770 lines
38 KiB
Plaintext
770 lines
38 KiB
Plaintext
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90-02/BeingInNothingness
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BEING IN NOTHINGNESS
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Virtual Reality and the Pioneers of Cyberspace
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By John Perry Barlow
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Published in Microtimes Magazine
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"Cyberspace. A consensual hallucination experienced daily
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by billions of legitimate operators, in every nation...A
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graphic representation of data abstracted from the banks of
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every computer in the human system. Unthinkable
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complexity. Lines of light ranged in the nonspace of the
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mind, clusters and constellations of data. Like city lights,
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receding..."
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--William Gibson, Neuromancer
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Suddenly I don't have a body anymore.
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All that remains of the aging shambles which usually constitutes my
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corporeal self is a glowing, golden hand floating before me like
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Macbeth's dagger. I point my finger and drift down its length to the
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bookshelf on the office wall.
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I try to grab a book but my hand passes through it.
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"Make a fist inside the book and you'll have it," says my invisible
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guide.
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I do, and when I move my hand again, the book remains embedded in
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it. I open my hand and withdraw it. The book remains suspended
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above the shelf.
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I look up. Above me I can see the framework of red girders which
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supports the walls of the office...above them the blue-blackness of
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space. The office has no ceiling, but it hardly needs one. There's never
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any weather here.
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I point up and begin my ascent, passing right through one of the
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overhead beams on my way up. Several hundred feet above the office,
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I look down. It sits in the middle of a little island in space. I
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remember the home asteroid of The Little Prince with its one volcano,
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it's one plant.
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How very like the future this place might be: a tiny world just big
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enough to support the cubicle of one Knowledge Worker. I feel a wave
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of loneliness and head back down. But I'm going too fast. I plunge
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right on through the office floor and into the bottomless indigo below.
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Suddenly I can't remember how to stop and turn around. Do I point
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behind myself? Do I have to turn around before I can point? I flip into
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brain fugue.
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"Just relax," says my guide in her cool clinical voice. "Point straight
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up and open your hand when you get where you want to be."
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Sure. But how can you get where you want to be when you're coming
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from nowhere at all?
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And I don't seem to have a location exactly. In this pulsating new
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landscape, I've been reduced to a point of view. The whole subject of
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"me" yawns into a chasm of interesting questions. It's like Disneyland
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for epistomologists. "If a virtual tree falls in the computer-generated
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forest..?" Or "How many cybernauts can dance on the head of a
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shaded solid?" Gregory Bateson would have loved this. Wittgenstein,
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phone home.
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At least I know where I left my body. It's in a room called Cyberia in a
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building called Autodesk in a town called Sausalito, California. Planet
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Earth. Milky Way. So on and so forth. My body is cradled in its usual
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cozy node of space-time vectors.
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But I...or "I"...am in cyberspace, a universe churned up from computer
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code by a Compaq 386 and a pair of Matrox graphics boards, then fed
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into my rods and cones by VPL Eyephones, a set of goggles through
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whose twin, parallax-corrected video screens I see this new world.
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When I move my head, the motion is tracked by a a Polhemus
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magnetic sensor and the imaging engine of cyberspace is instructed to
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alter what I see accordingly. Thus, having made a controlled ascent
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back up through the floor of the "office," I turn to the left and I see red
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chair with a desk behind it. I turn to the right and I see a door leading
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out onto the floating platform.
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The configuration and position of my right hand is fed into the system
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by a VPL DataGlove, also with an Polhemus attached to it. The
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relationship between my hand and the eyephones is precisely
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measured by the two trackers so that my hand appears where I would
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expect it to. When I point or make a fist, the fiber optics sewn into the
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DataGlove convert kinesthetics into electronics. For a decisecond or so,
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my hand disappears and then reappears, glowing and toon-like, in the
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appropriate shape.
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Despite the current confines of my little office-island, I know that I
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have become a traveller in a realm which will be ultimately bounded
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only by human imagination, a world without any of the usual limits of
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geography, growth, carrying capacity, density or ownership. In this
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magic theater, there's no gravity, no Second Law of Thermodynamics,
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indeed, no laws at all beyond those imposed by computer processing
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speed...and given the accelerating capacity of that constraint, this
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universe will probably expand faster than the one I'm used to.
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Welcome to Virtual Reality. We've leapt through the looking glass.
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Now what? Go ask Alice.
