[sci.virtual-worlds] Elements of a Cyberspace Playhouse Pt 2 of 4

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

but it is no different in principle from the distinction between  film,
say, and the apparent realities expressed through film (i.e., between
"filmic space," on the one hand, and "virtualities" communicated via
film on  the other).

Theatrical Conception

As a form of theater, CYBERSPACE  can be regarded as a computer-based
medium  that enables groups of people to play the roles of characters
in cybernetic  simulations of three dimensional worlds; crucially,
cyberspace gives the role  players the ability to sense a virtual
reality from the point of view of the  characters they play.    I use
the term WORLD in the ordinary sense to mean a three dimensional
euclidean space in which objects obey certain fundamental and
predictable laws  of behavior and organization (as in "laws of
nature").  A VIRTUAL REALITY is a  consensual reality that emerges from
an interactive simulation such as SIMNET  [17] or Maze Wars+ [10] (as
contrasted with a consensual reality that emerges  from the ordinary
physical world).   By CONSENSUAL REALITY I mean the world, or  a
simulation of a world, as viewed and comprehended by a society.

A CHARACTER is a being with a virtual body in a virtual reality.  The
role of  a character is played by an INTELLECT, either a human (called
a PATRON or  sometimes just a PLAYER) or an artificial intelligence
program (called an AI).   A virtual object that embodies an intellect
is referred to as a PUPPET, to  emphasize that it is directed by a role
player.  Since an intellect plays the  role of a character, a character
can be said to be embodied by a puppet (which  is to say, a puppet
embodies both an intellect and a character).  A puppet that  embodies a
human intellect is referred to as a DROID (as in "android") and a
puppet that embodies an AI is called a BOT (as in "robot").  Sometimes
the  controlling intellects themselves are loosely referred to as
droids or bots.     To say that a virtual reality is consensual does
not mean that its players must  agree with each other about anything
except how they perceive and act upon the  underlying simulation.  A
virtual reality is "consensual" in that its player

This definition of cyberspace is intentionally broad.  Were it not for
the  stipulation that cyberspace be computer-based, the definition
would admit many  common forms of theater, sports, and games.  As it
stands, the definition  includes many computer-based simulation games
and training devices.  It does  not, however, include most
computer-aided design (CAD) systems for three  dimensional modelling.
While three dimensional computer graphics is  fundamental to cyberspace
technology, most 3D CAD systems do not give their  users an embodiment
in virtual space - nor even, in most cases, a first-person  view of a
space.  Their users are provided with instruments like mice and
graphics tablets that enable them to reach through the looking glass,
but not  to jump feet first into virtual spaces.

There are some who consider head-mounted visual displays to be
requisite  equipment for the true experience of cyberspace,  but
head-mounts are just one  means to an end (though an especially
effective means).   What matters is the  extent to which players are
able to suspend their disbelief in the illusion  that they inhabit
bodies apart from their physical bodies.  The sole purpose of
cyberspace technology is to trick the human senses and sensibilities,
to help  people buy into and sustain an illusion.  Head-mounted visual
displays are  important because they flood the human sense of sight
with illusory images,  making it much easier for most people to suspend
their disbelief.  Nonetheless,  head-mounted displays are merely one
means among many, including out-the-window  visual displays, three
dimensional audio displays, motion platforms,  force-feedback devices,
credible simulation worlds, dramatic tension, high  stakes, engaging
stories, and social reinforcement.  The upshot is that there  is no
surefir

 ART OF SPACEMAKING

The goal of a spacemaker is basically the same as the goal of a
playwright, a  filmmaker, or any other creative artist.  In THE SEVEN
STAGES OF THEATRE,  Richard Southern describes art as "... an address
(in some form) by an  individual to a number of people" [14].  He is
careful to point out that the  art is not in the address, but in the
way of addressing.  As he says, art is  the process of saying something
and meaning something else.    What creative artists do depends
critically on the relation of their medium to  their audience.  A
playwright creates a set of instructions for enactment by  skilled
actors who perform before an audience.  A filmmaker does basically the
same thing (often with the help of a screenwriter, a kind of
playwright),  except that what is presented is not a performance but
rather a recording of  one.  In either case, the audience observes a
reality but never participates  directly in it.

Whereas the playwright and the filmmaker both try to communicate the
idea of an  experience, the spacemaker tries to communicate the
experience itself.  A  spacemaker sets up a world for an audience to
act directly within, and not just  so the audience can imagine they are
experiencing an interesting reality, but  so they can experience it
directly.  The filmmaker addresses the mind.  The  spacemaker addresses
the body, and thereby the mind.

