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			475 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Virtual  Reality  (VR)  has moved from the California labs to find itself in the
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public eye. Various exhibits and  'Cyberthons',  numerous  articles,  television
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spots, (WGBH's NOVA and National Geographic) have brought this infant technology
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to the mainstream .
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VR  proves  to  be  a  powerful  medium of the future.  Unlike present media, VR
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relies and functions best as a creative tool, not passive mind control.
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                                                  -ESLF
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  The Eastern Seaboard Liberation Front (ESLF)    presents...
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  --------------------------------------------
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          "In the future I see virtual reality as a medium where people
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           improvise worlds instead of words, making up dreams to share
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           an objective form of the Jungian dream. You might even call
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           it the collective conscious"
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Interview with JARON LANIER
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from Omni, January 1991
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           \--------------------------+-------------------------/
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On the living room wall of Jaron Lanier's  disheveled  bungalow  in  Palo  Alto,
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California,  hangs a poster of the four-armed Hindu goddess Kali. Her 16 fingers
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and 4 thumbs dexterously play a sitar. Most Westerners would find the  image  an
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exotic  one,  but in the context of virtual reality, the emerging field of which
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Lanier is the unquestioned guru, Kali looks as normal as Betty Crocker.  Virtual
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(artificial)  reality  is  the  hot new computer technology that lets you do the
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impossible - from swimming through the heart's  aorta  to  walking  the  dog  on
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Saturn's  rings.  Technically  virtual  reality is a full-color, full-motion 3-D
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environment manu factured by computer and displayed inside  a  pair  of  goggles
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worn  by  the  virtual  traveler.  Psychologically  it's  poised  to  become  an
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open-ended, no-holds-barred experience that enables people to create  their  own
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dreams in Technicolor and then let their frie nds jump in.
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VPL  Research,  Inc., of which Lanier is the founder, CEO, and spiritual leader,
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is the first company to bring virtual reality technology to  the  market.  VPL's
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customers  include  NASA,  Apple  Computer,  Pacific  Bell, and an assortment of
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universities and rese arch labs. On a visit to VPL's offices  overlooking  swank
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Redwood  City  sailboat marina, interviewer Doug Stewart explored a sample world
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that Lanier had spent  barely  an  hour  mousing  together  on  a  Macintosh  II
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computer. To enter this world, Stewart pulled a pair of VPL's cumbersome, opaque
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EyePhones  and  a  wired-up Data-Glove made of black Lycra. Sensors on the glove
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and goggles steadily sent a silent  flood  of  signals  to  a  powerful  Silicon
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Graphics  computer  sitting  on the floor. Stewart instantly found himse lf in a
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room filled with semifamiliar objects: a red  apple  on  a  table,  a  bunch  of
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purple  grapes, a banana spinning lazily end over end in midair, a yellow rubber
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duck bobbing in a rippling water of a hot tub. Periodically a small  pterodactyl
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swooped down a spiraling chimney and out of the room.
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"Reach  for the grapes," Lanier suggested to Stewart, who groped with his gloved
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hand and watched as a virtual representation of his bending  fingers  closed  on
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the  bunch.  He  moved his fist, and then the grapes moved with it. Leaning back
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in  satisfaction,  Stewart  saw  the  room  abruptly  enveloped  in  red.   He's
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accidentally  backed  his  head  into the apple. In minutes Stewart had mastered
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the "fly!" gesture  (pointing  a  gloved  forefinger  while  curling  the  thumb
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under),  rocketed  up  the chimney, and was soaring thr ough the gray billows of
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distant computer-generated cloud.
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A self-taught thirty-year-old with neither a college  nor  high-school  diploma,
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Lanier  is,  not  surprisingly,  a  onetime video game designer. Virtual reality
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(VR), however, promises to be much more than the ultimate  wraparound  adventure
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game.   VR   systems   wou   ld   be   the  perfect  command  post  for  sending
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remote-controlled robots where humans prefer not to go  (a  melted-down  nuclear
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reactor,  the asteroid belt). Medical students could practice surgery on virtual
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cadavers that spurt virtual blood after a misplaced in  cision.  Such  uses  are
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speculative so far, but few people doubt the technology's potential.
