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- Subject: Inside Virtual Reality by Jeremy Wolff
- Summary: The Myth of Transparency and the Myth of Reflection
- Reposted from ECHO's Conference on Virtual Reality:
- Jeremy Wolff 24-JUN-90 19:18
-
- Inside Virtual Reality
- (The Myth of Transparency and the Myth of Reflection)
-
-
- A couple of weeks ago I spent two minutes inside a virtual
- reality. I put my hand into the dataglove, the heavy, hardwired
- goggles were lowered over my head--and suddenly I was through the
- screen and into a computer-generated environment. A checkerboard
- plain surrounded by a green field stretched to a blue horizon. When I
- turned my head, I could see the rest of my computer-animated world:
- red pyramids and yellow columns, a floating grey box, a toy car and
- airplane, a balloon overhead. Responding to the movements of my hand
- inside the dataglove, my virtual hand, yellow, disembodied, floated in
- front of me. Pointing with my index finger made me to fly to an
- object. I could grab the car or the plane and move it to a new
- position. Or look up at the balloon overhead, point to it, and fly
- upt, the checkerboard plain receding below me. I flew through the
- balloon into an unseen cityscape. Out of the balloon, arcing over
- the more familiar plain and back down to the solid surface of my
- virtual world.
-
- I took this trip at a press conference before a lecture and
- demonstration advertised as "FROM PSYCHEDELICS TO CYBERSPACE." The
- show, April 30 at NYU's Loeb Student Center, featured Sixties LSD guru
- Dr. Timothy Leary, author and conspiracy-theorist Robert Anton Wilson,
- and the first public demonstration of Virtual Reality (VR) technology
- on the East Coast. I had been fascinated with the concept for months,
- and when I heard this road-show was coming with the real equipment, I
- made sure I got to try it.
-
- Virtual Reality (sometimes called artificial reality or
- Cyberspace) is hardware and software that puts you inside a
- computer-generated graphic world. The goggles (or "eyephones")
- position two TV monitors before your eyes, aligned to create a 3-D
- stereoscopic image. When you turn your head to "look around," your
- head movements are tracked electronically and the computer alters the
- image before your eyes accordingly. The illusion--the experience--is
- of a complete, 360-degree environment you can look around at and move
- through.
-
- After two minutes of tooling around in VR I was pretty spaced
- out. (That is the correct term.) But I felt proud and ripe for the
- future when Eric Gullichsen, President of the SENSE8 Corporation of
- Sausalito, CA, whose equipment this was, told me I was a good pilot.
- Gullichsen is a demure and clear-speaking 30- something young man with
- a scraggly beard and a very long blonde ponytail.
-
- Recent VR systems required half-million-dollar computers to drive
- their software; Eric's "Desktop Virtual Reality" prototype is run by a
- Sun Sparkstation, a $12,000 dollar computer now selling as fast as the
- top-end Macintosh, and which Eric predicts will be down to $5000 by
- the end of the year. [5/13: A woman at SENSE8 says Sun announced last
- week it was dropping the price of the Sparkstation by $5-6000.] The
- dataglove he uses gives an even better idea of how fast this stuff is
- moving out of the lab and into our lives. A year ago, Eric's demos
- used a prototype that cost $8000. Now he works with a
- "Powerglove"--made by Mattel for Nintendo. It sells for $79.
-
- Even with a lot of power behind it, SENSE8's VR is about as slow
- and low-resolution as it can be to work at all. But you still get a
- sense of the possibilities. It's not so much that the experience
- doesn't live up to the hype: more that the experience is hard to
- connect with the amount and variety of hype.
-
- Doing It was brief, unique, somewhat ineffable. The hope,
- hysteria and hypotheses that have arisen out of the concept of VR is
- what the rest of the event at NYU was all about: several hours of
- dreams and visions, tech-talk and peptalk on what this stuff is for
- and what it will do. My two-minutes' experience aside, you can't help
- but feel Something's Up, just from the assortment of strange
- characters and corporations clammoring to jump, or at least keep an
- eye, on the VR bandwagon.
