williamb@milton.u.washington.edu (William Bricken) (01/04/91)
Virtual Reality: Directions of Growth Notes from the SIGGRAPH '90 Panel Copyright (C) 1990 All Rights Reserved by William Bricken William Bricken Human Interface Technology Laboratory University of Washington, FU-20 Seattle, WA 98125 9/10/90 william@hitl.vrnet.washington.edu IX. COMING ATTRACTIONS Here are the coming attractions, what I believe will be available by the end of the decade: public domain VR software massive database access fabric of space negotiable group space conversational programming artificial life crossvalidation of realities HITL is electing to distribute its software in the public domain. We hope to create a context for the growth of an industry and for the understanding of alternative realities. We hope to encourage the evolution of a shared software and hardware environment which will permit researchers to share progress and results. The commercial marketplace can then improve on public work, selling value-added features like customer support, prebuilt worlds, faster hardware, better algorithms, realer time. VR requires a new approach to database management. We want to access massive databases such as Landsat as a function of our perspective, our location in the database. We expect to see interactive databases which we can explore through movement. Already waiting is the entire Earth to one meter resolution, the location of every aircraft and ship, large hunks of the Moon, the human body down to the resolution of a cell, the flow of the economy, the network of computation. We have digital worlds to explore. I have mentioned that space is an entity. Many interactions between entities can be expressed as internal processes of the spaces which include them. Gravity is a primary example; we can implement simplistic local gravity by decrementing the Z component of the velocity vector of each entity in a space at each time tick. Rules that apply uniformly to every entity in a space instead can be ascribed once to the space itself. The inclusive space enacts local gravity by owning the locations of the entities it includes. We want to be able to place fields in space, to have space maintain its local version of continuity, gradient, and metric, to build space-filling logics which branch as a function of location. One advantage of customized environments is that we will have to be explicit about what is shared. VR suggests an approach to cooperative work in a computational environment: rather than assume communality and specify differences, assume complete difference and specify what is common. It may turn out to be fun to build communal, consensual contexts, to negotiate the group space. One consequence of autonomous entities is that they can respond to our communications. With voice recognition, we will be able to speak to virtual entities as a means of programming their structure and behavior. "I want the green cube I'm looking at to double in size." The cube has a sensor for voice. Its rulebased disposition matches the vocal input to its own identity and to its size changing function. If you have permission, it changes itself to your specification. Another consequence of autonomous entities is that they may have their own agenda. The coupling of the behaviors of several entities could determine events. Rulebases that support emergent behavior are tremendously difficult to construct. We hope that the programmable environment of VR will provide autonomous entities with a context for the growth of interesting virtual life. Fundamentally, VR forms a new reality, at least to the extent that we are willing to relax our minds. We will need to calibrate the effects of transfer across worlds and across realities. VR is the first empirical tool of metaphysics, it permits us to compare realities, to ask which alternative reality is preferable for which tasks. X. RISKS Do virtual worlds pose significant risks? I have prepared a list of what I believe are the issues and problems for VR: descriptive confusion lack of experience cognitive remodeling fluid self sensory overload, sensory ecstasy power and control cultural adaptability VR is seeking definition, it could be anything from email to a fully surrounding, multi-sensory environment. We are struggling with appropriate comparisons. VR is not a drug and is not physically addictive. Drugs change our perspective from inside the body, VR changes our external environment. VR may well be psychologically addictive (that is, entertaining), just like all good media experiences can be. And there is that constant tension between physical responsibility and cognitive exploration. Is VR escapist? Escapism means seeking diversion from physical reality. VR cannot escape being escapism, VR is perfect escapism. Is VR theater, or interactive drama, or is it more than art? Is it scientific visualization, or physical simulation, or is it more than science? Is it financial modeling, or the perfect sales tool, or is it more than economics? It's a good idea to spend some time figuring out what VR