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- Name: VIRTUAL.TXT
- Uploader: Matthew Doar
- EMail: pol@netcom.com
- Language: English
- Subject: Virtual Reality
- Title: Escapism and Virtual Reality
- Grade: 70%
- System: University
- Age: 25 years old (when handed in)
- Country: United Kingdom
- Comments: Overview of virutal relaity and some of the perils it puts humanity
- in for the future after 1991 (5000 words)
-
-
- ABSTRACT
-
-
- The use of computers in society provides obvious benefits and some
- drawbacks. `Virtual Reality', a new method of interacting with any computer,
- is presented and its advantages and disadvantages are considered. The human
- aspect of computing and computers as a form of escapism are developed, with
- especial reference to possible future technological developments. The
- consequences of a weakening of the sense of reality based upon the physical
- world are also considered. Finally, some ways to reduce the unpleasant
- aspects of this potential dislocation are examined. A glossary of computing
- terms is also included.
-
-
- Computers as Machines
-
-
- The progression of the machine into all aspects of human life has continued
- unabated since the medieval watchmakers of Europe and the Renaissance study
- of science that followed Clocks . Whilst this change has been
- exceedingly rapid from a historical perspective, it can nevertheless be
- divided into distinct periods, though rather arbitrarily, by some criteria
- such as how people travelled or how information was transferred over long
- distances. However these periods are defined, their lengths have become
- increasingly shorter, with each new technological breakthrough now taking less
- than ten years to become accepted (recent examples include facsimile
- machines, video recorders and microwave ovens).
-
- One of the most recent, and hence most rapidly absorbed periods, has been that
- of the computer. The Age of Computing began with
- Charles Babbage in the late 19th century Babbage , grew in the
- calculating machines between the wars EarlyIBM , continued during the
- cryptanalysis efforts of World War II Turing,Bletchley and
- finally blossomed in the late 1970's with mass market applications in the
- developed countries (e.g. JapanSord ). Computers have gone through several
- `generations' of development in the last fifty years and their rate of change
- fits neatly to exponential curves Graphs , suggesting that the length of
- each generation will become shorter and shorter, decreasing until some
- unforeseen limit is reached. This pattern agrees with the more general
- decrease of length between other technological periods.
-
- The great strength of computers whether viewed as complex machines, or more
- abstractly as merely another type of tool, lies in their enormous flexibility.
- This flexibility is designed into a computer from the moment of its conception
- and accounts for much of the remarkable complexity that is inherent in each
- design. For this very reason, the uses of computers are now too many to ever
- consider listing exhaustively and so only a representative selection are
- considered below.
-
- Computers are now used to control any other machine that is subject to a
- varying environment, (e.g. washing machines, electric drills and car
- engines). Artificial environments such as hotels, offices and homes are
- maintained in pre-determined states of comfort by computers in the thermostats
- and lighting circuits. Within a high street shop or major business, every
- financial or stockkeeping transaction will be recorded and acknowledged using
- some form of computer.
-
-
- The small number of applications suggested above are so common to our
- experiences in developed countries that we rarely consider the element which
- permits them to function as a computer. The word `microprocessor' is used to
- refer to a `stand-alone' computer that operates within these sorts of
- applications. Microprocessors are chips at the heart of every computer, but
- without the ability to modify the way they are configured, only a tiny
- proportion of their flexibility is actually used. The word `computer' is now
- defined as machines with a microprocessor, a keyboard and a visual display
- unit (VDU), which permit modification by the user of the way that the
- microprocessor is used.
-
- Computers in this sense are used to handle more complex information than
- that with which microprocessors deal, for example, text, pictures and large amounts of
- information in databases. They are almost as widespread as the microprocessors
- described above, having displaced the typewriter as the standard writing tool
- in many offices and supplanted company books as the most reliably current form
- of accountancy information. In both these examples, a computer permits a
- larger amount of information to be stored and modified in a less
- time-consuming fashion than any other method used previously.
-
- Another less often considered application is that of communication. Telephone
- networks are today controlled almost entirely by computers, unseen by the
- customer, but actively involved in every telephone call phones . The
- linking of computers themselves by telephone and other networks has led
- people to communicate with each other by using the computer to both write the
- text (a word-processor) and to send it to its destination. This is known as
- electronic mail, or `email'.
