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- 91-07/VR.Rheingold
- From: cyberoid@milton.u.washington.edu (Bob Jacobson)
- Subject: Howard Rheingold's VIRTUAL REALITY: A Review by Charles Tart.
- Date: Mon, 22 Jul 1991 01:39:07 GMT
- Organization: HIT Lab, Seattle
-
-
-
- Some of you may remember Howard Rheingold as the first moderator
- of this newsgroup. At the time, Howard, who is now editor of THE WHOLE
- EARTH REVIEW, in Sausalito, California, was finalizing the manuscript for
- his opus, VIRTUAL REALITY, two years in the making. The book has now
- hit the bookstores and is on its way to becoming a relative best-seller.
-
- I thought that, in honor of Howard's accomplishment, I would
- share this clever review of VIRTUAL REALITY by the noted psychologist and
- ethnologist, Charles Tart. Tart, a professor at UC Davis, is best known
- for his 1972 classic, ALTERED STATES OF CONSCIOUSNESS, which became a
- required text for most psychology students in the 1970s. (Tart can how
- be reached on The WELL at cstart@well.sf.ca.us) Here's Charlie's com-
- mentary, in his own words, reposted from The WELL:
-
-
-
-
- Submitted to "Institute of Noetic Sciences Review"
-
- Review of Howard Rheingold's
- Virtual Reality
-
- Charles T. Tart
-
- University of California
- Davis, California 95616
-
- and
-
- Institute of Noetic Sciences
- Sausalito, California 94965
-
-
- VIRTUAL REALITY. Howard Rheingold. New York: Summit Books,
- a division of Simon & Schuster. July 1991.
-
-
- If you care about the evolution of the human mind in our
- technological civilization, this book is must reading. Even if
- you don't care that much, it's fascinating reading!
-
- Virtual reality (VR) or cyberspace, as some prefer to call
- it, is one of the hottest new technologies of our times, still
- largely in the laboratory, but probably on the street before the
- end of the century. I agree with Rheingold when he comments:
-
- "Virtual reality brings with it a set of questions about the
- industries and scientific capabilities it makes possible. It
- also brings with it a set of questions about human uses of tech
- nology, particularly the technologies that don't yet exist but
- are visible on the horizon. VR vividly demonstrates that our
- social contract with our own tools has brought us to a point
- where we have to decide fairly soon what it is we as humans ought
- to become, because we are on the brink of having the power of
- creating any experience we desire. The first cybernauts realized
- very early that the power to create experience is also the power
- to redefine such basic concepts as identity, community, and
- reality. VR represents a kind of new contract between humans and
- computers, an arrangement that could grant us great power, and
- perhaps change us irrevocably in the process."
-
- What is VR?
-
- We have had tiny tastes of technologically generated VR when
- we get absorbed in a TV show or an eyes-closed phone conversa
- tion, for we tend to think of ourselves as being in the location
- shown in the video or where our telephone partner is. Yet it is
- easy for this feeling to fade into nothingness. When you look at
- an ordinary TV screen, for example, the screen occupies about 6
- degrees of our visual field. Our vision ordinarily takes in 150
- degrees or so horizontally, so you are immersed in the real
- environment surrounding the TV, even if the screen is more in
- focus than the rest of your visual field.
-
- Psychologically and physiologically, modern research shows
- that our brain automatically produces a sense of embodied self,
- and that embodied self is experienced as being at the location
- where our sensory input converges. Untold millions of years of
- evolution must have gone into hardwiring that into the brain, for
- it is very adaptive. If someone throws a rock in your direction,
- it is vital that your brain automatically calculates the trajec
- tory of that rock, decide that it passes through the point where
- you are embodied, and get you to duck, fast! Creatures that
- don't have an accurate sense of bodily self when the rock is
- thrown or the predator charges don't reproduce.
-
- Suppose you are wearing a helmet or goggles that project a
- binocular TV image to each eye, filling your visual field? Here
- is Rheingold's experience in something closely related to VR,
- telepresence:
-
- "The robot itself looked like the bottom half of a large
- electric light pole or a fire hydrant: its body is a red metal
- cylinder about 9 inches in diameter. The upper torso began to
- get anthropomorphic, with one arm, a two finger gripper where the
- hand ought to be, a neck that is cantilevered the proper dis
- tance behind and below the visual sensors and which turns the
- same directions a human neck turns, and twin video cameras mount
- ed where eyes ought to be. It looks like a machine. The huma
- noid resemblance doesn't come from the hardware, but in the way
- the thing moves when a human is operating it. It was a strange
- sensation for me, because I was very aware that I was observing a
- piece of hardware. The weird thing about the lubricated stain
- less steel joints, hydraulic tubes, wire bundles was how it moved
- in a way that I am accustomed to seeing humans move and I am not
- accustomed to seeing machines move.