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No  one  offers more enthusiastic speculation than Lanier. A champion of virtual
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reality as a key to unlocking humankind's imagination, Lanier  is  probably  the
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first  man  with  full-length  dreadlocks to be profiled on page one of The Wall
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Street Journal. Bea rlike, with heavy-lidded blue eyes  and  a  soft,  sometimes
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dreamy  voice, Lanier dominates a room. Stewart interviewed him over five hectic
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days and nights punctuated by midnight drives, unexpected visits by  delegations
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of Japanese industrialists, sudden aft ernoon naps, dinners with computer moguls
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eager to pick Lanier's brain, and the occasional 5:OO A.M. staff meeting.
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Lanier,  the  hacker-turned-capitalist,  struck  Stewart  as  more  hacker  than
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capitalist.  With  breathtaking  nonchalance,   Lanier   disregarded   scheduled
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appointments  and  housekeeping  details  (he  even  had his unlisted home phone
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inexplicably disconnected midweek ) or changing clothes over the course of  five
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days.  Most  of  the  interviews  took  place  in  the living room of his rented
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bungalow. Lanier is an accomplished improvisational musician, and the  room  was
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crowded  with  more  than  1OO  instruments,  from  bagpipes  to  xylophones  to
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unidentified horns and gourds. During breaks Lanier repaired to his grand  piano
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and sent fluent, atonal chords crashing through the room.
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The  Pied  Piper  of  a  growing  technological  cult,  Lanier  has  many of the
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trappings of a young rock star: the nocturnal activity, attention-getting  hair,
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incessant  demands  on  his time. He is casual, giggly, his heedlessness verging
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at times on arrogance. Y et during the interviews he seemed oddly unspontaneous.
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When he found something amusing, which  was  often,  he  paused  a  beat  before
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issuing  a  staccato  burst  of  giggles.  Hearing  good  news  on the phone, he
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screamed in delight but hesitated before whipping an object across the  room  in
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celebration.  (Hmmm. Should I throw this pen or shouldn't I?) Lanier behaved, in
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fact, as if he were observing himself from a distance.
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Omni: What is virtual reality?
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Lanier: It's an alternate reality filling the same  niche  otherwise  filled  by
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physical  reality. It's created when people wear a kind of computerized clothing
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over the sense organs. If  you  generate  enough  stimuli  outside  one's  sense
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organs  to  indicate  the  e xistence of a particular alternate world, then that
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person's nervous system will kick into gear and treat that stimulated  world  as
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real.  You might be in a Moorish temple, or a heart that's pumping. You might be
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watching a representation of hydrogen bonds forming. In each case the  world  is
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entirely  computer generated. Now, imagine that you had the power to change that
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would quickly - without limitations. If you suddenly wanted to make  the  planet
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three  times larger, put a crystal cave in the middle with a g iant goat bladder
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pulsing inside of that and tiny cities populating the  goat  bladder's  surface,
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and  running  between  each of the cities were solid gold railways carrying tiny
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gerbils playing accordions - you could build that world instead of talking about
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it!
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Omni: Okay.... How does the computerized clothing work?
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Lanier: The goggles put a small TV in front  of  each  eye  so  you  see  moving
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images  in  three  dimensions. That's only the beginning. There is one key trick
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that makes VR work: The goggles have a sensor allowing a computer to tell  where
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your  head is facing. Wh at you see is created completely by the computer, which
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generates a new image every twentieth of a second. When you  move  you  head  to
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the  left, the computer uses that information to shift the scene that you see to
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the right to compensate. This creates the illusion  that  your  head  is  moving
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freely  in a stationary external space. If you put on a glove and hold your hand
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in front of your face, you see a computer-generated hand in the  virtual  world.
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If you wiggle your fingers, you see its fingers wiggle. The gl ove allows you to
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reach  out and pick up an artificial object, say a ball, and throw it. Your ears
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are covered with earphones. The computer can process sounds, either  synthesized
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or  natural, so that they seem to come from a particular direction. If you see a
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virtual fly buzzing around, that fly will actually sound as though  it's  coming
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from  the  right  direction.  We also make a full body suit, a DataSuit, but you
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can just have a flying head, which isn't really so bad. The hands and  head  are
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the  business  ends  of the body - they interact most with the outside world. If
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you wear just goggles and gloves, you can do most of the stuff you want  in  the
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virtual world.
