READ
Title: Imaginative Gear
In “Veldt”, audiences are presented with this changing room that changes with the user’s imagination. My idea for this story is what I call the Imaginative Gear, which similar to the changing room, has the ability to change your clothes that is the best fit for the environment. It also has the capability to sense danger based on the user’s reactions and form a protective barrier to protect them from harm. It also has the ability to change based on your mood and emotion, or even your imaginative system. You can literally create a new type of clothing with simply an idea in your head. There are currently no such inventions currently present in real life. There is clothing that does change but those are all very limited to only a few types of changes. This type of invention first has to solve the issue of the mass amount of materials needed to deal with all kinds of environments. Since different scenarios and environments need specific gear to protect them from harm. Only when a universal material is found, can this project truly can be complete.
Title: Remover
In “The Ones Who Walks Away From Omelas”, the story is set during a summer festival in a utopian city known as Omelas. The prosperity of Omelas depends on the perpetual misery of a single child. My idea for this story is called the remover. While instead of everyone’s happiness relying a single on the misery of a single child, why not create a gear that absorbs the negative emotions and misery of a person? A sensor will be built throughout the city, when it detects sadness or misery, it would send electrical waves to remove such emotions. Every person’s emotion creates different wavelengths, and while the machine absorbs wavelengths it will present them on a big wall. At the end of the day, an artwork is presented in the middle of the city showing all the wavelengths together. It is a way of making sad emotions into a form of art that heals the individuals who look at it, as they could be part of the making of such art. To collect such wavelengths, there are already machines available to collect such data. There has been no current invention that could remove negative emotions from an individual. Some issue that this type of interactive artifact can have is how it will affect the brain negatively.
Title: Immersion
In “The Plague”, people are becoming statues, yet in another sense, their brain is still active and considered alive. My idea is to create a digital platform, where an individual’s brain is uploaded onto the digital platform and continues living there. Instead of being trapped in their stone body and having the risk of being killed or thrown out, this will in sense let them keep living but in data form. A technology that connects to this invention is VR gear. It brings the user into the game or environment of their choice. Although your brain is not completely in the system, it achieves the idea more or less. As uploading a person’s consciousness into a digital world is riskier and requires a lot more programming compared to VR gear. In this digital world, people can interact with everything that is part of the system. They can live how they desire and perform actions of their choice. It is merely a platform for those that have been affected by the disease to have a second chance at life. An issue with this invention is maintenance. If in theory everyone on earth gets affected by the disease there would be no one able to update and keep the world in check.