赛博致幻剂:环境工程致幻剂发展改变的特征

C. Smith, Melissa Warner
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引用次数: 1

摘要

“网络迷幻”和“网络迷幻心理治疗”有可能在调节和引导治疗性迷幻体验方面提供更精确的方法。迷幻药和Cyberdelics都有可能让用户沉浸在丰富的感官景观中;两者都被研究为转化体验的媒介,也都被用作帮助从精神疾病中康复的艾滋病。迷幻辅助治疗(PAT)是一种有前途的独特治疗方式,其重点是破坏根深蒂固的思维、感觉和感知方式。迷幻药和Cyberdelics都不能保证积极的变化,它们是体验式药物和技术,可以提供一个“可塑性窗口”,可以在治疗过程中使用,朝着健康和个人成长。为了构建和催化这两个领域,语境工程(Context engineering, CE)涉及到有意识地重构经验,以增强和扩展感知和认知。CE赋予我们新的能力和对感官的控制,为我们提供了一种新的自我和社会探索。CE考虑了增强术可以做的广泛范围,但也强调了只关注药物或技术的危险。我们的假设是,使用情境设计的虚拟和增强环境可以帮助稳定通过迷幻辅助治疗过程沉淀的见解。我们提出了多种游戏机制或机制,通过这些机制,赛博迷幻可以帮助调节或优化迷幻辅助治疗,并得到情境工程、积极心理学、正念、变革性体验设计和幸福游戏化的支持。如果使用得当,电子致幻剂可以提供一个更好的学习环境,以发展设置,设置和技能,以支持致幻剂辅助
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Cyberdelics: Context Engineering Psychedelics to Develop Altered Traits
‘Cyberdelics’ and ‘Cyberdelic Psychotherapy’ have the potential to offer greater precision in modulating and entraining therapeutic psychedelic experiences. Both Psychedelics and Cyberdelics have the potential to immerse users in enriched sensory landscapes; both have been studied as mediums of transformative experience and both have been used as aids to help recovery from mental illness. Psychedelic-assisted therapy (PAT) is a promising and unique therapeutic modality with a focus on disrupting entrenched ways of thinking, feeling and perceiving. Both Psychedelics and Cyberdelics do not guarantee positive change, they are experiential medicines and technologies that may provide a ‘window of plasticity’ that can be utilised within a therapeutic process, towards wellbeing and personal growth. To frame and catalyse both spheres, Context engineering (CE) involves the deliberate re-structuring of experience to enhance and expand perception and cognition. CE gives us new abilities and control over our senses providing us with a new type of self and societal exploration. CE considers the broad spectrum of what augmentation can do but also highlights the dangers of focusing solely on the medicine or the technology. Our hypothesis is that the use of context-engineered virtual and augmented environments can assist in stabilising the insights precipitated through the psychedelic-assisted therapy process. We propose a variety of game mechanics or mechanisms by which cyberdelics may help modulate or optimise psychedelic-assisted therapy, supported by context engineering, positive psychology, mindfulness, transformative experience design, and the gamification of wellbeing. If utilised wisely, cyberdelics may provide an enhanced learning environment for the development of set, setting and skills to support psychedelic-assisted
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