williamb@milton.u.washington.edu (William Bricken) (01/07/91)
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 XI. EVOLVING PHILOSOPHIES We have come very close to talking about philosophy, so here are some comments on philosophical concepts: situated semantics pervasion immaterial realism constructivism boundary mathematics more than reality Situated activity is a growing school of thought in AI. The idea is simple: what we do depends on our environment as well as our internal state. We react and respond, constantly bringing external context into our interpretation of the moment. Currently, symbolic logic is split in half, between syntax (representation) and semantics (meaning). Syntax is strictly formal, it has no basis in experience. Semantics attempts to connect syntactic symbols to the reality of the world by mapping representation onto meaning. The problem is that it does so without regard to context external to the formal symbols. Since environments necessarily introduce external unknowns, standard semantics is just too literal. Situated activity is an attempt to build a theory of context. VR, in comparison, is totally situated. By defining natural behavior as the rules of interaction, by displaying recognizable spatial structures as output, by providing context in toto, and by including the participant, VR redefines the relation between syntax and semantics. Semantics, what we consider to be anchored to reality, is displayed directly as (virtual) reality. Syntax, the symbols that guide computational activity, is hidden in the background, out of sight. Environments include their participants, they pervade their contents. Pervasion is a non-dualistic concept, more familiar to Buddhism than to Christianity. A pervasive space is one which is diffused throughout every part of itself, including those parts occupied by other spaces and objects. Objects themselves are those boundaries of spaces that we can sense. When we look at the container of an environment, from the outside, we see that it surrounds a portion of space. The important point to understand is that environments focus our attention on a particular portion of space, they do not separate space into two opposite parts. The outside space still pervades the inside space. For VR, the physical pervades the virtual. When we enter a virtual world, we always bring our physical body. VR is not a separate reality, in a dualistic sense, it is a pervaded reality. The shift from duality to pervasion is from networks to maps, from separation to unity, from confrontation to cooperation, from male to female, from one to zero. The Copernican revolution introduced a physics that differed fundamentally from appearance. VR introduces a metaphysics that differs fundamentally from the material. At the foundation of Objectivism is an attempt to be realistic about the material world. VR calls for immaterial realism, for being realistic about information. The currency of VR is organization, not possession, not accumulation, not territory. All laws are transmutable, we can satisfy fantasy rather than fact. It is science itself that is redefined. In VR, we can choose to be reductionalist, but at the bottom of it all, there is not Mass or Nature, there is the Void. VR is representational, but not a priori rational, empirical, or verifiable. VR is illogical positivism: if you can specify it, it is meaningful. All empirical hypotheses are true. Another fundamental philosophical position engendered by VR is that of constructivism, that our minds and our bodies coparticipate in defining reality. Objectivism places an overemphasis on the input of the physical body. Solipsism overemphasizes the mind. Constructivism recognizes that reality is like light, it is both particle and wave, both objective and cognitive, both observation and participation. In VR, we cannot escape the realization that we are the architects of our environment. We are applying boundary mathematics to VR in three different ways: as a foundational mathematics, as a technique for logical deduction and maintenance of inconsistency, and as a spatial embodiment of abstract concepts. Boundary mathematics is a calculus of inclusion. The essence of VR is inclusion, the relationship between an environment and a participant. The primitives of boundary mathematics are also participant and environment. Let ( ) represent an environment, and let i represent a participant. A variation of Spencer Brown's Laws of Form provides the axiomatic basis: Observe: i ( ) = ( ) Participate: ( i ) = The left-hand-side of each equation is descriptive (objective), explicitly mentioning the participant. The right-hand-side is experiential (participatory), implicitly using the participant's perspective. We read the left-hand-side from our traditional externalized, objective perspective. The right-hand-side refers to our experience, from the subjective perspective. When we observe an empty environment, we perceive its boundary. When we are included in an otherwise empty environment, we perceive emptiness. That's all there is at the foundations of experience. The most important thing to realize about VR is that it is more than reality, more than a simulation of reality. You add physical realism to a virtual world by adding constraints that reduce the possibilities in that world. Native VR lets you walk through walls, we add collision detection to disallow this power. Native VR has no gravity, we add gravitational equations to simulate a gravitational reality. Reality simulation is a subset of potential VR experiences. The least elaborated virtual world is the Void. We describe innovations in terms of what they replace. Only after decades do we come to understand the pervasive impact of new technologies on our culture. The automobile was first the horseless carriage. It replaced the carriage, looked like a carriage, and moved at the speed of a horse. Decades later, the automobile has transformed our landscapes, the pace of our travels, and our concepts of time and space. The television replaced the radio. Television programs were first radio programs with pictures. Decades later, the television has transformed our evenings, the pace of our senses, and our concepts of news and entertainment. The computer is first a symbol processor. Although decades have barely passed, it is transforming our concepts of information and calculation. Computers are thought to replace typewriters and desktops and filing cabinets. But the computer has yet to be understood for what it is of itself, we still view it from the impoverished model of what it replaces. McLuhan said that computers extend our central nervous system. Our CNS is not a symbol processor, it is a generator of personal realities. VR marks the end of the infancy of computation, the essence of the computer revolution is yet to come. Essentially computers are reality generators. And reality is in the eye of the participant.