One of my favourite sci-fi artefacts came from the video game I heavily played before “Assassin’s Creed”. The game concept starts with Desmond Miles, a protagonist living in the present who use the Animus machine to access memories of his ancestors encoded within his DNA, one of whom is a member of the Assassins.
The Animus (Fig. 1) experienced several upgrades throughout the story. The latest version includes a neural link, a seat with body sensor/actuator regulation, and a portable control processing unit with dialysis and hematological injectors. The machine allows reading of user’s and their ancestors genetic memory, and with successful synchronization, project the output through virtual reality. The epidural/neural connection transmit/read the memory, but the latest version replaces it with “red blood cell” hematological link to read the genetic memory and transmit the data to every organ.
Fig 1. Blueprint of Animus HR-8 (Assassin’s Creed Wiki)
As shown in Vid. 1 below, in their adapted movie, the Animus technology is further supported with virtual/augmented reality projection in 3-D, and a robotic arm for 6-DOF movements of the user in real-time. It is known that the use of this technology could cause a “Bleeding Effect”, infusing and transferring experiences, capabilities, and knowledge from the ancestors to the users. Over-usage could result in mental instability, such as through sudden hallucinations and altered alertness.
Vid 1. First Connection to Animus (Assassin’s Creed, 2016)
This technology also reminds me of the B.A.R.F (Binarily Augmented Retro-framing) system developed by Tony Stark and was introduced in the scene of his speech at MIT. The B.A.R.F uses holographic system and hippocampus BMI to alter subject’s memory projection, enabling them to modify and re-experience past events and hopefully, heal traumatic experiences.