-
- The all pervasive nature of the computer and its obvious benefits have not
- prevented a growing number of people who are vociferously concerned with the
- risks of widespread application of what is still an undeniably novel
- technology comp.risks,ACMrisks . Far from being reactionary prophets of
- doom, such people are often employed within the computer industry itself and
- yet have become wary of the pace of change. They are not opposed to the use of
- computers in appropriate environments, but worry deeply when critical areas of
- inherently dangerous operations are performed entirely by computers. Examples
- of such operations include correctly delivering small but regular doses of
- drugs into a human body and automatically correcting (and hence preventing)
- aerodynamic stability problems in an aircraft plane1,plane2 . Both
- operations are typical `risky' environments for a computer since they contain
- elements that are tedious (and therefore error-prone) for a human being to
- perform, yet require the human capacity to intervene rapidly when the
- unexpected occurs. Another instance of the application of computers to a
- problem actually increasing the risks attached is the gathering of statistical
- information about patients in a hospital. Whilst the overall information about
- standards of health care is relatively insensitive, the comparative costs of
- treatment by different physicians is obviously highly sensitive information.
- Restricting the `flow 'of such information is a complex and time-consuming
- business.
-
- Predictions for future developments in computing applications are notoriously
- difficult to cast with any accuracy, since the technology which is driving the
- developments changes so rapidly. Interestingly, much of what has been
- developed so far has its conceptual roots in science fiction stories of the
- late 1950's. Pocket televisions, lightning fast calculating machines and
- weapons of pin-point accuracy were all first considered in fanciful fiction.
- Whilst such a source of fruitful ideas has yet to be fully mined out, and
- indeed, Virtual Reality (see below) has been used extensively
- Neuromancer and others, many more concepts that are now appearing that
- have no fictional precursors.
-
- Some such future concepts, in which computers would be of vital importance,
- might be the performance of delicate surgical procedures by robot, controlled
- by a computer, guided in turn by a human surgeon; the control of the flow of
- traffic in a large city according to information gathered by remote sensors;
- prediction of earthquakes and national weather changes using large computers
- to simulate likely progressions from a known current state weather ; the development of
- cheap, fast and secure coding machines to permit guaranteed security in international
- communications; automatic translation from one language to another as quickly as the words
- are spoken; the simulation of new drugs' chemical reactions
- with the human body. These are a small fraction of the possible future
- applications of computers, taken from a recent prediction of likely developments
- JapanFuture . One current development which has relevance to all the above, is the concept
- known as `Virtual Reality' and is discussed further below.
-
- Virtual Reality
-
-
- Virtual Reality, or VR, is a concept that was first formally proposed in the
- early Seventies by Ted Nelson ComputerDreams , though this work appears
- to be in part a summary of the current thinking at that time. The basic idea
- is that human beings should design machines that can be operated in a manner
- that is as natural as possible, for the human beings, not the computers.
-
- For instance, the standard QWERTY keyboard is a moderately good instrument for
- entering exactly the letters which have been chosen to make up a word and
- hence to construct sentences. Human communication, however, is often
- most fluent in speech, and so a computer that could understand spoken words
- (preferably of all languages) and display them in a standard format such as
- printed characters, would be far easier to use, especially since the skills of
- speech exist from an early age, but typing has to be learnt, often painfully.
-
- All other human senses have similar analogies when considering
- their use with tools. Pictures are easier than words for us to digest
- quickly. A full range of sounds provides more useful information than beeps
- and bells do. It is easier to point at an item that we can see than to specify
- it by name. All of these ideas had to wait until the technology had advanced
- sufficiently to permit their implementation in an efficient manner, that is,
- both fast enough not to irritate the user and cheap enough for
- mass production.
-
- The `state of the art' in VR consists of the following. A pair of rather
- bulky goggles, which when worn display two images of a computer-generated
- picture. The two images differ slightly, one for each eye, and provide stereo
- vision and hence a sense of depth. They change at least fifty times per
- second, providing the brain with the illusion of continuous motion (just as with
- television). Attached to the goggles are a pair of conventional high-quality
- headphones, fed from a computer-generated sound source. Different delays in
- the same sound reaching each ear provide a sense of aural depth. There is
- also a pair of cumbersome gloves, rather like padded ice-hockey gloves, which
- permit limited flexing in all natural directions and feed information about
- the current position of each hand and finger to a computer.
