[sci.virtual-worlds] Any report on Bay area SIGGRAPH meeting?

rcd@ico.isc.com (Dick Dunn) (06/01/91)

Is there anyone who could give a synopsis of the Bay area SIGGRAPH
meeting last Tuesday (which was announced in sci.virtual-worlds)?  I'm just
curious whether there was anything of note.

-- 

GENOL%UCCMVSA.BITNET@uccvma.ucop.edu (Genevieve Engel) (06/03/91)

I took pretty sketchy notes at the Bay Area SIGGRAPH meeting
so a lot of this is from memory.  But since someone asked...

Jaron Lanier was first up (after a lot of really bad banjo
player jokes had warmed up the audience) and he had a tape of
some sample VR sequences.  An interesting thing he noted was
that the image of the pointing hand representing the position
of the user's glove suffered by not having an elbow attached.
Apparently it is better for the user if the image includes
an elbow.

Lanier noted that he was getting a little bored with his
social-implications-of-VR rap and wouldn't mind talking more
about the software architecture.  A thought for any of you
who would like to organize an architecture discussion.

Nevertheless, he spoke for a few minutes in a pretty upbeat
way about his view of VR's place in the world.  One of the
things he likes about VR is that it's a different medium from
television; television contains too many implicit messages that
you don't even notice since you forget what you've watched as
soon as you've seen it; your body remains immobile while your
nervous system is invaded (in this and all future statements I
may make about what people said, bear in mind these are not
exact quotes, and if they sound loony it's probably due more to
my sketchy notes than to any inherent looniness on the part of
the speakers).  VR, in contrast, is intrinsically interactive
and is a much better medium for making the most of the creativity
of anyone using it.  He stressed several times that all people
are creative, and said that in his experience this really comes
out when they get involved in VR.  He had an example of some kids
who were working on a virtual world building project and who
came up with some really fantastic stuff.

Lanier said he views VR as less corruptible than other media
such as TV because the producer of the medium cannot impose a
view upon the user.  In other words, if you force someone to see
something they weren't pointing their head at in the virtual
world, you make them nauseous and it just doesn't work when you
make your media consumers throw up.

Basically, he said interactivity was the important thing about
VR, ideally in the form of networked VR that allows people to
communicate with each other without the restrictions of other
communications media (e.g., if you wish to present yourself to
others as a lobster, you may do so, thus avoiding the problems
of people only being able to see the most obvious side of you
when you are in your "normal" human form and attire).  He saw
great potential for creativity, imagination, and communication
as hardware prices come down and true home VR comes on the
scene.  Asked how long he thought it would take for VR to get
out into the world, he speculated that public VR installations
would be prevalent in the next 5 years, home VR would come into
being in about 10 years, and a real VR "culture" would take 30
to 50 years.

He views industrial or commercial VR as being primarily
simulation (this was the emphasis of a couple of scenes on his
tape, which were from projects done for an office designer and
a subway designer), whereas nonindustrial VR would emphasize
shared communication and be more about imagination -- precisely
NOT just simulation.

Lanier seemed to have a little bit of fatalism about the future
of VR -- it was going to become a big thing in the culture,
whether or not it was good in itself.  On the other hand he
thought it would certainly be better for the culture than TV.
He thought it would enable a kind of communication that doesn't
rely on generic symbolism but instead brings out individual
expression.

Brenda Laurel then spoke.  First she hyped her book, whose title
I didn't catch but which I later found out was "Computers as
Theatre," finding out at the same time that she was the editor
of Apple's excellent guide to user interface design (The Art of
Human-Computer Interface Design -- if you're more of a SIGCHI
type, like I am, than a SIGGRAPH type, you will find this
indispensable -- pardon the blatant plug, but I must say Laurel
rose in my esteem when I realized she was the editor of that
bible).

Laurel was less optimistic about VR as an incorruptible enabler
of human creativity.  She was pretty chilled with the way
video games quickly became geared toward 14-year-old white boys
to the extent that fifteen years later, it is still a rarity to
find anyone willing to publish a SimCity.  She warned that if
artists and other people interested in bringing creativity to
VR don't immediately stake a claim on the field, it has every
potential for going the way of video games, citing Battletech
and W Industries' video.

She went into some of Marshall McLuhan's observations about
"cool" and "hot" media -- hot media being things like TV which
so envelop the user in experiences and detail that the user is
left "cool" or uninvolved, and cool media being things with
lesser resolution that leave more to the user's imagination and
thus more involve the user.  In other words, a lot of the same
themes as Lanier was citing earlier.  Both of these people seem
to have gotten into VR partly as a reaction to TV!