-
- The human operator sits in a control station that is a
- little scary to observe and a little scarier to operate. I sat
- in something that looked uncomfortably close to a no-frills
- dentist's chair. The display is head-mounted, but it is a "sword
- of Damocles" display that uses a mechanical device - a goniometer
- - to track head movements, rather than a magnetic sensor like the
- Polhemus. Along with the mechanical linkages, there is a long
- arm with a counterweight attached to the head-mounted display
- (HMD). The HMD is clunky and clamped onto my head fairly tight
- ly; the eyepiece was secured with a chinstrap. When I was seated
- and helmeted, I stuck out my right hand and the arm-hand control
- was locked around my limbs in a manner uncomfortably reminiscent
- of handcuffs. At that moment, I was blind to the world and free
- to move my neck and arm but nothing else. When I moved my hand,
- arm, or fingers, the movements were reproduced almost simultane
- ously by the robot across the room. I wasn't able to transmit
- motion in every dimension I am accustomed to use: the arm has
- three degrees of freedom, the neck has seven degrees of freedom.
- But the constraints didn't carry as much weight with my awareness
- as the possibilities. Just being able to pick up a wand with my
- robot body and thread it through a hoop 12 feet away and feel as
- if I did it myself, was far more impressive than the fact that I
- couldn't dropkick the wand through the hoop.
-
- When the apparatus was switched on, I began to look through
- the eyes of the robot. The world looked like the world would
- look if I was located twelve feet to the left of my body, where
- the robot was located. I reached out my arm, craned my neck,
- opened my gripper, and picked up a small rod. It took me about
- five seconds to figure out how to poke the rod through 2-inch
- diameter hoops that were set around me at various intervals. It
- took about 10 seconds to be completely comfortable with my con
- trol of the robot......"How easy it is for a well-tuned human to
- adapt to a machine," I wrote in my notebook as soon as they
- unstrapped me.
-
- The strangest moment was when Dr. Tachi told me to look to
- my right. There was a guy in a dark blue suit and light blue
- painted shoes reclining in a dentist's chair. He was looking to
- his right, so I could see the bald spot on the back of his head.
- He looked like me, and abstractly I understood that he was me,
- but I know who me is, and me is here. He, on the other hand, was
- there. It doesn't take a high degree of sensory verisimilitude
- to create a sense of remote presence......It was an out of the
- body experience, no doubt about it."
-
- What you see on the TV screens dominating your field of view
- tends to become not pictures on screens but visual reality. The
- arm you see in front of you may, at some intellectual level, be
- the robot's arm, but it quickly becomes your arm. After all, it
- moves as you will it, you feel it move, you see it move.
-
- Consider now the images dominating your visual field. There
- is no reason that they have to come from cameras at some other
- real-world location: a fast, powerful computer can generate
- realistic, three-dimensional images too. Suppose you find your
- self moving around in a room in your robot body (but remember, it
- quickly becomes your body). If the images are detailed and
- realistic enough, does it matter whether a real set of cameras is
- focused on a real room in which a real robot moves a real arm to
- grasp real objects? The room, your hand, your body, the objects
- in the room may just as well be virtual objects, that is, they
- exist only as electronic patterns in a computer and as neurologi
- cal patterns in your mind.
-
- Technically, the VR images I and most others have experi
- enced to date are just plain stylized and grainy, yet experien
- tially, they are already fairly real, even at this crude state
- of the art. Yet they are good enough to trigger the feeling of
- being there: our natural brain functioning helps out the comput
- er. By the turn of the century the image quality, in more
- senses than just visual, will be very real indeed.
-
- "Cognitive simulation - mental model-making - is one of the
- things humans do best. We do it so well that we tend to become
- locked into our own models of the world by a seamless web of
- unconscious beliefs and subtly-molded perceptions. And computers
- are model-making tools par excellence, although they are only
- beginning to approach the point where people might confuse simu
- lations with reality. Computation and display technology are
- converging on hyper-real simulation capability. That point of
- convergence is important enough to contemplate in advance of its
- arrival. The day computer simulations become so realistic that
- people cannot distinguish them from non-simulated reality, we are
- in for major changes."