-
- Representing psychedelics at the "From Psychedelics to
- Cyberspace" show was Dr. Timothy Leary, the former Harvard Prof. and
- Acid-activist, now willing to commit his career-long utopian dreams to
- this straight, labcoat technology. (The work of nerds!) Age 70, he
- comes bounding on stage, energetic and radiant, in brand-new white
- Adidas and a sharp suit sporting a "Just Say Know" button (for sale,
- $2). His ramblings have slowed, but you still have to pay attention
- to follow the playful and curious threads of his thinking. Among many
- other things, he's here to contend that 90-percent of the engineers
- and programmers creating the current personal-computer revolution are,
- like Steve Wozniak and Steve Jobs (the founders of Apple Computers),
- veterans of psychedelics. That Silicon Valley is a stone's throw from
- Berkeley and the Haight, he says, is no coincidence.
-
- Technology (of all things) is allowing Leary to speak in a new
- and more accessible way about the benefits of altered consciousness.
- He thinks the experience of these computer- generated realities breaks
- down the "straight" idea of a Real World or an Absolute Reality as
- much as the LSD experience did--but without the stigma of "Drugs,"
- which has always prevented Leary's theories from being taken
- seriously. Instead of sounding like a chemical prophet, he's talking
- about technology and innovation and competition, almost like some Lee
- Iacocca-type on TV, "Working to make America great again."
-
- During the show, Leary was the first to demonstrate the goggles
- and glove. He was strapped in by Gullichsen, then took off, twisting
- his wired head around, giggling, and squirming in his chair as he
- glanced, pointed and flew through his imaginary world. "Whoa-ho,"
- came his self-mocking laugh, "I've been here before!"
-
- "PSYCHEDELICS TO CYBERSPACE" pulls virtual reality into the realm
- of drugs, and also into the world of Science Fiction: "Cyberspace" is
- sci-fi writer William Gibson's word for his conception of VR. Gibson
- posits the ultimate interface--what he calls being "jacked in": a
- direct link from machine wires to human nerves and brain. In the
- world revealed in his 1984 novel Neuromancer, Gibson's characters can
- jack into cyberspace--a computer-generated visually abstracted matrix
- of information--or into the live or recorded senses (the "sensorium")
- of another person.
-
- Gibson's vision, and his role in the development of the concept
- and consequences of VR, is taken very seriously; his name comes up in
- every VR speech, and the scientists talk like he's one of the boys.
- Gibson's idea of a direct interface is beginning to happen (in work
- with damaged hearing, experimenters are connecting microphones
- directly to auditory nerves); current VR technology is not direct, but
- tries to make the human-computer interface transparent (that is,
- perceived as direct). The effect is to put "you" (some part of you,
- some ratio of your senses) into an artificial world that you can
- actually move through and operate within.
-
- "Artificial Reality"--the first term used to describe computer
- and video environments--was coined by author-inventor-engineer Myron
- Krueger in the early Seventies, and is the title of his seminal book
- on the subject. Written in 1972 but not published until a decade
- later, Krueger's Artificial Reality presented all the major concepts
- guiding today's VR investigations, including the idea of a dataglove.
-
- Krueger, hailed by all present as the "Father of Artificial
- Reality," was the first speaker. "I feel a little like Rip Van
- Winkle," he said, "except that it's the rest of the world that's been
- asleep for 20 years." A good-looking, square-jawed, clear- eyed
- American, he could be your milkman or your mayor, or your math
- teacher. He has the down-to-earth practicality of someone who, in his
- words, "knits computers," but he too talks about science fiction's
- role in real-world breakthroughs: "I don't read as much now, but when
- I was younger I read everything. I used to believe it when someone in
- this field said they hadn't read science fiction; I used to believe
- it, but I don't anymore. I don't think it's possible."
-
- Conspicuously absent was the best known and most publicized of
- the VR pioneers: Jaron Lanier, a 29-year old white rasta and high-
- school drop-out distinguished by his long dreadlocks and his NASA
- contracts. He makes the most mystical claims for VR, which might not
- be taken seriously were he not ahead of everyone in VR software and
- hardware and working for the government. Jaron (everyone here invokes
- the demi-diety on a first-name basis) sees VR having therapeutic,
- ritual uses--in the way of psychotropic drugs in shamantic tribes. A
- recent Wall Street Journal article on Lanier offered these brave but
- tentative subheads: "COMPUTER SIMULATIONS MAY ONE DAY PROVIDE SURREAL
- EXPERIENCES," and, "A KIND OF ELECTRONIC LSD?".
