Brain-Box
Hi, friend! I'm your good pal Alan the Android, and I'm here to guide you through this-please send help-magical adventure!After decades of stalled progress, the Brain-Box was a breakthrough in AI-Human interactions made by Dimitris Eikonikós and the Future-Day Entertainment corporation. Consumers had always complained that there was something off-putting with the AI-personalities that they interacted with. It was an 'emotional uncanny' valley proved a significant hurdle to the sales of products such as AI assistant or personal helpers. Some intrinsic qualities present in human interaction was missing. The Brain-Box changed all that, and consumers are now free to enjoy a complete and emotionally fulfilling experience with their products, with no ethical concerns.
Penny For Your Thoughts
Brain-Boxes are neural interface devices that use the human brain to generate a sort of "emotive intelligence-data". This data is in turn fed into other AI simulations to provide them with emotional depth and complexity. While early models worked on a taxing one-to-one ratio, a modern Brain-Box can generate enough data from a single person to provide for multiple simulations. Although it can be stored, the best data is immediate and reactive, requiring a connection between the AI and running Brain-Box for the best result. Attempts to make it more efficient by requiring less than a single person have so far been unsuccessful. Unfortunately, the only real emotion garnered from disembodied brains have been unsuitable for all but the most niche simulations. Mostly screaming, really. Investors are assured that efforts continue, however. A Brain-Box consists of two parts: the back-end infrastructure and the human-machine interface. The servers can and usually does support multiple interface units, with some Brain-Box farms. Technicians monitor and track the readings carefully in case of deviations or emotional distress from the human-machine interface subjects... Or by some interns who probably do just as well. The interface units are neural connectors, strapped with electrodes that attach to the skull of the subjects. Once connected, they scan the subject's brainwaves and administering what the job description assures everyone is very minor electrical shock and undefined "corrections". A series of cables connect the interface units to the back-end infrastructure, so subjects are usually seated with various degrees of comfort.Thought-Farming
Today, the rising demand for ever-more AI simulations see Brain-Boxes used more than ever. They range from small and intimate stations where a single employee provides their undivided attention to one simulation, to farms with dozens of subjects with thoughts harvested in bulk. The latter is by far the more common and provides the majority of simulation data to the many AI across the Megacorpolis. In such Brain-Box farms, subjects are hired to sit with the Brain-Box for up to 18-hour shifts. Fast food and soda are provided, together with entertainment such as movies and music, to keep the subjects pacified. To ensure cooperation and desirable data, the food and drink provided are typically spiked with generous amounts of mood-altering drugs. Since all the subjects really need to do is stay awake, obesity rates and heart conditions among such employees tend to be high.Not all Brain-Box participants are humans: many simulations are of pets or wild animals. AVR pets are incredibly popular across the Megacorpolis and the market has a level of cutthroat competition usually only seen in underground knife-fighting tournaments. These sort of facilities are generally given names such as kennels or zoos by those who work there. In many cases, it is difficult to just drug an animal into the appropriate mental state of mind, so they are sometimes treated better than the human subjects are.
Some AI-Activists protest that the use of a Brain-Box inflicts the imperfections and volatility of the human mind onto the hapless AI. Others wonder if the process is only one way, or if data generated by the AI can affect the human brain in turn. The answer to either has been "shut up."
Smile: It's Mandatory
The emotional state of the subject hooked up to a Brain-Box is crucial. If they providing the emotive intelligence is angry, upset, or otherwise experiencing distress, the simulation will be colored by these emotions. While everyone has signed the terms of service, Megacorps always seek to improve their products to make sure they can sell more of them. As such, employees who use Brain-Boxes are under contract to always be happy. Such happiness sometimes leads to side effects, like alcoholism, drug abuse, or depression. Getting fired for these things rarely improve the situation. Unless someone's paying you to be sad, that is. There's a market for pretty much everything, and the Megacorps are there to provide.Some AI doesn't receive their data from a single source. Cheaper simulations are sometimes an amalgamation of several different Brain-Box subjects that is patched together and streamed in. On occasion, this results in some confusion if the emotional state of the source data is very different.
Gotta say, I love the new theme Q! "It was an 'emotional uncanny' valley proved a significant hurdle to the sales of " I think you missed a word there, maybe that or and. I think and is what you meant. Or maybe I'm still waking up. idk. If they providing the emotive intelligence is angry, upset, or otherwise experiencing distress, the simulation will be colored by these emotions. " The not they I believe. Got several. good laughs here. The fact that animals are usually treated better than humans was hilarious as is the fact that the researchers are disposed of XD I had a little bit of trouble understanding just what the box is, like the form it takes. Is it anbimplant on the brain as the pictures suggest? Another thing I'd love to know more about is what happens in the farms. Are they just put in a cubicle and told to feel for 18 hours straight eating their fast food while watching movies or are they put into matrix like simulations? Great addition to the world Q!
Ooh! Thanks for the feedback! I'll fix those things :D And yeah, pretty much. Think of the chairs from Wall-E, but with helmets and lots of drugs, fast-food and so on! :D
Creator of Araea, Megacorpolis, and many others.
Ooooo dear lord that terrifying and awesome.