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Omni: What about touch?
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Lanier:  VPL is working on developing touch sensors. We've done experiments with
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tactile feedback by putting vibration simulators  inside  the  fingertips.  When
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you  fingertips  feel vibrations that match what you see in virtual reality, you
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associate them with the surface of the virtual object. It's surprising how  many
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sensations  you  can create with vibrations alone. Another way to simulate touch
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would be with a grid of tiny elements that  move  back  and  forth  like  little
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pistons  so  that  the  overall  grid can tak e on shapes. That's tough to build
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because it would have to be very thin to fit onto the surface of a glove.  Touch
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is  a  very complex activity. Tac-tile sensation is an action; it's not passive.
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You're constantly nudging things with your fingers, rubbing,  squeezing  things,
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feeling  their  weight  and  textures,  judging  the  position  of  your arm and
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fingers, performing hundreds of subtle little  tests.  To  synthesize  the  full
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sensation  of  picking  up an object in VR, you'd have to do a number of things,
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all difficu lt, some perhaps impossible.
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Omni: Who are your customers?
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Lanier: Most are companies and institutions with their own  technical  know-how.
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Some  use VR to test designs before building them. Some are trying to understand
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scientific or engineering data better. Some are people who want to have fun.
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Omni: Millionaires who want to play three-D games?
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Lanier: There's only been one example of that so far, which I  don't  encourage.
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But  there's  nothing  wrong  with  a  technology  that unites work and play. VR
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allows you to do work that you couldn't  do  otherwise  by  making  it  playful.
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People in the business worl d are sick of being told that things that aren't fun
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are  fun,  like  using a spreadsheet. Virtual reality actually is fun. You might
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think of it as a general-purpose simulator, or as a fantasy  machine.  But  what
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makes  it so special is that you and others wearing VR clothing can be networked
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together to  share  the  same  alternate  reality.  The  content  is  completely
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variable  -  you could be on top of Mount Everest or the bottom of the sea - but
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the environme nt is the same for everyone in it. You and your  VR  partners  can
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shake  hands,  dance  together, play ball. You can construct buildings together.
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Virtual reality is an epistemological milestone, a new reality that's shared  as
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the physical world is. Yet it is open and unhindered like dreams.
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Omni: What are some applications?
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Lanier:  Each  application  by  itself  is  a  whole-amazing world, so in a way,
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anytime you talk about a particular application you're somehow losing  sight  of
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the overall picture.
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Omni: Still, don't your customers view it as an efficient  tool  rather  than  a
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mindboggling experience?
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Lanier:  Absolutely.  It's extremely efficient. An architect can make a building
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real before it exists and bring people through it. In a demo with  Pacific  Bell
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recently,  two  architects  got  together over the phone and explored a proposed
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day-care center in V R. One showed proposed features to the  other,  they  could
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see  each  other  moving  around  in  the room and could make design changes. By
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holding the glove a certain way, they could  change  their  bodies  to  take  on
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characteristics  of children's bodies. So they we re able to run around and test
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features like a water fountain from a child's perspective.  Another  example  is
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city  planning.  Tom  Furness  is  heading a lab at the University of Washington
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that's studying VR. We're helping them put a version of Seattle in to a VR  that
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you  can walk around in. You can add skyscrapers to the skyline to see what they
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feel like aesthetically, whose views are blocked, and so on.
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Omni: How can virtual reality advance medical technology?
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Lanier:  We  take  information  about  the human body from scanning machines and
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turn it into objects in virtual  reality.  This  means  doctors  can  put  their
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patients  through  a  scanner,  then  walk in to virtual reality and pick up the
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patient's bones and internal organs. Suppose the patient has a serious deformity
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or injury. A surgeon could get a feeling  for  the  three-D  structure  of  that
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person's  body  to  help  plan  surgery.  This  is still in the earliest testing
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phases, but we've done one project with the San Diego Supercomputer Center where
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we had people crawling around inside patients and looking at  the  structure  of
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their  brains.  You  can  have two physicians inside the brain at the same time,
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and they can talk about what they see. One can point to the structure  and  say,
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"There's an abscess here.
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Omni: What's the smallest world anyone's made a virtual visit to?
