Embodiment in Whole-Brain Emulation and its Implications for Death
Anxiety Charl Linssen Journal of Evolution and Technology - Vol. 26 Issue 2 –
July 2016 - pgs 1-15
Abstract
The awareness of death is a
central motivating force behind human activity. Their
capacities for abstract and symbolic reasoning give human beings a unique
foresight of their finite lifetime and forthcoming demise. Because of
the overwhelming nature of this realization, we try to cope with the ensuing
anxieties by means of various cognitive and existential strategies. One such strategy
is to create a meaningful legacy during oneÕs lifetime that will outlive the
single individual. Whole-brain emulation (WBE) is another approach, but is
unusual because of its literal promise to abolish death. Starting from the
premise that WBE is feasible and will advance to such a level that we can speak
of uploaded minds, we explore the implications of an allegedly immortal
existence in a computational substrate: for our embodiment in the first place,
and for death anxiety in the second. We argue that uploading would change the
nature of, but could ultimately never abolish, embodiment. Instead, the defining
characteristic of all brains are their vital links to
the bodies that contain them and their interactions with the environment that
are mediated by the body. In this light, we discuss the limits of WBEÕs
potential to mitigate death anxieties: limits related to the (objective)
probability of ceasing to exist, but also those that stem from the perception
of the body as a proxy for death. 1 Origins
of death anxiety
Human beings are a uniquely hybrid species: part
biology, part culture (Moravec 1990). We have an
unrivalled capacity for symbolic reasoning and thought, expressed in typically
human faculties and abilities such as language, logical reasoning, technology,
mathematics, and art. This contrasts with the physical or bodily realm, which
is an inheritance from our evolutionary ancestors. The process of biological
evolution necessarily involves the survival and differential reproduction of
organisms, and for human beings bodily survival is among our most deep-seated
and elementary drives. However, a new type of self-perpetuation, fundamentally
different from its classical counterpart found in biology, is now possible in
the realm of symbols. The body places a person in a more or less
standardized species form. Our bodily makeup and basic biology are essentially
fixed from the time of conception: an individual cannot choose the particular
body envelope they find themselves in. Throughout history, we have tried to run
counter to this, to place our bodies in a position subordinate to our rational
wills and to exert intellectual control over them. Examples abound: adornment;
modification (including plastic surgery); and
augmentation through the use of technology. In spite of these efforts, the
control that we can exert over our own bodies, given the current state of
technology, remains weak. We remain as captive as ever to an essentially
unchangeable bodily envelope. To make matters worse, it constantly reminds us
of its inevitable demise, through pain, illness and aging, as well as through
carnal, species-stereotyped actions such as defecation and sex (Becker 1973). The symbolic realm, on the other hand, does not
constrain us to a predetermined species role or even to the physical world per
se. Instead, it allows us to express our desire for perpetuation and continued
life through the use of symbol or metaphor in ways that are highly specific,
the outcome of each individualÕs creative personality and personal wishes. The
symbolic realm satisfies the ancient inner urge for perpetuation and continued
life, not through passing on the genes of oneself or oneÕs tribe, but through
passing on technological artifacts and via cultural impact, such as knowing
that our various religions, countries, or personal achievements (e.g.
scientific discoveries) will outlive us as single individuals (Greenberg et al.
1997). It is only in the confluence of these two domains
– the tangible and the symbolic – that we can know the terror of
death: Òto have emerged from nothing, to have a name, consciousness of self,
deep inner feelings, an excruciating inner yearning for life and
self-expression – and with all this, yet to dieÓ (Becker 1973, 87). Only
human beings have a real foresight of their impending demise, made possible by
their symbolic conception of themselves as beings placed in time. This
foresight brings with it feelings of dread and anxiety, because we are
programmed (by evolution) against death, yet powerless to stop it. To prevent
these overwhelming feelings from interfering too much with our daily
functioning, we develop strategies for repression or Òdenial.Ó These
repressions are always imperfect and leave us vulnerable to psychological
dysfunction, and they may in fact disrupt everyday life (e.g. in compulsions:
see Becker 1973). An alleviation of death anxiety mediated by technology could
thus have a major positive impact on psychological well-being. Note that drawing a distinction between the tangible,
physical realm and that of symbolic meaning does not rely upon notions of mind-body
dualism (Cartesianism) or non-physicalism
(non-materialism). All thought and experience is assumed to be causally
dependent on, and fully explained by, the structure and function of our nervous
systems. Nonetheless, awareness of and coping with the concept of death (a
symbolic construct) are central aspects of human psychology. Their effects can
be studied and quantified by, for example, experimentally inducing death
salience and recording changes in behavior and physiology. Studies such as
these have demonstrated the pervasive nature of death anxiety and its coping
mechanisms, even in everyday life (for an overview, see Greenberg et al. 2014).