-
- To create VR or cyberspace, then, you visually surround your
- cybernaut with a coherent visual space that is interactive. This
- interaction is vital to give the feeling of presence. You don't
- just see a canned image of some object in VR, you can move around
- it and inspect it, stereoscopically, from all sides. If you have
- lots of money you can build a special room whose walls are all
- rear projection screens. Or, much more cheaply, your cybernaut
- wears special goggles (Eyephones [TM], as VPL, one of the pio
- neering companies calls them). The goggles contain a position
- sensor (such as the Polhemus sensor mentioned above) which con
- stantly tell the computer what direction you are looking in. The
- computer then gives you the appropriate view whenever and wherev
- er you turn your head.
-
- How do you move around? In your virtual body, of course.
- In the simplest form, as in the description of Rheingold's expe
- rience teleoperating the robot given above, all the virtual body
- you have is an arm and hand. The most widely used device today
- is the Dataglove [TM], also made by VPL. In addition to a Polhe
- mus sensor which tells the computer where your hand is in three
- dimensional space and how it is oriented, sensors in the glove
- indicate how much each finger and the thumb is bent. Thus at any
- moment the computer knows where your hand is and whether it is
- pointing, making a fist, releasing, etc. This translates into a
- hand you see in VR, and hand that psychologically becomes your
- hand because it does what you want and matches your sensations.
- Make a fist: you not only feel your hand making a fist, the hand
- you see in VR makes a fist. Open your hand and turn it palm up:
- the VR hand opens and turns palm up. It is yours.
-
- Full body sensing suits are under development, though not
- yet commercially available, so the computer will know the posi
- tion of all your arms and legs, and your virtual body will mimic
- all your major body actions.
-
- Rheingold spent two years traveling around the world to find
- the various strands of research and development that are converg
- ing to make VR such a powerful technology, as well as tracing its
- history. In a fascinating vignette, we see how Hollywood could
- have pioneered VR twenty years ago, but it didn't have the vi
- sion. Now we have major research projects in Japan, England and
- France, to name just a few, as well as in the United States and
- in the place we would most expect to find it, California. In
- Japan we see VR technology being linked to telecommunications to
- open the way to seeing each other on the phone as well as hearing
- each other. In Franc ewe metaphorically listen to a virtual
- violin played, movements in the air that will lead to the devel
- opment of new virtual musical instruments beyond what any physi
- cal instrument could ever do.
-
- I shall mention just two practical applications of VR to
- date: I have proposed new psychological ones elsewhere. In
- North Carolina Rheingold tells us about a practical applications
- of VR to research in developing new medicines through molecular
- synthesis. The molecules you would like to join literally seem
- to float in three dimensional space in front of you as you push
- and pull on them from various angles, feeling when they resist
- union and where you can join them. Chemists who have worked with
- the system find they can work about twice as fast as they could
- before. The first medical drug designed this way is now undergo
- ing clinical trials.
-
- Also in North Carolina Rheingold tells us about the new
- Computer Sciences Building which was designed with the assistance
- of VR. Consider an architect's job: she has to have excellent
- visualization abilities to internally simulate what a building
- will look like after it is done. Are these abilities good
- enough. Perhaps the architect is a good visualizer, but what
- about the client? Do they share the same vision?
-
- The Computer Sciences Building was constructed in VR before
- it was built. The people who were going to use it then donned
- goggles and walked on a treadmill that told the computer how far
- they had walked, which directions they had turned in. They
- virtually entered the building, walked along its corridors,
- peered out its windows, entered its rooms. A question like "Will
- this room have too much glare when the winter sun is low in the
- sky?" could be immediately answered by shifting the sun in the
- virtual world containing the virtual building so you experienced
- what the light in that room would be like then. A building
- feature was found to obstruct pedestrian traffic flow, and so
- altered before the actual building was constructed. It would
- have cost hundreds of thousands of dollars to make that altera
- tion after the building was literally set in concrete.
