[sci.virtual-worlds] The Nature of Cyberspace

williamb@milton.u.washington.edu (William Bricken) (08/21/90)

Two comments, intended to serve as reminders of the domain we are exploring:

#1:  NOT PHYSICAL:  

VR is not necessarily a simulation of physical reality (PR).  To 
implement physical simulation in VR, we add *constraints*.  That is,
VR is more general than PR.  So those who argue that we cannot travel 
in time in VR are confusing domains.  

In the HITL architecture, TIME, like space, is a parameterized dimension.  
Just like time-lapse photography and temporal cuts in films (remember 
Slaughter-house Five?), we have time-travel tools available in VR.  This 
is a central practical issue for telepresence, where signals from Mars 
robots are delayed 40 minutes.  How do we tweek time to coordinate actions 
that occur at astronomical distance?  Are we relativistic yet?  

The Varieties of Space is a reminder that we are not constrained to mass-like
assumptions of continuity, connectedness, or measurability.  Recall that
Newtonian physics coevolved with the calculus.  Our concept of PR
and the language we use to describe it are incestuous.

Also note that *humanly-perceived time* is very much a function of
our frontal lobes.  Have a look at J. T. Fraser's Time as Conflict for
definitions of times that are atemporal, prototemporal, eotemporal, 
biotemporal, nootemperal, and sociotemporal.  The central idea is 
Jakob von Uexkull's notion of Umwelt (species-specific universe):  
an animal's receptors and effectors determine its "conceptualization" 
of the world.  Let's remember that *progress* (time as change) is only
about 600 years old.  Science as truth is even younger.  And truth is
(quite obviously) Umwelt-specific.  There are scientists who have spent 
their lives studying time, let's look at their results.

In case my position is unclear to physical scientists:  PR has little to
do with VR.  We are exploring a new science with a new basis. 

*Immaterial realism*:  VR is constructed, not given. It is completely
representational, but not a priori rational, empirical, or verifiable.

Not mass, mind.


#2  PHYSICAL AS BODY:

There is a connection between PR and VR, it is expressed by our bodies.  
Our body is our interface to VR.  Bodies expect some PR cues, and good
VR design respects these cues.  For instance, we are about 3 5/6 dimensional:
for translation, X and Y but not Z;  for head-centered orientation, full yaw
but 1/2 pitch and 1/3 roll.

Aside: I'd sure like to see those avionic terms disappear for human
orientation.  What about TURN, BEND and LEAN?

So, two distinctions.  

1)  Native vs learned:  Kids bring one set of physical responses to VR, adults
bring another, depending on training.  In the Autodesk VR demos, most people
got disoriented when given 6df control devices.  Pilots got annoyed when not
given 6df.  VR design must first respect native bodies, then make explicit
what needs to be learned.  The physical scientists need to ask:  what do
people bring to natural laws?

2)  Mass vs information:  We live in two overlayed worlds, that of mass and
that of information.  VR is the place to transact with information,  its
"physics" is the cognitive organization of bits.  The issue of SPACE is
not physical measurement, it is cognitive comprehension.


William Bricken

william@hitl.vrnet.washington,edu


"If it's not both accurate and paradoxical, it's not worth saying."