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The Next Big Thing
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Money from Nuthin'
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"I think this is the biggest thing since we landed on the Moon," says
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Jaron Lanier, the dread-locked CEO of VPL Research. (Who was 9
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years old at that time.) I don't choke on that one. Indeed, I'd take it a
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bit farther, guessing that Columbus was probably the last person to
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behold so much usable and unclaimed real estate (or unreal estate) as
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these cybernauts have discovered.
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At Autodesk, the Sausalito publisher of AutoCAD drafting software,
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they spent the summer of T89 in product development heaven, talking
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telephone, automobile, airplane, computer. They invoked Edison, Bell,
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Ford, and Jobs. And there was that loincloth-and-machete sense of
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enterprise which one might have experienced in the Wright Brothers'
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Akron Bicycle Shop or Paul Jobs' garage in Mountain View...as well as
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countless less-chronicled shots at perpetual motion or baldness cures.
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Neil Armstrong's small step ran about 70 Billion Real Dollars, but
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when John Walker, the Hacker King of Autodesk, committed his
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company to creating the first commercially-available "world in a can,"
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he figured that the prototype "gizmo" could be built for about $25,000.
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VPL, the other trading post on VR frontier, isn't much fatter, although
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internal synergy seems to magnify output. Since their incorporation in
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1985, they've had two Scientific American covers and produced the
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DataGlove, DataSuit, the PowerGlove, Swivel 3-D and VPL
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EyePhones, the only commercially available head-mounted display.
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They've been in a couple of big lawsuits (one, just concluded to their
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satisfaction, with Stanford University), and create, at a distance, the
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mirage of a fair-sized company going at it pretty hard.
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But up close, one can get on a first-name basis with every VPL
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employee in the course of an afternoon. They have yet to outgrow the
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third floor of their slightly tacky building at the Redwood City yacht
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harbor.
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While Apple's research gazillions yield such dubious fruit as
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multimedia and the AppleFax Modem, while IBM replicates methods
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for chaining bureaucrats to its mainframes, it begins to appear that the
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Next Big Thing will begin its commercial evolution as humbly as the
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personal computer.
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As usual, the Big Guys have neither the means nor the desire to engage
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in such open-ended creation as settling the virtual universe will
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require. Like the Union Pacific Railroad awaiting the fact of empire,
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they prefer to let the rag-tag pioneers die all over the frontier before
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they come out to claim it.
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When the Altairs and Osbornes of Virtual Reality have made their fatal
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errors are headed for Chapter 11, IBM probably will issue forth the
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SolutionStation VR Network or some such and accelerate natural
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selection in the field.
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But as I write this, VPL and Autodesk still have it to themselves.
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Actually, they are not the first to make virtual landfall. They are only
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the first at financial risk. Unlike the first automobiles or telephones
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their commercial fledglings had the advantage of long incubation by
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government and Academia.
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Virtual Reality, as a concept, found first form at the University of Utah
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over twenty years ago in the fecund cranium of Ivan E. Sutherland, the
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godfather of computer graphics and the originator of about every Big
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Computer Idea not originated by Alan Kay or Doug Englebart. In
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1968, he produced the first head-mounted display. This was the
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critical element in VR hardware, but it was so heavy that it had to be
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suspended from the ceiling...at some peril to its wearer. Damocles was
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mentioned.
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Besides, once you got it on, there wasn't much to see in there. There
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wasn't a computer in existence which could churn out enough
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polygons per second to simulate a reality much more full-bodied than
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a game of Pong.
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So Virtual Reality passed a generation waiting for the equipment to
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arrive. In 1985 the Japanese finally (and unintentionally) provided us
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with the right video displays when NASA's Mike McGreevy happened
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to notice that the Citizen Watch Co. LCD displays in a Radio Shack
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mini-TV were small enough to fit two in a head-mounted.
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I hardly need to detail what happened to CPU horsepower during that
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period. By 1985, graphics engines of appropriate juice were almost
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within financial range of entities not involved in the defense of our
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nation.
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Also by this time, NASA had made a strong commitment to VR
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research, though mostly in the service of "telepresence," the ability to
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project one's judgement and actions into a robot located some real
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place you'd rather not be, like space. They were less persuaded by the
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attractions of unreal places.
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The Air Force was also conducting research at Wright-Patterson under
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the direction of Tom Furness, but most of this was directed at the usual
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dismal purpose, simplifying the annihilation of non-virtual humans.
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Heads up displays and looks that kill were their speciality.
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For all this expenditure of tax dollars, Virtual Reality still lacked two
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critical elements: a sense of whimsy and a fluid, three-dimensional
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method for "grabbing" and manipulating the furniture of cyberspace.
