Subject: Inside Virtual Reality by Jeremy Wolff
Summary: The Myth of Transparency and the Myth of Relection
Reposted from ECHO's Conference on Virtual Reality:
Jeremy Wolff 24-UN-90 19:18
Inside Virtual Reality
(The Myth of Transparency and the Myth of Reflection)
A couple of weeks ago I spent two minutes inside a virtual
reality. I put my hand into thedataglove, the heavy, hardwired
goggles were lowered over my head--and suddenly I was through the
creen and into a computer-generated environment. A checkerboard
plain surrounded by a green field tretched to a blue horizon. When I
turned my head, I could see the rest of my computer-animated wold:
red pyramids and yellow columns, a floating grey box, a toy car and
airplane, a balloon overhed. Responding to the movements of my hand
inside the dataglove, my virtual hand, yellow, disembodid, floated in
front of me. Pointing with my index finger made me to fly to an
object. I could grb the car or the plane and move it to a new
position. Or look up at the balloon overhead, point toit, and fly
upt, the checkerboard plain receding below me. I flew through the
balloon into an unsen cityscape. Out of the balloon, arcing over
the more familiar plain and back down to the solid urface of my
virtual world.
I took this trip at a press conference before a lecture and
demnstration advertised as "FROM PSYCHEDELICS TO CYBERSPACE." The
show, April 30 at NYU's Loeb Studen Center, featured Sixties LSD guru
Dr. Timothy Leary, author and conspiracy-theorist Robert Anton Wlson,
and the first public demonstration of Virtual Reality (VR) technology
on the East Coast. I ad been fascinated with the concept for months,
and when I heard this road-show was coming with thereal equipment, I
made sure I got to try it.
Virtual Reality (sometimes called artificial relity or
Cyberspace) is hardware and software that puts you inside a
computer-generated graphic word. The goggles (or "eyephones")
position two TV monitors before your eyes, aligned to create a 3-D stereoscopic image. When you turn your head to "look around," your
head movements are tracked eletronically and the computer alters the
image before your eyes accordingly. The illusion--the experence--is
of a complete, 360-degree environment you can look around at and move
through.
Aftr two minutes of tooling around in VR I was pretty spaced
out. (That is the correct term.) But I elt proud and ripe for the
future when Eric Gullichsen, President of the SENSE8 Corporation of
Saualito, CA, whose equipment this was, told me I was a good pilot.
Gullichsen is a demure and clear-seaking 30- something young man with
a scraggly beard and a very long blonde ponytail.
RecentVR systems required half-million-dollar computers to drive
their software; Eric's "Desktop Virtual eality" prototype is run by a
Sun Sparkstation, a $12,000 dollar computer now selling as fast as th
top-end Macintosh, and which Eric predicts will be down to $5000 by
the end of the year. [5/13: woman at SENSE8 says Sun announced last
week it was dropping the price of the Sparkstation by $5-600.] The
dataglove he uses gives an even better idea of how fast this stuff is
moving out of the ab and into our lives. A year ago, Eric's demos
used a prototype that cost $8000. Now he works wih a
"Powerglove"--made by Mattel for Nintendo. It sells for $79.
Even with a lot of power bhind it, SENSE8's VR is about as slow
and low-resolution as it can be to work at all. But you stil get a
sense of the possibilities. It's not so much that the experience
doesn't live up to the hye: more that the experience is hard to
connect with the amount and variety of hype.
Doing I was brief, unique, somewhat ineffable. The hope,
hysteria and hypotheses that have arisen out of he concept of VR is
what the rest of the event at NYU was all about: several hours of
dreams and vsions, tech-talk and peptalk on what this stuff is for
and what it will do. My two-minutes' experince aside, you can't help
but feel Something's Up, just from the assortment of strange
characters nd corporations clammoring to jump, or at least keep an
eye, on the VR bandwagon.
Representig psychedelics at the "From Psychedelics to
Cyberspace" show was Dr. Timothy Leary, the former Harvrd Prof. and
Acid-activist, now willing to commit his career-long utopian dreams to
this straight labcoat technology. (The work of nerds!) Age 70, he
comes bounding on stage, energetic and radian, in brand-new white
Adidas and a sharp suit sporting a "Just Say Know" button (for sale,
$2). Hi ramblings have slowed, but you still have to pay attention
to follow the playful and curious threas of his thinking. Among many
other things, he's here to contend that 90-percent of the engineers
and programmers creating the current personal-computer revolution are,
like Steve Wozniak and SteveJobs (the founders of Apple Computers),
veterans of psychedelics. That Silicon Valley is a stone'sthrow from
Berkeley and the Haight, he says, is no coincidence.
