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- Note: Randy Walser has given me permission to distribute his paper in
- electronic form. It is fairly short -- 1000 lines -- but I will break
- it up into 4 parts for posting. Randy will be joining the newsgroup
- shortly. His email address is acad!randoid@well.sf.ca.us
-
- Here is Part One:
-
-
- ELEMENTS OF A CYBERSPACE PLAYHOUSE
-
- Randal Walser
-
- Autodesk Research Lab Autodesk, Inc. 2320 Marinship Way Sausalito, CA
- 94965
-
- January 31, 1990
-
- Forthcoming in Proceedings of National Computer Graphics Association
- '90 Annaheim, March 19-22, 1990
-
- ABSTRACT
-
- Until recently, computer interface designers have regarded human beings
- as "users" of computers, and computers have been regarded as tools for
- the human mind. That view is now being challenged by an emerging
- paradigm that redefines the relationship between humans and
- computers. One manifestation of the new paradigm is an exciting new
- medium, called cyberspace, that provides people with virtual bodies in
- virtual realities that emerge from simulations of three dimensional
- worlds. Building on a conception of cyberspace as a form of theater,
- I sketch out the elements of a cyberspace playhouse, a new kind of
- social gathering place where people go to participate in three
- dimensional simulations. As a specific example, I consider how a
- playhouse might be organized for sports and fitness.
-
- INTRODUCTION
-
- Cyberspace is a medium that gives people the feeling they have been
- transported, bodily, from the ordinary physical world to worlds purely
- of imagination. Although artists can use any medium to evoke
- imaginary worlds, cyberspace carries the worlds themselves. It has a
- lot in common with film and stage, but is unique in the amount of
- power it yields to its audience. Film yields little power, as it
- provides no way for its audience to alter film images. Stage grants
- more power than film, as stage actors can "play off" audience
- reactions, but still the course of the action is basically determined
- by a playwright's script. Cyberspace grants ultimate power, as it
- enables its audience not merely to observe a reality, but to enter it
- and experience it as if it were real. No one can know what will
- happen from one moment to the next in a cyberspace, not even the
- spacemaker. Every moment gives every participant an opportunity to
- create the next event. Whereas film is used to show a reality to an
- au
-
- Currently cyberspace is the subject of much discussion and excitement,
- and not only for academic reasons. Just as industries grew up around
- radio, telephony, film, television, and computers, an industry is
- likely to grow up around cyberspace. Understanding its nature and
- envisioning its applications can have significant practical
- consequences. The trouble is, the technology of cyberspace is
- immature, the art scarcely exists, and the economics are
- problematical. While it is easy to see that something important is
- taking shape, it is too early to tell quite what to make of it (for a
- discussion of some possibilities see [19]).
-
- The premise underlying this paper is that cyberspace is fundamentally
- a theatrical medium, in the broad sense that it, like traditional
- theater, enables people to invent, communicate, and comprehend
- realities by "acting them out." This point of view has been expressed
- beautifully by Brenda Laurel [8]. Acting, under this view, is not
- just a form of expression, but a fundamental way of knowing. To act
- is to become someone else, in another set of circumstances, and
- thereby to know and experience a different reality. By giving his
- body over to a character, an actor enters a character's reality, and
- he can be said to embody (that is, provide a body for) the character.
- The character lives through the actor but so, too, does the actor live
- through the character. An actor in cyberspace is no different, except
- that the body she gives to her character is not her physical body, but
- rather her virtual one. She embodies the character but she,
- personally, is embodied by cyberspace.
-
- A group of people is the first ingredient of theater, so some way must
- be provided for cyberspace patrons to gather in one place. Of course,
- in principle there is no need for patrons to assemble in the same
- physical space, as high speed data communication channels can be used
- to bring them together in imaginary places. The day may come when
- people can enter cyberspace from their own homes, or perhaps from any
- location at all (just as it is now possible to place a phone call from
- any vehicle within a cellular phone grid). Meanwhile, the
- infrastructure of cyberspace is bulky and expensive enough to warrant
- a physical gathering place. In this paper I sketch out some possible
- elements of such a place, a new kind of social center, called a
- cyberspace playhouse, where people go to play roles in simulations.
-
- While I expect that playhouses will be used for many purposes,
- including drama, design, education, business, fitness, and fun, here I
- describe a playhouse which emphasizes sports and physical
- conditioning. I have focused on sport because I think it epitomizes
- the application areas for which cyberspace will turn out to be best
- suited; namely, social activities that engage not just the mind but
- the whole body and the whole spirit. Cyberspace has barely begun to
- evolve as a medium, and of course no one can hope to understand it
- fully until it has fully matured. Yet we can try to imagine what it
- might become, and try to make it as grand as we can imagine. Sport
- is an ideal area in which to sharpen our vision. Sport is related to
- theater in that both are refined forms of play. Whereas theater
- evolved out of the human impulse to pretend, and thus to plan, sport
- evolved from the human impulse to assert one's self, and thus to
- survive. Actors perform in order to be someone else. Athletes act in
-
- NEW PARADIGM
-
- If one were to dissect the elements of cyberspace technology it might
- appear that cyberspace offers nothing really new. Indeed, many of the
- key elements, most notably computer graphics, have been around a long
- time. What is new about cyberspace is not so much the technologies
- that underly it, but the way the technologies are packaged and
- applied. Cyberspace is a medium that is emerging out of a new way of
- thinking about computers and their relationship to human experience.
