[sci.virtual-worlds] Elements of a Cyberspace Playhouse Pt 3 of 4

hitl@hardy.u.washington.edu (moderator of sci.virtual worlds) (02/09/90)

training,  survival games (like capture-the-flag), races, tours,
rallies, various forms of  dance*, tournaments, adventure games,
orienteering, and variations on  traditional sports like baseball and
racquetball.  It might be located in any  number of places, like a
school or university, a training camp, a shopping  mall, a corporate
office building, a hotel, or an amusement park.  The kind of  sporting
house I have in mind emphasizes fitness and is modelled on circuit
training, a conditioning regimen consisting of an alternating sequence
of  aerobic (steady) and anaerobic (explosive) exercises.   A typical
sporting  house of this kind might be located in a converted fitness
center and have,  say, eleven stages:  four for dancing, two for
lifting, and one each for  cycling, rowing, climbing, skiing, and
running/walking.  If each stage has   four decks, the  playhouse would
hold 44 decks in all.  That means it could  accomodate a total of 4

---------------- * I use the term "dance" in a very general sense to
refer to any kind of whole  body movement or routine that does not
depend on a stationary prop.  Except for   computer and electronic
apparatus, a dance stage is simply a carpeted room that  is big enough
to allow a player to take three or four steps.  Thus, a dance  stage
can be used for a wide range of purposes, including stretching,
aerobic  dancing, martial arts, racquet sports, batting sports,
calisthenics, and "body  music" (a new form of musical expression, made
possible by cyberspace, in which  a dancer maintains the quality of a
musical jam session by performing certain  dance routines and
exercises). ----------------

In order to control traffic and guarantee the availability of decks,
the visits  of patrons must be carefully scheduled and planned.  Since
a circuit requires a  number of fitness machines, generally one for
each exercise, it is important  that sporting houses be designed to
periodically pull players along from one  deck (exercise station) to
another.  Fortunately, since cyberspace playhouses  will be extensively
wired and computerized, patrons can be tracked and guided
individually.  This is useful not just for traffic control, but also as
the  basis for personalized games and workout programs.  On the other
hand, the goal  of the spacemaker (under the theatrical approach) is
not just to foster  personalization, but also socialization.  The goal
is not to equip people to  disappear into their own private realities
(desirable as that may be, for some  purposes), but to help individual
patrons participate in public realities with  other living beings.

A sporting house, then, is construed to be an enterprise that rents out
time in  public cyberspaces.  These are living environments that
patrons may visit just  as if they were public parks or recreation
centers.  A cyberspace has a life of  its own, in other words,
independently of individual humans.  This does not  imply that a
cyberspace can exist independently of humans.  By the definition
above, a cybernetic simulation must involve at least one human.  The
point is  that a space, in a sporting house, hangs together like a real
place, and while  it cannot exist independently of human participation,
neither does it end when  the last patron leaves - it simply pauses
until another patron enters.  Thus,  while a cyberspace is an evolving
environment, it changes only when there is at  least one patron jacked
into it.  This might be an ontological hedge, but it is  also a
practical necessity:  in order for a cyberspace to continue unfolding
without a human to experience it the playhouse would have to contin

Since a training circuit is a sequence of activities at successive
exercise  stations, it seems natural to set up a correspondence between
the activities  and the segments of a path or course in a cyberspace.
So, for example, a  simple circuit that calls for running, rowing, and
cycling might correspond to  a course with three legs:  a running
trail, a lake, and a highway.   The player  would then use a treadmill
to run along the trail, a rowing  machine to cross the lake, and a
stationary bicycle to pedal down the highway.    In general a workout
in cyberspace could be regarded as similar, conceptually,  to the
traversal of an obstacle course in the physical world.  This
conception  is appealing in its simplicity, but unfortunately it is too
simple to be viable  in an actual sporting house.  The problem is that
decks are shared resources,  and if demand is high then a particular
deck may not be available when a  particular player needs it.   It is
not reasonable to expect a player to wait on a bicycle, for