Technology (of all things) i allowing Leary to speak in a new
and more accessible way about the benefits of altered consciousnes.
He thinks the experience of these computer- generated realities breaks
down the "straight" ideaof a Real World or an Absolute Reality as
much as the LSD experience did--but without the stigma of"Drugs,"
which has always prevented Leary's theories from being taken
seriously. Instead of soundng like a chemical prophet, he's talking
about technology and innovation and competition, almost lie some Lee
Iacocca-type on TV, "Working to make America great again."
During the show, Learywas the first to demonstrate the goggles
and glove. He was strapped in by Gullichsen, then took of, twisting
his wired head around, giggling, and squirming in his chair as he
glanced, pointed and lew through his imaginary world. "Whoa-ho,"
came his self-mocking laugh, "I've been here before!"
"PSYCHEDELICS TO CYBERSPACE" pulls virtual reality into the realm
of drugs, and also into theworld of Science Fiction: "Cyberspace" is
sci-fi writer William Gibson's word for his conception o VR. Gibson
posits the ultimate interface--what he calls being "jacked in": a
direct link from mahine wires to human nerves and brain. In the
world revealed in his 1984 novel Neuromancer, Gibson' characters can
jack into cyberspace--a computer-generated visually abstracted matrix
of informatin--or into the live or recorded senses (the "sensorium")
of another person.
Gibson's vision,and his role in the development of the concept
and consequences of VR, is taken very seriously; hisname comes up in
every VR speech, and the scientists talk like he's one of the boys.
Gibson's ideaof a direct interface is beginning to happen (in work
with damaged hearing, experimenters are conneting microphones
directly to auditory nerves); current VR technology is not direct, but
tries to mke the human-computer interface transparent (that is,
perceived as direct). The effect is to put "ou" (some part of you,
some ratio of your senses) into an artificial world that you can
actually mve through and operate within.
"Artificial Reality"--the first term used to describe computer and video environments--was coined by author-inventor-engineer Myron
Krueger in the early Seventie, and is the title of his seminal book
on the subject. Written in 1972 but not published until a ecade
later, Krueger's Artificial Reality presented all the major concepts
guiding today's VR invetigations, including the idea of a dataglove.
Krueger, hailed by all present as the "Father o Artificial
Reality," was the first speaker. "I feel a little like Rip Van
Winkle," he said, "excpt that it's the rest of the world that's been
asleep for 20 years." A good-looking, square-jawed,clear- eyed
American, he could be your milkman or your mayor, or your math
teacher. He has the don-to-earth practicality of someone who, in his
words, "knits computers," but he too talks about scince fiction's
role in real-world breakthroughs: "I don't read as much now, but when
I was youngerI read everything. I used to believe it when someone in
this field said they hadn't read science fction; I used to believe
it, but I don't anymore. I don't think it's possible."
Conspicuousy absent was the best known and most publicized of
the VR pioneers: Jaron Lanier, a 29-year old whte rasta and high-
school drop-out distinguished by his long dreadlocks and his NASA
contracts. H makes the most mystical claims for VR, which might not
be taken seriously were he not ahead of eveyone in VR software and
hardware and working for the government. Jaron (everyone here invokes
thedemi-diety on a first-name basis) sees VR having therapeutic,
ritual uses--in the way of psychotropc drugs in shamantic tribes. A
recent Wall Street Journal article on Lanier offered these brave bu
tentative subheads: "COMPUTER SIMULATIONS MAY ONE DAY PROVIDE SURREAL
EXPERIENCES," and, "A KIND F ELECTRONIC LSD?".
You get a sense that Leary and Wilson are hitching their old
messages toThe Next Big Thing. But, in fact, the connections they're
making hold remarkably well. One messag is that VR does what
psychedelic drugs do. Another message is political: how electric
communicaion will break down the fascist control of centrist
governments. "It was electrons," Leary says, "hat brought down the
Berlin Wall".
Politics, drugs, science fiction, philosophy, and mysticim are
just a few of the fields and factions inspiring and being inspired by
the cutting-edge technlogy and scientist-inventors of Virtual
Reality. The range of these factions parallels the range o
implications of the concept: When consciousness is extended by
electronics, science and philosopy are in the same room, and there
are ramifications everywhere in between.
