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- <text id=90TT2329>
- <title>
- Sep. 03, 1990: (Mis)Adventures In Cyberspace
- </title>
- <history>
- TIME--The Weekly Newsmagazine--1990
- Sep. 03, 1990 Are We Ready For This?
- </history>
- <article>
- <source>Time Magazine</source>
- <hdr>
- TECHNOLOGY, Page 74
- (Mis)Adventures in Cyberspace
- </hdr>
- <body>
- <p>After donning headset and glove, one may discover that the
- promise of "virtual reality" is more virtual than real
- </p>
- <p>By Philip Elmer-Dewitt/Dallas
- </p>
- <p> I'm floating in the azure sky high above Seattle. Down
- below, amid orange skyscrapers and forest-green mountains, the
- city's Space Needle--a relic of the 1962 World's Fair--juts
- up like a metallic blue mushroom. A ferry is steaming across
- Puget Sound, while a playful killer whale spouts and dives
- below the vessel's bow.
- </p>
- <p> I am the master of this brightly colored universe--or at
- least I'm supposed to be. By pointing my index finger and
- cocking my thumb, I can swoop down among the skyscrapers. I can
- wheel by the Space Needle, close enough to hear the clatter of
- silverware in its restaurant. I can dive beneath the deep-blue
- surface of the sound, go swimming with the whale and bask in
- the staccato chatter of its birdlike mating call.
- </p>
- <p> I can do all these things if only I can get the silly
- computer to respond to my commands. As this scene unfolds
- within the two tiny color video screens strapped to my eyes,
- I'm jabbing at the air with the electronic glove that is
- supposed to be my steering wheel. But like the dreamer in a
- nightmare who tries to leap out of the way of a speeding
- locomotive and finds his legs won't work, I'm pointing my
- finger and bending my thumb every which way with no visible
- result. Feeling more and more foolish in my futuristic
- headgear, I'm stranded in space above a cartoon rendering of
- a corner of Washington State, the victim of a computer
- simulation gone horribly awry.
- </p>
- <p> Here at the annual SIGGRAPH computer-graphics show in
- Dallas, I'm having my first hands-on encounter with the
- technological phenomenon known variously as cyberspace,
- artificial reality or, in a phrase borrowed from computerese,
- virtual reality. It relies on the techniques of interactive
- computer graphics to create the illusion of navigating through
- exotic locations that seem as "real" as those of the real
- world. The scene I'm exploring was created by the University of
- Washington's human-interface-technology lab to run on hardware
- made by VPL Research, a tiny firm in Redwood City, Calif., that
- is at the forefront of the budding virtual-reality movement.
- </p>
- <p> VPL sells all the tools needed to create the experience. The
- device that converts hand motions into signals the computer can
- understand is called the DataGlove. Optic fibers sewn onto the
- fingers are supposed to detect the slightest movement of the
- digits. A head-mounted display that looks like an oversize
- skin-diving mask is called the EyePhone. Built-in headphones
- provide stereo sound, and a pair of liquid-crystal-display
- screens creates stereoscopic images that give the illusion of
- three dimensions. Both glove and headset are equipped with
- electromagnetic sensors that track changes in position and
- orientation. For computer power, the equipment is linked by
- cable to a pair of Silicon Graphics IRIS workstations--one
- for each eye--capable of creating up to 30 color images a
- second.
- </p>
- <p> VPL's system has been on the market for little more than a
- year, and its cost (about $225,000) puts it beyond the reach
- of nearly all consumers. But virtual reality has already
- attracted a cult following in and around California's Silicon
- Valley. Enthusiasts are convinced that today's EyePhones are
- the forerunners of systems that will transform the way
- Americans work and play. They have visions of workers stepping
- into electronic suits to "commute" to virtual offices,
- surgeons honing their technique on virtual patients,
- honeymooners frolicking on virtual Caribbean vacations,
- astronauts exploring virtual planets by remote control.