- Under the old way of looking at things computers were regarded as
- tools for the mind, where the mind was regarded as a disembodied
- intellect. Under the new paradigm, computers are regarded as engines
- for new worlds of experience, and the body is regarded as inseparable
- from the mind.
-
- The new perspective on human/computer interaction is due in part to
- recent advances in computer graphics and simulation, and in part to
- reductions in the cost of key user interface technologies. The new
- perspective was precipitated, though, by the growing realization in
- the scientific community that the basis of rationality is not in the
- world, as had been supposed, but in the human body. The essence of
- this new view is expressed eloquently in five words, in the title of
- Mark Johnson's book, THE BODY IN THE MIND. In the introduction,
- Johnson lays out the fundamental tenets of the emerging paradigm, as
- follows:
-
- "We human beings have bodies. We are 'RATIONAL animals,' but we are
- also 'rational ANIMALS,' which means that our rationality is
- embodied. The centrality of human embodiment directly influences what
- and how things can be meaningful for us, the ways in which these
- meanings can be developed and articulated, the ways we are able to
- comprehend and reason about our experience, and the actions we take.
- Our reality is shaped by the patterns of our bodily movement, the
- contours of our spatial and temporal orientation, and the forms of our
- interaction with objects. It is never merely a matter of abstract
- conceptualizations and propositional judgments. [5]"
-
- In another time or in another society, Johnson's comments might seem
- obvious, even trivial. But in a society built on a philosophical and
- scientific tradition that elevates mind over body, his point of view
- is heresy of the highest order, for it challenges the presupposition
- that the world is inherently rational, the basis for the very notion
- of a mind apart from a body.
-
- Under the classical scientific view there is no need to give a place to
- the human body in any account of human reason because the classical
- view presupposes the existence of an objective reality with a rational
- structure. Reason is treated as a purely abstract system for
- converging step by step on the one correct description of the world.
- Under the new view, however, the world is not assumed to have a
- rational structure, and there is no sense in trying to find one.
- Instead, there are many possible worlds, as many as sentient beings
- can invent and experience. Nothing, under the new view, is meaningful
- until it has been experienced, either by the body, or by the "body in
- the mind" (that is, the body-related "schemata," in the mind, that
- organize and guide behavior).
-
- DEFINITION OF CYBERSPACE
-
- Until now I have spoken of cyberspace as a medium, but there is another
- sense of it. There is cyberspace the communications medium, and then
- there is cyberspace the phenomenon. Cyberspace the phenomenon is
- analogous to physical space. Just as physical space is filled with
- real stuff (so we normally suppose), cyberspace is filled with
- virtual stuff. Cyberspace, the medium, enables humans to gather in
- virtual spaces. It is a type of interactive simulation, called a
- CYBERNETIC SIMULATION, which gives every user a sense that he or she,
- personally, has a body in a virtual space. Just as a cybernetic
- simulation is a special kind of interactive simulation, a CYBERSPACE,
- the phenomenon, is a special kind of virtual space, one that is
- populated by people with virtual bodies.
-
- Roots
-
- Visionaries have discussed and promoted the essential aspects of
- cyberspace, under various names, since the sixties. The roots of the
- field are generally traced to Ivan Sutherland and his seminal work on
- "Sketchpad," the first widely known interactive computer graphics
- system [15]. Sutherland described a head-mounted three dimensional
- display as early as 1968 [16]. Another evolutionary line can be
- traced to the same period, to Douglas Engelbart and his efforts to
- augment human intellect [2]. Much later, Papert spoke of
- "microworlds," Krueger of "artifical reality," Brooks of "virtual
- worlds," Fisher and McGreevy of "virtual environments," Nelson of
- "virtuality," and Walker of "the world in a can" [12,7,1,3,11,18].
- Indeed, the notion of projecting one's self into a virtual space is
- familiar to hackers throughout computerdom, from Unix masters who
- "move" deftly around the Unix file hierarchy, to adventure gamers who
- "fight" the forces of evil in imaginary worlds. The term "cyberspace"
- was f
-
- Today the emerging field is variously referred to as cyberspace,
- artificial reality, and "virtual reality," the term favored by Jaron
- Lanier, one of the most visible of the field's advocates [6].
- Whereas Lanier would use "virtual reality" to refer both to a virtual
- spa
-
- ************ this file was somehow munged in transit.
- If you have a complete copy of this paper, or know where
- to find one, please let us know.
- Many thanks,
- ---Mark A. DeLoura (deloura@cs.unc.edu)
- ---Bob Jacobson (cyberoid@u.washington.edu)
-