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VPL was on the case.
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VPL's Tom Zimmerman had always wanted the ability to actually play
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air guitar. It was the sort of desire his "boss," Jaron Lanier, could
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understand. Jaron had only gotten into computers after concluding
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that musical composition was not a reliable day job. And his
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ownership of more than 300 musical instruments might indicate, if
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nothing else, a probing dissatisfaction with the limits of each one.
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Over a two year period, Zimmerman and Young Harvill (also of VPL)
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created the DataGlove, a hand with which to strum those invisible
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strings. While they were creating this hardware interface (though the
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Spandex feel of the DataGlove makes "leisureware interface" seem like
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a more appropriate term), Jaron and Chuck Blanchard were writing
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Body Electric, the software necessary to map the actual movements of
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the DataGlove and eyephones onto the virtual landscape.
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The commercial colonization of cyberspace was beginning. VPL's
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strategy was to build the most powerful simulations current
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technology would allow, without regard to hardware cost, selling the
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spin-offs at increasingly affordable prices. Once such item, the
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PowerGlove, is a Nintendo game controller based on the DataGlove
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which VPL has licensed to Mattel. (Available this Christmas at a store
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near you for $85.00.)
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Another VPL spin-off product is Swivel 3-D, odds on the best 3-D
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modeler for the Macintosh. Young Harvill wrote it as a tool to create
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an artificial reality quickly and easily on Mac before integrating it into
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Body Electric and sending it over the twin Silicon Graphics CPUs
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which blow it up to full size.
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In September of 1988, John Walker wrote an internal Autodesk white
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paper called Through the Looking Glass: Beyond "User Interfaces." In it
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he proposed an "Autodesk Cyberpunk Initiative" to produce within 16
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months a doorway into cyberspace...available to anyone with $15,000
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and a 386 computer. The project's motto: "Reality Isn't Enough Any
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More." (I wondered if they considered: "I'd rather have a computer in
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front of me than a frontal lobotomy...")
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Since NASA's Virtual Realities were running in the millions and VPL's
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in the middle hundreds of thousands, Walker envisioned a significant
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discount over previous models, but he knew that his customers, if any,
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would be more bargain-conscious than, say, the U.S. Air Force.
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Autodesk's Cyberia Project was running hard by Christmas, 1988,
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staffed by William and Meredith Bricken, Eric Gullichsen, Pat Gelband,
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Eric Lyons, Gary Wells, Randy Walser, and John Lynch. When I
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arrived on the scene in May, they had been keeping hacker's hours for
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a long time.
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And they were ready to make a product. They'd made a promo video
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starring Timothy Leary. Gullichsen had even registered William
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Gibson's term "cyberspace" as an Autodesk trademark, prompting an
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irritated Gibson to apply for trademark registration of the term "Eric
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Gullichsen." By June, they had an implementation which, though
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clearly the Kitty Hawk version of the technology, endowed people
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with an instantaneous vision of the Concorde level.
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Meanwhile, back in the real world, things were getting complicated.
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While everyone who went to Autodesk's Cyberia agreed that Virtual
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Reality was something, there was less agreement as to what.
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Part of the problem was the scale of possibilities it invoked. They
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seemed to be endless and yet none of them was anywhere near ready
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to return an investment. But when something has endless possibilities,
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each of them is liable to dilute down to a point where people start to
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say things like, "Sure, but what's it really good for." At which point the
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devoted cybernut might lapse into random syllables, his tongue heavy
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with all that golden potential.
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Virtual Reality induces a perception of huge potency underlying
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featureless ambiguity. There is a natural tendency to fill this gap
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between power and definition with ideology. And the presence of
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such unclaimed vastness seems to elicit territorial impulses from
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psychic regions too old to recognize the true infinity of this new
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frontier. Disputes appeared like toadstools in the rich new soil of
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cyberspace.
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Thus, by mid-November, the Autodesk half of the Next Big Thing was
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down to one full-time hacker: Randy Walser. The Brickens had headed
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to Seattle to join Tom Furness in a (non-lethal) VR research program at
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the University of Washington. Eric Gullichsen and Pat Gelband had
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formed their own VR company, Sense 8. (Get it?)
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Within, VPL's soulful band remained as tightly bonded as a Hell's
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Angels chapter. Without, they found themselves increasingly tangled
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in legal hassles. They were in court with AGE (a group of New York
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toy developers who are not just in it for their health), trying to protect
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their rights to the PowerGlove. They'd just settled a suit with Stanford
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University. In general, they were having experiences which made me
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question the axiom that you can't cheat an honest man.