Laurel questioned the push to develop highly realistic VR,
in light of the hot/cool question.  She wondered whether a
photorealistic VR would really be of any use in letting its
users be creative and direct their own experiences.  She saw
a drive towards photorealism also occurring in standard video
games but said that in VR this would be even more pernicious
since it would be multisensory.

My notes then say that Laurel envisioned the future of VR as not
just liberating the individual imagination, but liberating social
interaction in networked VR.  See lobster paragraph above.

Laurel made what I thought was a rather oddly interesting
point quoting Timothy Leary saying that VR had to get the
cognitive psychologists out and the transpersonal psychologists
in.  For one thing, I am totally unaware of cognitive
psychologists being substantially involved in VR at all, but then
I don't know what cog psy is doing.  For another, even if any
of these people are involved this can be taken only as a metaphor
for a need to reduce the involvement of analytical design and
increase the involvement of communicative design in VR (by which
I mean, create virtual worlds that are more open to interpretation
and less circumscribed by other people's ideas of what is going
on in the user's head).  If anyone else has another idea of what
exactly the Leary quote was about, let me know -- my notes, as
ever, are sketchy on this point.

The most interesting part of the session was the question-and-
answer afterwards.

One especially interesting comment came from someone who had been
at the VR lab at UNC who said everyone preferred the tank
simulation to the desert island there -- didn't that prove
people wanted conflict and structure, not open-ended "nice"
VRs?  [It seemed to me to prove that most people wanted anything
but a desert island -- is that too simplistic a view or what?]
Lanier responded that the fluidity or nonlinearity of VR allows
conflict without getting stuck in specific structures as in TV
or video games.  The examples he gave included putting your hand
through someone's head without actually injuring them.  [Seemed
kind of violent to me but it does open up a whole new
interpretation of violence.]  Laurel said constraints would be
necessary but that top-down control by the VR designer would be
impossible and undesirable.  In the discussion of constraints
Lanier preferred to speak of standards, in which for
example two people would not be able to do two contradictory
things to an object because there would be conventions about
what one person could do with an object already being used by
someone else.  Lanier and Laurel seemed to agree that there was
a need for some kind of standard to avoid disorienting people
completely, yet when Laurel said some kind of constraints
would be needed, an audience member said "Yes, Mommy."  [Shall
we take this as an agreement with the preference for the
word "standards" rather than as the stupid remark of someone
who didn't understand what was going on?  Well, no, it was
really the stupidest remark of the whole show.  In fact it made
me ponder the whole concept of women in VR.  Having in a previous
job been something of a hardware person myself, it still throws
me off when people continue to view women as non-hardware and
therefore mommy ... or something ... I still can't figure it out.
It still isn't anywhere near as bad as in the auto parts
business but obviously it p***es me off!]

Someone asked what is it that makes VR VR ... something of the
same thread that was on sci.v-w a while ago.  Lanier basically
said it was a cultural thing [implying the communication aspect
I guess] and kind of dismissed the question as "if you have to
ask..."  Laurel viewed it as more of a threshold:  if you use
an optical and a kinesthetic interface together, the impression
of an alternate reality is then formed.

Laurel mentioned that it would be a good idea to incorporate
AI to react interestingly to the VR user's actions.

Lanier responded to a question about the use of tactile
feedback mentioning that currently both audio and shadow are
used together to simulate boundaries in the absence of a
tactile boundary.

Laurel said, on the topic of media involving or discounting
your body, VR was "a heinous medium" for those who didn't like
their bodies because it involves your body so much.  I would
have thought the opposite -- that VR is most notable for allowing
you to forget about the real state of your body.

The prospects of VR as an aid to disabled people was brought
up pretty late in the question-answer period and was thought by
Lanier and Laurel to be a pretty obvious application; any other
ramifications for the disabled weren't really discussed.

All in all, both Lanier and Laurel seemed to be pretty mellow
yet very enthusiastic.  As for what their companies are doing
VPL is getting involved with establishing entertainment VR
centers (along with their usual simulation work) and Telepresence
Research is getting artists involved with building virtual world
environments.  The upshot being, send your resume to VPL but
don't hold your breath, or if you have an art/theater background,
send your resume to Telepresence and you may get a part time
job.

Genny Engel
GENOL@UCCMVSA.BITNET  <-preferred
gen@magnum.ucop.edu   <-slower response - last resort