home *** CD-ROM | disk | FTP | other *** search
- Travels in virtual reality (computer cyber space)
-
- SINCE SPRING OF 89 I've made the rounds of the cyberspace circuit, from
- AutoCad's "Weird Science" rollout in Anaheim on "VR Day" in June, to the
- near-riot at Pacific Bell's Texpo in San Francisco the next day, when jaron
- Lanier showed off his "Reality Built for Two" in a secret demonstration
- room. I've visited most of the key research sites, from Mountain View,
- California, to Chapel Hill, North Carolina, to Seattle, Washington, and back
- to Sausalito. Between road trips, I reported some of my preliminary
- observations on the WELL. Here are some reports from the outposts of
- cyberspace, adapted from my WELL postings, with no real attempt to hang them
- together into a framework. DOCKING MOLECULES IN CHAPEL HILL The primary
- research instrument of the sciences of complexity is the computer. It is
- altering the architectonic of the sciences and the picture we have of
- material reality Ever since the rise of modem science three centuries ago,
- the instruments of investigation such as telescopes and microscopes were
- analytic and promoted the reductionalist view of science. Physics, because
- it dealt with the smallest and most reduced entities, was the most
- fundamental science. From the laws of physics one could deduce the laws of
- chemistry, then of life, and so on up the ladder. This view of nature is not
- wrong; but it has been powerfully shaped by available instruments and
- technology. The computer, with its ability to manage enormous amounts of
- data and to simulate reality, provides a new window on that view of nature.
- We may begin to see reality differently simply because the computer produces
- knowledge differently from the traditional analytic instruments. It provides
- a different angle on reality -Heinz Pagels, The Dreams of Reason The
- University of North Carolina at Chapel Hill is the home of one of the most
- important and longest-running VR research projects. Driving in from the
- airport, I noticed that the motto on North Carolina license plates "First In
- Flight" - is appropriate to what I think of as the "Kitty Hawk" state of the
- technology. The work at UNC with chemists and virtual model builders has
- been going on for twenty years, and is yielding practical results. The
- molecular-docking demonstration was a conversion experience for me, at a
- point where I had grown skeptical about VR conversion experiences. I've been
- excited by the VR demos I've seen for the last year, of course, but I can
- see now that my initial excitement was amplified by my internal
- extrapolation factor: I had already watched one computer revolution emerge
- in Silicon Valley. I remember reading, in 1974, about a company that would
- send a microprocessor-based computer for personal use in a kind of build-it
- yourself kit: the now-legendary Altair from long-defunct MITS. The data
- input on the Altair was accomplished by toggle switches, and the output
- device was a small panel of indicator lights. The idea of having my own
- computer seemed like a neat idea, but I was nowhere near the kind of
- enthusiasm that would have forced me to shell out a couple hundred dollars
- for a kit. A couple guys ten years younger than myself saw what something
- like the Altair could become someday, and founded Apple Computer. I thought
- about the Altair when I looked at that first, crude, monochrome wireframe
- world at NASA/Ames. I knew I was looking at an Altair, and extrapolated that
- by the time VR technology evolves to a Mac Il level, these grainy,
- time-delayed, cartoony "worlds" and the sense of presence they evoke might
- truly become a level of reality. The sense of presence, not the inherent
- sexiness of the virtual world, is the source of the conversion experience.
- And that sense of actually being in another place - cyberspace - can be
- enhanced by the proper use of sound, kinesthetic, and tactile feedback.
- Conversion experiences in computer science, particularly in the realm of
- computer interfaces, have driven the evolution of personal computers. A man
- by the name of J.C.R. Licklider had a conversion experience with the PDP-L
- in the early 1960s. The PDP-l was the first interactive microcomputer. You
- could use a light pen and interact with it directly. It was a puny computer
- in today's terms, so there wasn't a great deal that could be done with it.
