Home Page for Literature & the Culture of Information, Alan Liu, English 25
Notes for Class 26
This page contains materials intended to facilitate class discussion (excerpts from readings, outlines of issues, links to resources, etc.). The materials are not necessarily the same as the instructor's teaching notes and are not designed to represent a full exposition or argument. This page is subject to revision as the instructor finalizes preparation. (Last revised 3/12/01 ) (recommended browser)

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Some Reference Points for Discussion


Preliminary Class Business


  • Class on Friday (Class 28):
        Lecture on "cool"
        Course evaluations
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VR: The Idea

Chris Chesher, "Colonizing Virtual Reality: Construction of the Discourse of Virtual Reality, 1984-1992" (1984):

"Virtual Reality developed from fiction in 1984 to a rich discourse and a marketed technology by 1992"


Jaron Lanier's VPL company publicity in 1989
(cited in Chesher) [Lanier's home page]:

"VR is shared and objectively present like the physical world, composable like a work of art, and as unlimited and harmless as a dream. When VR becomes widely available, around the turn of the century, it will not be seen as a medium used within physical reality, but rather as an additional reality. VR opens up a new continent of ideas and possibilities. At Texpo 89 we set foot on the shore of this continent for the first time."



  • Tron (1982) [film] | Link1

  • William Gibson, Neuromancer (1984)

Neuromancer, p. 51:

"Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts. . . . A graphic representation of data abstracted from the banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding. . . ."

  • StarTrek: The Next Generation (introduction of the "holodeck" in 1987) [TV series] | "Hollow Pursuits" episode, 1990

  • Howard Rheingold, Virtual Reality (New York: Summit, 1991)

  • Michael Benedict, ed., Cyberspace: First Steps (Cambridge, Mass.: MIT Press, 1992) [on the construction of computer "cyberspace"]

  • The Lawnmower Man (1992) [film]

  • The Matrix (1999) | trailer

  • David Cronenberg's eXistenZ (1999) [film]
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VR: The Technology

For a chronology of the development of VR technologies, see the section titled "A Brief Chronology" in Chris Chesher's "Colonizing Virtual Reality: Construction of the Discourse of Virtual Reality, 1984-1992"
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VR: The Experience

Jonathan Steur, "Defining Virtual Reality" (1992)

"The key to defining virtual reality in terms of human experience rather than technological hardware is the concept of presence. Presence can be thought of as the experience of one's physical environment; it refers not to one's surroundings as they exist in the physical world, but to the perception of those surroundings as mediated by both automatic and controlled mental processes (Gibson, 1979): Presence is defined as the sense of being in an environment. Many perceptual factors help to generate this sense, including input from some or all sensory channels, as well as more mindful attentional, perceptual, and other mental processes that assimilate incoming sensory data with current concerns and past experiences (Gibson, 1966). Presence is closely related to the phenomenon of distal attribution or externalization, which refer to the referencing of our perceptions to an external space beyond the limits of the sensory organs themselves (Loomis, 1992)." (p. 75)

. . . telepresence is the extent to which one feels present in the mediated environment, rather than in the immediate physical environment. Telepresence is defined as the experience of presence in an environment by means of a communication medium. (p. 76)

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)

Interactivity is the extent to which users can participate in modifying the form and content of a mediated environment in real time. Interactivity in this sense is distinct from engagement or involvement as these terms are frequently used by communication researchers [ . . . ]. (p. 84)

Three factors that contribute to interactivity will be examined here (although many others are also important): speed, which refers to the rate at which input can be assimilated into the mediated environment; range, which refers to the number of possibilities for action at any given time; and mapping, which refers to the ability of a system to map its controls to changes in the mediated environment in a natural and predictable manner. (pp. 85-86)

  • instructor's experience in a VR rig

  • language? narrative?
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VR: The Art?

Jonathan Steur, "Defining Virtual Reality" (1992)

"First-person experiences in the real world represent a standard to which all mediated experiences are compared, either mindfully or otherwise: Face-to-face interaction with other humans is used as a model for all interactive communication (Durlak, 1987). The human perceptual system has been tuned through the process of evolution for the perception of real-world environments." (pp. 79-80)

"As media technologies become more and more vivid, it is possible that we will some day have systems capable of passing a 'perceptual Turing test.' The ramifications of media systems whose representations are perceptually indistinguishable from their real-world counterparts are both exciting and terrifying—exciting because of the possibilities afforded by such systems to experience distant and nonexistent worlds, and terrifying because of the blurring of distinction between representation and reality." (p. 84) [definition of Turing test]