The importance of such defensive mechanisms is highlighted by
the finding that eliminating death awareness from working memory is an
active cognitive process that competes for resources with other processes
(Arndt et al. 1997). Because of its roots in higher cognitive processes,
death anxiety is complex and multifactorial. Some cognitive
dimensions of death anxiety have been defined by Neimeyer
(1994). These include each of the following: beliefs or ideas about the state
of being dead (non-existence); understandings of the dying process or being
destroyed; the thought of a radical transformation or separation; the idea of death
as a threat to the meaningfulness of life (or as a threat to coming to a full
realization of lifeÕs basic goals and propensities); images of significant
others; fear of helplessness and loss of control; fear of uncertainty and the
unknown; fear of missing out on things; and ideas about the body after death.
Attitudes toward death and responses to death salience are personal and the
result of cumulative life experience (Cicirelli
2006), which makes them susceptible to change in personal and cultural
circumstance. Anxiety about death is an ancient motivator of human action (Rendu et al. 2014) and has found expression from cave
drawings to the more recent ÒmindfilesÓ that promise
a type of continued survival in cyberspace after death (Rothblatt
2013). The remainder of this paper explores how a potential
future technology, whole-brain emulation (WBE), might interact particularly
strongly with death anxiety and associated coping strategies. Clearly, these
interactions are complex, and involve more than the simple continued existence
of the body. After introducing WBE in Section 2 we shall therefore take a
closer look at the role of embodiment in Section 3, before discussing the
implications for issues related to death in Section 4. 2
Whole-brain emulation
There is a converging interest in cognitive function
from many fields of science. In the last two decades, we have witnessed
spectacular methodological and technological developments in microbiology and
associated competencies such as lab automation, information storage and retrieval,
data analysis, and computational modeling. Although still in their infancy,
these developments are allowing us to measure, analyze, and understand many
attributes of the nervous system that are known to be relevant for its
function. These attributes, such as ultrastructure (Briggman
and Bock 2012) and in-situ genetic expression (Lee et al. 2014), can in
principle be acquired across the entire volume of the brain, thereby capturing
all the variability that is unique to an individual. The recording process is
then followed by a mapping or reconstruction where the data is analyzed and
converted into a format that is more convenient for computer manipulation. In addition to a static analysis of the brain data,
the computer can implement a phenomenological (descriptive) model of physical
processes that take place in the real, biological brain. By numerical
evaluation of the model, the simulation would evolve in time, replicating the
functional dynamics of normal physiological brain function (Koene
2012). It is still a matter of debate what level of detail is required in the
simulation. It stands to reason, however, by extrapolating past scientific
progress, that it will become feasible to build computational models that
simulate the biological brain to such a degree of accuracy that the simulation
can be considered functionally indistinguishable from the original. Given a
non-dualistic view of the mind-body problem, this implies that the simulation
captures the complete identity and individuality of the person whose brain was
scanned. This reasoning has given rise to the term Òmind uploadingÓ (Sandberg
and Bostrom 2008). To perform the upload of an individual, a destructive
scanning and sectioning process, applied to their biological brain, is
currently the most feasible and best investigated method. Alternative
approaches could include replacing a single cell at a time by engineered
equivalents (Moravec 1990) or hypothetical
non-destructive scanning methods analogous to magnetic resonance imaging. Other
than uploading, WBE could also be achieved by means of ontogenetic software
that emulates the growth and development of a few cells or a single cell (e.g.