- </p>
- <p> Though in its infancy, virtual reality has attracted an
- extraordinary amount of media attention. The technology has
- been featured on ABC News and Entertainment Tonight and in
- front-page stories in more than two dozen newspapers. Mattel
- has managed to sell some 600,000 copies of its Power Glove, a
- crude $90 variant on the Data Glove that is designed for use
- with a Nintendo video-game player, despite the existence of
- only a handful of games to go with the glove. Virtual reality
- has even worked its way into the plot line of a feature film.
- In the forthcoming A Man and a Woman and a Woman, two
- characters fall in love within a virtual-reality demonstration.
- </p>
- <p> Part of the media's interest stems from the company the
- technology has been keeping. Nolan Bushnell, who founded Atari
- in the mid-'70s, eagerly foresees games in which people would
- not just play but actually be Ms. Pac-Man. One of the most
- enthusiastic proponents is Timothy Leary, the former Harvard
- researcher who popularized LSD in the '60s and now has visions
- of a whole new generation "tripping" electronically. "Everyone
- will be equal in cyberspace," says Leary. "Inequalities of
- class and race will be eliminated."
- </p>
- <p> But the real center of attention is Jaron Lanier, 30, the
- programmer who coined the term virtual reality and co-founded
- VPL in 1985. A legendary eccentric in a field famous for its
- oddballs, he grew up in a New Mexico desert, dropped out of
- high school to take up music composition and eventually drifted
- into video games, earning a reputation as a prodigious hacker.
- Amiable and rotund, he sports shoulder-length dreadlocks that
- make him look more like a Rastafarian reggae singer than a
- computer scientist.
- </p>
- <p> Lanier is a bit surprised by the hoopla his brainchild has
- generated. He concedes that expectations have flown far ahead
- of today's primitive technology, but he is convinced that
- virtual reality will someday live up to its name. He dreams of
- users creating their own artificial environment as fast as they
- can describe it. Even if these worlds are sketched roughly on
- the screen, he claims, the mind will fill in the missing
- details. "The internal experience of reality is much more a
- product of your central nervous system than of the actual
- external world," he says. "That's why virtual reality works.
- Provide enough visual cues [on the screen], and millions of
- years of evolution will kick into gear."
- </p>
- <p> He may have something there. But it does not sit well with
- the people who make a living creating the ultra-realistic
- computer graphics widely seen in TV ads, network news shows,
- science-fiction movies and theme-park rides. A
- computer-generated backdrop for a Hollywood film may take more
- than two years to create; Lanier claims he can make whole
- virtual-reality "worlds" in less than two hours. "Jaron Lanier
- has created a wave of revulsion in the industry," says the
- president of one computer-graphics firm. "He's promising
- something that will never be delivered."
- </p>
- <p> Floating above Seattle with my balky DataGlove, I'm inclined
- to agree. There is an irritating delay between the moment I tip
- my head to the left and the time the images move to the right.
- When I reach to grab an object, there is no physical sensation
- of hitting a solid surface. When I do make contact, my hand is
- as likely to pass through the object as to connect with it.
- </p>
- <p> After a long struggle I finally manage to maneuver myself
- in the direction of the floating yellow keyhole that is my
- gateway to the next imaginary environment. I can visit a
- virtual kitchen (complete with drippy faucet and ticking
- clock), take a virtual picnic (featuring 3-D sound cues from
- buzzing gnats) or make an appearance at the Mad Hatter's tea
- party. But by now I've broken out in a clammy sweat, and I've
- become acutely aware of the people lined up behind me waiting
- their turn on the machine. Have they been watching me
- wrestling spastically with my DataGlove? Have I been making a
- fool of myself for what could have been only a few minutes but
- seemed like hours?
- </p>
- <p> That's when I had my first realization of the potential
- power of the technology. I was sitting in a room crowded with
- strangers, but within the space of my virtual reality, I was
- totally alone. So deeply immersed was I in the illusionary
- world projected in front of my eyeballs that I assumed everyone
- else was experiencing the same panic and frustration I was. In
- fact, they were oblivious. Perhaps that's the secret attraction
- in being able to explore your own personal inner space. In the
- world of virtual reality, your anxiety is all your own.
- </p>
-
- </body>
- </article>
- </text>
-
-