Michael Heim, Virtual Realism (1998)

"When we talk about virtual reality, we have to keep in mind that it is indeed a technology, not simply a nebulous idea. It's not synonymous with illusion or mirage or hallucination" (p. 4)

"VR depends ultimately on activating the inherent telepresence capacity of human beings. While telepresence never equates to unaided imagination, there is something within the human being, a central point from which we stretch outside ourselves, that makes the technology work. Total sensory immersion depends in the long run upon our ability to enter into what our senses receive." (p. 28)

"But what if the virtual landscape we reach through our audio and video systems does not in fact exist anywhere in the primary world? What if we use computer graphics and sound samples to design an exotic information landscape? . . . What we see and hear will not reproduce a remote landscape but an imaginary landscape or imagescape." (p. 14)

Albert Borgmann, Holding On to Reality (1999)

       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.
        As for death, Tom Mandel, the New York Times tells us, was "one of the first (if not the first) to share on-line, with a wide audience, his own experience of dying." Actually to share a person's mortal illness is to feed, clean, and change that person, to suffer the person's bursts of anger and flights of hallucination. It is to see a person suffer deeply and decay. It is to sleep irregularly and poorly and to feel confined and at times resentful. With all that it can be an occasion of grace and gratitude. In any event it is quite different from checking your e-mail when you are good and ready, to catch up on the progress of the disease, to take in the sentiments of others, to contribute one that reads, "Oh, Tom . . . Damn, damn, damn, damn . . . (Do I get TOS [terms of service violation] for that?) Sweetie . . . I am so sorry and I am so amazed that you can just get on here and blurt it out," and then to log off and go about your daily life. (pp. 191-92)

[Cf., "the meat" in Gibson's Neuromancer]

Janet Murray, Hamlet on the Holodeck (1997)

"Don Quixote, living 150 years after the invention of the printing press, exemplifies the dangerous power of books to create a world that is 'more real than reality.' He still stands for the part of each of us that longs to leap out of our everyday life into the pages of a favorite book. . . . A stirring narrative in any medium can be experienced as a virtual reality because our brains are programmed to tune into stories with an intensity that can obliterate the world around us. . . . The age-old desire to live out a fantasy aroused by a fictional world has been intensified by a participatory, immersive medium that promises to satisfy it more completely than has ever before been possible." (pp. 97-98)

"Narrative is also a threshold experience. As we know from the work of child psychiatrist D. W. Winnicott, all sustained make-believe experiences, from children's play to Shakespearean theater, evoke the same magical feelings as a baby's first teddy bear because they are 'transitional objects.' . . . Stories evoke our deepest fears and desires because they inhabit this magical borderland. The power of what Winnicott called 'transitional' experiences comes from the fact that 'the real thing is the thing that isn't there.' In order to sustain such powerful immersive trances, then, we have to do something inherently paradoxical: we have to keep the virtual world 'real' by keeping it 'not there.' We have to keep it balanced squarely on the enchanted threshold without letting it collapse onto either side.
        Because the liminal trance is so inherently fragile, all narrative art forms have developed conventions to sustain it. One of the most important ways they have done this has been to prohibit participation." (pp. 99-100)

"Participatory narrative, then, raises several related problems: How can we enter the fictional world without disrupting it? How can we be sure that imaginary actions will not have real results? How can we act on our fantasies without become paralyzed by anxiety? The answer to all of these questions lies in the discovery of the digital equivalent of the theater's fourth wall. We need to define the boundary conventions that will allow us to surrender to the enticements of the virtual environment." (p. 103)

"Part of the early work in any medium is the exploration of the border between the representational world and the actual world." (p. 103)

American Heritage Dictionary:

"1. Existing or resulting in essence or effect though not in actual fact, form, or name . . . 2. Existing in the mind, especially as a product of the imagination. Used in literary criticism of text."

Human Interface Technology Lab on "Mixed Reality": Reality, Augmented Reality, Augmented Virtuality, Virtuality

"However these need not be distinct environments, rather they are points on a Reality-Virtuality continuum ranging from Reality at one end to Immersive Virtuality at the other."
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Thought Experiment

  • Close your eyes and imagine as fully as you can the presence of someone or something dear to you that no longer exists.

  • If it were possible technologically, would you want by comparison to your imaginative experience an absolutely vivid and interactive VR simulation of that someone or something?
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References


Related Links Supplementary links for this class on Study Materials page

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These class notes are for a course in the Transcriptions Project | Page content by Alan Liu | 3/12/01 | [Top]