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Student
Opener by Caroline Brehm, March 9, 2000:
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Excerpt from the presentation: . |
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Question or challenge posed during the presentation: . |
A hypertext of materials that may be useful for class discussion
(threads that seem to go together and may allow us to link authors, works, and issues)
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Instructor's Preliminary Questions
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| 1. Albert Borgmann, Holding On to Reality (1999) (excerpts from chapter on "Virtuality and Ambiguity" selected and titled by instructor of this course) |
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Though the nature of information fails to warrant a rigorous intrinsic linkage of signs and things, the technology of information can produce a kind of equivalence between signs and what they are about, that is, between the containers and the content of information. (p. 179) The compact disc, finally, can be information about and for reality. But the technological information it contains is distinctively information as reality. Information gets more and more detached from reality and in the end is offered as something that rivals and replaces reality. (p. 182) At the limit, virtual reality takes up with the contingency of the world by avoiding it altogether. The computer, when it harbors virtual reality, is no longer a machine that helps us to cope with the world by making a beneficial difference in reality; it makes all the difference and liberates us from actual reality. Of the five terms of information where, INTELLIGENCE provided, a PERSON is informed by a SIGN about some THING in a certain CONTEXT, intelligence, things, and context evaporate and leave a person with self-sufficient and peculiarly ambiguous signs. (p. 183) A distinctive term for real reality needs to be found now that reality can be virtual. Actual reality is the obvious choice. (p. 236, n. 10) The Difference Between Virtual Reality and Actual Reality Helpful as Steuer's distinctions are, they need to be complemented by terms that divide virtual from actual reality. Taking vividness and interactivity to their extremes does not lead us to the heart of virtual but rather back to actual reality. Nothing has as much breadth and depth and nothing invites as much engagement as the actual world. (p. 184) Supernatural brilliance, limitless variety, and unreal availability constitute the normative identity and charm of virtual reality. The actual world seems drab, poor, and hard in comparison. But such glamour could not coexist with the gravity and duress of actual reality if the former were not discontinuous with the latter. In its pure form, virtual reality is separated from the ordinary world by a threshold that can be crossed easily and at any time and yet marks the entry into a separate reality. You have to climb into a simulator or don helmet, suit, and gloves to have a vivid and interactive experience of Superman's kind of travel. (p. 185) In virtual reality too, resolution is high and engagement intense. Vividness and interactivity are the terms of art that define these features. But it is characteristic of virtual reality that as resolution and engagement grow, so does ambiguity. [ . . . ] virtual reality provides no information about the world out there and is in this regard totally ambiguous. At the same time it is or aspires to be richly and engagingly informative within. The characteristic ambiguity of virtual reality reflects the amalgamation of the sense of wealth that results from the resolution of symbolic and real ambiguity with the sense of unencumbered freedom that registers the disburdenment from reality. We can call it virtual ambiguity. (pp. 185-86) Is VR a Fantasy or Fiction, and What is the Difference? The virtual elation that is the companion of virtual ambiguity obviously contrasts with our experience of reality. Unfettered freedom has always been accessible to human beings in imagination. But flights of fancy have low resolution and little bodily engagement compared with virtual reality. Discontinuous regions of reality too have been created long ago. The builders of baroque and rococo churches had ceilings open up onto celestial spaces and sculptures suffused with supernatural light. Yet churches and theaters had unequivocal and even prominent moorings in actual space, and they would command attention rather than invite manipulation." Thus both fantasy and spectacle used to defer to the authority of the real world. (pp. 186-87) Thus a man of conventional cast in real life can explore in a MUD his feminine or homosexual side, his amorous dreams, his desire for power or acclaim and so enlarge and enrich the scope of his experience. And more than exploration is possible. A woman can shift her very center of gravity from reality to virtuality and feel most fully alive when she moves in virtual space. Virtual ambiguity seems to be a burst of fluorescence that dispels the darkness of ordinary life and reveals another more luminous reality. (p. 188) The veil virtual ambiguity casts around cyberspace can be more or less dense. The more permeable the veil, the more intrusive the burdens and barriers of ordinary life. To secure the charm of virtual reality at its most glamorous, the veil of virtual ambiguity must be dense and thick. Inevitably, however, such an enclosure excludes the commanding presence of reality. Hence the price of sustaining virtual ambiguity is triviality. To be sure, hermetically sealed-off regions of cyberspace can be entertaining and captivating much as games, novels, and television have been in the past. They may well be more seductive and addictive than their predecessors and so intensify the familiar moral concerns about distraction, isolation, debilitation, and indoctrination. Yet they fail to be the radically novel territory of experience that would allow people to lead newly multiple, flexible, polymorphous lives. (p. 189) Like pornography and cheap novels, an entire artificial intelligence can engage one who surrenders to a surge of unrealizable desire. Conversely MUD personae can continue to be engaging if their real identity is known to fellow players. In either case, however, we have nothing more than technologically heightened versions of traditional cases-some Pygmalion failing in love with his Galatea, a bunch of people sitting around a table, or calling one another on the phone, or e-mailing each other. (p. 189) In detaching facets of reality from their actual context and setting them afloat in cyberspace, information technology not only allows for trivialization and glamorization but also for the blurring of the line between fact and fiction. The looseness of a tie to reality is hard to distinguish from the lack of a tie. (p. 192) Such games are feasible as long as they are walled off from actual life and kept barren of real consequences. But if the student were to lead a really polymorphous life, he would be taken to court for practicing without a license and polygamy. The human body with all its heaviness and frailty marks the origin of the coordinate space we inhabit. Just as in taking the measure of the universe this original point of our existence is unsurpassable, so in venturing beyond reality the standpoint of our body remains the inescapable pivot. (p. 190) This impossible union
of unencumbered glamour and profound engagement must sooner or later
fall apart and settle for triviality or gravity. Yet the illusory escape
into cyberspace does not leave reality unharmed. At least for a time,
virtuality can spread a fog of virtual confusion and blur the shape
of things and events with glamour and triviality. Two of the great forces
of the human condition, eros and thanatos, the erotic life and the solemnity
of death, have particularly suffered glamorization and trivialization.
