EXPERIENCE PLAYBACK
Every morph with mesh inserts has the capability
to transmit or record their experiences, a form of
technology called experience playback, or XP. Since
the rst programs were developed that provide a
simple interface to “snapshot” ones experiences, it
has become extremely popular to share XP with
friends and social networks, or with the online public
at large.
The level of experiences depends on how much of
the recorded sensory perception is kept when the clip
is made. Full XP includes exteroceptive, interoceptive,
and emotive tracks. Exteroceptive tracks include the
traditional senses of sight, smell, hearing, touch, and
taste that process the outside world. Interoceptive
tracks include senses originating within the body, such
as balance, a sense of motion, pain, hunger and thirst,
and a general sense of the location of one’s own body
parts. Emotive tracks include the whole spectrum of
emotions which can be aroused in a transhumans.
Due to the biological requirements (neuronal and
endocrine systems) of expressing emotions, hardcore
XP a cionados deem only the experience in and from
biomorphs as the real deal.
MESH USES
There are many reasons people use the mesh. The
foremost is communication: voice and video calls
(typically displaying avatars rather than actual
video), electronic messaging (e-mail, instant mes-
saging, microblogging), and le and data transfers.
Socializing is also key, handled via social and reputa-
tion networks, personal pro les, lifelogging, chats
and conferences (both AR and VR), and discussion
groups and forums. Information gathering is also
at the top, whether its browsing the popular Solar-
chive or other databases and directories, tapping
the latest newsfeeds, browsing mesh sites, tracking
your friends, taking lessons in VR, or looking up just
about anything conceivable. Recreation rounds out
the pack, covering everything from gaming (AR and
VR) to experiencing other people’s lives (XP) to VR
tourism and club-hopping.
PERSONAL A