Of course, a commercial playhouse that is open to the public can no
more  guarantee the availability of a deck than a movie theater can
guarantee a seat,  at a particular time, to everyone who wants to see a
popular movie.  The best  one can hope for is a strategy that minimizes
inconvience without unduely  compromising the service the playhouse is
designed to provide.  One such  strategy, for a sporting house that
emphasizes circuit training, is to allow  variability in the sequence
of training activities.  That is, a player would  specify  the
activities she wishes to perform, but not a necessary order.
Instead, she would rely on the playhouse to route her to available
decks,  whatever they may be, as long as they are members of the set of
decks she has  selected.    In fact, varying the sequence of activities
is considered good  practice by trainers and coaches, because athletes
are quite good  (subconsciously) at learning the path of least
resistance through a regular  exercise program [13].   So var

Unfortunately, if a player can move in any order from one deck to
another, then  it is no longer possible to maintain a neat
correspondence between physical  activities and features in a virtual
terrain.   If a spacemaker knows, for  example, that running will
always be followed by rowing, then he can arrange  for a running trail
to lead to a boat dock on a lake.   But what if no rowing  machine is
available to a player when she reaches the virtual dock?    What if  a
bicycle is all that is available?   Is she supposed to pedal the bike
across  the lake?   Anything is possible in cyberspace, even bicycles
that skim over  water or fly through the air, but well constructed
cyberspaces, like well  crafted plays and movies, will not rely on
magic to repair conceptual flaws.    The flying bicycles in the movie
E.T., for example, are not merely contrivances  that enable plot
transitions, but an integral part of the story.

It might be better, in the circuit training example, to provide a
virtual boat  that is pedaled instead of rowed across the lake,
especially if the available  prop is a recumbent bicycle.  In that case
it should be as easy for the player  to believe she is sitting in a
boat as on a bicycle.   On the other hand, if  the prop is a standard
racing bicycle, then there will  probably be a mismatch  between the
way the player moves in physical space and the way her puppet moves  in
cyberspace (since, presumably, she is sitting in a basically upright
position in physical space while her character is reclining in
cyberspace).    A mismatch of this sort might be described as
KINESTHETIC DISSONANCE and should  be avoided, in general, because it
informs the body that something is "out of  whack," and can break the
illusion that the virtual world is real.

To summarize to this point:  it seems that trying to lay out a space in
a way  that corresponds to a variable sequence of activities raises
difficult problems  when shared resources are involved.   One
conceivable alternative is to vary  the space itself in correspondence
with the activities.    A player might make  an appointment with the
playhouse, specifying which activities he wants to  include in his
workout program (or let the playhouse recommend a program based  on his
general goals).   The playhouse could then compare the player's
specification with the specifications of other players who are
scheduled for  the same period, and weave all the activities into
sequences that  preclude  blockages.  Then, the playhouse could employ
some automatic means to  piece  together a different space for each
player, as dictated by the order of  activities in each player's
workout program.    This could be a very complex  endeavor if the
spaces were constructed entirely from scratch, but it would be
feasible if th

Another approach would be simply to provide an entirely different space
for  every activity (as opposed to a different space for every workout
program).     Thus, there would be a space for bicycles, a space for
rowboats, a space for  skiis, and so on.  There would not be as much
variety in each space, but there  would no problem matching players'
physical activities and props with virtual  counterparts.   The
transition from one deck to another would correspond to a  "hyperjump"
from one space to another.

Still another approach would be to set up a correspondence between
exercises in  the physical world and sporting events, like races and
lifting contests, in a  single virtual space.  Unlike activities on an
obstacle course, there would be  no need for any of the sporting events
to take place in contiguous locations.     When a player moves from one
deck to another his character would make a  hyperjump to the starting
location of the next event.   Although events would  not need to occur
contiguously, there is no reason why they should not, and in  fact they
might even overlap in virtual space; thus, a bicycle race might occur
on the same road as a foot race, and avoiding collisions with other
players (or  intentionally causing collisions) might be part of the
challenge.   To insure  the periodic rotation of players from deck to
deck, a time limit might be  imposed on each event.   If each event
lasted, say, ten minutes, then a player  could rotate through six
different major activities in an hour.   Even if

 CONCLUSION

Over a quarter century ago, Marshall McLuhan said that electric
technology is  bringing us rapidly to "... the final phase of the
extensions of man - [to] the  technological simulation of
consciousness, when the creative process of knowing  will be
collectively and corporately extended to the whole of human society
..." [ 9].   It  was difficult, then, to imagine quite what McLuhan
was  talking about, but today the "final phase" could well be at hand,
in the form  of an emerging medium called cyberspace.  Does cyberspace
represent the final  extension McLuhan had in mind?   It is still too
early to tell, but the  important question is not what cyberspace is,
today, but rather what it can  become.

