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525 lines
29 KiB
Plaintext
X-NEWS: maven sci.virtual-worlds: 290
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Relay-Version: VMS News - V5.9C 19/12/89 VAX/VMS V0.0; site maven.u.washington.edu
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Path: maven!milton!patth@sci.ccny.cuny.edu
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Newsgroups: sci.virtual-worlds
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Subject: Inside Virtual Reality by Jeremy Wolff
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Message-ID: <1990Jul12.105135.21310@sci.ccny.cuny.edu>
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From: patth@sci.ccny.cuny.edu (Patt Haring)
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Date: 12 Jul 90 10:51:35 GMT
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Reply-To: patth@sci.ccny.cuny.edu (Patt Haring)
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Sender: hlab@milton.u.washington.edu
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Organization: City College of New York - Science Computing Facility
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Summary: The Myth of Transparency and the Myth of Reflection
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Approved: hitl@hardy.u.washington.edu
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Lines: 509
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Reposted from ECHO's Conference on Virtual Reality:
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13:1) Jeremy Wolff 24-JUN-90 19:18
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Inside Virtual Reality
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(The Myth of Transparency and the Myth of Reflection)
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A couple of weeks ago I spent two minutes inside a virtual
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reality. I put my hand into the dataglove, the heavy, hardwired
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goggles were lowered over my head--and suddenly I was through the
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screen and into a computer-generated environment. A checkerboard
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plain surrounded by a green field stretched to a blue horizon. When I
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turned my head, I could see the rest of my computer-animated world:
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red pyramids and yellow columns, a floating grey box, a toy car and
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airplane, a balloon overhead. Responding to the movements of my hand
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inside the dataglove, my virtual hand, yellow, disembodied, floated in
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front of me. Pointing with my index finger made me to fly to an
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object. I could grab the car or the plane and move it to a new
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position. Or look up at the balloon overhead, point to it, and fly
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upt, the checkerboard plain receding below me. I flew through the
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balloon into an unseen cityscape. Out of the balloon, arcing over
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the more familiar plain and back down to the solid surface of my
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virtual world.
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I took this trip at a press conference before a lecture and
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demonstration advertised as "FROM PSYCHEDELICS TO CYBERSPACE." The
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show, April 30 at NYU's Loeb Student Center, featured Sixties LSD guru
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Dr. Timothy Leary, author and conspiracy-theorist Robert Anton Wilson,
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and the first public demonstration of Virtual Reality (VR) technology
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on the East Coast. I had been fascinated with the concept for months,
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and when I heard this road-show was coming with the real equipment, I
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made sure I got to try it.
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Virtual Reality (sometimes called artificial reality or
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Cyberspace) is hardware and software that puts you inside a
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computer-generated graphic world. The goggles (or "eyephones")
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position two TV monitors before your eyes, aligned to create a 3-D
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stereoscopic image. When you turn your head to "look around," your
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head movements are tracked electronically and the computer alters the
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image before your eyes accordingly. The illusion--the experience--is
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of a complete, 360-degree environment you can look around at and move
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through.
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After two minutes of tooling around in VR I was pretty spaced
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out. (That is the correct term.) But I felt proud and ripe for the
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future when Eric Gullichsen, President of the SENSE8 Corporation of
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Sausalito, CA, whose equipment this was, told me I was a good pilot.
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Gullichsen is a demure and clear-speaking 30- something young man with
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a scraggly beard and a very long blonde ponytail.
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Recent VR systems required half-million-dollar computers to drive
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their software; Eric's "Desktop Virtual Reality" prototype is run by a
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Sun Sparkstation, a $12,000 dollar computer now selling as fast as the
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top-end Macintosh, and which Eric predicts will be down to $5000 by
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the end of the year. [5/13: A woman at SENSE8 says Sun announced last
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week it was dropping the price of the Sparkstation by $5-6000.] The
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dataglove he uses gives an even better idea of how fast this stuff is
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moving out of the lab and into our lives. A year ago, Eric's demos
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used a prototype that cost $8000. Now he works with a
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"Powerglove"--made by Mattel for Nintendo. It sells for $79.
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Even with a lot of power behind it, SENSE8's VR is about as slow
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and low-resolution as it can be to work at all. But you still get a
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sense of the possibilities. It's not so much that the experience
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doesn't live up to the hype: more that the experience is hard to
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connect with the amount and variety of hype.
