effect their well-being very much because cyber is controlling the material, service and transportation functions. What will this lead to? It could lead to panics and witch hunts, but the wearables should be able to dampen the impact of those by damping the fear emotions that power them. It can lead to lots of social shaming. Shaming is likely to be a major time and attention consumer in Necessity Folk circles. Gossip will experience a strong revival.

o Baby making -- (also in Visions of 2052) How is gene editing going to be handled? What about adding nanotech and other monitoring and performance enhancing paraphernalia? What are the surprise features mothers are going to want in their children? What are the surprise features they are going to want in their raising environment?

o Food production -- How is vat-grown food going to fit into the system? On one hand it is techno stuff messing with food, on the other it is saving animals from slaughter. The feeling I get from current articles is that it is not as reviled as, say, Monsanto. It currently seems to be mixing with 3D printing so the shape of what comes out can be designed.

o Cosplay -- There is going to be lots and lots of cosplay. How will it evolve? How elaborate will it get? This is likely to be something that Necessity People want declared a right, so they can spend necessity money, time and energy on it. (it is also going to be popular with ambitious people) How will cosplay and VR/AR mix? How much will it influence real world events? How will it mix with things such as product availability and social shaming? How much with celebrities and marketing? My guess is: a whole lot.

o Booth Babe -- early application for human-looking and talking robots. It's a surprise application for me. LoL! But after thinking about it, it makes sense. The babes don't need to know their product in depth, they are there simply to attract people with their appearance and personality. It's a monotonous job which makes it quite eligible for automation. Bonus: the android booth babes will know their products a whole lot better than 2010's human babes do.

o Sex toys -- One of the earliest applications for AI and human-looking robots. One of the earliest because it is so simple to do and the instinctive thinking supporting it is so strong. And the frustration with real-world relations with real-world opposite sex is so common and so strong. Think of all the love songs and stories about unrequited love. Think of all the tales of painfully unhappy breakups.

o A surprise use of wearables -- teaching wild wolves not to hunt domestic animals. Drones can shoot a wearable into them as pups. Pervasive surveillance of the older wolves can determine when and where the pups are born. Once in, the wearables can use hormone control, or even something as direct as electric shocks, to train the growing wolves what are not good prey choices.

o Wearables and what other instincts? -- End of World (EOW), Exploring, honoring warriors, other honor related... Thoughts: EOW makes people act crazy, but mostly in mildly damaging ways such as selling off all one's personal stuff and engaging in "prepper" activities. EOW investing manias, on the other hand, can get big and damaging. But the manias are few and far between so this emotion will not likely provoke much interest in developing a wearable response. Honor, on the other hand, can lead to lots of high-profile damaging activities such as damaging vengeance acts and honor killings. There will be a wearable response to this.


Written (23,280 words)

o Dissent and Social Shaming -- these will be steadily evolving (730)

o Coming of Age Rituals -- what will these be in TES communities? (600)

o Self-abuse in TES -- how to abuse and how to shame (500)

o Education and Ambition -- urban legend, cyber teaching and wearables (500)

o Updating hardware and software -- the ongoing crisis will continue (250)

o Social Shaming in TES -- big changes coming in how we shame and what we shame (1130)

o The Shopping Experience in TES -- thanks to smart advertising and cyber teaching home economics this is going to be real different (430)

o Ambitious class mind-tripping -- mixing wearables and exotic vacations (680)

o Politicians in TES -- what will concern them and how will taxes change? (1100)

o TES and Charity -- still lots of giving (245)

o Androgyny and Wearables -- avoiding unrequited love (490)

o Legal Systems -- dispute resolution and entertainment

o Thinking in TES -- what will thinking be like in the various TES environments? (1788)

o Classes in TES -- Necessity, Ambitious, Shaming, Nomads, others (1268)

o paycheck to paycheck living -- the paycheck-to-paycheck lifestyle in TES (2749)

o Money in TES -- Necessity, Luxury, Investing money in the 2050's (1070)

o Immigration and TES -- Lots less because less economic motivation, but still the exploring instinct. (713)