- But Licklider saw its potential and when he went to work for ARPA, funding
- futuristic computer research, he ended up funding the development of the
- interactive computing systems he had envisioned in a flash the first time he
- sat down with a light pen and touched the screen of a PDP-L. Another
- maverick computer scientist, originally supported by ARPA, later at SRI, and
- now at Stanford, was also motivated by a conversion experience. One day in
- 1950 Doug Engelbart realized that the problems of the world were becoming
- too complex for people to solve without technological assistance, and that
- future computers might be used to amplify the power of human intellect, as
- well as perform their first takes of numerical calculation and data
- processing. Engelbart's vision of computers that could augment human
- intellect was a conceptual breakthrough triggered by a thought experiment
- rather than a real experience with a computer, but it was based on his
- experiences during the war, when he spent hours staring at radar display
- screens. john Walker is another person with the vision to see the
- development of virtual reality as a realistic technology to base an
- industrial effort on. A legendary programmer and, as it turned out, a shrewd
- entrepreneur, Walker was one of the founders and the president of AutoDesk,
- a company that has sold hundreds of millions of dollars' worth of programs
- for doing computer-aided design (CAD) on personal computers. In 1988, riding
- the enormous success of his company, he boldly proposed that AutoDesk ought
- to get in the cyberspace business. Walker's paper, published internally as
- "Through the Looking Glass," was the story of one person's conversion
- experience - a person who happened to have a successful software company to
- speed development of his vision. Whenever I stop and think about it, I tend
- to agree with the VR visionaries who see this as the biggest thing in
- cultural transformation since the printing press. Every time I try it out
- for myself, however, I find myself wishing for more visual details, less
- time-lag when I move my head, more tactile presence. But the
- molecular-docking demonstration I was given at the University of North
- Carolina was the convincer for me. It felt like an "intuition amplifier" - a
- means of augmenting intellectual capabilities for dealing with complexity.
- And it isn't a technology that might be possible in 1995. It's here today.
- The head-mount is one of several different displays for the docking setup.
- There is a wall-size screen and a special display monitor that is viewed
- through more conventional 3-D eyeglasses using electronically polarized
- lenses and LCD screens. I used the eyeglasses which quite effectively
- displayed the colored clouds of pretzeled molecules depicting protein
- receptor sites engulfing the maddeningly complex drug molecule, which was
- represented as a tinkertoy-like complex made of solid balls or as a skeletal
- structure of lines. The problem here is one of geometrical complexity: there
- are far too many possible spatial configurations of drug molecules and
- protein molecules for a chemist to find the optimum binding position by
- conventional means. The big convincer of the docking demo is the arm, a
- device that represents the force-fields that bind molecules together or
- cause them to repel one another in terms of mechanical forces that you sense
- by gripping a pistol-grip on the end of an electromechanical arm. The arm
- descends from the ceiling in classic "sword of Damocles" style. I put on the
- glasses, put my foot on a deadman switch, and held the grip. The trigger
- grip activates the force feedback. Releasing the grip is like lifting the
- mouse from the table. The molecular model of an actual anti-cancer drug
- molecule (methotrexate) was already positioned inside the model of the
- protein receptor site (dihydrofolate reductase).
-
- My job was to find an exact fit in which the two compounds could tightly
- bind. The arm has six degrees of freedom, and exerts enough force to tire
- your arm if you actively wrestle with a molecule for many minutes. I tried
- to twist, rotate, jam, tweak, and frob the thing into place by looking at
- the 3D jigsaw puzzle on the screen and manipulating it with my hand. It
- didn't take any time at all to develop a sense that I was actually feeling a
- molecule "out there" in the space defined by the screen. Even though I know
- very little about the chemical architecture symbolized by the various
- colored clouds and tinkertoy bonds, I could feel my way into a place where
- the arm resisted at a minimum amount between its degrees of freedom. It's
- like there is a little pocket of relaxation in the middle of the
- force-puzzle-cloud, and if you can feel your way into it, your arm has to
- work a whole lot less. When I wrestled the molecule into a relatively
- satisfactory zone, bright yellow vectors shot out from the comers of the
- drug skeleton. Ming Ouhyoung, the senior graduate student in charge of the
- project, pointed out a series of metal knobs on the arm. I was gripping the
- molecule in place with my right arm. With my left hand, I could frob the
- drug molecule until the yellow lines disappeared thus deforming the
- potential bonds as far as quantum mechanics permits). I imagine that would
- have been meaningful if I knew anything about chemistry. In fact, it was
- hard to imagine how a chemist could ever devise a molecule to fit that kind
- of configuration without 3-D modeling tools; it's a good example of the
- class of problems where human thinking capabilities come up against a
- complexity barrier. It turned out that there were five little knobs to frob.