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Still, everyone realized that a baby this size would be bound to
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occasion some labor pains. As the general media began to pick up on
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Virtual Reality, its midwives were preparing themselves for interesting
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times. It would be worth it. But why?
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To the people who will actually make the future, such a question is
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beside the point. They will develop cyberspace because, like Mallory's
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mountain, it's there. Sort of.
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There some practical reasons for the settlement of cyberspace. They
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aren't as much fun to think about as the impractical ones, but they
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exist. First among them is that this is the next logical step in the quest
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to eliminate the interface...the mind-machine information barrier.
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Over the last twenty years, our relations with these magic boxes have
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become intimate at a rate matched only by the accelerating speed of
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their processors. From the brutal austerity of batch-processed punch-
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cards to the snuggly Macintosh, the interface has become far less
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cryptic and far more interactive.
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There have remained some apparently unbreachable barriers between
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us and the CPU. One of them was the keyboard, which even with the
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graphical interface and the accompanying infestation of mice,
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remained the principal thoroughfare from human perception to RAM.
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The thin alphanumeric stream which drips from our fingertips and
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into the computer is a pale reflection of the thoughts which produce it,
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arriving before the CPU at a pace absurdly mis-matched to its
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chewing/spitting capacities.
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Then there is the screen itself. While a vast improvement on the
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flickering LED's of the Altair or even the amber text of DOS, the
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metaphorical desktop remains flat as paper. There is none of the depth
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or actual spatiality of experience.
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After we get past what few documents we can keep on the screen at
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one time, we are back to the alphabetized hierarchy. We can't pile it,
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as most of us tend to do in real life. We have to file it. And this is not
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the way the mind stores information. One doesn't remember the
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names of his friends alphabetically. When looking for a phase in a
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book, you are more likely to look for its spatial position on the page
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than it's intellectual position in context.
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The actual operation of human memory works on a model more like
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the one Saint Thomas Aquinas used. Aquinas, who carried around in
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his head almost all the established knowledge of his simpler world, is
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said to have imagined a mind-castle with many different rooms in
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which varying kinds of ideas dwelled. The floor plan increased with
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his knowledge.
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Nicholas Negroponte recreated a modest version of Aquinas' castle in
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the 70's. He came up with a virtual office, represented in cartoon form
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on the screen. One could mouse around to the "piles" of "paper"
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stacked on the "desk" or "filing cabinet," leafing through them not by
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the first letter of their subject name but by their archaeological layer of
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deposition.
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The problem was the screen. Negroponte created a flat picture of an
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office rather than something more like the real thing because that was
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all one could display on a screen. In two dimensions, the image of
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desktop seemed a lot more natural than the image of the desk. Thence
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the Macintosh.
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I used to think that the only way around these narrow I/O apertures
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lay in such heroic solutions as brain implants. I think I was about 14
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when it occurred to me that this was the answer. Brain surgery
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seemed a minor nuisance if it left one with the ability to remember
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everything.
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I suppose I'd still be willing to put a Cray in my cranium, but my faith
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in technology has moderated since early adolescence. I'm more
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comfortable with the possibility of an interface which fills the gap
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between keyboarding and neurological hardwiring and involves no
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cortical knife-play. Virtual Reality is almost certainly that.
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And indeed, Virtual Reality may be so close to the implant side of the
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continuum that, as Randy Walser of Autodesk insists, it's not even
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appropriate to call it an interface. It more a place...kind of like Fibber
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McGee's Ultimate Closet...than the semi-permeable information
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membrane to which we're accustomed.
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Whatever you want to call it, Autodesk's John Walker puts it this way,
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"If cyberspace truly represents the next generation of human
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interaction with computers, it will represent the most profound change
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since the development of the personal computer." Right.
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But that still doesn't tell us what it's good for besides extending human
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quirkiness to the storage of immaterial stuff. After all, most of what
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humans do with computers is merely an improvement over what they
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did with other keyboard-bound devices, whether typewriters or
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calculators. Word processing and numerical analysis will be no easier
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"inside" the machine than it was outside.
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But let's quit being giddy for a moment. We're talking bucks here.
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Right now a good working platform costs almost as much as a CAT
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scanner. Who's going to buy one without something like Blue Cross
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footing the bill? And why?