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Lanier:  Fred  Brook  and  Henry  Fuchs at the University of North Carolina have
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done some marvelous work letting chemists pick  up  molecules  whose  atoms  are
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about  first  size.  You  can  figure  out  certain chemical problems quicker by
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holding on to a sort of robot arm that comes out of the ceiling and pushes  back
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at  you  to  simulate  a  molecule's  forces.  So  you  can literally feel where
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chemical bonds could occur. A complicated organic molecule is something  like  a
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handful  of  little  magnets  in  a  cluster.  Their  forces  combine  to form a
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complicated, irregular field. As you move a new magnet  over  the  big  cluster,
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sometimes  it's attracted, sometimes repelled. In a sim ilar way, a molecule has
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a landscape of atomic forces around it. There might be  little  patches  exactly
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complementary,  so  that  two  molecules  will bond at one point. That's easy to
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study in simple molecules, but it's much harder  with  large  organic  molecules
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like  an  enzyme.  The  systems  that  the  North  Carolina  lab  and others are
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developing are tremendous new tools for seeing and feeling how  these  molecules
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behave.  Some  mathematicians  and  physicists  are  using it to make intangible
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worlds real. We're doing  some  work  with  actuaries.  They  can  fly  over  an
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abstract  forest  that  represents  various  insurance statistics. It helps them
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notice patters in the data more easily than they could  on  even  a  very  large
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computer  screen.  Computer programmers could look at a whole program at once. A
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large program might look like a  giant  Christmas  tree,  and  you  could  be  a
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hummingbird flying around it. Landing on any one branch, you coul d see in great
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detail  the  structure  of  that part of the program. From a distance, you could
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learn to plan a very large program spatially.
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Omni: Do people send you suggestions about uses you never dreamed of?
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Lanier: Tons. Some of them are truly crazy. We've had  inquiries  about  putting
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animals  in  virtual  reality  from people who design animal clothing. Ministers
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call up to ask if we could use VR as a kind of methadone treatment. And  virtual
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sex  -  you  should  see  how  stupid  my  mail is on this subject! A lot of the
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inquiries don't make any sense, but it's important to be open-minded.
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Omni: The National Enquirer reported that VPL was working on a spy glove.
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Lanier: Yes! [Laughter] They said we were working with the CIA to make  a  robot
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resembling  a  severed  hand  that could be remote-controlled by a DataGlove. It
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would crawl into enemy territory, climb over fences,  steal  enemy  papers,  and
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crawl back. It was sil ly.
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Omni: Could virtual squash someday replace the real thing?
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Lanier:  Absolutely.  Visually  a  simple squash game in low resolution might be
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doable right now on an inexpensive system. As  for  force  feedback,  you  could
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design  a  robot  that  pushes  back  at  your feet in a particular way. Perhaps
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there'd be a robot arm with a racket handle that comes out of  the  wall.  You'd
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grab  the  handle, it would jerk back when the ball was hit. When the simulation
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is specific like this, you can go all-out and make it good.
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What's hard is to build a general force-feedback machine.  Here  are  some  Rube
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Goldberg  examples:  Imagine  having  tiny  rockets  over  your body with little
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thrusters that are pushing back and forth at you so that any possible force  can
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be applied to any part of you. Or imagine that there are all these little robots
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all  around  you,  and like tiny bustlers, whenever you slam your hand down on a
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virtual table, they run up to receive your  blow  just  before  your  hand  gets
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there.  You  can  take  any  form  you want. You might pull your nose to make it
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longer or choose from a drawer of extra snouts or  horns.  You  might  point  to
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another  person or animal wandering around in the environment and turn up a knob
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that says BLEND and gradually turn into them or something halfway b etween.
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At VPL  we've  often  played  with  becoming  different  creatures  -  lobsters,
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gazelles,  winged  angels. Taking on a different body in virtual reality is more
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profound than merely putting on a  costume,  because  you're  actually  changing
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your body's dynamics.
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What  surprised  us  is  that  people  adapt  almost  instantly  to manipulating
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radically different body images. They pick up virtual  objects  just  as  easily
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with  a  human  one.  You'd  think your brain is hardwired to know your arm, and
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that if suddenly it grew thr ee feet, your brain wouldn't be able to control it,
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but that doesn't appear to be true.