- The next one minimized the energy levels at certain sites, as displayed by a
- simple bar graph that popped up in a window in a corner of the visual space.
- I didn't know anything about chemistry, and I had been able to use all my
- experience in the world of gravity and manipulable objects, my gut-feel of
- the world, to advance a hard problem further than most chemists could have
- done without any computer modeling. There are fields in which further
- scientific progress is simply not possible without allowing scientists to
- stick their heads and hands into 3-D simulations. NASA specialists are using
- virtual reality to investigate the complexities of airflow patterns over
- airfoil surfaces. The human immune system, with its billions of reactions
- per second, and its intricately shape-coded antigens, is another system that
- must be modeled in three dimensions in order to be understood. The flows of
- atmospheric gases, and other vital planetary systems, are good candidates
- for 3-D visualization. Perhaps another scientific/technological field that
- cannot be studied in any other way is the telecommunications web that has
- grown around the planet into what Xerox PARC researcher Bernardo Huberman
- calls "a computational membrane." Tektronix Corporation, which started out
- as an oscilloscope company, is already marketing a hardware/ software
- package called CAChe (computer-aided chemical modeling). CAChe is a
- molecular-modeling program with 3-D input control, stereo 3-D output, and
- high computing speed. Tektronix's stereo frame-buffer board fits in a Mac II
- and drives a liquid-crystal, stereo frame shutter that covers the monitor's
- screen. The unit, transparent to the naked eye, reverses the polarity of the
- emerging screen's image at 120 hertz, which provides each eye with a left or
- right view at 60 hertz per eye. The view through "electronic shutters"
- create a stereoscopic 3D effect by showing alternate views to each eye.
- Architectural walk-throughs" in cyberspace have already influenced the
- construction of at least one historically appropriate building - Sitterson
- Hall, home of the virtual-worlds research laboratory of the University of
- North Carolina at Chapel Hill. Before construction began, UNC VR specialists
- converted the floor plans into a cyberspace that could be "walked through"
- with a head-mounted display and treadmill. Those who were going to use the
- building discovered that two walls in the lobby were uncomfortably close
- together, creating a cramped feeling. The architect disagreed, until he took
- a walk through the simulated building and was convinced to move the wall
- when construction began. MARGARET MINSKY'S VIRTUAL SANDPAPER
-
- THE FIELD of tactile and kinesthetic force-feedback is perhaps the most
- leadng-edge front of the VR revolution, since so much more is known about
- visual and auditory perception than about tactile perception. Margaret
- Minsky's thesis is a Media Lab-UNC collaboration. The demonstration of
- virtual sandpaper" had been developed in Chapel Hill, but the actual
- intelligent joystick I experienced was in her lab, the Snakepit, down in the
- bottom of the Media Lab building in Cambridge at MIT. (It says "Snakepit" on
- the door, and there were stuffed snakes woven into the ethernet cables
- overhead, I noticed.) The force-feedback arm at UNC descended from the
- ceiling, rather awesomely. Margaret's joystick looked like a chopstick on
- top of a steel ice-cream maker. The mechanisms for two degrees of freedom
- were inside the steel box. I grabbed the cylindrical control rod like a
- pencil and used it to move the cursor across the screen of Margaret's Mac
- 11. She used various menus to create small patches on the screen, filled
- with different designs - thick or thin alternating bars, shaded to designate
- rounded or rough edges; fractal surfaces that looked like unpolished
- granite. Margaret's ultimate goals involve the full human sense of texture
- and other related tactile senses. What are the perceptual characteristics
- that distinguish fur from sandpaper, and how can they be simulated?