-
- You get a sense that Leary and Wilson are hitching their old
- messages to The Next Big Thing. But, in fact, the connections they're
- making hold remarkably well. One message is that VR does what
- psychedelic drugs do. Another message is political: how electric
- communication will break down the fascist control of centrist
- governments. "It was electrons," Leary says, "that brought down the
- Berlin Wall".
-
- Politics, drugs, science fiction, philosophy, and mysticism are
- just a few of the fields and factions inspiring and being inspired by
- the cutting-edge technology and scientist-inventors of Virtual
- Reality. The range of these factions parallels the range of
- implications of the concept: When consciousness is extended by
- electronics, science and philosophy are in the same room, and there
- are ramifications everywhere in between.
-
- Leary, Wilson and Gullichsen each referred to VR as part of an
- electronics revolution that will change television from a passive to
- an active medium--the Viewer will no longer be in the thrall of the
- broadcast monopolies, whose centralized control stems from the current
- state of TV technology (i.e., TV is cheap to receive, but only a
- government or big corporation can afford to produce and broadcast).
- That's changing, with cheap VCRs and portable cameras; with cable, and
- especially fiber-optic cable, which will increase television's
- interfaces with computers. All of these new forms (including, soon,
- VR) give the individual more control and choice as to how to use the
- medium. Strictly speaking, "Television" as a medium is visual
- electronic information; your Mac is as much a TV as your Sony.
- Television will no longer be just a receiver for a centralized
- broadcast medium, but one component of an interactive, computer-based
- communications network.
-
- "VR is a network like the telephone, where there is no central
- point of origin of information," Jaron stated in a recent interview in
- the Whole Earth Review. "Its purpose will be general communication
- between people, not so much getting sorts of work done." He's already
- created a "Reality Built for Two" (RB2), a virtual space in which two
- people interact.
-
- Virtual reality is like the telephone medium, which opens a new
- realm for human interaction but doesn't affect the content, i.e., what
- you talk about. The technology of VR per se has nothing to do with
- what you create or do within it. But whenever I explain the concept
- of VR to people, they have strong reactions to it. Fear is common, a
- kind of Brave New World/1984 paranoia. A professor I described this
- stuff to waxed rhapsodic about how it signals the end of the
- mind-brain duality, creating a sort of spiritual or mystical
- materialism. (John Barlow has published an article on VR called Being
- in Nothingness.) Leary and Wilson look into VR and see a
- technological utopia. Others dream of its pornographic
- possibilities--virtual sex-partners. A visionary- rebel like Lanier
- is drawn to mystical ends; as the Wall Street Journal observed, "[His]
- obsession with Artificial Reality seems to reflect his dissatisfaction
- with conventional reality."
-
- These are all understandable human reactions. Every new medium
- works like a mirror, reflecting back some part of ourselves. (The
- telephone, in this sense, "reflects" our speech and hearing.) VR is a
- mirror that reflects our entire consciousness--which might explain
- some of the extreme reactions it's eliciting. These reactions reveal
- something of the general resonance of the new medium, but more than
- anything specific about what VR does, these reactions reveal us.
-
- Marshall McLuhan addressed this phenomenon in Understanding Media
- (1964), labelling it "Narcissus as Narcosis." In the myth, Narcissus
- falls in love with his own image, unaware that it is his reflection.
- He is numb or blind to an extension of himself, and remains unaware of
- the medium operating on him, in this case, a reflecting pool. With
- any new medium, we are entranced by its content--which is an extension
- or reflection of some part of ourselves--but remain numb or blind to
- the operation of the medium itself. We are able to look through or
- conceive into a mirror because it extends our sense of sight--but it
- is impossible for us to focus on or perceive the surface of a mirror
- (the place where its technology is operating) as a two-dimensional
- plain.