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Alright, there is a reason why Autodesk is involved in this enterprise
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besides some daydream of the Ultimate Hack. Whatever adventures
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they might entertain they afford by selling AutoCAD, the Dbase III of
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architecture. How many architects have dreamed of the ability to take
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their clients on a walk inside their drawings before their
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miscommunications were sealed in mortar?
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Virtual Reality has already been put to such use at the University of
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North Carolina. There Sitterman Hall, the new $10 million home of
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UNC's computer science department, was designed by virtual means.
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Using a head-mounted display along with a handlebar-steerable
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treadmill, the building's future users "walked through" it, discovering,
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among other things, a discomforting misplacement of a major interior
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wall in the lobby. At the point of the discovery, moving the wall out
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was cheap. A retrofit following the first "real" walk-through would
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have cost more by several orders of magnitude. Thus, one can imagine
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retrofit savings from other such examples which could start to make
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DataSuits as common a form of architectural apparel as chinos and
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tweed.
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Given the fact that AutoCAD is already generating about a hundred
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seventy million dollars a year even without such pricy appurtenances
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as cyberspace design tools, it isn't hard to imagine a scenario in which
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developing workstations for virtual architecture comes to look like
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very shrewd business.
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Then there is the burgeoning scientific market. Computers are the new
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microscopes. Increasingly, they allow us to see into worlds which are
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not only too small but too weird to bring to human scale before. For
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example, they are showing us the infinitely detailed order of chaos,
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never before observable, in a form which makes it possible to
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appreciate its simplicity as well as its complexity.
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Virtual Reality promises the ability to not only see but to "touch"
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forbidden realms. Again at UNC, work is already quite advanced in
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which one can assemble complex molecules like Tinkertoys, the
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attraction or repulsion between individual atoms in the assembly
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modelled to the scale of human tactile perceptions. The drug industry
|
|
alone could have uses for such capacity sufficient to sustain a lot of
|
|
CyberBiz.
|
|
|
|
One can imagine a lot of heretofore inaccessible "places" in which
|
|
one's presence might be scientifically illuminating. A Fantastic Voyage
|
|
through the circulatory system will become possible (with or without
|
|
Raquel Welch). Or travel to alien worlds. (Thanks to JPL, I have
|
|
already taken an extremely convincing helicopter ride down the Vallis
|
|
Marinaris on Mars.)
|
|
|
|
Then there all the places which have never before had physical
|
|
existence on any scale: the rolling plains of mathematical topologies,
|
|
the humming lattice of quantum states, cloud chambers in which mu
|
|
mesons are the size of basketballs and decay over weeks rather than
|
|
picoseconds.
|
|
|
|
The possibility for less sober uses seems equally fertile. One can
|
|
imagine VR salons, video game parlors for big kids with Gold Cards,
|
|
in which a central supercomputer provides the opportunity for a score
|
|
of people to be Ms. Pacman. Or whatever. Nolan Bushnell, the
|
|
founder of Atari and something of an expert on the subject of video
|
|
games, is already at work on something like this.
|
|
|
|
The list of possibilities is literally bounded only by the imagination.
|
|
Working bodies for the damaged. Teleconferencing with body
|
|
language. Virtual surgery. Hey, this is a practical thing to do!
|
|
|
|
And yet I suspect that something else altogether, something not so
|
|
practical, is at the root of these yearnings. Why do we really want to
|
|
develop Virtual Reality? There seems to be a flavor of longing here
|
|
which I associate with the desire to converse with aliens or dolphins or
|
|
the never-born.
|
|
|
|
On some level, I think we can now see the potential for technology,
|
|
long about the business of making the metaphorical literal, of reversing
|
|
the process and re-infecting ordinary reality with luminous magic.
|
|
|
|
Or maybe this is just another expression of what may be the third
|
|
oldest human urge, the desire of have visions. Maybe we want to get
|
|
high.
|
|
|
|
|
|
|
|
Drugs, Sex, & Rock Tn' Roll
|
|
Boot Up, Jack In, Get Virtual
|
|
|
|
Technology is the new drugs.
|
|
|
|
Jerry Garcia
|
|
|
|
Knowing that Garcia is a sucker for anything which might make a
|
|
person question all he knows, I gave him a call not long after my first
|
|
cyberspace demo. Hell yes, he was interested. When? If I'd told him
|
|
6:00 AM, I think he'd have been there on time.
|
|
|
|
He adapted to it quicker than anyone I'd watched other than my 4 year
|
|
old daughter Anna (who came home and told her sisters matter-of-
|
|
factly that she been to a neat "place" that afternoon.)