- Margaret's specific project involved building a virtual texture simulator
- that would allow her to attempt to replicate the research of a
- psychophysiologist studying human tactile perception with traditional
- psychophysical methods. I moved the steel chopstick like a pen, and when the
- cursor moved across the graphic patch of rounded bars, I could feel, through
- the variations in feedback force (which were translating the slope of the
- virtual curve traversed by the tip of the joystick into counterforces that
- resisted my movements in the right direction at the precise amount of
- force), the bumpiness of the virtual surface. I felt something bumpy "out
- there" with my hands, the way you feel a fence "out there" by running a
- stick along it. Then I ran the cursor over a fractal surface and it felt
- like I was trying to write with a ballpoint pen on the surface of a piece of
- granite. Again, there was a palpable chunk of virtual granite in my
- whatever-you-call-the-gut-equivalent-of-"mind's eye." "Where is
- out-there'?" is a very good question. Was I feeling it in my fingers? At the
- end of the joystick? On the surface of the screen that depicted the cursor
- and the virtual texture? Depending on how I thought about it, I could move
- my sense of presence from one to another of those locations. Given visual
- and auditory cues, I could see that this sense of physical presence could be
- made much more plastic than we are accustomed to feeling when dealing with
- solid objects in the external world. She even had a virtual-texture version
- of the GRAPH teapot. For historical reasons having with the whims of a
- University of Utah computer scientist who came up with some of the earlier
- renderings of solid surfaces, the Association Computing Machinery's annual
- Special Interest Group - Graphics conference has always included
- increasingly realistic renderings of teapots, year after year. This year,
- Nicholas Negroponte harangued the computer graphics subculture about their
- obssession with ever-more-realistic teapots and demanded that they direct
- their attention back to the use of graphics in the computer interface.
- Virtual teapots, I realized, span both areas of concern.) While Margaret and
- I talked, I kept running the surface of the cursor over the contours of the
- teapot. A strange sensation. I could see how adding this to the kind of
- kinesthetic feedback offered by the UNC arm, and the eyephones, and the
- datasuit, and 3D audio could begin to approximate vanilla reality to a
- disturbing degree. The molecular-docking project had audio feedback to
- signify molecular "bump forces," and NASA demos show how auditory tory cues
- could be very helpful in trying to fit two pieces of machinery together in
- space, via teleoperators ators. Imagine trying to put a key in an unfamiliar
- lock in the dark. Imagine if the key and the lock beeped in the right way.
- You could couple your muscle movements to your acoustic apparatus for
- sensing space. The elasticity of the human capacities cities for feeling
- spaces that do or do not exist is another big open question. HOMEBREW VR
- JUST CAME BACK from a nifty little ride in one of the first, if not the
- actual first ever homebrew cyberspace. It was assembled from absolute
- scratch in one month flat. A little more than 30 days ago, Eric Gullichsen
- and Pat Gelband left Autodesk, where they had been working on the cyberspace
- project, to start their own company, Sense8. The system they put together is
- crude, experientially speaking - about as crude as the Altair, the first
- microcomputer kit of the mid-1970s. Since Eric and Pat live and work within
- a five minute drive of my house, I've had occasion to observe their progress
- firsthand. They got a Pol hemus position-sensing system (easily the most
- expensive part of the apparatus) and built their own head-mounted display
- from more or less the same off-the-shelf parts that were used at NASA. The
- computer is a modified Amiga. Until they get a glove, they are using a
- 6-degree-of-freedom orb that has two buttons on it. Very nice. In some ways,
- the orb is a better control device than the glove. The glove is very helpful
- in establishing your sense of presence and orientation in a virtual world,
- but the technology right now is nowhere near as finely tuned as the orb; it
- is far easier to zoom around a molecule or a floorplan with the orb than it
- is, at present, with a glove. They put together a computing and rendering
- engine for about $2,000. Then they wrote the code.
-
- I remember dropping by a couple times while they were working it out. Pat
- would be doing mathematics with pencil and yellow pad in the kitchen; Eric
- would be hacking code in the living room. Having built a cyberspace software
- system once before was a big help, but they wanted to do their own system a
- different way, for hackeresque as well as legal reasons. They finally got it
- working in mid-February.
-
- The first world they had working was just a green plane - thirty polygons or
- so - with three pyramids. You could use the orb or the buttons and your line
- of sight to fly around.