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Doing It was brief, unique, somewhat ineffable. The hope,
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hysteria and hypotheses that have arisen out of the concept of VR is
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what the rest of the event at NYU was all about: several hours of
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dreams and visions, tech-talk and peptalk on what this stuff is for
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and what it will do. My two-minutes' experience aside, you can't help
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but feel Something's Up, just from the assortment of strange
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characters and corporations clammoring to jump, or at least keep an
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eye, on the VR bandwagon.
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Representing psychedelics at the "From Psychedelics to
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Cyberspace" show was Dr. Timothy Leary, the former Harvard Prof. and
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Acid-activist, now willing to commit his career-long utopian dreams to
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this straight, labcoat technology. (The work of nerds!) Age 70, he
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comes bounding on stage, energetic and radiant, in brand-new white
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Adidas and a sharp suit sporting a "Just Say Know" button (for sale,
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$2). His ramblings have slowed, but you still have to pay attention
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to follow the playful and curious threads of his thinking. Among many
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other things, he's here to contend that 90-percent of the engineers
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and programmers creating the current personal-computer revolution are,
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like Steve Wozniak and Steve Jobs (the founders of Apple Computers),
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veterans of psychedelics. That Silicon Valley is a stone's throw from
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Berkeley and the Haight, he says, is no coincidence.
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Technology (of all things) is allowing Leary to speak in a new
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and more accessible way about the benefits of altered consciousness.
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He thinks the experience of these computer- generated realities breaks
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down the "straight" idea of a Real World or an Absolute Reality as
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much as the LSD experience did--but without the stigma of "Drugs,"
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which has always prevented Leary's theories from being taken
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seriously. Instead of sounding like a chemical prophet, he's talking
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about technology and innovation and competition, almost like some Lee
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Iacocca-type on TV, "Working to make America great again."
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During the show, Leary was the first to demonstrate the goggles
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and glove. He was strapped in by Gullichsen, then took off, twisting
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his wired head around, giggling, and squirming in his chair as he
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glanced, pointed and flew through his imaginary world. "Whoa-ho,"
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came his self-mocking laugh, "I've been here before!"
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"PSYCHEDELICS TO CYBERSPACE" pulls virtual reality into the realm
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of drugs, and also into the world of Science Fiction: "Cyberspace" is
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sci-fi writer William Gibson's word for his conception of VR. Gibson
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posits the ultimate interface--what he calls being "jacked in": a
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direct link from machine wires to human nerves and brain. In the
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world revealed in his 1984 novel Neuromancer, Gibson's characters can
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jack into cyberspace--a computer-generated visually abstracted matrix
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of information--or into the live or recorded senses (the "sensorium")
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of another person.
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Gibson's vision, and his role in the development of the concept
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and consequences of VR, is taken very seriously; his name comes up in
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every VR speech, and the scientists talk like he's one of the boys.
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Gibson's idea of a direct interface is beginning to happen (in work
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with damaged hearing, experimenters are connecting microphones
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directly to auditory nerves); current VR technology is not direct, but
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tries to make the human-computer interface transparent (that is,
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perceived as direct). The effect is to put "you" (some part of you,
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some ratio of your senses) into an artificial world that you can
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actually move through and operate within.
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"Artificial Reality"--the first term used to describe computer
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and video environments--was coined by author-inventor-engineer Myron
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Krueger in the early Seventies, and is the title of his seminal book
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on the subject. Written in 1972 but not published until a decade
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later, Krueger's Artificial Reality presented all the major concepts
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guiding today's VR investigations, including the idea of a dataglove.
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Krueger, hailed by all present as the "Father of Artificial
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Reality," was the first speaker. "I feel a little like Rip Van
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Winkle," he said, "except that it's the rest of the world that's been
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asleep for 20 years." A good-looking, square-jawed, clear- eyed
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American, he could be your milkman or your mayor, or your math
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teacher. He has the down-to-earth practicality of someone who, in his
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words, "knits computers," but he too talks about science fiction's
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role in real-world breakthroughs: "I don't read as much now, but when
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I was younger I read everything. I used to believe it when someone in
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this field said they hadn't read science fiction; I used to believe
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it, but I don't anymore. I don't think it's possible."
