475 lines
30 KiB
Plaintext
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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"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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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
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as a substitute for the physical world. It's not as good. A virtual Maui could
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never be a full si mulation. By putting it into a computer, you remove its
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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
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try virtual reality because I want the thrill of having these experiences wash
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over me," but in fa ct the experience is the opposite of that. It's very
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intentional. A better name for it, actually, might be intentional reality. The
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physical world is thrilling because it's infinitely subtle: There's always more
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to perceive. It surrounds us with a sea of mystery. Those of us in science and
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technology tend to live under the delusion that we mostly understand the world,
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that there are just little patches that are mysterious. But in fact, we've just
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constructed around us a small set of things that we underst and. Also,
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particular environments in VR will never be terribly exciting because they're
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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
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saw one of those, it wouldn't mean a damned thing, because you could make a
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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
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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
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efficient way w ill be to use virtual tools you find on the inside. For
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instance, if you saw a big block of stone in a virtual reality, you might also
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see a chisel that you could pick up with your virtual hand and start carving
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with. The difference is that virtual tools will have super powers. You might
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make an eyedropper that could touch an object and squeeze it in, then squeeze
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it out somewhere else to make copies of the original. You might have another
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tool that stretched anything it came across and made it long. Some tools could
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be very expressive. This room is filled with musical instruments because I find
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them to be the most eloquent tools ever made. I want to make tools for VR that
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are like musical instruments. You could pick them up and gracefully "play" re
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ality. You might "blow" a distant mountain range with an imaginary saxophone.
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You'd be using gestures instead of building something stone by stone. When you
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can improvise while inside it, making it up as fast as you think and feel, you
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can reach other people. As a babies, each of us has an astonishing liquid
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infinity of imagination on the inside, that butts up against the stark reality
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of the physi cal world, which resists us. That the baby's imagination cannot be
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realized is a fundamental indignity that we only learn to live with when we
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decide to call ourselves adults. With virtual reality you have a world with
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many of the qualities of the physica l world, but it doesn't resist us. It
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releases us from the taboo against infinite possibilities. That's the reason
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virtual reality electrifies people so much. In the future I see it as a medium
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of communications where people improvise worlds instead of words, making up
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dreams to share. An ideal VR conversation would have the continuity,
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spontaneity, expressiveness of a jazz jam but the literal content that's missing
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from music. Things being made would be objects - houses, chemical processes, or
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whatever the conversation is about. It would be a reality conversation, an
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objective form of the Jungian dream, the collective unconscious. You might call
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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
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imagery, so why not sexual? But the whole subject of virtual sex forces the
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question. What is sexy? What is intimacy? There are some interesting ways to
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have intimacy in virtua l reality. Consider trading eyes. You'd hook up your
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virtual eyes to look out of another's head and vice versa, so that you control
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each other's point of view. It's hard at first, and you really have to learn to
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dance together at a very intimate level to make it work. If ind that more
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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
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mass-market worlds?
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Lanier: Once you get a taste for making up your own reality, you don't go in
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for passive realities anymore. I'm not saying that everyone will make up stuff
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all the time; there will be catalogs of old stuff. But I'll bet you a pizza in
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thirty years that pe ople turn out to be creative. We're living in one of the
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strangest periods that has been or will be. In the twentieth century our
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society has been completely warped by technology, but the technology is still
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astonishingly primitive. Considering that kids grow up with TV, a one-way
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medium, there's a tendency toward noninteractivity. This is the first century
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when technology has been the primary mode of people reaching each other. After
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this, it will be interactive technology.
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Omni: Who first made VR work?
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Lanier: A lot of people. Ivan Sutherland [a computer graphics pioneer] built
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head-mounted display with interactive graphics back in 1968. In the Seventies,
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Tom Furness, who was working for the U. S. Air Force, made enormous strides in
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the technology. My r ole has focused on turning this into a shared medium. That
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had never been done before. Until then, there'd be one person inside a
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simulation just looking around in it. I also figured for the first time. Tom
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Zimmerman, who was VPL's first hardware engineer in the early Eighties, built
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the first glove, and I integrated that into a way of picking up imaginary
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objects in space. Tom's original idea was to use the glove to play air guitar.
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You could play music with a guitar that doesn't exist. I've made a few e
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laborate versions of this glove including one last year where I played Jimi
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Hendrix solos.
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Omni: A Wall Street Journal headline said virtual reality was "electronic LSD."
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Lanier: That's stupid. The idea of spacing out in virtual reality is absurd.
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It would be like getting a model train in order to fall asleep over it. VR is a
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medium; it affects the world outside your sense organs and that's all. It has
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nothing to do with brain chemistry or your state of being. If one becomes
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euphoric in virtual reality, it would be because you were reacting to the
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outside world that way. The first moment of freedom is always ecstatic, but
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after that you're on your own. Actually I'm unqual ified to talk about the
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subject because I've never taken LSD. I don't take drugs and I don't drink
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alcohol.
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Omni: Why do you wear dreadlocks?
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Lanier: I think of myself as a student who experiments with different things at
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different times. I had much more conventional hair two years ago, and I'm sure
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I will again in two years. I had no intention of becoming a well-known person
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this year. One nic e thing about my hair is that if I ever want to get out of
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the hassles of being well-known, all I have to do is cut it off. I can always
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save it as a wig and put it back on when I give talks.
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Omni: You're a high-school dropout?
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Lanier: Escapee is more like it. I left it ar fifteen and then kind of snuck
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into college - New Mexico State and other places. I was never much on the
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rituals of By rituals I mean turning in papers and finishing degrees. Computer
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science is a splendid fi eld and most of the founders are still alive. I learned
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by apprenticing myself to some of them. Marvin Minsky was extremely important
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to me, and I used to just hang out with him. He is rethinking the whole world
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from the bottom up all the time. That's an inspiring quality.
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Omni: Did you invent make-believe worlds as a child?
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Lanier: What I remember most about my childhood isn't so much inventing
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make-believe worlds as being overwhelmed by the experience of different
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physical places. My sensitivity to the mood of a particular room was sometimes
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so intense I could hardly talk. I didn't know how to communicate that feeling to
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others. I love words - I love to read, write, talk - but I think words leave
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out almost everything. That frustration more than anything else - feeling that
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what we can share with other people is so much mor e limited than what we
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actually experience - is what has driven me into this technology. Sometimes I
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think we've uncovered a new planet, but one that we're inventing instead of
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discovering. We're just starting to sight the shore of one of its continents.
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Virtual reality is an adventure worth centuries.
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\--------------------------+-------------------------/
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O1/14/91 3:32 pm
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WRD: 4845
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CHAR: 23816
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thanks to K.I.M.
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-Shock LSD for the
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ESLF
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