-
- Of course, VPUs multi-hundred-thousand-dollar version is slick, and far from
- slick enough yet. But the homebrew version, which costs about one percent of
- what VPUs system does, is certainly more than a hundred-thousandth as
- exciting as the high end worlds. The important point is that it is an
- existence proof of homebrew VR. just as enthusiasts like jobs and Woz and
- the rest of the homebrew computing club forced the PC to evolve from the
- Altair to the Apple, VR enthusiasts can add their efforts to the more
- well-funded projects in universities and industrial labs. It is now possible
- for people to build systems and exchange worlds, to propagate improvements,
- to evolve the way personal computers did. It remains to be seen whether
- there will be very many cyberspace homebrewers, or whether they come up with
- a rich set of tools, or whether they find ways to share their efforts. But
- Sense8's system proves you don't have to be NASA. You don't even have to be
- Autodesk. You can do it in your from living room, the way Eric and Pat did.
-
- Tomorrow morning, they pack up the system in black ammo boxes and head for a
- cyberspace conference in Barcelona, with William Gibson and Tim Leary. I
- wish I could say I was covering the story. I'm packing my raincoat and
- heading for Seattle.
-
- HITL, THE PORT OF SEATTLE, AND VR
-
- AS A COMMUNICATION-AUGMENTING TOOL
-
- I JUST RETURNED from Seattle and Vancouver. Tom Fumess, who was director of
- the Air Force Wright-Patterson AFG "Super Cockpit" project for 23 years, has
- started the "Human Interface Technology Laboratory" (HITL) at the that
- University of Washington. Except for Ivan Sutherland who pretty much quit
- the field after creating the "Sword of Damocles" head-mounted display (which
- got its name from the fact that the headset the was connected to a heavy
- electromechanical tracking device mounted in the ceiling), Furness has been
- in this research the longest. Very neat guy. He wants to build a laboratory
- to create the hardware, the software, and the mindware the task-specific
- applications that will enable people to use VR technology to augment their
- physical and mental capabilities. He's very much in the tradition of Doug
- Engelbart (intellectual augmentation) and Fred Brooks (intellectual
- amplification). One of the more interesting interviews I conducted up there
- was with Cecil Patterson, the information systems director for the Port of
- Seattle, who is eager to work with HITL to set up a VR system. He has some
- interesting reasons for pursuing this technology First, he recognizes that
- there is a need for better communication between engineers, facilities
- planners, and potential clients, when it comes to discussing the actual
- physical configuration of future port facilities. He sees VR as a kind of
- "what-if" machine for computer-aided design (CAD). The problem with most CAD
- is that designers understand what renderings of designs on a computer screen
- mean far better than their clients. The best way to find out how you feel
- about a three-dimensional design is to walk around in it and handle it. The
- second and, to my mind, most interesting reason Patterson wants VR is that
- most of these clients who are in on the planning stages of
- multi-hundredmillion-dollar plans are japanese, Chinese, and others for whom
- English is not a native language. He hopes that misunderstandings, delays,
- and bugs that are caused by the language problem might be mitigated if the
- engineers, planners, and clients on both sides of the Pacific could walk
- through VR versions of the proposed construction during every stage of the
- planning process. That way, even though the spoken language barrier may
- remain, the pictorial mental models of what they are planning will be much
- more in accord. When different people talk about a three-dimensional object,
- there is some question about how similar their mental models are. When they
- talk about it and walk around a 3-D model, their mental models are likely to
- be much more highly synchronized. jaron Lanier has his dream of VR being the
- matrix from which a visual language will emerge, which is a very interesting
- idea - but I'm not sure how, when, or if it can be accomplished. But VR as a
- communication-augmentation device seems to me immediately practical. I think
- this is a very savvy use of the technology. The port directors know that
- miscommunication in the planning of such expensive facilities will affect
- the region's economic well'being for decades to come. Spending a few tens of
- thousands on hardware and software for visualizing and communicating is a
- very economical first step in a billion-dollar plan.
-
- BUILDING WORLDS WITH JARON
-
- IN RESPONSE to my frequent pleas, Jaron gave me a world-building tutorial
- last night. My objective is to master the basic steps well enough to build a
- world of my own, then step into it and fly around. I had an idea in mind.