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Conspicuously absent was the best known and most publicized of
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the VR pioneers: Jaron Lanier, a 29-year old white rasta and high-
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school drop-out distinguished by his long dreadlocks and his NASA
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contracts. He makes the most mystical claims for VR, which might not
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be taken seriously were he not ahead of everyone in VR software and
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hardware and working for the government. Jaron (everyone here invokes
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the demi-diety on a first-name basis) sees VR having therapeutic,
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ritual uses--in the way of psychotropic drugs in shamantic tribes. A
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recent Wall Street Journal article on Lanier offered these brave but
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tentative subheads: "COMPUTER SIMULATIONS MAY ONE DAY PROVIDE SURREAL
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EXPERIENCES," and, "A KIND OF ELECTRONIC LSD?".
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You get a sense that Leary and Wilson are hitching their old
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messages to The Next Big Thing. But, in fact, the connections they're
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making hold remarkably well. One message is that VR does what
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psychedelic drugs do. Another message is political: how electric
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communication will break down the fascist control of centrist
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governments. "It was electrons," Leary says, "that brought down the
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Berlin Wall".
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Politics, drugs, science fiction, philosophy, and mysticism are
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just a few of the fields and factions inspiring and being inspired by
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the cutting-edge technology and scientist-inventors of Virtual
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Reality. The range of these factions parallels the range of
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implications of the concept: When consciousness is extended by
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electronics, science and philosophy are in the same room, and there
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are ramifications everywhere in between.
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Leary, Wilson and Gullichsen each referred to VR as part of an
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electronics revolution that will change television from a passive to
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an active medium--the Viewer will no longer be in the thrall of the
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broadcast monopolies, whose centralized control stems from the current
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state of TV technology (i.e., TV is cheap to receive, but only a
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government or big corporation can afford to produce and broadcast).
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That's changing, with cheap VCRs and portable cameras; with cable, and
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especially fiber-optic cable, which will increase television's
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interfaces with computers. All of these new forms (including, soon,
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VR) give the individual more control and choice as to how to use the
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medium. Strictly speaking, "Television" as a medium is visual
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electronic information; your Mac is as much a TV as your Sony.
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Television will no longer be just a receiver for a centralized
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broadcast medium, but one component of an interactive, computer-based
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communications network.
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"VR is a network like the telephone, where there is no central
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point of origin of information," Jaron stated in a recent interview in
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the Whole Earth Review. "Its purpose will be general communication
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between people, not so much getting sorts of work done." He's already
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created a "Reality Built for Two" (RB2), a virtual space in which two
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people interact.
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Virtual reality is like the telephone medium, which opens a new
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realm for human interaction but doesn't affect the content, i.e., what
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you talk about. The technology of VR per se has nothing to do with
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what you create or do within it. But whenever I explain the concept
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of VR to people, they have strong reactions to it. Fear is common, a
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kind of Brave New World/1984 paranoia. A professor I described this
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stuff to waxed rhapsodic about how it signals the end of the
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mind-brain duality, creating a sort of spiritual or mystical
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materialism. (John Barlow has published an article on VR called Being
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in Nothingness.) Leary and Wilson look into VR and see a
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technological utopia. Others dream of its pornographic
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possibilities--virtual sex-partners. A visionary- rebel like Lanier
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is drawn to mystical ends; as the Wall Street Journal observed, "[His]
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obsession with Artificial Reality seems to reflect his dissatisfaction
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with conventional reality."
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These are all understandable human reactions. Every new medium
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works like a mirror, reflecting back some part of ourselves. (The
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telephone, in this sense, "reflects" our speech and hearing.) VR is a
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mirror that reflects our entire consciousness--which might explain
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some of the extreme reactions it's eliciting. These reactions reveal
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something of the general resonance of the new medium, but more than
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anything specific about what VR does, these reactions reveal us.
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Marshall McLuhan addressed this phenomenon in Understanding Media
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(1964), labelling it "Narcissus as Narcosis." In the myth, Narcissus
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falls in love with his own image, unaware that it is his reflection.
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He is numb or blind to an extension of himself, and remains unaware of
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the medium operating on him, in this case, a reflecting pool. With
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any new medium, we are entranced by its content--which is an extension
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or reflection of some part of ourselves--but remain numb or blind to
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the operation of the medium itself. We are able to look through or
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conceive into a mirror because it extends our sense of sight--but it
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is impossible for us to focus on or perceive the surface of a mirror
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(the place where its technology is operating) as a two-dimensional
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plain.
