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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