is. To me, the greatest problem is that we have virtually no experience in VR. There are perhaps around ten thousand VR non-virgins. But I estimate that there are no more than fifty people who have spent twenty hours in VR. All of this excitement is purely conceptually, we have very little experience with what we are talking about. The first item on the VR agenda must be to construct and distribute hundreds of systems, so that many people can contribute to our understanding. We should know at least something about the cognitive effects of VR before it is a consumer item with the distribution of Nintendo. When a representative of MCC asked the lab the best way to invest two million research dollars in VR, the answer was clear: give away forty $50,000 systems. The most complex, and potentially dangerous, risk is what we are calling cognitive remodeling. Those who spend a lot of time in VR bring back to physical reality some strange habits, like navigating across a room by pointing, like bumping into walls cause they aren't just images, like dreaming in polygons. VR effects dreaming strongly, it seems to provide tools for control of the dreamlife from within the dream. VR changes mental models. Now, it is not dangerous that this is happening, cause all intense work produces similar effects. Anyone who has programmed all night will know that the programming slips into dreams. The problem is not that these things happen, it is that we don't have the faintest clue what is going on. We do not know the borders between virtual and actual. We have not yet had the opportunity to evaluate current theories of reality crossing. And how will we react when we are able to redefine our bodies, swap our perspectives, mix our senses. We will have the ability to map arbitrarily across sensory input, self-image, and behavioral output. What will a fluid self be like? We will need to understand the cognitive and behavioral effects of transportable perspectives, of programmable bodies, of synesthetic sensations, of exchangable body parts, of inhabiting arbitrary objects, of masslessness, of negotiable communality, of complete empowerment. Are there limits to the degree of warpage our senses can tolerate? This is, of course, an empirical question. What are the functional constraints of sensory modification for enhanced productivity, for enhanced enjoyment? Are there sensory pathways to insanity or to ecstasy? Just which side of the monitor do you stand on? We have been discussing a domain which emphasizes personal freedom. VR could be used for horrible purposes, but that negative assumes that we are strapped to a chair. So long as each individual has the freedom to reach up and turn off the experience, VR itself is quite benign. But how will authority respond to this frontier? VR is interactive, but will I have the right to remove the virtual arches in my prebuilt reality given away with each hamburger? Are advertisements from the creator necessarily non-interactive? Where are the edges of property and ownership in a world which is digital? Will there be commodities? What are the rights of autonomous computational entities? Will there be stability? Will there be a Virtual Environmental Protection Agency? I don't know, but I certainly look forward to negotiating the communal rules of personal responsibility in cyberspace. The biggest issue is how our culture will respond to this new reality. We have amassed hundreds of years of favoritism for the objective, the scientific. Our values, ethics, and aesthetics are predisposed toward Objectivism. Is VR a better place for transacting information? How will physical reality react to competition? What will socialization without material consequence be like? What kind of intimacy will arise from explicitly penetrating world views? What kind of cultures will arise when the VR network is standardized? Are we like Columbus, discovering a completely new land in an unexpected place? Is living in VR necessarily pathological? These are indeed exciting times.
james@TWG.COM (James Marshall) (01/17/91)
William Bricken says: > > [talk about the psychological and social dangers of VR...] > I agree absolutely, and more so. I think the potential danger of VR cannot even be imagined today. I never say much about it, because then I'm perceived as an anti-technologist (which I'm not). It's encouraging to hear other people discuss it. Truly, I think VR can be amazing. It gives us tremendous power over our environment. History has shown this power to be both rewarding and dangerous. I think any forum on VR should spend some of its time researching these potential problems. Hopefully, this will cause a firm social foundation for VR. Compare our situation to that of nuclear science 50 years ago. There was no social or philosophical preparation for its entry into the world, and the results are easy to see. Hopefully, we can avoid any crisis situation that might arise with VR (call me crazy, but I believe that much in the power of VR). Gotta go. Iraqi war started on the radio. -James Marshall james@twg.com