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The thinking of McLuhan (who was dubbed "the Media Guru" around
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the same time in the Sixties when Leary was being accorded guru-status
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for his work with psychedelics) lurks at the edges of a lot of the
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ideas VR is inspiring. Like Gibson's, his name came up several times;
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Gullichsen quoted McLuhan--"In the future we will wear our nervous
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systems outside our bodies"--as a preface to demonstrating his
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data-goggles and glove. And Leary later mentioned and gave a good
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illustration of McLuhan's best-known maxim, The Medium Is the
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Message: "When Moses came down from the mountain with the Word of God
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carved into those marble tablets, let me tell you, boys and girls,
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those were not suggestions...."
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McLuhan prefigured the electronic extension of consciousness more
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than 25 years ago: "Having extended or translated our central nervous
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system into the electromagnetic technology, it is but a further stage
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to transfer our consciousness to the computer world as well. Then, at
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least, we shall be able to program consciousness in such wise that it
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cannot be numbed nor distracted by the Narcissus illusions of the
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entertainment world that beset mankind when he encounters himself
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extended in his own gimmickry."
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All the reactions to VR (the "Narcissus illusions") say nothing
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about how this particular mirror works or why our brains are able to
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conceive into and make from this mass of electronic information a
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space that is perceived as real.
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VR technology does not create "reality" in any sophisicated way;
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in fact, it works in the most unsophisticated way, revealing to us our
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simplest perceptual illusions. The "space" one enters during the VR
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experience is not visually sophisticated; rather it takes advantage of
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our inclination to conceive three-dimensional space out of two
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dimensions. In the West, we have been trained to see depth in the
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simplest two-dimensional drawings if the lines of perspective are
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right. We perceive depth in a line-drawing of a cube (the classic
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"optical illusion"), but this is a relatively recent technical
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development (perspective drawing is a Renaissance invention). The
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effect will not work in a tribal society whose visual perceptions have
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not been trained in this way.
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Myron Krueger: "What VR does is highlight the status of
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artificial experience which we already have lots of." Jaron Lanier:
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"The reason the whole thing works is that your brain spends a great
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deal of its efforts on making you believe that you're in a consistent
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reality in the first place. What you are able to perceive of the
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physical world is actually very fragmentary. A lot of what your
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nervous system accomplishes is covering up gaps in your perception.
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In VR this natural tendency of the brain works in our favor. All
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variety of perceptual illusions come into play to cover up the flaws
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in the technology."
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Entering SENSE8's "flawed" virtual reality on April 30, 1990, was
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the culmination of an exactly nine-month gestation period whose
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conception was my first encounter with the idea of electronically
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extended consciousness in the real world. From then on it was as
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though I was being bombarded by the concept, and from so many diverse
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angles that it was impossible to ignore. It started on August 1,
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1989, when I read an article in the "Science" TIMES about a device
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called a teleoperated robot. The operator of the robot moves two
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mechanical arms that move, remotely, a robot's arms. A helmet covers
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the operator's head, with speakers by his ears and two small video
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monitors before his eyes--with which he "sees" and "hears" via the
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video-camera eyes and microphone ears on the robot's head. The
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technology allows delicate and dangerous work (like disarming a bomb)
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to be done from a safe distance. The term "telepresense" has been
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coined for the perceptual illusion: "The closer you come to
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duplicating the human experience, the more easily your mind transposes
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into the zone as though you were there," operators say. "You forget
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where you are."
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"Telepresence" got me, and the idea that "your mind transposes
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into the zone as though you were there." This was the first real
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example I'd come upon of what McLuhan had predicted more than 25 years
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ago, the electronic extension of consciousness or electronic direct
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experience. (Like VR, telerobotics puts your consciousness
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elsewhere.)
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Shortly after, a Seattle computer-jock friend of mine asked if
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I'd heard about Virtual Environments, and it was from him that I first
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learned of the goggles and glove and suit you could wear to see in and
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move around a computer-generated space.
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The next time I encountered the idea was in the unexpected
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context of an interview with Jerry Garcia in ROLLING STONE (Nov. 30,
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1989). "Have you heard about this stuff called virtual reality?" the
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lead-guitarist for the Grateful Dead asked his interviewer. He went
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on to describe the idea quite cogently, and also to connect it with
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psychedelics: "You can see where this is heading: You're going to be
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able to put on this thing and be in a completely interactive
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environment...And it's going to take you places as convincingly as any
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other sensory input. These are the remnants of the Sixties. Nobody
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stopped thinking about those psychedelic experiences. Once you've
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been to some of those places, you think, 'How can I get myself back
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there again but make it a little easier on myself?'"