Virtuality has extricated sex from the depths of real life and made
it available as a diversion that would be harmless if it were not for
the disabilities and displacements it abets in real life. |
| Slavoj Zizek, "From Virtual Reality to the Virtualization of Reality" (1996) (excerpts selected and titled by instructor of this course) |
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The Bliss of Reality, the Exclusion of the Other, and Bad Infinity How are we to approach "virtual reality" from the psychoanalytical perspective? Let us take as our starting point Freud's most famous dream, that of Irma's injection; the first part of the dream, Freud's dialogue with Irma, this exemplary case of a dual, specular relationship, culminates in a look into her open mouth: There's a horrendous discovery here, that of the flesh one never sees, the foundation of things, the other side of the head, of the face, the secretory glands par excellence, the flesh from which everything exudes, at the very heart of the mystery, the flesh in as much as it is suffering, is formless, in as much as its form in itself is something which provokes anxiety. Spectre of anxiety, identification of anxiety, the final revelation of you are thisYou are this, which is so far from you, this which is the ultimate formlessness (1) Suddenly, this horror changes miraculously into "a sort of ataraxia" defined by Lacan precisely as "the coming into operation of the symbolic function" exemplified by the production of the formula of trimethylamin, the subject floats freely in symbolic bliss. The trap to be avoided here, of course, is to contrast this symbolic bliss with "hard reality." The fundamental thesis of Lacanian psychoanalysis is, on the contrary, that what we call "reality" constitutes itself against the background of such a "bliss"; i.e., of such an exclusion of some traumatic Real (epitomized here by a woman's throat). This is precisely what Lacan has in mind when he says that fantasy is the ultimate support of reality: "reality" stabilizes itself when some fantasy-frame of a "symbolic bliss" forecloses the view into the abyss of the Real. Far from being a kind of figment of our dreams that prevents us from "seeing reality as it effectively is," fantasy is constitutive of what we call reality: the most common bodily "reality" is constituted via a detour through the maze of imagination. In other words, the price we pay for our access to "reality" is that somethingthe reality of the traumamust be "repressed." (p. 290) What has this to do with the computer? As early as 1954 Lacan pointed out that in today's world, the world of the machine proper, the paradigmatic case for "symbolic bliss" is the computer, as one can ascertain when one enacts a kind of phenomenological investigation, leaving aside (technological) questions of how the computer works, and confining oneself to its symbolic impact, to how the computer inscribes itself into our symbolic universe. (p. 291) The computer works most effectively of course as an "evocatory object" in the question of "artificial intelligence"here, an inversion has already taken place which is the fate of every successful metaphor: one first tries to simulate human thought as far as possible with the computer, bringing the model as close as possible to the human "original," until at a certain point matters reverse and it raises the questions: what if this "model" is already a model of the "original" itself, what if human intelligence itself operates like a computer, is "programmed,'' etc.? The computer raises in pure form the question of semblance, a discourse which would not be a simulacrum: it is clear that the computer in some sense only "simulates" thought; yet how does the total simulation of thought differ from "real" thought? (p. 293) Yet in contrast to
this search for the point of inconsistency of the system, the hacker's
aesthetic is the aesthetic of a "regulated universe." It is a universe
that excludes intersubjectivity, a relation to the other qua subject:
notwithstanding all the danger, tension, amazement which we experience
when immersed in a video game, there is a basic difference between that
tension and the tension in our relation to the "real world"a difference
which is not that the computer-generated video world is "just a game,"
a simulation; the point is rather that in such games, even if the computer
cheats, it cheats consistentlythe problem is only a matter of
cracking the rules which govern its activities. So, for the hackers,
the struggle with the computer is "straightforward": the attack is clean,
the rules are laid down, although it is necessary to discover them,