|
|
|
|
By the time he crossed back over to our side of Reality Horizon, he was
|
|
pretty kid-like himself. "Well," he finally said, "they outlawed LSD.
|
|
It'll be interesting to see what they do with this."
|
|
|
|
Which brings me to a point which makes Jaron Lanier very
|
|
uncomfortable. The closest analog to Virtual Reality in my experience
|
|
is psychedelic, and, in fact, cyberspace is already crawling with
|
|
delighted acid heads.
|
|
|
|
The reason Jaron resents the comparison is that it is both inflammatory
|
|
(now that all drugs are evil) and misleading. The Cyberdelic
|
|
Experience isn't like tripping, but it is as challenging to describe to the
|
|
uninitiated and it does force some of the same questions, most of them
|
|
having to do with the fixity of reality itself.
|
|
|
|
While you can hardly expect people to lay down $15,000 for something
|
|
just because it shakes their basic tenets, that's enough to make it worth
|
|
the trip for me. I think the effort to create convincing artificial
|
|
realities will teach us the same humbling lesson about reality which
|
|
artificial intelligence has taught us about intelligence...namely, that we
|
|
don't know a damned thing about it.
|
|
|
|
I've never been of the cut-and-dried school on your Reality Question. I
|
|
have a feeling VR will further expose the conceit that "reality" is a fact.
|
|
|
|
It will provide another reminder of the seamless continuity between
|
|
the world outside and the world within delivering another major hit to
|
|
the old fraud of objectivity. RTReal'," as Kevin Kelly put it, "is going
|
|
to be one of the most relative words we'll have."
|
|
|
|
And that's just fine with me, since so much of what's wrong in
|
|
America is based on the pathological need for certainty and the idiotic
|
|
delusion that such a condition can even exist.
|
|
|
|
Another reason for relating this to acid is the overwhelming sense of its
|
|
cultural scale. It carries with it a cosmic titillation I haven't
|
|
experienced since 1966. There is also the same dense shower of
|
|
synchronicities surrounding it. (I must have run into William and
|
|
Meredith Bricken ten times, always unexpectedly and sometimes in the
|
|
strangest of places. Today, as I was typing his name, Jaron called me
|
|
for the first time in three weeks. Then I felt strangely moved to call
|
|
Eric Gullichson after a couple of months of silence. He told me that
|
|
yesterday had been his last day at Autodesk. Etc. Etc. Etc.)
|
|
|
|
Finally, Timothy Leary is all excited again. Now I don't endow every
|
|
one of his pronouncements with oracular qualities...I remember the
|
|
Comet Starseed... but I have always thought that Uncle Tim is kind of
|
|
like a reverse of the canary in the coal mine. Whenever the culture is
|
|
about to make a big move, he's the first canary to start jumping up and
|
|
down.
|
|
|
|
He's also, like Zelig, a kind of Zeitgeist chameleon. He spent the 40's in
|
|
the Army. In the 50's, he was a tweedy young college professor, a
|
|
Jules Feiffer cartoon. In the 60's, he was, well, Timothy Leary. In the
|
|
70's, he became, along with H. R. Haldeman, a political prisoner. He
|
|
lived up the material 80's in Beverly Hills. Whatever America is about
|
|
to do, Tim starts doing it first.
|
|
|
|
When I visited him recently, he was already as cyberpunk as he had
|
|
been psychedelic when I last saw at Millbrook 22 years ago. Still, his
|
|
current persona seems reasonable, even seraphic. He calmly scored a
|
|
long list of persuasive points, the most resonant of which is that most
|
|
Americans have been living in Virtual Reality since the proliferation of
|
|
television. All cyberspace will do is make the experience interactive
|
|
instead of passive.
|
|
|
|
"Our brains are learning how to exhale as well as inhale in the data-
|
|
sphere." he said. Like our finny ancestors crawling up on land, we are
|
|
about to be come amphibians again, equally at home in visceral and
|
|
virtual frames.
|
|
|
|
The latest bus is pulling out of the station. As usual, Leary has been on
|
|
it for a while, waiting patiently for it to depart.
|
|
|
|
|
|
|
|
Then there is the...uhhhm...sexual thing. I have been through eight or
|
|
ten Q. & A. sessions on Virtual Reality and I don't remember one
|
|
where sex didn't come up. As though the best thing about all this will
|
|
be the infinite abundance of shaded polygonal party dolls. As though
|
|
we are devising here some fabulously expensive form of Accu-jac.