a zygote) into a human central nervous system. The resulting individuals could be said to be ÒbornÓ as emulants. Once the process of uploading is complete, the
uploaded person has acquired substrate
independence (Koene 2013): the computational
model is universal and does not rely on the specific type of computer that is
used to implement it. Everything that is computable (such as the model) can be
computed on any general-purpose processing unit. A computer that is supporting
the emulation will have a particular architecture, but it can just as well be
replaced by one with an entirely different architecture: perhaps one that does
not use silicon, but carbon nanotubes, for its computation elements, or a neuromorphic chip that performs vast amounts of local
computations in parallel, instead of a traditional general-purpose processor
with a sequential load-store architecture. The temporal evolution of the
emulation is invariant to the substrate that is used: although the supporting
hardware can be very different, we are not adjusting the neural network that is
being simulated, but only the simulator (Sandberg and Bostrom
2008). By making use of the wealth of information implicit in
biology, WBE can in principle be achieved without much knowledge of how the
activity of networked cells leads to behavior. However, unless the emulation is
going to be held in a state of complete isolation, some information about the neural code, that is, how information is represented by firing patterns of neurons, is
going to be necessary. Knowing the code allows interfaces between the spiking
signals of neurons and the digital electrical signals in which information is
represented in conventional computer formats. An example of such an interface
could be that between a peripheral nerve and an artificial muscle. Peripheral
codes are relatively simple and well-understood
compared to codes in the central nervous system; contemporary applications of
neuronal coding and decoding already include prostheses for motor control, exteroception, and proprioception (Wander and Rao 2014).
3
Embodiment in whole-brain emulation
In its most basic sense, the term ÒembodiedÓ is
synonymous with Òincarnate,Ó referring to the fact that we are each invested
with a body. The body is both host to the brain and positioned to mediate all
of the individualÕs experience with the world. These two elements will be taken
up separately in Sub-section 3.1. In Sub-section 3.2, we then argue that having
a body is inevitable, even in WBE. In Sub-section 3.3, we review the implications
of WBE for what it means to have a body. 3.1 Distinguishing embodiment and
substrate
In the process of uploading, a change of substrate
occurs. Initially, the physical processes that are necessary for the operation
of the brain are carried out by biology. In biology, there is an inextricable
link between substrate and (human) body: the body is host to the brain,
offering metabolic support and structural protection. When the brain is
uploaded, these functions of the body become superfluous to brain function: an emulation no longer requires oxygen and nutrients for
sustenance. Thus, the literal ÒincarnationÓ has changed from a biological
substrate to the substrate of a computer. However, this transition does not necessarily alter our
perceptions of our bodies and the environment around us. The brain can perceive
only indirectly, by receiving (and sending) sequences of neuronal action
potentials (ÒspikesÓ) that encode properties of the world. The brain does not
ÒseeÓ; it only receives spiking signals from the retinas and other senses. But
this is not what we experience: we experience light and objects as existing
objectively and veridically, independent of
perception, and without any reference to action potentials or neural coding.
The term embeddedness
refers to this environment, the phenomenal world Òout thereÓ that we can feel
and touch and interact with. The physical body forms an essential part of this
interaction, because the distribution of its senses and musculature dictates
the ways in which we can even begin to interact with our surroundings. A body
is on the one hand clearly a demarcated entity in the world, but on the other
hand, being a part of the same world, is subject to the same physical laws and
constraints, being thus ÒembeddedÓ in the world. The term ÒembodimentÓ refers
to this body, which constitutes a necessary bridge between the objects and
phenomena that exist in the environment and the spike signals of the nervous
system. At present, the biological substrate (the brain) is
concomitant with the body, given that the brain is situated in the same body
that mediates our experience. In WBE, this need no longer be the case (Figure
1). Although the computer chips that are supporting the emulation are still
sitting (tangibly) in a room somewhere, they are far removed from the personÕs
direct experience: a personÕs experience is not confined to that computer room
or chip. Thus, in an uploaded existence, the perceived embodiment can be vastly
different from the substrate. Embodiment in WBE should thus refer to the body
and environment that we perceive to be physically real, even though it may not
actually exist in the real world (see Sub-section 3.3).
Figure 1: Diagram showing
the dependencies between embeddedness, embodiment,
and substrate. (A) Present situation: the brain is contained in the body which is contained in the environment. Action
potentials are routed between brain and body via nerve fibers (dashed line).
(B) Situation for WBE: the substrate is no longer fixed to the body. Action
potentials are electronically routed between the emulation and body (dashed
line). 3.2 Primacy of the body in the mind
A considerable part of the human brain is dedicated to
interacting with the world. Pioneering work in the nineteenth century
demonstrated a close correspondence between areas of the neocortex
and the sensory and motor groups of the body. By directly stimulating the
cortex with electrical current, movement of the muscles can be evoked, as well
as percepts (Silverstein 2012). In many areas, a topographical continuity was
found to map nearby locations on the cortical surface to nearby points in the
periphery (e.g. in primary motor, sensory, or visual cortex; see Lesser et al.