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I become curious about how far I could push this, and added fingers to  my  hand
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and  limbs to my body. But how do you control this extra limb? Wiggle your nose?
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Let's say you want a third, virtual arm in the middle of your  chest.  The  most
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obvious  way  to  c  ontrol  it  is  to make its position an average of your two
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physical arms, so its thumb is always halfway between your physical  thumbs  and
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so  forth. Now, that's moderately interesting, but basically the new arm is just
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something that gets in your way. Imagin e a more complicated way of  controlling
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it:  a  bodysuit  that's  constantly  making dozens of measurements of different
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parts of your body - a little bit of ankle, writs, neck - all convoluted by  the
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computer  in a funny algorythm to control how far the elbow in a new virtual arm
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is bent at any moment. You've essentially snuck in control of a new  limb  while
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letting  each  individual  part  of  your physical body move freely. It's like a
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hidden resource.
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Omni: You'd consciously learn to control the new limb?
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Lanier:  It's  too  complex  to  do  consciously.  You'd  learn  to  control  it
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intuitively,  by  getting feedback. This suggests that you might help people who
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are paralyzed have the experience of walking in virtual reality. Sensors  placed
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on  uninjured  parts  of thei r bodies could let them control a complete body in
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virtual reality, allowing paralyzed kids to play sports with other  kids.  Would
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this  activity  keep  parts  of  the  brain  awake  that might otherwise atrophy
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through lack of use? This is completely unknown righ t now. I haven't studied it
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as a scientist; I've only hacked it as a technologist. The field is  crying  out
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for more study of phenomena like this, which VPL is not set up to do.
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We were thinking of selling a booklet, "1OO Dissertations for 5O Cents."
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Omni: What about vacations, say, in a virtual Maui?
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Lanier:  The  existence  of a virtual Maui will just make the physical Maui that
 | 
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much more precious and desirable. I don't think virtual reality will ever  serve
 | 
						|
as  a  substitute for the physical world. It's not as good. A virtual Maui could
 | 
						|
never be a full si mulation. By putting it  into  a  computer,  you  remove  its
 | 
						|
mystery; it's blander and clunkier. You turn it into a finite model.
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Omni: Still, you talk about the awesome illusions possible.
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Lanier:  The emotional character of virtual reality is completely different from
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that of the physical world. VR is a craft you create. People  say,  "I  want  to
 | 
						|
try  virtual  reality because I want the thrill of having these experiences wash
 | 
						|
over me," but in fa ct the  experience  is  the  opposite  of  that.  It's  very
 | 
						|
intentional.  A  better name for it, actually, might be intentional reality. The
 | 
						|
physical world is thrilling because it's infinitely subtle: There's always  more
 | 
						|
to  perceive.  It surrounds us with a sea of mystery. Those of us in science and
 | 
						|
technology tend to live under the delusion that we mostly understand the  world,
 | 
						|
that  there are just little patches that are mysterious. But in fact, we've just
 | 
						|
constructed around us  a  small  set  of  things  that  we  underst  and.  Also,
 | 
						|
particular  environments  in  VR will never be terribly exciting because they're
 | 
						|
so readily available. That ornate silver drum over there is an  unusual  object,
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						|
which  gives  it  a  certain preciousness. If we were in virtual reality and you
 | 
						|
saw one of those, it wouldn't mean a damned thing,  because  you  could  make  a
 | 
						|
hundred  of  them  as  easily as one. So particular forms become mundane. What's
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						|
exciting are the frontiers of imagination, the waves  of  creativity  as  people
 | 
						|
make up new things.
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Omni: How is it possible to build a virtual world?
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Lanier:  There's no one answer; anything's possible. We're working on technology
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that will grab a part of the physical world - an architect's rendering or  brain
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						|
scan  - and translated that into the virtual world. Ultimately, though, the most
 | 
						|
efficient way w ill be to  use  virtual  tools  you  find  on  the  inside.  For
 | 
						|
instance,  if  you saw a big block of stone in a virtual reality, you might also
 | 
						|
see a chisel that you could pick up with your virtual  hand  and  start  carving
 | 
						|
with.  The  difference  is  that virtual tools will have super powers. You might
 | 
						|
make an eyedropper that could touch an object and squeeze it  in,  then  squeeze
 | 
						|
it  out  somewhere  else  to make copies of the original. You might have another
 | 
						|
tool that stretched anything it came across and made it long. Some  tools  could
 | 
						|
be  very expressive. This room is filled with musical instruments because I find
 | 
						|
them to be the most eloquent tools ever made. I want to make tools for  VR  that
 | 
						|
are  like  musical  instruments. You could pick them up and gracefully "play" re
 | 
						|
ality. You might "blow" a distant mountain range with  an  imaginary  saxophone.