It is vital for the spacemaker to remember that a virtual reality is
not just a  computer-based simulation: it is a computer-based
simulation played out by a  group of people on a particular occasion.
As I defined it earlier, a virtual  reality is a special kind of
consensual reality, one that is constructed from  moment to moment by
the spontaneous actions, and interactions, of the role  players in a
simulation.  A virtual reality comes into existence when a group  of
people experience a simulation as if it were real - and that occasion,
that  one set of experiences, can happen only once.  Thus the
spacemaker can never  hope to communicate a particular reality, but
only to set up opportunities for  certain kinds of realities to
emerge.  The filmmaker says "Look, I'll show  you."  The spacemaker
says "Here, I'll help you discover."

In part, the job of the spacemaker is to design and construct worlds
for  players to experience, but that is merely the technical side of
it.  The more  important part lies, as Southern says, in saying
something and meaning  something else.  The art, in other words, is not
in what the spacemaker  constructs, but in communicating an insight
into what the spacemaker cannot  construct (that is, some aspect of a
deeper truth or higher reality).

 CYBERSPACE DECK

In William Gibson's stories, cyberspace "cowboys" enter cyberspace by
"jacking  in" to an instrument called a "deck."  The exact nature of a
deck is never  discussed, though it is clearly some sort of gateway
through which people are  transported to cyberspace.  I use the term
DECK in the same sense, to refer to  a physical space containing an
array of instruments which enable a player to  act within, and feel a
part of, a virtual space.

Specifically, a cyberspace deck has seven components:    1. a
CYBERSPACE ENGINE to generate a simulated world and mediate the
player's     interaction with it,  2. a CONTROL SPACE (a box of
physical space) in which the player's movements     are tracked,  3.
SENSORS to monitor the player's actions and body functions,  4.
EFFECTORS to produce certain physical effects and stimulate the
player's     senses,  5. PROPS to give the player solid analogs of
virtual objects and vehicles,  6. a NETWORK INTERFACE to admit other
players to the simulated world, and  7. an ENCLOSURE (or some sort of
physical framework) to hold all the     components.

Many decks will have just one prop, like a stationary bicycle, a
railing, or a  chair, and some decks will have no props at all.

 CYBERSPACE PLAYHOUSE

A CYBERSPACE PLAYHOUSE is a place where people go, for various reasons,
to  play roles in cybernetic simulations.  Think of a playhouse as a
hybrid  theater, gymnasium, school, sports arena, and conference
center.  Its basic  elements are modular cyberspace decks that are
organized, and easily  reorganized, according to the requirements of
particular cyberspaces.  Each  playhouse has at least one STAGE, which
is simply a physical area that encloses  one or more cyberspace decks.
Some playhouses will have many stages, with each  one containing decks
that have a similar form or function.  Each deck is linked  into a
local area computer network (which may, in turn, be linked into a more
global network).    A cyberspace is said to be a MULTIPLAYER SPACE when
it emerges from a  simulation that is generated simultaneously by two
or more decks.   By the  definition given above, a cyberspace must have
at least one human player (since  a cyberspace emerges from a
cybernetic simulation, which embodies a person),  bu

If cyberspace decks can be made modular enough, and portable enough, it
will be  easy to equip a playhouse for practically any kind of
cyberspace.  In  principle, a cyberspace playhouse could be used for
everything from drama and  sports to design, education, games, product
promotion, planning, job training,  and sensational parties.  In
practice, each playhouse will be limited by the  types of decks it
contains.  If a cyberspace requires a certain type of deck,  which a
playhouse does not have, then the playhouse will not be able to "run"
the cyberspace at that particular time.  To put it the other way
around, a  playhouse can run a cyberspace if 1) the house has the
cyberspace in its  (software) library, 2) it has the types of decks the
space requires, and 3) a  deck is available for at least one
participant.  It is easy to imagine that  some playhouses will
specialize to the point that they rarely, if ever, run new  spaces, and
never replace their decks, while other playhouses will offer a  steady
stream

Since each deck is capable of running a complete cybernetic simulation,
a  playhouse with 20 decks, say, can run 20 spaces simultaneously.  Or,
at the  other extreme, if every player chooses to join the same space,
the playhouse  will run just that one space, and all 20 players will be
in it.

 SPORTS AND FITNESS PLAYHOUSE

In this section, I briefly consider the design of a SPORTING HOUSE, a
kind of  cyberspace playhouse dedicated to sports and fitness.  An
analysis of all the  issues is well beyond the scope of this paper, but
even a cursory look at a few  issues raises some intriguing questions
and possibilities.

The critical thing to realize about the design of cyberspaces, for
sports, is  that sporting decks will generally have sophisticated
props, like recumbent  bicycles and inclined treadmills, and that
sporting houses will make money by  renting time on those decks.  The
purpose of a cyberspace for sports is not  just to help people have fun
and stay fit.  It is also to help keep sporting  houses in business, by
keeping their decks full of players.  If sporting houses  are to be
economically viable, then the spaces they run must 1) give patrons
good reasons to rent time on decks, and 2) be organized so as to keep
every  deck constantly in use, but without making patrons wait
inordinately long for  decks to become available.

A sporting house could be used for many purposes, including physical