1998). Topographic maps are found extensively in the brain, not just in lower
sensory areas, but even in the hippocampus, which sits at the top of the
cortical hierarchy, and in frontal areas (Silver and Kastner
2009) that are well known to be involved in higher, quintessentially human
thinking. The widespread distribution of topographic correspondences intimates
a strong integration of body-related processing and processing related to
higher cognition. Convergent evidence indeed supports this viewpoint.
From early electrophysiological results, it would appear that different regions
of the cerebral and cerebellar cortex (or brain at large) can be separated by
clear boundaries, and that a specific function can be assigned to each region.
Such divisions can, however, be made on the basis of countless variations
between cells: morphology, synaptic distribution, epigenetic profile,
plasticity, connectivity, and so on. Early brain atlases were based only on coarse
cytoarchitecture; taking into account the much more
detailed data that has only recently become available, dense networks emerge
that do not follow a strict and regular pattern, but can be described by only
the most general laws, such as power-law scaling and small-worldness
(characterized by many ÒshortcutsÓ). For example, a prominent association fiber
bundle directly connects frontal and primary visual areas (Forkel
et al. 2014), possibly involved in attention or prediction. On the whole,
anatomical data negates the initial modular view of cognition, which now
instead appears to rely on widespread integration between all parts of the
neural network. Similarly, a functional view of the neocortex has emerged that emphasizes its hierarchical
organization (Moratti et al. 2014). For example,
areas related to vision are organized so that a relatively close correspondence
exists between lower areas and the outside world, and between higher areas and
symbolic thought. In the visual hierarchy, lower levels are indeed organized in
topographic correspondence with the visual field, and extract basic image
features related to geometry, motion, and color. Higher regions operate at a
more integrative and semantic level: for example, these identify objects in a
scene and conceptualize their location (Perry and Fallah
2014). However, the processing that occurs along this hierarchy is complex and interdigitated: any organizational scheme that acknowledges
the actual complexity found in nature is forced to intersperse many other areas
between the lower and upper, which correspond to varying degrees with low-level
or high-level features but can never clearly be associated with either. In such
a scheme, it is impossible to maintain a distinction between ÒpureÓ sensory
processing and ÒpureÓ higher cognition. In fact, hierarchically lower areas are
known to be actively involved in prediction and analysis of upcoming stimuli (Chaumon et al. 2014), mental imagery (Albers et al. 2013),
and the direction of attention (Zumer et al. 2014). Attentional mechanisms are crucial to overcome information
bottlenecks in the brain, and are largely orchestrated by frontal (higher
cognitive) regions (Katsuki and Constantinidis
2014). Also, the roles of the cerebellum, a prominent part of the human brain
that has long been known to be involved in the acquisition of precise motor
skills and control, are now known to include higher cognition, language, and
affect processing (De Smet et al. 2013). In addition to these detailed neurological considerations,
the integration of the body and higher cognition can be
approached by studying language. The term Òembodied cognitionÓ often
refers to the idea that the development of symbolic thought, such as semantics
in language, rationality, and imagination, is crucially based in the body and
its interactions with the environment. According to this theory, we develop
primary metaphors during childhood and early physical and social experience.
These include such basic phenomena as the level of water in a cup going up as
water is poured in. A primary metaphor is employed when we state that stock
prices are Ògoing up.Ó Higher-level concepts are metaphors that are less direct
than the primary metaphors but nevertheless rely on bodily experience in the
world. For example, conceptual metaphors related to time, with the past or
future lying behind or ahead of us, are rooted in an understanding of how we
can interact with the world through seeing and moving (Lakoff
and Johnson 1980; Fauconnier and Turner 2004).
Without a grounding in basic sensorimotor experience,
these abstract notions would have no meaning to us. 3.3 Fulfilling the need for a body
In the process of uploading (Section 2), the complete
structure of the nervous system is faithfully encoded into a digital model,
which could easily include the complete networks of the retina or spinal cord,
until the very point where the peripheral nerve fibers enter and exit the
spine, or could even include peripheral nerve fibers that connect the central
nervous system to muscle endplates and sensory transduction neurons. As
remarked in Section 2, the neural code at this level is simple and well
understood, so it is feasible for the signals to be generated and interpreted
by soft- and hardware.