 | 
						|
You'd  be  using gestures instead of building something stone by stone. When you
 | 
						|
can improvise while inside it, making it up as fast as you think and  feel,  you
 | 
						|
can  reach  other  people.  As  a  babies,  each of us has an astonishing liquid
 | 
						|
infinity of imagination on the inside, that butts up against the  stark  reality
 | 
						|
of  the physi cal world, which resists us. That the baby's imagination cannot be
 | 
						|
realized is a fundamental indignity that we only learn  to  live  with  when  we
 | 
						|
decide  to  call  ourselves  adults.  With virtual reality you have a world with
 | 
						|
many of the qualities of the physica l world,  but  it  doesn't  resist  us.  It
 | 
						|
releases  us  from  the  taboo against infinite possibilities. That's the reason
 | 
						|
virtual reality electrifies people so much. In the future I see it as  a  medium
 | 
						|
of  communications  where  people  improvise  worlds instead of words, making up
 | 
						|
dreams  to  share.  An  ideal  VR  conversation  would  have   the   continuity,
 | 
						|
spontaneity, expressiveness of a jazz jam but the literal content that's missing
 | 
						|
from  music. Things being made would be objects - houses, chemical processes, or
 | 
						|
whatever the conversation is about. It  would  be  a  reality  conversation,  an
 | 
						|
objective  form of the Jungian dream, the collective unconscious. You might call
 | 
						|
it the colle ctive conscious.
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Omni: What about virtual sex? Is it a possibility or not?
 | 
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 | 
						|
Lanier: Oh, God [glumly].... I suppose virtual reality can contain any  kind  of
 | 
						|
imagery,  so  why  not  sexual?  But the whole subject of virtual sex forces the
 | 
						|
question. What is sexy? What is intimacy? There are  some  interesting  ways  to
 | 
						|
have  intimacy  in  virtua  l reality. Consider trading eyes. You'd hook up your
 | 
						|
virtual eyes to look out of another's head and vice versa, so that  you  control
 | 
						|
each  other's point of view. It's hard at first, and you really have to learn to
 | 
						|
dance together at a very intimate level to  make  it  work.  If  ind  that  more
 | 
						|
interesting than the idea of virtual sex, which seems a little funny to me.
 | 
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						|
Omni:  When  it  reaches  the  mass  market,  might  people  settle  for touring
 | 
						|
mass-market worlds?
 | 
						|
 | 
						|
Lanier: Once you get a taste for making up your own reality,  you  don't  go  in
 | 
						|
for  passive  realities anymore. I'm not saying that everyone will make up stuff
 | 
						|
all the time; there will be catalogs of old stuff. But I'll bet you a  pizza  in
 | 
						|
thirty  years  that  pe ople turn out to be creative. We're living in one of the
 | 
						|
strangest periods that has been  or  will  be.  In  the  twentieth  century  our
 | 
						|
society  has  been  completely warped by technology, but the technology is still
 | 
						|
astonishingly primitive. Considering that  kids  grow  up  with  TV,  a  one-way
 | 
						|
medium,  there's  a  tendency toward noninteractivity. This is the first century
 | 
						|
when technology has been the primary mode of people reaching each  other.  After
 | 
						|
this, it will be interactive technology.
 | 
						|
 | 
						|
Omni: Who first made VR work?
 | 
						|
 | 
						|
Lanier:  A  lot  of  people. Ivan Sutherland [a computer graphics pioneer] built
 | 
						|
head-mounted display with interactive graphics back in 1968. In  the  Seventies,
 | 
						|
Tom  Furness,  who was working for the U. S. Air Force, made enormous strides in
 | 
						|
the technology. My r ole has focused on turning this into a shared medium.  That
 | 
						|
had  never  been  done  before.  Until  then,  there'd  be  one  person inside a
 | 
						|
simulation just looking around in it. I also figured for  the  first  time.  Tom
 | 
						|
Zimmerman,  who  was  VPL's first hardware engineer in the early Eighties, built
 | 
						|
the first glove, and I integrated that  into  a  way  of  picking  up  imaginary
 | 
						|
objects  in  space. Tom's original idea was to use the glove to play air guitar.