|
|
|
|
This is strange. I don't what to make of it, since, as things stand right
|
|
now, nothing could be more disembodied or insensate than the
|
|
experience of cyberspace. It's like having had your everything
|
|
amputated. You're left mighty under-endowed and any partner
|
|
would be so insubstantial you could walk right through her without
|
|
either of you feeling a thing. (In fact, when people play tag in Jaron's
|
|
Reality Built for Two, one strategy is to hide inside the other person's
|
|
head.)
|
|
|
|
And I did overhear the word "DataCondom" at one point... Maybe the
|
|
nerds who always ask this question will get a chance to make it with
|
|
their computers at long last. (I prefer not to think too much of how
|
|
anyone who would want to make it with a machine might treat the
|
|
women in their lives...if any there be.)
|
|
|
|
Fortunately, I think these dreams of cybersex will be thwarted by their
|
|
own realization. Yes, it will work for that purpose and it will be easy.
|
|
But the real point of Virtual Reality, as with life itself, is contact.
|
|
Contact with oneself alone is certainly a laudable enough goal, but the
|
|
presence of half a million dollars worth of equipment between that
|
|
subject and object is neither necessary nor desirable.
|
|
|
|
Even if Virtual Reality turns out to provide the format for the ultimate
|
|
pornographic film...a "feelie" with a perfect body...it will serve us
|
|
better as the ultimate telephone.
|
|
|
|
|
|
|
|
Life in the DataCloud
|
|
Scratching Your Eyes Back In
|
|
|
|
There was a man who lived in town
|
|
And he was wondrous wise.
|
|
He jumped into a bramble bush
|
|
And scratched out both his eyes.
|
|
And when he saw what he had done,
|
|
With all his might and main,
|
|
He jumped back in the bramble bush
|
|
And scratched them in again.
|
|
|
|
Old English Nursery Rhyme
|
|
Information is alienated experience.
|
|
|
|
Jaron Lanier
|
|
|
|
Since the Sumerians starting poking sticks into clay and claiming that
|
|
the resulting cuneiform squiggles meant something, we've been living
|
|
in the Information Age. Only lately did someone come up with a name
|
|
for it. I suppose that was because we quit making anything else of
|
|
value. Before that, they just called it civilization.
|
|
|
|
Indeed, one could make a pretty good case that consciousness, as we
|
|
define it, arose simultaneously with the ability to communicate its
|
|
products symbolically. (See The Origin of Consciousness and the
|
|
Breakdown of the Bicameral Brain by Julian Jaynes for related
|
|
conclusions.)
|
|
|
|
The Sumerians had a pretty clear perspective on what this stuff was
|
|
good for. The preponderance of their runic tablets turn out to be, on
|
|
translation, calendars, inventories, and mnemonic devices for such
|
|
data as one might need to remember but which was too trivial to merit
|
|
conversion into the other storage form of the era, epic poetry. They
|
|
didn't use it to describe anything.
|
|
|
|
Perhaps they recognized that even the most mundane experience
|
|
would beggar any effort to describe it if one were serious about
|
|
creating a genuine simulation.
|
|
|
|
The Egyptians didn't have any such illusions either, but, in addition to
|
|
keeping track of cubits and high water, they found symbols useful for
|
|
their elaborate liturgical purposes. With so many dramatis personae in
|
|
the pantheon, some method was required for sorting out each one's
|
|
ritualistic preferences.
|
|
|
|
The Greeks, as was their wont, expanded the envelope further. To the
|
|
previously established (and sensible) uses for writing, they added
|
|
commentary, philosophy, calculation and drama.
|
|
|
|
Still, they restrained themselves from attempting to simulate
|
|
experience on paper (or whatever it was they wrote on). One might
|
|
argue that drama was an effort to do that, but I think that the likes of
|
|
Sophocles probably just found it easier not to have to personally teach
|
|
his actors all their lines.
|
|
|
|
As early as the 5th Century B.C. we hear the first warnings that
|
|
information might constitute an abuse of experience. Socrates
|
|
suggested that writing things down might damage your ability to
|
|
remember them in their proper, full-bodied form. (An admonition we
|
|
know about since Plato went ahead and wrote it down as soon as
|
|
Socrates was hemlocked out of the ability to stop him.)
|
|
|
|
It wasn't until the 17th Century that things really got out of hand.
|
|
Cervantes wrote Don Quixote and fiction was born. From that point,
|
|
any experience could be plucked from its holy moment in time and
|
|
pressed like a flower in a book, to be reconstituted later in the
|
|
imagination of the reader.