Leary, Wilson andGullichsen each referred to VR as part of an
electronics revolution that will change television fro a passive to
an active medium--the Viewer will no longer be in the thrall of the
broadcast monopoies, whose centralized control stems from the current
state of TV technology (i.e., TV is cheap to eceive, but only a
government or big corporation can afford to produce and broadcast).
That's chaning, with cheap VCRs and portable cameras; with cable, and
especially fiber-optic cable, which willincrease television's
interfaces with computers. All of these new forms (including, soon,
VR) giv the individual more control and choice as to how to use the
medium. Strictly speaking, "Televisio" as a medium is visual
electronic information; your Mac is as much a TV as your Sony.
Television ill no longer be just a receiver for a centralized
broadcast medium, but one component of an interative, computer-based
communications network.
"VR is a network like the telephone, where ther is no central
point of origin of information," Jaron stated in a recent interview in
the Whole Eath Review. "Its purpose will be general communication
between people, not so much getting sorts ofwork done." He's already
created a "Reality Built for Two" (RB2), a virtual space in which two
peple interact.
Virtual reality is like the telephone medium, which opens a new
realm for huma interaction but doesn't affect the content, i.e., what
you talk about. The technology of VR per s has nothing to do with
what you create or do within it. But whenever I explain the concept
of VRto people, they have strong reactions to it. Fear is common, a
kind of Brave New World/1984 paranoa. A professor I described this
stuff to waxed rhapsodic about how it signals the end of the
mindbrain duality, creating a sort of spiritual or mystical
materialism. (John Barlow has published anarticle on VR called Being
in Nothingness.) Leary and Wilson look into VR and see a
technologicalutopia. Others dream of its pornographic
possibilities--virtual sex-partners. A visionary- rebel ike Lanier
is drawn to mystical ends; as the Wall Street Journal observed, "[His]
obsession with Atificial Reality seems to reflect his dissatisfaction
with conventional reality."
These are ll understandable human reactions. Every new medium
works like a mirror, reflecting back some partof ourselves. (The
telephone, in this sense, "reflects" our speech and hearing.) VR is a
mirror tat reflects our entire consciousness--which might explain
some of the extreme reactions it's elicitng. These reactions reveal
something of the general resonance of the new medium, but more than
anthing specific about what VR does, these reactions reveal us.
Marshall McLuhan addressed thisphenomenon in Understanding Media
(1964), labelling it "Narcissus as Narcosis." In the myth, Narcisus
falls in love with his own image, unaware that it is his reflection.
He is numb or blind to anextension of himself, and remains unaware of
the medium operating on him, in this case, a reflectin pool. With
any new medium, we are entranced by its content--which is an extension
or reflection f some part of ourselves--but remain numb or blind to
the operation of the medium itself. We are ale to look through or
conceive into a mirror because it extends our sense of sight--but it
is imposible for us to focus on or perceive the surface of a mirror
(the place where its technology is opeating) as a two-dimensional
plain.
The thinking of McLuhan (who was dubbed "the Media Guru" round
the same time in the Sixties when Leary was being accorded guru-status
for his work with psyhedelics) lurks at the edges of a lot of the
ideas VR is inspiring. Like Gibson's, his name came u several times;
Gullichsen quoted McLuhan--"In the future we will wear our nervous
systems outsideour bodies"--as a preface to demonstrating his
data-goggles and glove. And Leary later mentioned ad gave a good
illustration of McLuhan's best-known maxim, The Medium Is the
Message: "When Moses ame down from the mountain with the Word of God
carved into those marble tablets, let me tell you, oys and girls,
those were not suggestions...."
McLuhan prefigured the electronic extension o consciousness more
than 25 years ago: "Having extended or translated our central nervous
system nto the electromagnetic technology, it is but a further stage
to transfer our consciousness to the omputer world as well. Then, at
least, we shall be able to program consciousness in such wise tha it
cannot be numbed nor distracted by the Narcissus illusions of the
entertainment world that best mankind when he encounters himself
extended in his own gimmickry."
All the reactions to VR(the "Narcissus illusions") say nothing
about how this particular mirror works or why our brains ar able to
conceive into and make from this mass of electronic information a
space that is perceivedas real.
VR technology does not create "reality" in any sophisicated way;
in fact, it works n the most unsophisticated way, revealing to us our
simplest perceptual illusions. The "space" oneenters during the VR
experience is not visually sophisticated; rather it takes advantage of
our inlination to conceive three-dimensional space out of two
dimensions. In the West, we have been traied to see depth in the
simplest two-dimensional drawings if the lines of perspective are
right. W perceive depth in a line-drawing of a cube (the classic
"optical illusion"), but this is a relativly recent technical
development (perspective drawing is a Renaissance invention). The
effect willnot work in a tribal society whose visual perceptions have
not been trained in this way.