-
- The thinking of McLuhan (who was dubbed "the Media Guru" around
- the same time in the Sixties when Leary was being accorded guru-status
- for his work with psychedelics) lurks at the edges of a lot of the
- ideas VR is inspiring. Like Gibson's, his name came up several times;
- Gullichsen quoted McLuhan--"In the future we will wear our nervous
- systems outside our bodies"--as a preface to demonstrating his
- data-goggles and glove. And Leary later mentioned and gave a good
- illustration of McLuhan's best-known maxim, The Medium Is the
- Message: "When Moses came down from the mountain with the Word of God
- carved into those marble tablets, let me tell you, boys and girls,
- those were not suggestions...."
-
- McLuhan prefigured the electronic extension of consciousness more
- than 25 years ago: "Having extended or translated our central nervous
- system into the electromagnetic technology, it is but a further stage
- to transfer our consciousness to the computer world as well. Then, at
- least, we shall be able to program consciousness in such wise that it
- cannot be numbed nor distracted by the Narcissus illusions of the
- entertainment world that beset mankind when he encounters himself
- extended in his own gimmickry."
-
- All the reactions to VR (the "Narcissus illusions") say nothing
- about how this particular mirror works or why our brains are able to
- conceive into and make from this mass of electronic information a
- space that is perceived as real.
-
- VR technology does not create "reality" in any sophisicated way;
- in fact, it works in the most unsophisticated way, revealing to us our
- simplest perceptual illusions. The "space" one enters during the VR
- experience is not visually sophisticated; rather it takes advantage of
- our inclination to conceive three-dimensional space out of two
- dimensions. In the West, we have been trained to see depth in the
- simplest two-dimensional drawings if the lines of perspective are
- right. We perceive depth in a line-drawing of a cube (the classic
- "optical illusion"), but this is a relatively recent technical
- development (perspective drawing is a Renaissance invention). The
- effect will not work in a tribal society whose visual perceptions have
- not been trained in this way.
-
- Myron Krueger: "What VR does is highlight the status of
- artificial experience which we already have lots of." Jaron Lanier:
- "The reason the whole thing works is that your brain spends a great
- deal of its efforts on making you believe that you're in a consistent
- reality in the first place. What you are able to perceive of the
- physical world is actually very fragmentary. A lot of what your
- nervous system accomplishes is covering up gaps in your perception.
- In VR this natural tendency of the brain works in our favor. All
- variety of perceptual illusions come into play to cover up the flaws
- in the technology."
-
- Entering SENSE8's "flawed" virtual reality on April 30, 1990, was
- the culmination of an exactly nine-month gestation period whose
- conception was my first encounter with the idea of electronically
- extended consciousness in the real world. From then on it was as
- though I was being bombarded by the concept, and from so many diverse
- angles that it was impossible to ignore. It started on August 1,
- 1989, when I read an article in the "Science" TIMES about a device
- called a teleoperated robot. The operator of the robot moves two
- mechanical arms that move, remotely, a robot's arms. A helmet covers
- the operator's head, with speakers by his ears and two small video
- monitors before his eyes--with which he "sees" and "hears" via the
- video-camera eyes and microphone ears on the robot's head. The
- technology allows delicate and dangerous work (like disarming a bomb)
- to be done from a safe distance. The term "telepresense" has been
- coined for the perceptual illusion: "The closer you come to
- duplicating the human experience, the more easily your mind transposes
- into the zone as though you were there," operators say. "You forget
- where you are."
-
- "Telepresence" got me, and the idea that "your mind transposes
- into the zone as though you were there." This was the first real
- example I'd come upon of what McLuhan had predicted more than 25 years
- ago, the electronic extension of consciousness or electronic direct
- experience. (Like VR, telerobotics puts your consciousness
- elsewhere.)
-
- Shortly after, a Seattle computer-jock friend of mine asked if
- I'd heard about Virtual Environments, and it was from him that I first
- learned of the goggles and glove and suit you could wear to see in and
- move around a computer-generated space.
-
- The next time I encountered the idea was in the unexpected
- context of an interview with Jerry Garcia in ROLLING STONE (Nov. 30,
- 1989). "Have you heard about this stuff called virtual reality?" the
- lead-guitarist for the Grateful Dead asked his interviewer. He went
- on to describe the idea quite cogently, and also to connect it with
- psychedelics: "You can see where this is heading: You're going to be
- able to put on this thing and be in a completely interactive
- environment...And it's going to take you places as convincingly as any
- other sensory input. These are the remnants of the Sixties. Nobody
- stopped thinking about those psychedelic experiences. Once you've
- been to some of those places, you think, 'How can I get myself back
- there again but make it a little easier on myself?'"