-
- It is well to remind ourselves too that it is not all work
- and no play, but both:
-
- "As Brenda Laurel put it: "Reality has always been too
- small for human imagination. The impulse to create an 'interac
- tive fantasy machine' is only the most recent manifestation of
- the age-old desire to make our fantasies palpable - our insatia
- ble need to exercise our imagination, judgment, and spirit in
- worlds, situations, and personae that are different from those of
- our everyday lives. Perhaps the most important feature of human
- intelligence is the ability to internalize the process of trial
- and error. When a man considers how to climb a tree, imagination
- serves as a laboratory for 'virtual' experiments in physics,
- biomechanics, and physiology. In matters of justice, art, or
- philosophy, imagination is the laboratory of the spirit.""
-
- I am particularly excited by the development of VR because
- of my long standing interest in altered states of consciousness.
- In the early 1970s I developed a systems approach to understand
- ing states of consciousness like hypnosis, dreaming, meditation
- and drug-induced states, but I lacked a good technological model
- to make it easier for people to understand. VR is it, for what I
- proposed was that we live in an internally produced VR, a World
- Simulation, produced by our physiology and our particular psy
- chology. Change some of the fundamentals of the World Simulation
- process and you have an altered state of consciousness. I shall
- be writing about this extensively in the future, as VR opens up
- many possibilities for exploring and inducing altered states, as
- well as understanding them better.
-
- I could go on at great length about Rheingold's book, but I
- think I said enough to communicate the excitement. Like techno
- logical developments before it - the automobile, the telephone,
- television, as just three examples - VR is going to change our
- world in both good and bad ways.
-
- "The advent of technology-generated hyper-reality could be
- the nightmarish "consensual hallucination" described by William
- Gibson in the novel Neuromancer, where the word cyberspace origi
- nated. Or the result might be an increase in human freedom and
- power, akin to the aftereffects of printing and communication
- technologies. Which way it will go -dystopia or empowerment -
- depends in part upon how people react to the unmasking of reality
- as a cognitive-perceptual construct. People tend to react in
- different ways to the news that reality might be an illusion,
- depending on their personal emotional attachment to their brand
- of reality. Denial, cognitive dissonance, resistance, and satori
- are all possible psychological reactions to the truth we are
- forced to face in the illusory realm of cyberspace, in roughly
- descending order of popularity."
-
-
- References:
-
- (1)Tart, C. T., Multiple personality, altered states and
- virtual reality: The world simulation process approach.
- Dissociation: Progress in the Dissociative Disorders, in press.
-
- (2)Tart, C. T., States of Consciousness. El Cerrito, Califor
- nia, 1983. Originally published by Dutton, New York, 1975.
-
- =====
-
- From: madsax@milton.u.washington.edu (Mark A. DeLoura)
- Subject: Re: Reading matter
- Date: Sat, 27 Jul 1991 17:12:04 GMT
- Organization: University of Washington, Seattle
-
-
- I just picked up Howard Rheingold's "Virtual Reality,"
- which at first glance (all I have had time for so far)
- appears really good. I thought that I would post the Table of
- Contents to the net, since it is of general interest to all.
-
- Table of Contents:
-
- Part One: A Microscope for the Mind
- Chapter 1. "Grasping Reality Through Illusion"
- Part Two: Breaking the Reality Barrier
- Chapter 2. The Experience Theater and the Art
- of Binocular Illusion
- Chapter 3. Machines to Think With
- Chapter 4. The Threshold of Virtual Exploraton
- Chapter 5. Entering Cyberspace
- Part Three: The Reality-Industrial Complex
- Chapter 6. Blastoff at NASA
- Chapter 7. The Birth of the VR Business
- Chapter 8. Cyberspace and Serious Business
- Chapter 9. Reality on your Retina
- Chapter 10. Cool Gadgets and Industrial Policies
- Chapter 11. "Visual, Intelligent, and Personal"
- Chapter 12. Out of the Body
- Chapter 13. The Origins of Drama and the Future of Fun
- Chapter 14. The Feel of Things
- Chapter 15. Homebrew VR
- Part Four: Virtual Reality and the Future
- Chapter 16. Teledildonics and Beyond
- Chapter 17. Cyberspace and Human Nature
- (References)
- (Index)
-
- The book is 415 pages. ISBN 0-671-69363-8.
-
- ===============================================================================
- Mark A. DeLoura madsax@milton.u.washington.edu University of Washington
- "...the paneled room folded itself through a dozen impossible
- angles, tumbling away into cyberspace like an origami crane."
- --William Gibson, _Neuromancer_
-
-