By the time uploading is feasible, we will have
constructed advanced robot implementations of the human body that can serve as
the ultimate telepresence device for us (Brooks
2002). They will allow humans to live in environments where traditionally they
could not, such as underwater or on a planet without an atmosphere. Even though
our brain emulation is taking place remotely, somewhere safe, our experience
can be instantiated in these robotic avatars, which are free to roam within the
range of the wireless communications link. Avatar robots will thus extend the
range of human action and allow us to escape the limitations of any biological
body (Moravec 1990). The alternative to instantiation in a real-world
avatar is to opt for instantiation in a virtual environment. In this scenario,
a computer would emulate not only the brain itself but also the body and
environment. A familiar contemporary example of how this might look is Second
Life, a popular internet-based virtual world (for more, see Linden Research n.d.). Unlike robotic avatars, simulated
avatars are not bound by the laws of physics. In the world of Second
Life, one can, for instance, teleport instantaneously
from one location to another. The human brain has a remarkable capacity to adapt
quickly, effortlessly, and transparently to new types of embodiment, learning
to control their dynamics and novel capabilities (Pino
et al. 2014). As an example, consider telepresence
robots. At present, they essentially consist of a camera and microphone mounted
on a mobile platform. If the camera image is projected onto our retinas, and at
the same time we are in control of the gaze or movement of the camera (by
moving the robot), we very quickly move our egocentric body space to that of
the robot, and experience a sense of ÒpresenceÓ at the robotÕs location. This
can be demonstrated by threatening the robot (for instance, holding it over a
cliff) and measuring the galvanic skin response or brain activation patterns of
the controlling subject, which are equivalent to those measured in situations
where the personÕs real body is threatened (Ramachandran
and Blakeslee 1998). Because embodiment of a simulated brain is a matter of
routing sensorimotor signals, these may at any point in time be re-routed to an
avatar with different characteristics. The user could select any desired body
on demand. This is known as multiple embodiment (Moravec 1990;
Clark 2003). After training, our brain is expected to accommodate almost
instantaneously to a new avatar in the same way that a tool, when picked up,
can immediately become part of our extended body schema (ibid.). Essential to a body are the notions of a spatial
delineation, and a focalized first-person perspective in space from which the
world is perceived. Both can be manipulated and are doubly dissociated.
Lesions, seizures, or stimulation of target cortical regions can alter the
experience of self-location, such as during so-called out-of-body experiences
(i.e. displaced self-location), also described as taking a third-person
perspective on oneÕs body. Bodies can even be invisible; that is to say, the
sense of ÒIÓ can be in empty space (Òillusory bodyÓ; Serino
et al. 2013), but throughout these manipulations both the focal perspective and
spatial delineation of the body remain present. Hayles
(1994) recounts two examples of virtual bodies: those of a snake and a crow,
animals that are primarily propelled by undulatory
locomotion and flight, respectively. These behaviors are normally supported by
motor pattern generating circuitry in basal brain areas and the spine –
circuitry that is not present in the human nervous system, which is tailored
instead for efficient bipedal locomotion. As this circuitry is relatively
peripheral, it could be amenable to intervention, where a change of avatar is
associated with a change in these peripheral circuits, but this is speculative
and more evidence is needed on the efficacy of adapting to avatars increasingly
different from human form. 4 Death
anxiety in whole-brain emulation
The existence of WBE, or even its conception, can be
interpreted as a direct outcome of dealing with death anxiety. Inventing
methods and strategies to defeat death is the result of a deep-seated drive
toward continued existence. WBE is by its very definition a method by which to
transcend biological death. What sets it apart from other, more traditional,
strategies for coping with death is that it could be the first to actually
fulfill its promise technologically. If WBE is indeed feasible, will it lead,
for uploaded minds, to the abolition of death-related anxieties and the associated
need for coping strategies? Continuing the distinction between substrate and
body that was made in Sub-section 3.1, we take up these aspects in Sub-sections