-
- Then I was given Neuromancer--Gibson's sci-fi novel (and I've
- never liked sci-fi) that introduces and explores "Cyberspace"--and a
- copy of the interview with VR-pioneer Jaron Lanier. Reading Gibson
- and Lanier at once, I was startled by how close sci-fi and fact had
- become.
-
- Appropriately, it was via ECHO, a new computer bulletin-board,
- that I found out about "From Psychedelics to Cyberspace." I'd joined
- ECHO a couple of weeks before; getting a modem and entering the world
- of telecommunication transformed my computer from a typewriter to a
- tool for putting ideas online in real-time, a new medium for
- conversing with a group of unseen others, like me, typing down the
- telephone lines.
-
- VR is the beginning of another new medium for human
- communication--huge amounts of processed digital information used to
- create the bare-bones of what our brains perceive as "reality." What's
- new is that this realm of information is encountered as experience.
- The content of the telephone medium is speech; the content of the
- television medium is movies and drama and talking- heads: with the
- telephone or TV, you are aware of the inside and the outside--of the
- medium and its limits, and of the real world that surrounds it. The
- TV or telephone experience does not exist separate from its entrancing
- content (which is itself a different medium, what McLuhan calls "the
- juicy piece of meat carried by the burglar to distract the watchdog of
- the mind"). In VR, there is no such duality. You know it's not
- "real," and when the perceptual illusion works, you are just Being
- There. The content of virtual reality is not speech or action or any
- other visual or auditory medium. The content of VR is consciousness.
-
- This sets up a basic question about the difference between
- information and experience. Information--the kind that comes from
- other people or books or movies or TV--is mediated experience. It is
- not like the Real World--the real, direct experience of things that
- surround us. VR is also information, but it is perceived as
- immediate; that is, it is not mediated or digested or translated-- it
- is just "lived." If "experience is the only teacher," it was the
- experience of psychedelics that taught many people, in a profound and
- direct way, the limits of "reality." The experience of VR can teach
- that too, and many other things.
-
- Playing a video-game or reading a book or watching TV or a movie,
- there are times when you are unconscious of the medium, when you are
- immersed in its content (when "the watchdog of the mind" is chewing
- that meat). At other times you are aware of the television or the
- book's boundaries. Within a virtual reality, there is no such losing
- and regaining awareness of your state. You are aware of its unreality
- and perceive its reality at the same time and all the time. In fact,
- in VR you have a heightened awareness of perceiving reality in an
- unreal system. Your consciousness it at once the perceiver of VR, and
- its content.
-
- All of which is thrilling to ponder. But if this stuff is going
- to develop on a mass scale, it has to get there via some marketable,
- real-world applications. Many people think VR will be carried through
- this intermediate phase by applications in pornography, as was the
- case with the VCR less than ten years ago. (Add some sort of
- force-feedback or tactile response system, and every sort of inter-,
- trans- and multi-sexual interaction could be programmable: safe sex,
- indeed.)
-
- Krueger and Gullichsen, guys on the practical, hands-on, I-
- need-funding side, are working to come up with simple, high-concept
- applications that even America's short-sighted venture capitalists can
- understand. This sets up some strange situations (since they are
- courting business partners but depend on frontmen like Leary to bring
- in the crowds and press), like when these older corporate guys in
- suits arrive en masse to check-out Gullichsen's gear.
-
- They look like money; like their good graces could shower SENSE8
- with contracts and options. They struggle with the eyephones and the
- glove. They did not grow up with TV--they are not good pilots. Eric
- is deferential and cogent and clear, trying to dispel with his manner
- any doubts his long blonde ponytail and rough beard might cast. And
- then the suits have to sit through the lecture, surrounded by
- college-age Trekkies and every stripe of New Age huckster (a man
- selling "psycho-active soda" for three dollars a cup), and listen to
- Leary and Wilson make fun of Bush, Quayle and the drug-addict Drug
- Czar.