nothing inconsistent can interfere with them as in "real life." This is Hegel's "proper infinity": the land itself is its own map, its own otherthe flight into bad infinity does not come to an end when we reach the unattainable final link in the chain but when we recognize instead that the first link is its own other. From there we could also derive the position of the subject (in the sense of the subject of the signifier): if the land is its own map, if the original is its own model, if the thing is its own sign, then there is no positive, actual difference between them, though there must be some blank space which distinguishes the thing from itself as its own sign, some nonentity, which produces from the thing its signthat "nonentity," that "pure" difference, is the subject. . . . (p. 294) Our point is thus a very elementary one: true, the computer-generated "virtual reality" is a semblance; it does foreclose the Real in precisely the same way that, in the dream of Irma's injection, the Real is excluded by the dreamer's entry into the symbolic blissyet what we experience as the "true, hard, external reality" is based upon exactly the same exclusion. The ultimate lesson of virtual reality is the virtualization of the very true reality. By the mirage of "virtual reality," the "true" reality itself is posited as a semblance of itself, as a pure symbolic construct. The fact that "the computer doesn't think" means that the price for our access to "reality" is also that something must remain unthought. (p. 295) [Note 1: Quote from "The Seminar of Jacques Lacan," Book 11: The Ego in Freud's Theory and in the Technique of Psychoanalysis (Cambridge: Cambridge Univ. Press, 1988), pp. 154-55] |
These class notes are for a course in the Transcriptions Project | Page content by Alan Liu | Last revised 3/13/00
Traditionally,
the process of communication is described in terms of the transmission
of information, as a process of linking sender and receiver. Media are
therefore important only as a conduit, as a means of connecting sender
and receiver, and are only interesting to the extent that they contribute
to or otherwise interfere with the transmission of messages from sender
to receiver. In contrast, the telepresence view focuses attention on
the relationship between an individual who is both a sender and a receiver,
and on the mediated environment with which he or she interacts. Information
is not transmitted from sender to receiver; rather, mediated environments
are created and then experienced. (pp. 77-78)
Two
major dimensions across which communication technologies vary are discussed
here as determinants of telepresence. The first, vividness, refers
to the ability of a technology to produce a sensorially rich mediated
environment. The second, interactivity, refers to the degree
to which users of a medium can influence the form or content of the
mediated environment. (p. 80)
Vividness
means the representational richness of a mediated environment as defined
by its formal features; that is, the way in which an environment presents
information to the senses. [ . . . ] A highly
vivid medium can be considered "hot" in the McLuhanesque sense, as it
"extends one [or many] sense[s] in 'high definition'" (McLuhan, 1964,
p. 36). Many factors contribute to vividness. Two generalized but important
variables are discussed here: sensory breadth, which refers to
the number of sensory dimensions simultaneously presented, and sensory
depth, which refers to the resolution within each of these perceptual
channels. (p. 81)
For
purposes of comparison, let's take a look at the theatre. We have observed
that the theatre bears some similarities to interface design in that
both deal with the representation of action. Drama, unlike novels or
other forms of literature, incorporates the notion of performance;
that is, plays are meant to be acted out. A parallel can be seen in
interface design. In his book The Elements of Friendly Software Design
[1982], Paul Heckel remarked, "When I design a product, I think of my
program as giving a performance for its user." In the theatre, enactment
typically occurs in a performance area called a stage (Figure 1.5).
The stage is populated by one or more actors who portray characters.
They perform actions in the physical context provided by the scene and
light designers. The performance is typically viewed by a group of observers
called an audience.
It's
not just that the technical underpinnings of theatrical performance
are unimportant to audience members; when a play is "working," audience
members are simply not aware of the technical aspects at all. For the
audience member who is engaged by and involved in the play, the action
on the stage is all there is (Figure 1.6). In this sense, plays
are like movies: When you are engrossed in one, you forget about the
projector, and you may even lose awareness of your own body. For the
actor on stage, the experience is similar in that everything extraneous
to the ongoing action is tuned out, with the exception of the audience's
audible and visible responses, which are often used by the actors to
tweak their performance in real time (this, by the way, reminds us that
theatrical audiences are not strictly "passive" and may be said to influence
the action). For actor and audience alike, the ultimate "reality" is
what is happening in the imaginary world on the stagethe representation.
(pp. 14-16)
In
a theatrical view of human-computer activity, the stage is a virtual
world. It is populated by agents, both human and computer-generated,
and other elements of the representational context (windows, teacups,
desktops, or what-have-you). The technical magic that supports the representation,
as in the theatre, is behind the scenes. Whether the magic is created
by hardware, software, or wetware is of no consequence; its only value
is in what it produces on the "stage." In other words, the representation
is all there is (Figure 1.8). Think of it as existential WYSIWYG.
(p. 17)