4.1 and 4.2, respectively. 4.1 Anxiety due to the substrate
Rejecting mind-body dualism implies that, in order to
sustain the mind indefinitely, it is necessary and sufficient to sustain the
substrate indefinitely.1 The fact that we
remain embodied is no longer an impediment to this, because the substrate and
body are now separable (Sub-section 3.1). With WBE, the body becomes an avatar,
be it in a simulated environment or in the real world. Avatars free their human
users from the lethal repercussions of fate or bad judgment. There need be no
risk of dying in a car accident or of old age – or of aging in the first
place. Even the destruction of a robot body that exists in the real, physical
world does not imply that the person dies, because the avatar can be controlled
wirelessly from a safe location. To perform WBE, some kind of material substrate will
always be necessary. The dynamical model describing an individualÕs brain needs
to be instantiated in biological, computational or other hardware that allows
its dynamics to unfold over time. Loss of the particular hardware that the
emulation is running on need not be tantamount to death, as specific microchips
are not essential: underlying hardware is replaceable, and one computer chip is
as good as any other (substrate independence). In a suitably designed,
redundant system, hardware failure would result in automatic failover, having
no effect, or a negligible effect, on the dynamics of the simulation. ÒDeathÓ
for an upload can occur only as the result of an irreversible termination of
the dynamical model simulation, for example due to loss of the model data. The probability of such an irreversible termination
could in principle be marginalized by redundancy and careful design, to the
point where no such events occur over cosmic timescales. However, this is not
the same as achieving immortality as if it were a mathematical (logical)
certainty. Reducing the probability of death is not a solution to death
anxiety: ÒThe smallest virus or the stupidest accident would deprive a man not
of 90 years but of 900 – and would be then 10 times more absurd. [É] If
something is 10 times more absurd it is 10 times more threateningÓ (Becker
1973, 267). Furthermore, the model and state of the emulation are themselves
vulnerable to extinction: [B]rain
emulations are extremely vulnerable by default: the software and data
constituting them and their mental states can be erased or changed by anybody
with access to the system on which they are running. Their bodies are not
self-contained and their survival is dependent upon hardware they might not
have causal control over. They can also be subjected to undetectable violations
such as illicit copying. (Sandberg 2014) In addition, Rothblatt
(2014) mentions the privacy violations that might arise from someone with
physical access to the substrate hardware, in particular, the incumbent
government. It is an open question who will be endowed
with the responsibility of maintaining the physical substrate. To some degree, these limitations
can be mitigated by making off-line, off-site backups of the model data.
In case the model data associated with the running emulation is destroyed, it
can be re-instantiated from a backup taken at a certain time in the past, so
that subjectively the person only experiences a time interval of
non-consciousness. Death Òforecloses fewer opportunities for uploadsÓ (Sandberg
2014): instead of being binary and irreversible, the concept of death becomes
more graded. Having to resort to increasingly older backups (due to an
increasingly large magnitude of catastrophe) results in the loss of more
memories, with the person retroactively having to forego the period of time
between the making of the backup and the time of the accident, in which they
were essentially Òdead.Ó Death anxiety, in the most literal sense, is fear
brought about by the limitations of a finite lifespan. Let us assume that an
uploaded person knows about the substrate that is supporting them, even though it is not normally perceived by them. At present, we cope
with knowledge of our biological substrateÕs numerous vulnerabilities by
engaging cognitive strategies that ultimately result in a drive for symbolic
immortality. In biology, these fears and strategies are continuously reinforced
by such daily reminders as the deaths of others and maladies of the body. In
WBE, if the substrate is built to extreme standards of reliability, the
frequency of such reminders could be drastically reduced. At the same time, outside
threats such as economic crises, political oppression, computer viruses, or war
(or even the threat of war) might easily bring the ultimate reliance on a sound
substrate back into focus – regardless of their probability of actually eventuating.
