19.2.05

mediageek Discussion with Dave Salinsky

1

I would like to respond to mediaGeek's interview of Salinsky, a virtual reality programmer2, on the grounds that they managed to ignore major applications of virtual reality. The interview stuck too closely to the mode of "virtual reality" (VR) as an immersive and/or responsive sensory experience, specifically directed at human eyes and ears. This was especially confusing because, as they pointed out repeatedly during the interview, this old conception of virtual reality is long-since dead.

Since immersive VR systems proved too complex and bulky to be made marketable, the "death of VR" has meant it's relegation to firms and institutions with large budgets and complex design and observation requirements (a point which Salinsky makes pretty clearly). What both he and the interviewer ignore, however, is that the original idea of virtually realized systems never went away; it's simply been modified to meet current, affordable technological limits.

The idea behind virtual reality is, in essence, the manufacturing or simulation of pseudo-real interactions between or among two or more objects in some non-real space. At first, this was mainly thought of as projection of real objects or sensations into some sort of false-space, i.e., VR "cages" and the "feelies" that Salinsky mentioned. From a technology perspective, this approach has yielded fairly little in terms of ersatz realities. Cages, fake cockpits and bulky headwear notwithstanding, there has not been a technology that readily replicates real objects with convincing fidelity and simultaneously allows the user to be credibly interactive with them. Hence, the "death" of commercial VR.

But that is not the whole picture. Physical objects are not the only things that can be virtualized. Indeed, we can see that VR has invaded many areas of what Salinsky identifies as interactive forms of entertainment. Video games, especially Everquest and World of Warcraft, are excellent examples of this virtualization.

If you step back from game and the hardware platform on which it runs, you will begin to see that the user's experience of the game is not rooted so much a convincing representation of "real-space and -time," but rather a virtualization of society itself.

Anyone with first-hand knowledge of an Everquest junkie will attest to the following points:
1. The game simply is not very photo-realistic. Ignoring the problems of the graphics capabilities of older computers, the aging engine on which the game was built, the designers' presumed intention to maintain a balance between realism and a broad computer platform, and the real limits of data transportation across networks, the "art" of the game suffers from real problems of perspective; objects are often just too out-of-proportion to be convincingly real.
2. For obvious user-driven reasons, Everquest-time and -space are not accurately modeled on a 1:1 scale with real-time and -space.
3. Social interaction is what many (I'd be willing to bet "most") players say they enjoy about the game. Furthermore, the game is designed to reward players who conform to the social rules of the world.

To take point number three somewhat further, and bring me around to my point, the social rules of the Everquest world are more or less the same rules that govern the player's societies. What this means is that the game can offer players a reasonable facsimile of real-society, complete with social hierarchies, social "events" and even economies. 3 Furthermore, this community mimics or recognizes real-world events; this was demonstrated in 2000, when an alleged suicide rocked the Everquest community both in and outside the game.

Because this community is exclusive and contains organizing principles (among them an ersatz mythology), I would suggest that it displays several, although not all, traits of the anthropological definition of a culture.4 This is, I would argue, a virtual simulation of reality. Moreover, it is much more in-depth and interactive than early physics-based VR simulation.

If we expand our definition of virtualized realities even further, we could incorporate what Jon Udell refers to as "shifting time and folding space." In this instance, what is virtualized is the commoditization of time and space. TiVo and podcasting both allow the user to transport data away from the place and time of it's creation or broadcast. TiVo is a more limited example5, where only the original broadcasting parameters are simulated. 6 In podcasting, however, the user can transport data in both time and, with the aid of an MP3 player, space. In a sense, the podcaster is thus recreating the (recorded) conditions of the data outside of the show's real-time (broadcast time) and real-space (the recording studio).

As a functional version of a new definition for virtual reality, this second example may prove too slippery, but it is important to discuss ways in which non-tangibles are virtualized. To understand and discuss the impacts of VR technologies, we need to move away from the idea that the main goal of virtualization should necessarily be the replication of real-space and –time in some virtual environment. Accurate physical simulation makes VR technologies valuable to companies, but beyond the more or less trivial trickle-down effects into society, that does not mean much to the average end-user.

To the user, virtual realities are not pie-in-the-sky technologies; they exist as real and current aspects of his life. In order to understand their effects, we need to start seeing virtualizations in fewer dimensions, not more.
--Endnotes--
1. Sorry to Dave, but I do not see your name anywhere on the mediageek webpage. So, if I have misspelled it, please forgive.
2. mediageek podcast. "The Myth and Reality of Virtual Reality," 11 February, 2005. http://www.mediageek.org/radioshow/002492.html#002492
3. My best supporting evidence of this is a spill-over effect into real-space. I have seen Everquest players carry over ideas of status developed in the game into real-societies by mimicking their Everquest-assigned social role around other players in their daily lives. A more common and notorious example of spill-over is the Ultima Online marriage, which also includes marriage of two players who met online. Also, the in-game economy has it's own reflection in the eBay trade in game-space items and game accounts, which have been known to sell for thousands of dollars.
4. More likely, this is a cross-cultural subculture – a culture that can be contained within another culture but is capable of crossing many different ones.
5. Although, I now see that TiVo is advertising something called TiVoToGo, which promises to allow you to "take your favorite shows anywhere." (It seems that if we even stop for a second, we'll be overwhelmed by change.)
6. "Simulate," I admit, is a big stretch. In this case, I include "replay" in the definition of a simulation, although recordings and simulations are technically and rhetorically different.