-
- All information from the VR
- equipment is passed to the controlling computer and, most importantly, all
- information perceived by the user is generated by the computer. The last
- distinction is the essence of the reality that is `virtual', or
- computer-created, in VR.
-
- The second critical feature is that the computer should be able to modify the information
- sent to the user according to the information that it received from the user.
- In a typical situation this might involve drawing a picture of a room on the
- screens in the goggles and superimposing upon it a picture of a hand, which
- moves and changes shape just as the user's hand moves and changes shape. Thus,
- the user moves his hand and sees something that looks like a hand move in
- front of him.
-
-
-
- The power of VR again lies in the flexibility of the computer. Since the
- picture that is displayed need not be a hand, but could in fact be any created object
- at all, one of the first uses of VR might be to permit complex objects to be
- manipulated on the screen as though they existed in a tangible form.
- Representations of large molecules might be grasped, examined from all sides
- and fitted to other molecules. A building could be constructed from virtual
- architectural components and then lit from differing angles to consider how
- different rooms are illuminated. It could even be populated with imaginary
- occupants and the human traffic bottlenecks displayed as `hot spots' within
- the building.
-
- One long-standing area of interest in VR has been the simulation of military
- conflicts in the most realistic form possible.
-
- The flight simulator trainers of the 1970's had basic visual displays and large hydraulic
- rams to actually move the trainee pilot as the real aeroplane would have moved. This has
- been largely replaced in more modern simulators by a massive increase in the amount of
- information displayed on the screen, leading to the mind convincing itself that the physical
- movements are occurring, with reduced emphasis on attempts to provide the actual movements.
- Such an approach is both cheaper in equipment and more flexible in configuration, since
- changing the the aeroplane from a fighter to a commercial airliner need only involve
- changing the simulator's program, not the hydraulics.
-
-
- Escapism
-
-
- Escapism can be rather loosely defined as the desire to be in a more pleasant
- mental and physical state than the present one. It is universal to human experience
- across all cultures, ages and also across historical periods. Perhaps for this
- reason, little quantitative data exists on how much time is spent practicing
- some form of escapism and only speculation as to why it should feel so
- important to be able to do so.
-
-
- One line of thought would suggest that all conscious thought is a form of
- escapism and that in fact any activity that involves concentration on
- sensations from the external world is a denial of our ability to escape
- completely.
-
- This hypothesis might imply that all thought is practice, in some sense, for
- situations that might occur in the future. Thoughts about the past are only
- of use for extrapolation into possible future scenarios.
-
- However, this hypothesis fails to include the pleasurable parts of escapist
- thinking, which may either be recalling past experiences or, more importantly
- for this study, the sense of security and safety that can exist within
- situations that exist only in our minds. A more general hypothesis would note
- the
- separate concepts of pleasure and necessity as equally valid reasons for any
- thought.
-
- Can particular traits in a person's character be identified with a tendency to
- escapist thoughts that lead to patterns of behaviour that are considered extreme
- by their society? It seems unlikely that a combination of hereditary
- intelligence and social or emotional deprivation can be the only causes of
- such behaviour, but they are certainly not unusual ones, judging by the common
- stereotypes of such people.
-
- The line of thinking that will be pursued throughout this essay is the
- idea that a person who enjoys extreme forms of escapist thoughts will often feel most
- comfortable with machines in general and with computers in particular.
-
- Certainly, excessive escapist tendencies have existed in all societies and
- have been tolerated or more crucially, made use of, in many different ways.
- For instance, apparent absent-mindedness would be acceptable in a
- hunter/gatherer society in the gatherers but not for a hunter. A society with
- a wide-spread network of bartering would value a combination of both the
- ability to plan a large exchange and the interpersonal skills necessary to
- conclude a barter, which are not particularly abstract. In a society with
- complex military struggles, the need to plan and imagine victories becomes an
- essential skill (for a fraction of the combatants).