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Then I was given Neuromancer--Gibson's sci-fi novel (and I've
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never liked sci-fi) that introduces and explores "Cyberspace"--and a
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copy of the interview with VR-pioneer Jaron Lanier. Reading Gibson
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and Lanier at once, I was startled by how close sci-fi and fact had
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become.
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Appropriately, it was via ECHO, a new computer bulletin-board,
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that I found out about "From Psychedelics to Cyberspace." I'd joined
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ECHO a couple of weeks before; getting a modem and entering the world
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of telecommunication transformed my computer from a typewriter to a
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tool for putting ideas online in real-time, a new medium for
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conversing with a group of unseen others, like me, typing down the
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telephone lines.
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VR is the beginning of another new medium for human
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communication--huge amounts of processed digital information used to
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create the bare-bones of what our brains perceive as "reality." What's
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new is that this realm of information is encountered as experience.
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The content of the telephone medium is speech; the content of the
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television medium is movies and drama and talking- heads: with the
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telephone or TV, you are aware of the inside and the outside--of the
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medium and its limits, and of the real world that surrounds it. The
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TV or telephone experience does not exist separate from its entrancing
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content (which is itself a different medium, what McLuhan calls "the
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juicy piece of meat carried by the burglar to distract the watchdog of
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the mind"). In VR, there is no such duality. You know it's not
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"real," and when the perceptual illusion works, you are just Being
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There. The content of virtual reality is not speech or action or any
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other visual or auditory medium. The content of VR is consciousness.
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This sets up a basic question about the difference between
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information and experience. Information--the kind that comes from
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other people or books or movies or TV--is mediated experience. It is
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not like the Real World--the real, direct experience of things that
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surround us. VR is also information, but it is perceived as
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immediate; that is, it is not mediated or digested or translated-- it
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is just "lived." If "experience is the only teacher," it was the
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experience of psychedelics that taught many people, in a profound and
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direct way, the limits of "reality." The experience of VR can teach
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that too, and many other things.
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Playing a video-game or reading a book or watching TV or a movie,
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there are times when you are unconscious of the medium, when you are
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immersed in its content (when "the watchdog of the mind" is chewing
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that meat). At other times you are aware of the television or the
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book's boundaries. Within a virtual reality, there is no such losing
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and regaining awareness of your state. You are aware of its unreality
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and perceive its reality at the same time and all the time. In fact,
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in VR you have a heightened awareness of perceiving reality in an
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unreal system. Your consciousness it at once the perceiver of VR, and
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its content.
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||
|
||
All of which is thrilling to ponder. But if this stuff is going
|
||
to develop on a mass scale, it has to get there via some marketable,
|
||
real-world applications. Many people think VR will be carried through
|
||
this intermediate phase by applications in pornography, as was the
|
||
case with the VCR less than ten years ago. (Add some sort of
|
||
force-feedback or tactile response system, and every sort of inter-,
|
||
trans- and multi-sexual interaction could be programmable: safe sex,
|
||
indeed.)
|
||
|
||
Krueger and Gullichsen, guys on the practical, hands-on, I-
|
||
need-funding side, are working to come up with simple, high-concept
|
||
applications that even America's short-sighted venture capitalists can
|
||
understand. This sets up some strange situations (since they are
|
||
courting business partners but depend on frontmen like Leary to bring
|
||
in the crowds and press), like when these older corporate guys in
|
||
suits arrive en masse to check-out Gullichsen's gear.
|
||
|
||
They look like money; like their good graces could shower SENSE8
|
||
with contracts and options. They struggle with the eyephones and the
|
||
glove. They did not grow up with TV--they are not good pilots. Eric
|
||
is deferential and cogent and clear, trying to dispel with his manner
|
||
any doubts his long blonde ponytail and rough beard might cast. And
|
||
then the suits have to sit through the lecture, surrounded by
|
||
college-age Trekkies and every stripe of New Age huckster (a man
|
||
selling "psycho-active soda" for three dollars a cup), and listen to
|
||
Leary and Wilson make fun of Bush, Quayle and the drug-addict Drug
|
||
Czar.
|
||
|
||
Gullichsen does his best to talk toward the most mundane
|
||
applications: Imagine an architect showing a client around a
|
||
"virtual" building (it's been designed but not built). The client
|
||
wants to see how it looks with bigger windows, so the architect, in
|
||
the virtual world, can reach over and enlarge the windows with his
|
||
hands. Another area he talks about is education--the Defence
|
||
Department's use of VR in fighter-pilot training is probably the most
|
||
sophisticated form now in practical use. A related application, the
|
||
first one we're likely to see, is in entertainment, VR video-arcade
|
||
games.