- Since we had been conversing about ecstasy and VR and my theory that a
- cleverly designed world might help create a healthy sort of ecstasy, I
- thought I'd like to build a full-scale kiva - a ritual space used by the
- Pueblo tribes of the southwest. There would be a subterranean chamber, and a
- ladder out of it. At the top of the ladder is the surface of the planet. If
- you flew off the planet, you would see oceans, continents, and clouds. There
- would be a moon, orbiting the planet. And stars. A basic cosmos. It is, in
- fact, the first actual planet that anybody has built at VPL. Maybe the first
- virtual planet anybody ever built anywhere. The worldbuilding process starts
- with Swivel-3D, a slightly Macdraw-like (but more complicated) tool for
- creating 3-D models on the Macintosh. Later, after the basic structures are
- created, another program is used to add dynamics; ultimately, the software
- describing the set of objects that constitutes a world is moved from the
- Macintosh format to a Unix-readable form. Then VPI:s language, "Body
- Electric," is used to map the world to the input devices. Worlds created
- this way can be linked and embedded within one another. Who knows what
- future planet-builders might add to our basic design? jaron handled the
- commands this time while I helped him zero in on what I had in mind. The
- first image of the world was a wireframe sphere, which we colored blue in
- solid mode. It is faster to shape the basic structures in wireframe, then
- issue a menu command to render them as solids. Then lighting and shadow
- effects can be tweaked. What you see are four windows, three showing views
- of the object being edited, from the x, y, and z axes, and one window
- showing the object as it would appear in perspective. Next, we created a
- duplicate sphere, just slightly larger than the blue one, and colored one or
- two regions of the second sphere brown. Then we centered the second sphere
- around the same center as the first one and linked them together. Since the
- second sphere was just a bit larger, the brown "continents" stood out from
- the blue "oceans." The next sphere, colored white, had tinier regions as
- clouds," and it stuck out quite a bit more on the z-axis. We only used about
- 80 polygons out of a maximum 2,000 possible for each frame, so it isn't the
- most realistic world when you see it close up. Not yet. Zooming away into
- space, it looks pretty good, though. Recognizable as a planet. Then we
- created a smaller, gray sphere, linked and constrained it so it appears to
- be orbiting the planet. And stars. That's as far as we got on that pass.
- More later. TACTILE FEEDBACK FROM BRAILLE TO DILDONICS
-
- DAVE JOHNSON of the TiNi Company invited me to come by his
- laboratory-office-factory to see the work they are doing with a
- tactile-feedback prototype. It was in a postmodern corrugated-steel
- lightindustrial building in Emeryville, a formerly decaying heavy-industrial
- area south of Berkeley that now seems to be reemerging as a center of late
- twentieth-century microtechnologies - there are software companies and
- futurists, genetic-engineering plants and digital mapping outfits within a
- few blocks of TiNi. The TiNi plant was reminiscent of what Edison's Menlo
- Park facility must have been like - everything under one roof. johnson had
- been working under contract for the Air Force. The "Super Cockpit" project
- at WrightPatterson Air Force Base had included plans for a glove that
- included miniature force-feedback sensors so pilots could get the fingertip
- feel of virtual switches; that is, the pilot wears a head-mounted display
- and sees a virtual depiction of the landscape (with bright red zones of
- lethality" surrounding anti-aircraft missile batteries, and overlaid grids
- marking optimal flight paths to targets, and eyetracking target-detection,
- etc) and a depiction of a virtual control panel. He reaches out his hand to
- one of the virtual switches, and when he actuates it, he not only sees the
- computer-graphic representation.of the switch move, and hears it "click" if
- need be, but he also feels it toggle. This glove doesn't exist yet. And
- neither does a multi-line braille computer terminal. But the TiNi folks
- think their technology will lead to such items. (And I think that you don't
- have far to go to build a tactile-sensitive bodysuit, once you can build a
- tactile sensor-actuator glove.) TiNi uses "shape memory" alloys such as
- nitinol as the basis for a little grid of what look like little
- ballpoint-pen tips. The alloy assumes one shape when it is cast, then when
- it is cooled, it can be formed into other shapes; when heated again, it
- returns to the original shape. It can be used to perform the kind of
- mechanical switching that solenoids do, on a smaller scale. By entering the
- proper command to the computer interface, the 6- by 5-pin array, about 3/4"
- square, starts moving. I touched my finger to the grid, and felt something
- like a pencil lead underneath a piece of cloth moving across my fingertip as
- the rows of pins were activated in the proper sequence; I could feel the
- individual pins, but I could also perceive their synchronous movement as
- being akin to a pencil lead underneath a piece of cloth - there was a
- tactile whisper of possibility. The speed and pattern of activation can be
- controlled by software. Not a heck of a lot is known about tactile
- perception, certainly not in comparison to the scientific knowledge about
- visual and auditory perception. But those pins FELT GOOD! Kinda tickly and
- soothing. My friend Flash Gordon has a chair that does something with your
- vertebrae that can seem obscenely pleasant. It's a bit like that. The
- possibility of virtual dildonics, however, is a topic of its own. I see at
- least ten years, probably more like twenty, of extensive research to get to
- a truly lifelike televirtual tactile experience. At a recent scientific
- conference in Santa Barbara, I met the head of the machine perception group
- at AT&T Bell labs, whose research goal is to find a way for AT&T customers
- to actually "reach out and touch someone" (although perhaps not as
- intimately as would-be dildonists fantasize).