McLuhan's great insight was that to understand a medium  one must
understand  its message (as opposed to its content), and the message of
any medium is the  "change of scale or pace or pattern that it
introduces into human affairs."     We have the opportunity, today, to
make whatever we want of cyberspace.  To do  so we must decide what
message we want it to convey;  which is to say, we must  imagine how we
want it to change human affairs.   Today, a cyberspace playhouse  is
only a thought experiment, but it could soon be the infrastructure
that    makes us whole again, by bringing us back to our bodies.  It is
hard to imagine  that any enterprise, or any medium, could have a more
profound effect on human  affairs.

REFERENCES

1.  Brooks F. P. (1988) Grasping reality through illusion - interactive
graphics      serving science.  ACM SIGCHI.

2.  Engelbart D. C., Watson R. W., and Norton J. C. (1973) The
augmented      knowledge workshop.  Proc. National Computer
Conference.  pp. 9-21.

3.  Fisher S. S., McGreevy M., Humphries J., and Robinett W. (1986)
Virtual      environment display system.  ACM 1986 Workshop on
Interactive 3D Graphics,      University of North Carolina, Chapel
Hill, North Carolina.

wtwolfe@hubcap.clemson.edu (Bill Wolfe) (02/11/90)

>From hitl@hardy.u.washington.edu (moderator of sci.virtual worlds):
> So, for example, a  simple circuit that calls for running, rowing, and
> cycling might correspond to  a course with three legs:  a running
> trail, a lake, and a highway.   The player  would then use a treadmill
> to run along the trail, a rowing  machine to cross the lake, and a
> stationary bicycle to pedal down the highway.  [...] if the prop is a 
> standard racing bicycle, then there will probably be a mismatch between 
> the way the player moves in physical space and the way her puppet moves
> in cyberspace (since, presumably, she is sitting in a basically upright
> position in physical space while her character is reclining in cyberspace).
>
>  [various imperfect solutions to the problem of kinesthetic dissonance]

   It would seem that there is a straightforward, if not yet technically
   feasible, means of completely solving the problem of kinesthetic
   dissonance... simply construct a means by which cyberspace I/O 
   can be interposed between the brain and its various I/O devices.  

   If this were done, then all input received by the brain would be
   coming from the cyberspace system, and it would be possible to
   achieve perfect cyberspace.  It is conceivable that the user could
   be given input which indicates the availability of a virtual body
   having radically different capabilities (e.g., full 360-degree vision
   in ALL directions, the ability to ooze through keyholes, etc.).  The
   outputs from the user's brain would be interpreted in terms of actions 
   with respect to the user's virtual body, and the effects of those actions
   in the cyberspace would be felt in terms of their effects on the input
   routed to the user's brain.

   Meanwhile, the cyberspace system would also have to monitor the user's
   physical I/O and either handle it directly or interrupt the user's 
   cyberspace due to an inability to decide how to handle the input.  For
   example, suppose that while our user is enjoying an extended adventure
   into cyberspace, the cyberspace system receives input from the user's
   nose which indicates the probable presence of a nearby fire.  The system
   could either manipulate the user's physical body such that the situation
   is resolved (e.g., the user's body could be made to pick up a fire
   extinguisher and activate it, or to place a call to the fire department,
   etc.), or interrupt the cyberspace experience so that the user could 
   take any actions that might be deemed appropriate.
 
   Given the existence of current scientific techniques for physically
   picking up *atoms* and moving them, it may not be unreasonable to expect
   the ability to interpose cyberspace/reality gateways between the brain
   and its I/O devices to be realized within perhaps 20 years.  If this
   technique does indeed become feasible, then the problem of kinesthetic
   dissonance will become subject to total elimination.
   

   Bill Wolfe, wtwolfe@hubcap.clemson.edu