|
||
|
||
Krueger has one device that's so basic and useful, it seems
|
||
inevitable. Simply put, it allows you to use your unencumbered hands
|
||
to do anything a mouse does--access menus, draw pictures, move text,
|
||
etc. (Of course, this isn't VR, you don't put goggles on and put your
|
||
head inside. But it should make Krueger rich while he waits for the
|
||
technology of the goggles, and the 3-D imaging and computers that run
|
||
them, to catch up to his ideas.)
|
||
|
||
Leary, not surprisingly, flies off into the future, imagining VR
|
||
as some kind of holographic telephone. "You'll call up your friend Joe
|
||
in Tokyo and say, Where do you want to meet today? and press some
|
||
buttons and the two of your are strolling in Hawaii, or meeting in a
|
||
cafe in Paris or on top of Everest, or joining Aunt Ethel for tea in
|
||
Idaho."
|
||
|
||
Jaron Lanier seems to have the most developed ideas about how VR
|
||
will function and where it will be relevant. He talks about
|
||
handicapped people experiencing full-motion interaction with other
|
||
people, and tele-operated mircorobots performing surgery from within
|
||
the human body. But he also builds on Leary's dreams of the
|
||
therapeutic uses of psychedelics as tools for exploring the
|
||
unconscious mind.
|
||
|
||
"Idealistically, I might hope that VR will provide an experience
|
||
of comfort with multiple realities for a lot of people in western
|
||
civilization, an experience which is otherwise rejected. Most
|
||
societies on earth have some method by which people experience life
|
||
through radically different realities at different times, through
|
||
ritual, through different things. Western civilizations have tended
|
||
to reject them, but because VR is a gadget, I do not think that it
|
||
will be rejected. It's the ultimate gadget.
|
||
|
||
"It will bring back a sense of the shared mystical altered sense
|
||
of reality that is so important in basically every other civilization
|
||
and culture prior to big patriarchal power. I hope that that might
|
||
lead to some sense of tolerance and understanding." Jaron envisions
|
||
the VR experience, potentially, functioning like an Amazonian
|
||
shamantic drug ritual for the electronically re- tribalized Global
|
||
Village.
|
||
|
||
When considering these predictions and dreams, it's important to
|
||
remember the stage all of this is at. People at the show were asking
|
||
how VR would help the Homeless and what good it would do for babies
|
||
dying of AIDS in Africa. This would be like asking Alexander Graham
|
||
Bell in 1870 what the telephone was going to do to stop the
|
||
Franco-Prussian War.
|
||
|
||
VR is now at the Wright Brothers stage, the thing's sputtering
|
||
and popping and just barely getting off the ground--and everyone's
|
||
trying to predict what moon-rockets will be like. Back then, instead
|
||
of William Gibson, you had Jules Verne's sci-fi model; and in sixty
|
||
years we did walk on the moon. But who could have imagined any of the
|
||
mundane and earth-changing reality in between-- 747s and People's
|
||
Express and plane-food and in-flight movies and jetlag? Who, looking
|
||
at television in the 40s, could have predicted Watchman TV or
|
||
palm-size video cameras or the worldwide resonance of seeing Tiananmen
|
||
Square on CNN? And the speed of the computer revolution is on an
|
||
altogether different scale.
|
||
|
||
If cars had progressed at the same rate, they'd cost $10 and run
|
||
for a lifetime on a tank of gas. In ten years flat we've gone from
|
||
4000 to 4 million transistors on a thumbnail chip, and the power is
|
||
quadrupling every two years. At this pace, science fiction like
|
||
Neuromancer becomes a myth of the present. The technology has
|
||
progressed faster than our ability to even imagine what do to with it;
|
||
it's almost as though it has appeared magically and full-grown in our
|
||
midst. The VR toys now being demonstrated barely scratch the surface
|
||
of the brain-extending fun and games possible when creative thinking
|
||
gets applied to this new and limitless computer power. Hold tight:
|
||
the unimaginable future of virtual reality is only a few years away.
|
||
|
||
16.5.90
|
||
|
||
Comments, criticism appreciated. This is not copyrighted. It is, in
|
||
fact, open to wholesale theft.
|
||
|
||
|
||
|
||
--
|
||
Patt Haring patth@sci.ccny.cuny.edu
|
||
|
||
"The harder you fall, the higher you bounce."
|
||
-- American Proverb
|
||
|
||
|
||
|
||
|
||
|