|
|
|
|
The thin, alphanumeric trickle that is language was suddenly thought
|
|
to be a acceptable surrogate for the boiling torrent of shapes, smells,
|
|
colors, sounds, memories, and context which amalgamate in the
|
|
cauldron of a human skull and become there something called Reality.
|
|
No longer did one have to "be there." One could read about it and get
|
|
the flavor well enough.
|
|
|
|
This absurd delusion is now universal. The only reason anyone
|
|
believes it is that everyone does.
|
|
|
|
I, on the other hand, began to have my doubts around the time I
|
|
started trying to create some of this magical information myself.
|
|
Sometime in the 4th Grade, I began to write about the things that
|
|
happened to me. For awhile, the approval others showed my efforts
|
|
was enough to inspire their continuation.
|
|
|
|
Gradually, however, the effort became painful. The inadequacy of my
|
|
word-replicas for experience was increasingly clear. I tried poetry.
|
|
This seemed to work until I realized that it did so because a poem is
|
|
about itself and thus has no "real thing" to be compared to.
|
|
|
|
Writing about something continues to cause me nothing but anguish.
|
|
The symbolic tools are hopelessly mis-matched to their three-
|
|
dimensional analogues. For example, the word "chair" is in no way
|
|
like any chair.
|
|
|
|
Nor does it begin to imply the vast range of dissimilar objects to which
|
|
one might apply it. You can hop it up with adjectives... "big red
|
|
chair"...or additional phrases... "big red chair that Washington sat
|
|
in"...but the result is usually bad writing without much advancement
|
|
of your cause. I mean, "the big, deeply red, densely-brocaded,
|
|
Georgian love seat that Washington sat in while being bled by leeches"
|
|
is still, for all its lugubrious mass, not a chair.
|
|
|
|
And if it were, it wouldn't move in the way that real things do even
|
|
when they're standing still. Words just sit there. Reality vibrates and
|
|
hums. I have a pet phrase for this element of the mismatch: Using
|
|
words to describe an experience is like using bricks to build a full-
|
|
sized, operational model of a fog bank.
|
|
|
|
Perhaps it was a subliminal recognition of this fact that caused
|
|
America to fall in love with statistics. As a descriptive tool, numbers
|
|
are even worse than words. They are very purely themselves and
|
|
nothing else. Nevertheless, we now put everything from flowing
|
|
water to the human psyche into these rigid numerical boxes and are
|
|
especially straight-faced as we claim it fits in them.
|
|
|
|
In doing this, we usually follow a rule I call, with characteristic
|
|
modesty, Barlow's Law of Real Numbers. This states that the
|
|
combination of any two speculative numbers by any arithmetic
|
|
operation will always yield a real number. The more decimal places
|
|
the better.
|
|
|
|
Computers have hardly been part of the solution in this area. We pass
|
|
our measuring grids over pulsating reality, shovel the results into our
|
|
machines, thrash them with micro-circuits, and pretend that what
|
|
floats up to the screen is "real."
|
|
|
|
Horseshit.
|
|
|
|
What computers can do, and have done to a fare-thee-well, is to
|
|
provide us with a hyper-abundance of such processed lies. Everything
|
|
from U.S. News and World Report to Penthouse is now a dense thicket
|
|
of charts, tables, graphs, and %'s. All purporting to tell us something
|
|
about what is.
|
|
|
|
But it's all just information. Which, apart from the fact that it's not to
|
|
be confused with experience, has several problems which Jaron Lanier
|
|
succinctly enumerated for me: "The first problem is that it's in-
|
|
formation. The second problem is that it's linear information. And the
|
|
third problem is that it's false information."
|
|
|
|
Or, as we say in Wyoming, "Figures don't lie, but liars can figure."
|
|
|
|
Virtual Reality is probably not going to cure this nonsense any more
|
|
than television, its one-way predecessor, has done. The global supply
|
|
of words, numbers, statistics, projections, analyses, and gossip...what I
|
|
call the DataCloud... expands with thermonuclear vigor and all the
|
|
Virtual Reality we can manufacture isn't going to stop that.
|
|
|
|
But it may go a long way toward giving us means to communicate
|
|
which are based on shared experience rather than what we can
|
|
squeeze through this semi-permeable alphanumeric membrane. If it
|
|
won't contain the DataCloud, it might at least provide some
|
|
navigational aids through it.
|
|
|
|
Maybe it can scratch our eyes, blinded by information, back in again.
|
|
|
|
|
|
|