-
- Moving from the need for abstract thought to its use, there is a scale of
- thought required to use the various levels of machines that have been
- mentioned earlier. A tool that has no electronics usually has a function that
- is easy to perceive (for example, a paperclip). A machine with a
- microprocessor often has a larger range of possible uses and may
- require an instruction manual telling the operator how to use it (e.g. a
- modern washing machine or a television). Both of these examples can be used
- without abstract thought, merely trusting that they will do what they either
- obviously do, or have been assured by the manual that they will do.
-
- The next level is the use of computers as tools, for example, for
- word-processing. Now a manual becomes essential and some time will have to be
- spent before use of the tool is habitual. Even then, many operations will
- remain difficult and require some while to consider how to perform them. A
- `feel' for the tool has to acquired before it can be used effectively.
-
- The top level of complexity on this scale is the use of computers as flexible
- tools and the construction of the series of instructions known as programs to
- control the operation of the computer. Escapist thoughts begin when the
- operations of the programs have to be understood. In many cases, it is either
- too risky or time-consuming to set the programs into action without
- considering their likely consequences (in minute detail) first. Such detailed
- comprehension of the action of a program often requires the person constructing the lists of
- instructions (the programmer) to enter a separate world, where the symbols and values of the
- program have their physical counterparts. Variables take on emotional significance and
- routines have their purpose described in graphic `action' language. A cursory examination of
- most programmers' programs will reveal this in the comments that are left to help them
- understand each program's purpose. Interestingly, even apparently unemotional people
- visualise their programs in this anthropomorphic manner Weizenbaum76,Catt73 .
-
- Without this ability to trace the action of a program before it is performed in
- real life, the computing industry would cease to exist. This ability is so
- closely related to what we do naturally and call `escapism', that the two have
- begun to merge for many people involved in the construction of programs.
- For some, what began as work has become what is done for pleasurable relaxation, which is a
- fortunate discovery for large computer-related businesses. The need for time-clocks and
- foremen has been largely eliminated, since the workers look forward to coming to work,
- often to escape the mundane aspect of reality.
-
- There are problems associated with this form of work motivation. One major
- discovery is that it can be difficult to work as a team in this kind of
- activity. Assigning each programmer a section of the project is the usual
- solution, but maintaining a coherent grasp of the project's state then becomes
- increasingly difficult. Indeed, this problem means that there are now
- computers whose design cannot be completely understood by one person
- MMMonth . Misunderstandings that result from this problem and the
- inherent ambiguities of human languages are often the cause of long delays in
- completion of projects involving computers. (The current statistics are that
- cost over-runs of 300 are not uncommon, especially for larger projects and
- time over-runs of 50 are common SWEng ).
-
- Another common problem is that of developed social inadequacy amongst groups
- of programmers and their businesses. The awkwardness of communicating complex
- ideas to other (especially non-technical) members of the group can lead
- them to avoid other people in person and to communicate solely by messages and
- manuals (whether electronic or paper).
-
- Up to now, most absorption of the information necessary to `escape' in this
- fashion has been from a small number of sources located in an environment full
- of other distractions. The introduction of Virtual Reality, especially with
- regard to the construction of programs, will eliminate many of these external
- distractions. In return, it will provide a `concentrated' version of the world
- in which the programmer is working. The flexible nature of VR means that
- abstract objects such as programs can be viewed in reality (on the goggles'
- screens) in any format at all. Most likely, they will be viewed in a manner
- that is significant for each individual programmer, corresponding to how he or
- she views programs when they have escaped into the world that contains them.
- Thus, what were originally only abstract thoughts in one human mind can now be
- made real and repeatable and may be distributed in a form that has meaning for
- other people. The difference between this and books or paintings is the amount
- of information that can be conveyed and the flexibility with which it can be
- constructed.
-
-
-
- The Dangers of Virtual Reality
-
-
- As implied above, the uses of Virtual Reality can be understood in two ways.
- Firstly, VR can be viewed as a more effective way of communicating concepts,
- abstract or concrete, to other people. For example, as a teaching tool, a VR
- interface to a database of operation techniques would permit a surgeon to try
- out different approaches on the same simulated patient or to teach a junior
- basic techniques. An architect might use a VR interface to allow clients to
- walk around a building that exists only in the design stage ArchieMag .
-
- Secondly, VR can be used as a visualisation tool for each individual. Our own
- preferences could be added to a VR system to such an extent that anyone else
- using it would be baffled by the range of personalised symbols and concepts.