-
- VIRTUAL WORLDS AND THE VIRTUAL COMMUNITY
-
- WHEN I STARTED traveling from one research site to another, and started
- collecting information about virtual worlds research, it became clear to me
- that the many different related subdisciplines necessary for building
- virtual worlds are proliferating information very rapidly - too fast for
- anybody to keep up. As a firm believer in the power of electronically
- mediated virtual communities, I proposed to Tom Furness that HITL sponsor a
- newsgroup on Usenet (WER #65, p. 112). This would have several benefits.
- First, it would serve as an informal channel for exchanging information in
- the VR research community, and a place to discuss issues. Second, it would
- make people in the field aware of each other's efforts. Third, it would make
- it easier to gather information for my book. I was already a
- participant-observer. I might as well just jump right into the field I'm
- trying to chronicle. I agreed to become the moderator of the new newsgroup,
- which is called scivirtual-worlds. If you have access to Usenet, you should
- be able to gain access. The following is excerpted from the statement that
- first proposed the new newsgroup, drafted by Bob jacobson at HITL:
-
- The Human Interface Technology Laboratory at
-
- the University of Washington proposes to host
-
- this newsgroup for the study of virtual-world
-
- phenomena. We believe that the coming proliferation
-
- of virtual-world phenomena, made possible
-
- by powerful virtual-interface technology,
-
- requires the scientific community served by
-
- Usenet to begin debating how this technology
-
- will be employed. Further, with additional research
-
- on virtual-world phenomena taking place
-
- at more and more research sites, and in a growing
-
- Press <CR> for more !
-
-
- number of fields - aerospace, medicine,
-
- entertainment, education, and science - it is
-
- imperitive that there be a forum where the outcomes
-
- of this research can be shared most widely.
-
- A virtual world " is a unique, intangible bu t
-
- highly designed information environment generated
-
- by a computer and transmitted by virtual interface"
-
- technology to a user who enters"
-
- the virtual world via appropriate sensory mechanisms.
-
- The virtual-world environment can
-
- be as complex as a three-dimensional "sense
-
- surround" comprising seamless visual, aural,
-
- and tactile cues; or as simple as a computer conferencing
-
- system. Virtual worlds are designed to
-
- increase the bandwidth of communication between
-
- the computer and the human being, to
-
- facilitate their interaction, and ultimately to
-
- improve the human being's understanding and
-
- performance. The subject of this newsgroup will
-
- be virtual worlds in all their aspects: the theory
-
- of virtuality, the technology that is being developed
-
- and employed to create virtual-world environments,
-
- the people and places working on
-
- virtual worlds, and the philosophical questions
-
- and social consequences attendant upon the
-
- emergence of this new medium of communication.
-
- The Laboratory intends to make available
-
- via Usenet a database referencing the items in
-
- its considerable library regarding virtual-worlds
-
- phenomena and research. The database is in
-
- preparation. An announcement will be made
-
- when this archive is publicly available. n
-
- ----------------------------------------------------------------------------
-
- Call THC BBS: +1 604 361 1464 HST 1:340/26 Over 6,200 Text Files!
- "Reach for the edges of your mind"
-
-