As an analogy, present-day terrorism is given a great deal of attention and
captures the imagination, even though the probability of it happening to a
particular individual is infinitesimally small. Given how rapidly humans adapt
to the capabilities offered by new technology, it seems likely that any newly
achieved levels of redundancy and resilience will simply become the new
Ònormal,Ó at which point we demand the next stage in assuring even higher
levels over even longer timescales. Fundamentally, for an uploaded person, it is clear
that elements in the simulation can be destroyed as easily as they can be
created. Since an uploaded person is defined solely on the basis of their
(model) data, there is, by implication, always the possibility of the
impossibility of continued existence. (Without this possibility, uploaded persons
would be trapped.) Knowing the ultimate vulnerability of the substrate hardware
is, by itself, enough justification for persisting death anxieties, but now
there is also the vulnerability that stems from the software (the WBE model
data, simulation software, avatar parameters, and so on) and the dependency on
hardware that might not be under oneÕs own control. Precise elaborations and
emphases in death anxiety will remain subject to circumstance. For example,
exposure to events related less to failure of particular physical hardware, but
more to the loss of model data or ÒpatternÓ – be it from accidental or
deliberate action – could induce efforts to invest in cryptographic or
other software measures, designed to safeguard model data. 4.2 Anxiety due to embodiment
In WBE, the body and environment that are experienced
by a person in day-to-day life are vastly different from the physical hardware
that supports their emulation. In spite of a hypothetically indestructible
substrate, which would release any a priori constraints on lifespan for the
uploaded individual, death anxiety might continue. This is, in part, because
much of our current death anxiety derives from the static, predetermined, and
confining nature of a body and its embeddedness in
the world. A biological body is experienced as constraining
because of its limitations: it is fixed and cannot be molded according to a
personÕs wishes. Millions of years of evolution by natural selection have given
us, soberly put, Òsenses capable of perceiving medium-size objects in a narrow
spectrum moving at slow speedsÓ (More 2014, 223). Needless to say, in WBE this
situation could easily be made radically different. Morphological freedom
(Sandberg 2013) would be greatly enhanced, since a virtual or robot body could
be designed according to individual requirements, as opposed to being one of a
given stereotype, with arbitrary and fixed characteristics such as gender and
skin color. Even after its initial creation, the form of an avatar would remain
plastic and subservient to the demands of the intellectual self, and an
uploaded individual is not restricted to a single form (multiple embodiment). Control over the body also extends to control over the
environment. Second Life, for example, contains a separate interface that
allows the user to construct objects in the world, to manipulate their size,
shape, and appearance, and to endow these with dynamical (scripted) effects.
Restrictions are there not because of intrinsic limitations, but because the
creators of the software have chosen to enforce them. In principle, even things
like gravity and the laws of physics can be altered at will in a virtual
environment. Instantiation in a robot avatar might seem
impoverished in comparison, but robot bodies can always be upgraded to make use
of the latest technology, and wireless communication can make possible many
actions at a distance that would presently appear as magic. In 1973, Becker said: ÒThere is no strength that can
overcome creature anxiety unless one is a god and not a creatureÓ (Becker 1973,
261). But uploaded individuals would find themselves in a position that appears
conspicuously close to god-like. By the time uploading can be made available, the
boundedness and determinism of the current human body
will certainly have been overcome. But does this statement hold for any type of body? In spite of the leap
in power and control implied by uploading, a bodily instantiation remains
unavoidable. Any kind of bodily instantiation is confining because of its very
function: sampling states of the world and lending particular degrees of
freedom to manipulate it. This problem is exacerbated if the options available
for customizing and enhancing the avatar are restricted (for whatever reason,
e.g. due to economic or computational cost). The avatar might then be perceived
as confining rather than liberating (Slater and Usoh
1994). The same holds for how successful a person is in using the tools
available to them (including their body) to manipulate the external environment.