Myrn Krueger: "What VR does is highlight the status of
artificial experience which we already have los of." Jaron Lanier:
"The reason the whole thing works is that your brain spends a great
deal of ts efforts on making you believe that you're in a consistent
reality in the first place. What you re able to perceive of the
physical world is actually very fragmentary. A lot of what your
nervou system accomplishes is covering up gaps in your perception.
In VR this natural tendency of the bran works in our favor. All
variety of perceptual illusions come into play to cover up the flaws
inthe technology."
Entering SENSE8's "flawed" virtual reality on April 30, 1990, was
the culmiation of an exactly nine-month gestation period whose
conception was my first encounter with the ida of electronically
extended consciousness in the real world. From then on it was as
though I wasbeing bombarded by the concept, and from so many diverse
angles that it was impossible to ignore. t started on August 1,
1989, when I read an article in the "Science" TIMES about a device
called ateleoperated robot. The operator of the robot moves two
mechanical arms that move, remotely, a robt's arms. A helmet covers
the operator's head, with speakers by his ears and two small video
moniors before his eyes--with which he "sees" and "hears" via the
video-camera eyes and microphone earson the robot's head. The
technology allows delicate and dangerous work (like disarming a bomb)
tobe done from a safe distance. The term "telepresense" has been
coined for the perceptual illusion: "The closer you come to
duplicating the human experience, the more easily your mind transposes
ino the zone as though you were there," operators say. "You forget
where you are."
"Telepresece" got me, and the idea that "your mind transposes
into the zone as though you were there." This as the first real
example I'd come upon of what McLuhan had predicted more than 25 years
ago, the lectronic extension of consciousness or electronic direct
experience. (Like VR, telerobotics puts our consciousness
elsewhere.)
Shortly after, a Seattle computer-jock friend of mine asked if I'd heard about Virtual Environments, and it was from him that I first
learned of the goggles and love and suit you could wear to see in and
move around a computer-generated space.
The next ime I encountered the idea was in the unexpected
context of an interview with Jerry Garcia in ROLLIG STONE (Nov. 30,
1989). "Have you heard about this stuff called virtual reality?" the
lead-guitrist for the Grateful Dead asked his interviewer. He went
on to describe the idea quite cogently, nd also to connect it with
psychedelics: "You can see where this is heading: You're going to be
ble to put on this thing and be in a completely interactive
environment...And it's going to take yo places as convincingly as any
other sensory input. These are the remnants of the Sixties. Nobody stopped thinking about those psychedelic experiences. Once you've
been to some of those places, yu think, 'How can I get myself back
there again but make it a little easier on myself?'"
The I was given Neuromancer--Gibson's sci-fi novel (and I've
never liked sci-fi) that introduces and eplores "Cyberspace"--and a
copy of the interview with VR-pioneer Jaron Lanier. Reading Gibson
andLanier at once, I was startled by how close sci-fi and fact had
become.
Appropriately, it wa via ECHO, a new computer bulletin-board,
that I found out about "From Psychedelics to Cyberspace." I'd joined
ECHO a couple of weeks before; getting a modem and entering the world
of telecommunicaion transformed my computer from a typewriter to a
tool for putting ideas online in real-time, a ne medium for
conversing with a group of unseen others, like me, typing down the
telephone lines.
VR is the beginning of another new medium for human
communication--huge amounts of processed diital information used to
create the bare-bones of what our brains perceive as "reality." What's
ne is that this realm of information is encountered as experience.
The content of the telephone mediu is speech; the content of the
television medium is movies and drama and talking- heads: with the
elephone or TV, you are aware of the inside and the outside--of the
medium and its limits, and of te real world that surrounds it. The
TV or telephone experience does not exist separate from its enrancing
content (which is itself a different medium, what McLuhan calls "the
juicy piece of meat crried by the burglar to distract the watchdog of
the mind"). In VR, there is no such duality. Youknow it's not
"real," and when the perceptual illusion works, you are just Being
There. The contet of virtual reality is not speech or action or any
other visual or auditory medium. The content o VR is consciousness.
