Biological evolution is being surpassed by technological evolution.
As technology and access to technology becomes ever more democratised it fosters a culture of hacking, disruption and invention allowing the individual to design their own evolution.
Although they come from distinctly different backgrounds, from academia through to experimental bedroom hackers, transhumanists remain passionate about how technology can improve the world or improve the human experience in the world.
David Vintiner keeps documenting this world, which has taken him around the globe, allowing him to meet the most curious and interesting people and realities.
Below are only some of the most recent examples.
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After losing both an arm and leg in a tragic accident, Londoner James Young’s love of video games was so powerful he became adept at playing games one-handed. This confirmed him as the perfect candidate to receive and benefit most from a unique prosthetic. His prosthetic arm was made by renowned prosthetics artist Sophie De Oliveira Barata, as well as a team of engineers, roboticists, and product designers.
James was at the heart of the design process, as it was imperative that the arm met his unique requirements. The end result is as much an extension of James’ personality as it is his body. The prosthetic arm features a 3D printed bionic hand that enabled James to perform a number of gestures, all controlled by tensing his shoulder muscles. The main structure of the arm is made of high-grade carbon fiber, making it light but incredibly strong. The arm has the capacity for USB-powered attachments, and even charges his phone.
Since the completion of the unique arm, James has been a keynote speaker at technology and healthcare events around the globe, giving emotive and insightful talks on the challenges of his new journey. With his inherent interest in science & technology, in combination with his new immersion in the field, James is developing content for television and mixed media hoping to encourage a profound interest in STEM in young people, and increase accessibility to science for the general public.
Skinterface is a skinsuit which allows you to go from the physical world into the virtual world. Once there, Skinterface enables two-way physical interactions with computer simulated objects and environments, creating a fully immersive experience. Located and tracked through 3D space, Skinterface is equipped with sophisticated actuators which convey subtle sensations, effectively converting virtual interaction into physical feeling.
Central to the experience of entering any real environment is the physical process of crossing the threshold into that space.
If skin is our interface to the physical world, it must also be our interface to the digital world in order for one to feel fully immersed. To go from being an observer to an active participant, a person must be able to feel the world they are entering and feel the transition into it.
The Skinterface suit allows the wearer to physically feel the transition into the virtual world, the feeling of crossing an imaginary threshold into a computer simulated environment. Beyond this transition, the suit would also be capable of facilitating two way interactions with virtual objects or people—be that for entertainment, communication, virtual prototyping or one of the many other potential applications.
EYESECT is a wearable interactive installation that reflects an Out-of-Bodiment in an immersive way. By this it allows users to experience their environemts from new points of view.
The world, as we perceive in reality and through media is aligned to binocular and stereoscopic vision of human beings.
Two hendheld cameras capture the surroundings and stream the image data straight to the single eyes. The spatial perception is then constructed inside the human sensory system. Arms and fingers become eye-muscles and create impossible human-biological perspectives.
The exoskeleton is a wearable robotic suit that users put over their clothes.
Jose L. Contreras-Vidal, PhD, Hugh Roy and Lillie Cullen University professor of electrical and computer engineering and director at the Laboratory for Noninvasive Brain-Machine Interface Systems at the University of Houston, and colleagues are testing scalp electroencephalography (EEG) on paralyzed patients to help them move again.
Through theeir findings, they created the NeuroRex, an exoskeleton modified with an EEG cap that reads electrical activity generated by the brain. Where current exoskeletons utilize crutches to help the patient move, the NeuroRex will allow patients to move by using their thoughts without the need for crutches or walkers.