- An analogy to this would be redefining all the keys on a typewriter for each
- typist. This would be a direct extension of our ability to conceive objects,
- since the machine would deal with much of the tedious notation and the many
- symbols currently necessary in complex subjects such as nuclear physics. In
- this form, VR would provide artificial support for a human mind's native
- abilities of construct building and imagination.
-
- It is the second view of VR, and derivations from it, that are of concern to
- many experts. On a smaller scale, the artificial support of mental activities
- has shown that once support is available, the mind tends to become lazy about
- developing what is already present. The classic case of this is, of course,
- electronic calculators. The basic tedious arithmetic that is necessary to
- solve a complicated problem in physics or mathematics is the same whether
- performed by machine or human, and in fact plays very little part in
- understanding (or discovering) the concepts that lie behind the problem.
- However, if the ability to perform basic arithmetic at the lowest level is
- neglected, then the ability to cope with more complex problems does seem to
- be impaired in some fashion. Another example is the ability to spell
- words correctly. A mis-spelt word only rarely alters the semantic content of a
- piece of writing, yet obvious idleness or inability in correct use of the
- small words used to construct larger concepts often leaves the reader with a
- sense of unease as to the validity of the larger concept.
-
- Extending the examples, a worrying prediction is that the extensive use of VR
- to support our own internal visualisations of concepts would reduce our
- ability to perform abstract and escapist thoughts without the machine's
- presence. This would be evident in a massive upsurge in computer-related
- entertainment, both in games and interactive entertainment and would be
- accompanied by a reduction of the appreciation and study of written
- literature,
- since the effort required to imagine the contents would be more than was
- considered now reasonable.
-
- Another danger of VR is its potential medical applications. If a convincing
- set of images and sound can be collected, it might become possible to treat
- victims of trauma or brain-injured people by providing a `safe' VR environment
- for them to recover in. As noted Whalley , there are several
- difficult ethical decisions associated with this sort of work. Firstly, the
- decision to disconnect a chronically disturbed patient from VR would become
- analogous to removing pain-killers from a patient in chronic pain. Another
- problem is that since much of what we perceive as ourselves is due to the way
- that we react to stimuli, whatever the VR creator defines as the available
- stimuli become the limiting extent of our reactions. Our individuality would
- be reduced and our innate human flexibility with it. To quote Whalley
- Whalley directly,
-
- quote
- `` virtual reality devices may possess the potential to
- distort substantially [those] patients' own perceptions of themselves and
- how others see them. Such distortions may persist and may not necessarily be
- universally welcomed. In our present ignorance about the lasting effects of
- these devices, it is certainly impossible to advise anyone, not only mental
- patients, of the likely hazards of their use."
- quote
-
- Following on from these thoughts, one can imagine many other abuses of VR.
- `Mental anaesthesia' or `permanent calming' could be used to control long-term
- inmates of mental institutions. A horrendous form of torture by deprivation of
- reality could be imagined, with a victim being forced to perceive only what
- the torturers choose as reality. Users who experienced VR at work as a tool may
- chose to use it as a recreational drug, much as television is sometimes used
- today, and just as foreseen in the `feelies' of Aldous Huxley's Brave New World
- BNW .
-
-
-
-
- Conclusions
-
-
- Computers are now an accepted part of many peoples' working lives and yet
- still retain an aura of mystery for many who use them. Perhaps the commonest
- misapprehension is to perceive them as an inflexible tool; once a machine is
- viewed as a word processor, it can be awkward to have to redefine it in our
- minds as a database, full of information ordered in a different fashion.
- Some of what people find difficult to use about today's machines will hopefully be
- alleviated by the introduction of Virtual Reality interfaces. These should
- allow us to deal with computers in a more intuitive manner.
-
- If there ever comes a time when it is necessary to construct a list of tests to
- distinguish VR from reality, some of the following observations might be of
- use.
-
- The most difficult sense to deceive over a long period of time will probably be
- that of vision. The part of the human brain that deals with vision processing
- uses depth of focus as one of its mechanisms to interpret distances. Flat
- screens cannot provide this without a massive amount of processing to
- deliberately bring the object that the eyes are focussed upon into a sharper
- relief than its surroundings. Since this is unlikely to be economical in the
- near future, the uniform appearance of VR will remain an indication of its
- falsehood.