 | 
						|
You could play music with a guitar  that  doesn't  exist.  I've  made  a  few  e
 | 
						|
laborate  versions  of  this  glove  including one last year where I played Jimi
 | 
						|
Hendrix solos.
 | 
						|
 | 
						|
Omni: A Wall Street Journal headline said virtual reality was "electronic LSD."
 | 
						|
 | 
						|
Lanier: That's stupid. The idea of spacing out in  virtual  reality  is  absurd.
 | 
						|
It  would be like getting a model train in order to fall asleep over it. VR is a
 | 
						|
medium; it affects the world outside your sense organs and that's  all.  It  has
 | 
						|
nothing  to  do  with  brain  chemistry  or  your state of being. If one becomes
 | 
						|
euphoric in virtual reality, it would  be  because  you  were  reacting  to  the
 | 
						|
outside  world  that  way.  The  first moment of freedom is always ecstatic, but
 | 
						|
after that you're on your own. Actually I'm  unqual  ified  to  talk  about  the
 | 
						|
subject  because  I've  never  taken  LSD.  I don't take drugs and I don't drink
 | 
						|
alcohol.
 | 
						|
 | 
						|
Omni: Why do you wear dreadlocks?
 | 
						|
 | 
						|
Lanier: I think of myself as a student who experiments with different things  at
 | 
						|
different  times.  I had much more conventional hair two years ago, and I'm sure
 | 
						|
I will again in two years. I had no intention of becoming  a  well-known  person
 | 
						|
this  year.  One  nic e thing about my hair is that if I ever want to get out of
 | 
						|
the hassles of being well-known, all I have to do is cut it off.  I  can  always
 | 
						|
save it as a wig and put it back on when I give talks.
 | 
						|
 | 
						|
Omni: You're a high-school dropout?
 | 
						|
 | 
						|
Lanier:  Escapee  is  more  like it. I left it ar fifteen and then kind of snuck
 | 
						|
into college - New Mexico State and other  places.  I  was  never  much  on  the
 | 
						|
rituals  of By rituals I mean turning in papers and finishing degrees.  Computer
 | 
						|
science is a splendid fi eld and most of the founders are still alive. I learned
 | 
						|
by apprenticing myself to some of them. Marvin Minsky  was  extremely  important
 | 
						|
to  me,  and  I used to just hang out with him. He is rethinking the whole world
 | 
						|
from the bottom up all the time. That's an inspiring quality.
 | 
						|
 | 
						|
Omni: Did you invent make-believe worlds as a child?
 | 
						|
 | 
						|
Lanier: What I  remember  most  about  my  childhood  isn't  so  much  inventing
 | 
						|
make-believe  worlds  as  being  overwhelmed  by  the  experience  of  different
 | 
						|
physical places. My sensitivity to the mood of a particular room  was  sometimes
 | 
						|
so intense I could hardly talk. I didn't know how to communicate that feeling to
 | 
						|
others.  I  love  words  - I love to read, write, talk - but I think words leave
 | 
						|
out almost everything. That frustration more than anything else -  feeling  that
 | 
						|
what  we  can  share  with  other  people  is so much mor e limited than what we
 | 
						|
actually experience - is what has driven me into this  technology.  Sometimes  I
 | 
						|
think  we've  uncovered  a  new  planet, but one that we're inventing instead of
 | 
						|
discovering. We're just starting to sight the shore of one  of  its  continents.
 | 
						|
Virtual reality is an adventure worth centuries.
 | 
						|
 | 
						|
           \--------------------------+-------------------------/
 | 
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 | 
						|
O1/14/91  3:32 pm
 | 
						|
WRD: 4845
 | 
						|
CHAR: 23816
 | 
						|
 | 
						|
  thanks to K.I.M.
 | 
						|
                                             -Shock LSD for the
 | 
						|
                                              ESLF
 | 
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