-
- Gullichsen does his best to talk toward the most mundane
- applications: Imagine an architect showing a client around a
- "virtual" building (it's been designed but not built). The client
- wants to see how it looks with bigger windows, so the architect, in
- the virtual world, can reach over and enlarge the windows with his
- hands. Another area he talks about is education--the Defence
- Department's use of VR in fighter-pilot training is probably the most
- sophisticated form now in practical use. A related application, the
- first one we're likely to see, is in entertainment, VR video-arcade
- games.
-
- Krueger has one device that's so basic and useful, it seems
- inevitable. Simply put, it allows you to use your unencumbered hands
- to do anything a mouse does--access menus, draw pictures, move text,
- etc. (Of course, this isn't VR, you don't put goggles on and put your
- head inside. But it should make Krueger rich while he waits for the
- technology of the goggles, and the 3-D imaging and computers that run
- them, to catch up to his ideas.)
-
- Leary, not surprisingly, flies off into the future, imagining VR
- as some kind of holographic telephone. "You'll call up your friend Joe
- in Tokyo and say, Where do you want to meet today? and press some
- buttons and the two of your are strolling in Hawaii, or meeting in a
- cafe in Paris or on top of Everest, or joining Aunt Ethel for tea in
- Idaho."
-
- Jaron Lanier seems to have the most developed ideas about how VR
- will function and where it will be relevant. He talks about
- handicapped people experiencing full-motion interaction with other
- people, and tele-operated mircorobots performing surgery from within
- the human body. But he also builds on Leary's dreams of the
- therapeutic uses of psychedelics as tools for exploring the
- unconscious mind.
-
- "Idealistically, I might hope that VR will provide an experience
- of comfort with multiple realities for a lot of people in western
- civilization, an experience which is otherwise rejected. Most
- societies on earth have some method by which people experience life
- through radically different realities at different times, through
- ritual, through different things. Western civilizations have tended
- to reject them, but because VR is a gadget, I do not think that it
- will be rejected. It's the ultimate gadget.
-
- "It will bring back a sense of the shared mystical altered sense
- of reality that is so important in basically every other civilization
- and culture prior to big patriarchal power. I hope that that might
- lead to some sense of tolerance and understanding." Jaron envisions
- the VR experience, potentially, functioning like an Amazonian
- shamantic drug ritual for the electronically re- tribalized Global
- Village.
-
- When considering these predictions and dreams, it's important to
- remember the stage all of this is at. People at the show were asking
- how VR would help the Homeless and what good it would do for babies
- dying of AIDS in Africa. This would be like asking Alexander Graham
- Bell in 1870 what the telephone was going to do to stop the
- Franco-Prussian War.
-
- VR is now at the Wright Brothers stage, the thing's sputtering
- and popping and just barely getting off the ground--and everyone's
- trying to predict what moon-rockets will be like. Back then, instead
- of William Gibson, you had Jules Verne's sci-fi model; and in sixty
- years we did walk on the moon. But who could have imagined any of the
- mundane and earth-changing reality in between-- 747s and People's
- Express and plane-food and in-flight movies and jetlag? Who, looking
- at television in the 40s, could have predicted Watchman TV or
- palm-size video cameras or the worldwide resonance of seeing Tiananmen
- Square on CNN? And the speed of the computer revolution is on an
- altogether different scale.
-
- If cars had progressed at the same rate, they'd cost $10 and run
- for a lifetime on a tank of gas. In ten years flat we've gone from
- 4000 to 4 million transistors on a thumbnail chip, and the power is
- quadrupling every two years. At this pace, science fiction like
- Neuromancer becomes a myth of the present. The technology has
- progressed faster than our ability to even imagine what do to with it;
- it's almost as though it has appeared magically and full-grown in our
- midst. The VR toys now being demonstrated barely scratch the surface
- of the brain-extending fun and games possible when creative thinking
- gets applied to this new and limitless computer power. Hold tight:
- the unimaginable future of virtual reality is only a few years away.
-
- 16.5.90
-
- Comments, criticism appreciated. This is not copyrighted. It is, in
- fact, open to wholesale theft.
-
-
-
- --
- Patt Haring patth@sci.ccny.cuny.edu
-
- "The harder you fall, the higher you bounce."
- -- American Proverb
-