This sets up a basic question about the difference between
informationand experience. Information--the kind that comes from
other people or books or movies or TV--is meiated experience. It is
not like the Real World--the real, direct experience of things that
surrond us. VR is also information, but it is perceived as
immediate; that is, it is not mediated or diested or translated-- it
is just "lived." If "experience is the only teacher," it was the
experiece of psychedelics that taught many people, in a profound and
direct way, the limits of "reality." The experience of VR can teach
that too, and many other things.
Playing a video-game or readng a book or watching TV or a movie,
there are times when you are unconscious of the medium, when yu are
immersed in its content (when "the watchdog of the mind" is chewing
that meat). At other ties you are aware of the television or the
book's boundaries. Within a virtual reality, there is nosuch losing
and regaining awareness of your state. You are aware of its unreality
and perceive it reality at the same time and all the time. In fact,
in VR you have a heightened awareness of perciving reality in an
unreal system. Your consciousness it at once the perceiver of VR, and
its conent.
All of which is thrilling to ponder. But if this stuff is going
to develop on a mass sale, it has to get there via some marketable,
real-world applications. Many people think VR will b carried through
this intermediate phase by applications in pornography, as was the
case with the CR less than ten years ago. (Add some sort of
force-feedback or tactile response system, and everysort 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 com up with simple, high-concept
applications that even America's short-sighted venture capitalists ca
understand. This sets up some strange situations (since they are
courting business partners but epend on frontmen like Leary to bring
in the crowds and press), like when these older corporate guy in
suits arrive en masse to check-out Gullichsen's gear.
They look like money; like their god 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 an clear, trying to dispel with his manner
any doubts his long blonde ponytail and rough beard might ast. And
then the suits have to sit through the lecture, surrounded by
college-age Trekkies and eery stripe of New Age huckster (a man
selling "psycho-active soda" for three dollars a cup), and liten to
Leary and Wilson make fun of Bush, Quayle and the drug-addict Drug
Czar.
Gullichsen oes his best to talk toward the most mundane
applications: Imagine an architect showing a client aound a
"virtual" building (it's been designed but not built). The client
wants to see how it look with bigger windows, so the architect, in
the virtual world, can reach over and enlarge the window with his
hands. Another area he talks about is education--the Defence
Department's use of VR in ighter-pilot training is probably the most
sophisticated form now in practical use. A related applcation, the
first one we're likely to see, is in entertainment, VR video-arcade
games.
Krueer has one device that's so basic and useful, it seems
inevitable. Simply put, it allows you to us 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 rueger rich while he waits for the
technology of the goggles, and the 3-D imaging and computers tha run
them, to catch up to his ideas.)
Leary, not surprisingly, flies off into the future, imgining 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 e relevant. He talks about
handicapped people experiencing full-motion interaction with other
peole, and tele-operated mircorobots performing surgery from within
the human body. But he also build on Leary's dreams of the
therapeutic uses of psychedelics as tools for exploring the
unconscious ind.
"Idealistically, I might hope that VR will provide an experience
of comfort with multipe 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 differnt realities at different times, through
ritual, through different things. Western civilizations hve tended
to reject them, but because VR is a gadget, I do not think that it
will be rejected. Its the ultimate gadget.
"It will bring back a sense of the shared mystical altered sense
of rality that is so important in basically every other civilization
and culture prior to big patriarchl power. I hope that that might
lead to some sense of tolerance and understanding." Jaron envision
the VR experience, potentially, functioning like an Amazonian
shamantic drug ritual for the electonically re- tribalized Global
Village.
When considering these predictions and dreams, it's mportant to
remember the stage all of this is at. People at the show were asking
how VR would hel the Homeless and what good it would do for babies
dying of AIDS in Africa. This would be like askng Alexander Graham
Bell in 1870 what the telephone was going to do to stop the
Franco-Prussian Wa.
VR is now at the Wright Brothers stage, the thing's sputtering
and popping and just barelygetting 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 he moon. But who could have imagined any of the
mundane and earth-changing reality in between-- 74s and People's
Express and plane-food and in-flight movies and jetlag? Who, looking
at televisionin the 40s, could have predicted Watchman TV or
palm-size video cameras or the worldwide resonance f seeing Tiananmen
Square on CNN? And the speed of the computer revolution is on an
altogether diferent scale.
If cars had progressed at the same rate, they'd cost $10 and run
for a lifetim on a tank of gas. In ten years flat we've gone from
4000 to 4 million transistors on a thumbnail hip, and the power is
quadrupling every two years. At this pace, science fiction like
Neuromancerbecomes a myth of the present. The technology has
progressed faster than our ability to even imagie 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 gamespossible 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, criticis 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
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