-
- Another sign may be the lack of tactile feedback all over the body. Whilst
- most tactile information, such as the sensation of wearing a watch on one's
- wrist, is ignored by the brain, a conscious effort of detection will usually reveal its
- presence. Even the most sophisticated feedback mechanisms will be hard-pressed to duplicate
- such sensations or the exact sensations of an egg being crushed or walking barefoot on
- pebbles, for example.
-
- The sense of smell may prove to be yet another tell-tale sign of reality. The
- human sense of smell is so subtle (compared to our present ability to
- recreate odours) and is interpreted constantly, though we are often unaware of
- it, that to mimic the myriad smells of life may be too complex to ever achieve
- convincingly.
-
- The computer industry will continue to depend upon employees who satisfy some
- part of their escapist needs by programming for pleasure. In the near future,
- the need for increased efficiency and better estimates of the duration of
- projects may demand that those who spend their hours escaping are organised by
- those who do not. This would lead to yet another form of stratification within
- a society, namely, the dreamers (who are in fact now the direct labour force)
- and their `minders'. It should also encourage societies to value the power of
- abstract thought more highly, since direct reward will be seen to come from
- it.
-
- Virtual Reality is yet another significant shift in the way that we can
- understand both what is around us and what exists only in our minds. A
- considerable risk
- associated with VR is that our flexibility as human beings means that we may
- adapt our thoughts to our tool, instead of the other way round. Though
- computers and our interaction with them by VR is highly flexible, this flexibility
- is as nothing compared to the potential human range of actions.
-
- Acknowledgements: My thanks go to Glenford Mapp of Cambridge University
- Computer Laboratory and Olivetti Research Laboratory, Dr. Alan Macfarlane of
- the Department of Social Anthropology, Cambridge University, Dr. John Doar
- and Alan Finch for many useful discussions. Their comments have been fertile
- starting grounds for many of the above ideas.
-
- This essay contains approximately 4,500 words, excluding Abstract, Glossary
- and Bibliography.
-
-
- Glossary
-
- Chip for microchip, the small black tile-like objects that make
- electronic machines.
- Computer machine with a microprocessor and an interface that
- permits
- by the user.
- Database collection of information stored on a computer which permits.
- to the information in several ways, rather like having multiple
- in a book.
- Email mail. Text typed into one machine can be transferred
- to another remote machine.
- Microprocessor stand-alone computer, with little option for change by the user.
- Program series of instructions to control the operation of a microprocessor.
- Risk often unforeseen dangers of applying computer-related technology
- new applications.
- Stand-alone to the rest of the electronic world.
- User human who uses the machine or computer.
- VDU Display Unit. The television-like screen attached to a computer.
- Virtual to mean `imaginary' or `existing only inside a computer'
- VR Reality. Loosely, an interface to any computer that
- the user to use the computer in a more `involved' fashion.
- Word processor application of a computer to editing and printing text.
-
- Clocks
-
- L. Mumford,
- Technics and Civilisation ,
- Harcourt Brace Jovanovich, New York, 1963, pp.13--15.
-
- Babbage
- J.M. Dubbey,
- The Mathematical Work of Charles Babbage ,
- Cambridge University Press, 1978.
-
- EarlyIBM
-
- William Aspray,
- Computing Before Computers ,
- Iowa State University press, 1990.
-
- Turing
- B.E. Carpenter and R.W. Doras (Editors),
- A.M. Turing's ACE report of 1946 and other papers ,
- The MIT Press, 1980.
-
-
- Bletchley
-
- David Kahn,
- The Codebreakers ,
- London, Sphere, 1978
-
- JapanSord
- Takeo Miyauchi,
- The Flame from Japan ,
- SORD Computer Systems Inc., 1982.
-
- Graphs
-
- J.L. Hennessy and D.A. Patterson,
- Computer Architecture : A Quantitative Approach ,
- Morgan Kaufmann, California, 1990.
-
-
- phones
-
- Amos E. Joel,
- Electronic Switching : Digital Central Office Systems of the World ,
- Wiley, 1982.
-
- comp.risks
- comp.risks , a moderated bulletin board available world-wide on computer
- networks. Its purpose is the discussion of computer-related risks.
-
-