6.2.05

Ernst Mayr (1904 - †2005)

Ernst Mayr, wem diese Blog sehr schuldig ist, ist am Donnerstag (3.2.2005) gestorben.

Von einem FAZ-Artikel um den Biologe:

Die blanke, wabernde Natur, in der sich Mayr als Mann bewähren mußte und zugleich als Theoretiker und Erkenner entpuppt hat, existiert noch heute. Doch entweder ist sie leergedacht, da schon lange niemand mehr mit einer wirklich großen Idee von einer großen, einsamen Expedition zurückgekehrt ist, oder der Rückzug in die vollklimatisierten molekularbiologischen Labors, in denen alle Gefahren in Plastikhüllen verschweißt sind, zeigt bei aller Publikationshektik in Wahrheit einen Rückzug, eine Verkümmerung, ein Vergessen der Biologie an.

Es ist keine kleine Ironie, dass in diesem FAZ-Artikel der folgende anti-technikische Ausspruch stattfindet.

Was Biologen heute in der Natur noch auffinden, läßt sich im Format von ”National Geographic“ und ”Discovery Channel“ verstehen. Vielleicht ist mit Mayr eine umfassende, in der mesoskopischen Natur beheimatete Erkenntnisfähigkeit verschwunden. Vielleicht halten Goretex, Satellitentelephone und Solarduschen die Explorierenden von heute nicht nur von Härten, sondern auch vom Denken ab. Daß ausgerechtnet die Natur in ihrer organismischen Erscheinung aufgehört haben soll, die Biologie jenseits der auf die Biodiversität bezogenen Verlustängste anzutreiben, ist jedenfalls erstaunlich.

Ist das wirklich so? Es kann nicht so einfach sein, meiner Meinung nach, dass Technik als Entfernungsmittel zwischen Menschen und die Natur wirken soll. Natürlich ist das in unserem Alltag so, wo unser Häuser, Autos, und Büros stets weiter entfernt von die echte Natur gingen, aber es ändert sich etwas bei Biologen. Die können jetzt mit viel mehr Präzision in der Welt angucken, und das geschieht nicht nur in der Labor. Auch im Dschungel kann man jetzt mit hochtechnikischen Geräte die Natur anschauen, sowie meinen von Delphine interessierten Vater in der letzten paar Jahre im Peru schafftet.

Anderseits hat der Autor recht – das Erlebnis der Natur soll nicht so bequem wie der bügerliche Alltag. Es gibt Vorteilen bei der Zurückkeherung in der nicht von Menschen betrogenen Urwälder.

Weiter mit dem Artikel:

Jenseits der engeren Evolutionsbiologie und deren Popularisierung besteht Mayrs übergreifender Verdienst in der Abgrendzung der Biologie von den naturwissenschaftlichen Diziplinen der Physik und der Chemie. Auch im Lichte des Humangenomsprojekts und inmitten einer globalen Erregung über die Möglichkeiten der Biomedizin erzählte er, wie traurig er Anfang der fünziger Jarhe gewesen sei, als in Cold Spring Harbor ”echte Biologen“ duch Chemiker ersetzt worden seien.
(...)
Mayr hat sich energisch gegen einen physikalischen Reduktionismus gestellt, der das Leben in Atome auflöst, wieder zusammensetzt und dabei berechenbar machen will. Die Natur, wie er sie sah, ist ein System voll von Unvergleichbarem, das sich der Verfügung starrer Gesetzte entzieht. – Schwägerl1

Der 1904 geborenen Mayr war 100 Jahre alt. Herr Mayr, ich hoffe, dass Sie jedenfalls einen Tee mit Darwin jetzt trinken. Gute Reisen.


--Endnotes--

1. Schwägerl, Christian. ”Der Zusammendenker.“ Frankfurter Allgemeiner Zeitung, Nr. 30 / S. 37:1, 5 Februar 2005. Frankfurt a.M.: Frankfurter Allgemeiner Zeitung GmBH.

2.2.05

A Shot in the Arm for the Teleonomist

Teleonomy: Day 4 -- Things seem to be going well.
People tend to become experts in highly specialized fields, learning more and more about less and less.

Unfortunately, so much specialization falsely creates the illusion that knowledge and discovery exist in a vacuum, in context only with their own disciplines, when in reality they are born from interdisciplinary connections. Without an ability to see these connections, history and science won't be learnable in a truly meaningful way and innovation will be stifled.
-- James Burke's KnowledgeWeb Project
That's why I'm here, doin' these doings. Although this website seems to be overly-emblazoned with James Burke's name, it could be an interesting piece of technik. Development blog for the project here.

Still seeking the first Teleonome.