o The Paralympics (or Special Olympics) evolve into the Paralympics Plus or Extra Special Olympics in which the competitors are using lots of augmenting paraphernalia. (426)

o Enfranchisement in TES -- how to keep humans invested in being good community members, not disrupters of various sorts such as gangsters. (1070)

o Wearables and Us versus Them -- using wearables to modify this instinct (904)

o Wearables and fear -- mild altering, plus airports, NIMBY, when familiar activities are transformed into strange ones. (in wearables) (1411)

o Gene editing by everyone -- Gene editing tools are getting more numerous, diverse and cheaper. (1187)

o Preppers in 2050 -- The instinct to build a place to hunker down during the coming apocalypse is strong in some people. It's not going away. (547)

o Mixing Romance and Wearables -- twist a dial to fall in love, or out of love (1776)

o Leisure time -- how this will be experienced (1145)

o Warfare -- how this will be conducted (650)



let's see...

o more Wise Old Man stories -- moving an experienced mind into a new, young body. This can be a rich man's hobby. What benefits will he/she experience? Meet for-real new interesting girls, not cyber girls, don't need young for those. But yes, need the young body for extreme party-hearty. What else? Not booze, wearables are doing that. Are there other situations -- ones where it is profitable to the community to do so? How do avatars relate to wise old man stories and experiences? When will an avatar do in place of a young body?

Changing gender for the next young body experience. What else? Getting in some kind of animal body? Umm... hard to match human thinking with animal brain structure.

A story of a wise old man becoming the body of a child living in a North Korean-style dystopia. What does he do? What if "he" takes over the body of a girl child, and experiences lots of sex abuse as well as other kinds. How can he respond cleverly, and in ways that won't get him beaten up some more, or even killed for being some kind of infiltrating traitor? What can he do to end/diminish the dystopia?

o Can I come up with another Super Spy Weekend surprise satire? Something involving Tattoos and T-Shirts style marriage? Really fancy, really showy, ritual is important. What's the objective? Who will be impressed?

o What are soldiers and war-style conflicts going to be like? What kind of story with formal soldiers covered by drones on one side, and informal terrorist-style soldiers hiding among civilians on the other? Any conflict conditions where both can act like out-and-out soldiers? It will be a strange situation. This will be a proxy war. Perhaps in New Guinea? Modernizers versus traditionalist hill people? Modernizers trying to switch to TES? The hill people seeing betrayal, getting help from whom?

o Social shaming story. -- Something based on today's hyper-feminism trend. Being too prescriptionist, and getting away with it because of Tender Snowflakism. Lots of gossipers who have social-based teeth, and use them. Town Without Pity theme.

o Real big challenge: an Agatha Christy-like mystery in a world of pervasive surveillance. Even more so with pervasive wearables monitoring people's health real time.

o Space tourism -- a domed city on the Moon, it is popular just because it is so science fictiony. It will feel like Tomorrowland at Disneyland, and that will be the whole purpose for having it. Oh, there will be talk about supporting some science research, but that's because that is part of the Tomorrowland theme. And the Necessity Folk will be protesting for some "rights" to go there. Waiting in line to get such a right will feel OK, just like waiting in line feels OK at Disneyland today. What will Mars support? Where will "hard core" ambitious class tourists go? Will they want to go beyond Mars? Any space commerce to speak of? Any reason to put in a Space Elevator?

Written (27,452 words)

o Megan's Party Time -- a TES young woman is going through her daily routine and meets an attractive older guy at her night club. What is going to keep her from getting ambitious? One inspiration is The Devil wears Prada where the protagonist gives up on ambition to keep her existing friends. (4735)

o Baby Club -- a woman decides it is time and is now picking a baby club (6137)

o Home or Club? -- a stay-at-home teenage boy impulsively falls in love and decides to have a baby (2400)

o Wise Old Man -- JC version is about Jesus being a wise old man in the 2050's sense. (1031)

o Hard Times -- more on a cyber-induced recession to stop a populist ruler from ruining the country. (6823)

o The Princess, The Fly, and City Hall -- disabled person helping around city hall (2600)

o He's the One? -- romance with wearables, deciding he is right before turning on the wearable (3726)