If the tools available are primitive or require a high level of skill to
operate, the person will experience few degrees of freedom and a type of
claustrophobia might ensue. New modes of perception and action require training
and practice to master gracefully; due to widespread integration in the brain
(Sub-section 3.2), we cannot expect to just Òplug inÓ a skill. In addition, even with uploading our morphological
freedom will remain limited by the need to share common ground with the rest of
society and to have meaningful interactions with each other. Bodily appearance
is a strong part of oneÕs sense of identity. This holds for whatever avatar we
choose; the remarkable plasticity of this mental self-representation has been
demonstrated by virtual reality experiments, where a subject infers their
expected disposition from their avatarÕs appearance, and then changes their
attitude and behavior to conform to the expectations (Yee and Bailenson 2007). Avatars are also important for a range of
nonverbal interactions (Yee et al. 2007), which necessarily rely on shared
norms. On a more pragmatic level, it does not make any sense to express oneself
using a modality for which the other party has no sensory organ. For an uploaded mind, any practical restrictions of
the avatar and the simulation itself will be encountered on a daily basis,
making them much more salient and confronting compared to the now relatively rare
events relating to (impending) substrate dysfunction. Embodiment and embeddedness contribute to death anxiety to the extent that
the body and the ability to manipulate the physical environment are experienced
as limiting the freedom of creativity and self-expression. This makes them
contingent on many factors, such as personal ambitions and abilities, societal
norms, and technological progress. The question of how specific factors
contribute to death-related anxieties can already be addressed by present-day
research, for example by measuring the degree to which the anxieties are evoked
on the basis of various freedoms or restrictions when exploring a virtual
world. Blascovich and Bailenson
(2011) describe a virtual reality study in which participants were told that a
virtual avatar would be created in their likeness, which would subsequently be
stored for generations to come in a university-backed Òdigital vault.Ó When it
was revealed during debriefing that participantsÕ avatars would not actually be
saved, they became so irate that the researchers felt it necessary to abort the
study. 5. Conclusion
Existence in a silicon substrate would once and for
all shift the emphasis from hardware survival to pattern survival: ÒThe pattern
is whatÕs important, not the substrateÓ (Tipler
1994). However, this does not do away with a fight for survival per se. It is
fundamentally impossible for WBE to offer a guaranteed, absolute immortality,
only a receding probability horizon of death. Even the apparent tautology, that
to reduce the probability of death (loss of pattern) will proportionally reduce
death anxiety, is by no means vacuously true. Death anxiety is multifactorial
and can be interpreted far beyond the straightforward sense of death of the
biological body. In this paper we have explored three elements in particular:
the substrate, embodiment, and embeddedness in an
environment. Uncertainties related to maintenance of the
computational substrate could by themselves form sufficient justification for
the persistence of death anxieties. Although the substrate hardware can in
principle be made orders of magnitude more reliable and durable than the human
body, the essential vulnerability of any hardware not only remains but is compounded by that of the software (WBE model and
simulator). Moreover, in WBE the body and environment will be at
our command, but only to the degree of what is made possible by the systemÕs software
and hardware, the economy, society, the state, the irreversible passage of
time, opportunity costs, and so on. While enhancing freedom
with respect to our present situation, WBE ultimately only enforces a new set
of constraints and dependencies. There are many further aspects to death
anxiety that we have not explored here in detail, but could conceivably allay
or exacerbate it. For example, the ability to create other instances of a
particular running emulation (Ò(mind)clonesÓ or
ÒbranchesÓ) could allay death anxiety analogous to procreation in biology. Kierkegaard claimed that death anxiety (ÒdreadÓ in his
words) can actually enrich life, rather than diminish
it: Ò[É] not that [faith] annihilates dread, but remaining ever young, it is
continually developing itself out of the death throe of dreadÓ (cited in Becker
1973, 91). In other words, it could be a good thing for (some) anxiety to
remain; it could sustain an inner drive toward (intellectual)
self-perpetuation. A guaranteed existence could easily lead to passivity and
ennui: if our emulation continues to run indefinitely, we may no longer feel
the need to leave behind a symbolic legacy in the form of cultural or technological
progress. For some, the absence of a foreseeable death would infringe on the
ÒauthenticityÓ of human existence; they claim that finitude is necessary for
genuine individuality and freedom (Bailey 2014). However, as we have seen,
there should be no fear of death anxieties, be they literal or symbolic, disappearing
in the first place. Instead, central to the human subject appears to lie a powerful drive toward freedom and self-expression, and
a move away from the predetermined and fallible mechanics of a biological body,
both in its role as a substrate and as an embodiment. Death anxiety impels us to produce a meaningful
symbolic legacy in a given personal context. However, the arrival of WBE will
radically change what people value in creating such a legacy. Because of close
links to individual life history and cultural standards, the outcomes of these
changes are hard to predict, and they are expected to continue to morph over
time. Inevitably, then, a great variety in attitudes can be expected. For
example, retaining a self-sufficient and self-contained body in the real world
could actually be a very safe and comforting thought. It is sometimes tacitly
assumed that growing beyond the need for a body is desirable and a key purpose
of WBE. Instead, holding on to our bodies, with the additional freedom of
designing and modifying them in countless different ways, could be a very
fulfilling pursuit in its own right (Vita-More 2004). Note 1. I.e. with our current neuroscientific knowledge; perhaps
the architecture of our brains is somehow fundamentally unsuitable
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