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VR and Interstellar Travel

Crew members in route to a distant planet may best be accommodated by full immersion VR. The actual spaceship could be reduced to a relatively simple, small, well-shielded vehicle. Inside the crew’s biological material could be supported by a simplified nutrition, waste and maintenance system. Their minds could inhabit a fully immersive VR environment that would provide them with all the luxuries of vast, diverse spaces and experiences — complete with simulated gravity, simulated pleasant nature-like and artificial environments, and simulated meals.

They could also engage in simulating the type of society they intend to build once they arrive in their new physical environment, using similar constraints to the ones they will encounter. This could allow many years for actual human experiences to test and refine what they will build and how they will interact in their new home.

Advances in maintaining biological material may even allow a single generation to survive the entire journey. They may adopt their own conventions for simulating death and birth for reasons related to simulating their new home or for maintaining psychological well-being over many centuries. Simulated death and reincarnation may allow a single crew to experience many childhoods and parenting situations without the need for actual procreation.

Another concern that this addresses is the need for massive funding for research and development as well as resource provisioning when building conventional spacecraft intended to deliver things like artificial gravity, agriculture and pleasant living spaces for large multigenerational populations — all while shielding them from radiation. Funding the development of fully immersive VR seems like a relatively easier to fund activity that has immediate uses here on earth and elsewhere. The types of ships that would be sufficient for sustaining and shielding humans living mostly in immersive VR would be so simplified that most of the fundamental research that would be specific to designing such crafts may have already occurred.


After 200,000 years or so of human existence, climate change threatens to make swathes of our planet unlivable by the end of the century. If we do manage to adapt, on a long enough timeline the Earth will become uninhabitable for other reasons: chance events like a comet strike or supervolcano eruption, or ultimately — if we make it that long — the expansion of the sun into a red giant in around five billion years, engulfing the planet completely or at a minimum scorching away all forms of life. Planning for potential escape routes from Earth is, if not exactly pressing, then at least a necessary response to a plausible threat.

Philippine-made ocean waste collector and dengue mapper to join the NASA global hackathon

MANILA, Philippines — A deployable, autonomous ocean waste collection system utilizing space data to locate nearby garbage patches built by students from De La Salle University and an automated information portal which correlates dengue cases with real-time data from satellite, climate, and search engines won the National Aeronautics and Space Administration’s International Space Apps Challenge last October 18–20, 2019 in Manila, in collaboration with the Philippine Council for Industry, Energy and Emerging Technology Research and Development of the Department of Science and Technology (DOST-PCIEERD), Animo Labs technology business incubator, PLDT InnoLab, American Corner Manila, the U.S. government, and part of the Design Week Philippines with Department of Trade and Industry-Design Center of the Philippines.

Using NASA’s Ocean Surface Current Analysis Real-time (OSCAR) data to determine possible locations of ocean garbage patches using GPS, PaWiKAN uses a pair of deployable, dynamically reconfigurable boats capable of trapping and returning ocean waste back to ground. It is equipped with extended-range radio system based on LoRa technology and Arduino to communicate with sensors and controlled by a deployment station. It was developed by Lasallian electronics and communications engineering students Samantha Maxine Santos, Antonio Miguel S. Alejo, Grant Lewis Bulaong, and Janos Lance L. Tiberio of Ocean’s 4, who also joined the last year’s hackathon, creating a hyper-casual puzzle game utilizing images from the Hubble Space Telescope and intuitive physics concepts.

Forget the latest Hollywood film noir and spend some time learning about this story instead. The story is that of Reno, Nevada, and the location of the original Tesla Gigafactory. The historical drama, a true story, unfolds with twisting and dark details.

The story came to light due to the notable new podcast series The City (USA Today’s investigative podcast). Episode 4 of season 2 is titled “West World.”

“We go east of the city, where wild horses roam and business is booming. City boosters say Tesla is driving New Reno, but the truth is darker and more complicated than it first appears.”