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Metaphysics of Vedanta is akin to VR & gaming technology

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https://aeon.co/ideas/modern-technology-...of-vedanta

EXCERPT: . . . Vedanta summarises the metaphysics of the Upanishads, a clutch of Sanskrit religious texts, likely written between 800 and 500 BCE. They form the basis for the many philosophical, spiritual and mystical traditions of the Indian sub-continent. The Upanishads were also a source of inspiration for some modern scientists, including Albert Einstein, Erwin Schrödinger and Werner Heisenberg, as they struggled to comprehend quantum physics of the 20th century.

The Vedantic quest for understanding begins from what it considers the logical starting point: our own consciousness. How can we trust conclusions about what we observe and analyse unless we understand what is doing the observation and analysis? [...] some modern observers ... claim that the human mind is merely an intricate organic processing machine – and consciousness, if it exists at all, might simply be a property that emerges from information complexity. However, this view fails to explain intractable issues such as the subjective self and our experience of qualia, those aspects of mental content such as ‘redness’ or ‘sweetness’ that we experience during conscious awareness. Figuring out how matter can produce phenomenal consciousness remains the so-called ‘hard problem’.

Vedanta offers a model to integrate subjective consciousness and the information-processing systems of our body and brains. Its theory separates the brain and the senses from the mind. But it also distinguishes the mind from the function of consciousness [...] While computers can handle all sorts of processing without our help, we furnish them with a screen as an interface between the machine and ourselves. Similarly, Vedanta postulates that the conscious entity – something it terms the atma – is the observer of the output of the mind. The atma possesses, and is said to be composed of, the fundamental property of consciousness. The concept is explored in many of the meditative practices of Eastern traditions.

[...] This idea can also be explored in the all-consuming realm of VR. On entering a game, we might be asked to choose our character or avatar – originally a Sanskrit word, aptly enough, meaning ‘one who descends from a higher dimension’. In older texts, the term often refers to divine incarnations. However, the etymology suits the gamer, as he or she chooses to descend from ‘normal’ reality and enter the VR world. Having specified our avatar’s gender, bodily features, attributes and skills, next we learn how to control its limbs and tools. Soon, our awareness diverts from our physical self to the VR capabilities of the avatar.

In Vedanta psychology, this is akin to the atma adopting the psychological persona-self it calls the ahankara, or the ‘pseudo-ego’. Instead of a detached conscious observer, we choose to define ourselves in terms of our social connections and the physical characteristics of the body. [...] Within a VR game, our avatar represents a pale imitation of our actual self and its entanglements. [...]  The more I regard myself as a physical entity requiring various forms of sensual gratification, the more likely I am to objectify those who can satisfy my desires, and to forge relationships based on mutual selfishness. [...] As the atma, we remain the same subjective self throughout the whole of our life. Our body, mentality and personality change dramatically – but throughout it all, we know ourselves to be the constant observer.

[...] Gamers, especially pathological gamers, are known to become deeply attached to their avatars, and can suffer distress when their avatars are harmed. Fortunately, we’re usually offered another chance: Do you want to play again? Sure enough, we do. Perhaps we create a new avatar, someone more adept, based on the lessons learned last time around. This mirrors the Vedantic concept of reincarnation, specifically in its form of metempsychosis: the transmigration of the conscious self into a new physical vehicle.

Some commentators interpret Vedanta as suggesting that there is no real world, and that all that exists is conscious awareness. However, a broader take on Vedantic texts is more akin to VR. The VR world is wholly data, but it becomes ‘real’ when that information manifests itself to our senses as imagery and sounds on the screen or through a headset. Similarly, for Vedanta, it is the external world’s transitory manifestation as observable objects that makes it less ‘real’ than the perpetual, unchanging nature of the consciousness that observes it.

To the sages of old, immersing ourselves in the ephemeral world means allowing the atma to succumb to an illusion: the illusion that our consciousness is somehow part of an external scene, and must suffer or enjoy along with it. It’s amusing to think what Patanjali and the Vedantic fathers would make of VR: an illusion within an illusion, perhaps, but one that might help us to grasp the potency of their message....

MORE: https://aeon.co/ideas/modern-technology-...of-vedanta
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