immersion virtual reality
Computers are now sufficiently advanced and miniaturised that billions of them can be implanted within the brain. Advances in neuroscience, in parallel with these and other developments, have led to a new form of simulation known as full immersion virtual reality. By the end of this decade, it has been successfully demonstrated in a human volunteer.*
Though still in its early stages, and yet to become fully mainstream, this technology provides astounding realism and detail. Users now have the option of actually "being" in a
game environment and experiencing its graphics, audio and other effects (e.g. tactile feedback) in a manner that is largely indistinguishable
from the real world.
This breakthrough has been achieved through exponential trends in computing over the previous decades – including a billionfold improvement in processing power and price performance, combined with a 100,000-fold shrinkage of components and circuitry.*
first time, human brains are actually being merged with computer intelligence.
Rather than viewing games on a screen, users can now experience the program
from within their own nervous systems, as though it were an extension
of their mind. A simple, minimally invasive procedure
inserts nanobots (blood cell-sized devices) into their bodies. These
microscopic machines are self-guided towards the neurons in their brain
responsible for visual, auditory and other senses. Here, they remain
in a dormant state, but in close proximity to the brain cells.
user wishes to experience a simulated reality, the nanobots immediately
move into place, suppressing all of the inputs coming from the real
senses and replacing them with signals corresponding to the virtual
environment. If the user decides to move their limbs and muscles as
they normally would, the nanobots again intercept these neurochemical
signals – suppressing the "real world" limbs from moving,
and instead causing their "virtual" limbs to move within the
game. This means a user can be sitting in a fixed position, while experiencing
a high degree of activity and movement.
most people are wary of microscopic nanobots, they have been around
in some form since the 2020s (eg. for medical purposes) with few, if any issues. Many years
of testing and safety measures have gone into this latest
generation. Detailed regulations are being formulated to cover any possible
eventuality. For example, power cuts mean the nanobots will simply detach
from neurons – automatically returning a user to the real world
– while checks are constantly performed to ensure there is no danger
of being "trapped" in a virtual environment.
the machines are not permanent and can be removed at any time
if desired. In any case, it is practically impossible for them to damage
nerve cells or cause any lasting damage, due to their small size and
limited functionality. In the coming decades, many people come to
accept them as a natural part of their bodies – just as bacteria
and other small objects are part of their stomach, digestion and other
VR isn't just limited to games. With such huge creative scope, it can be used for a whole range of applications: from business to education,
training, healthcare, engineering, design, media and entertainment.
is revolutionised, since people no longer have to travel great
distances or spend large amounts of money to explore the sights and
sounds of another location – they can simply go online. For this
reason, a number of travel firms go bust in the 2040s, or
else drastically alter their business models to account for this
that’s not to say these online holidays are intrinsically better
than the real thing. Although on a different scale of technical wizardry
compared to graphics of earlier decades, they are still somewhat limited
in their accuracy of towns and cities. At this stage, many of them lack
sufficient AI, are often sparsely populated, and miss out vital details
or subtle characteristics of foreign culture... things which make real-life
travel such an enriching, worthwhile experience. Decades of refinement
will be needed before VR is entirely convincing.
this new phenomenon is so profound in its depth of interactivity –
as well as sheer convenience, accessibility and ease of use –
that it presents a serious threat to old-line travel agencies.
that the industry adapts to this is by offering more detailed, advanced
and sophisticated holiday environments, for a fee. However, this becomes
only a temporary solution, as certain users find a way to pirate these
programs, which are then duplicated and shared online. The problem is
exacerbated by groups collaborating to form their own free/open source
programs, which combine the best elements from these and others, and
are easy to customise by the casual user. In some cases, "hybrid"
versions of holiday destinations are created which offer wholly
new, surreal and dreamlike experiences. One such example might
be a recreation of Manhattan with a tropical coastline, populated by
characters from Star Wars.
the Internet caused a shakeup in the music industry, the same phenomenon occurs in the travel industry. From the 2040s onwards there is a
marked decline in air travel and overseas holiday bookings. The effects
of climate change are also playing
a part here. Growing numbers of people are choosing to stay at home,
with most communication and interaction done online. The same
is true of businesses in general – especially with regard to meetings and
conferences, which are increasingly being held in virtual settings.
Manufacturing jobs have largely disappeared in the West
In the United States and most other developed nations, manufacturing has gone the same way as agriculture – vitally important, yet employing very few people. Robots, automation and 3D printing, now sufficiently perfected after decades of development, have taken over a wide range of roles once performed by humans.*** As China and other emerging nations make the transition to service-based economies, they too will experience this trend in the not-too-distant future.
national symbol, the koala, faces extinction
date, the koala population in Australia has dwindled to almost nothing,
due to the combined impacts of drought, disease, climate change and and loss of natural habitat.* Only those in captivity now remain.
Five-year survival rates for leukaemia are approaching 100%
Leukaemia is a cancer of the blood or bone marrow, characterised by an abnormal increase in the number of immature white blood cells, called "blasts". In 2008, there were 350,000 new cases worldwide, and 257,000 deaths from the disease, placing it within the top 10 most common type of cancer deaths.
However, treatments improved greatly over the decades, with survival rates showing a consistent upward trend. Gene therapy was among the most successful new approaches. One such method turned a patient's own T-cells into cancer-targeting attackers. In one study, conducted between 2010 and 2011, two of three patients remained cancer-free after a year.* By 2039, five-year survival rates in many countries are reaching 100%.**
The U.S. population reaches 400 million*
with 309 million for the year 2010. Most of the population growth has
occured in urban areas.
heatwaves are commonplace in the U.S.
five decades were all the hottest on record – each surpassing the last.
Extreme heatwaves are now having a serious impact on agricultural yields
and human health. This is a particular problem in the American West.
From 2030 to 2039, most areas of Utah, Colorado, Arizona and New Mexico
have at least seven summers equal to the hottest season ever recorded
between 1951 and 1999. The hottest daily temperatures of the year from
1980 to 1999 have become twice as frequent. There are persistent, drier
conditions around the country, with substantial reductions in soil moisture and an accompanying rise in forest fires.*