The statements do not describe the nature or features of an actual product--they introduce the new idea by comparison to familiar, comfortable cultural icons. They compare VR with "a work of art," "a dream," "an additional reality" and a "new continent." With just a few words they have invoked the traditions of art and representation, psychology and metaphysics, ontological philosophy, discovery, colonization and the frontier.
Perceiving much wider applications than flight simulation and remote control, researchers coined the term "virtual reality," and promoted it as a paradigm shift for computers, and even for the whole society. The shift, though, was not into empty terrain: it was into such existing fields as entertainment, art, architecture, design and medicine. While proponents claimed the idea of VR was new, they positioned it as a natural and inevitable outgrowth of the past by making connections to familiar values, ideology and myth. They emphasized its unique advantages over other technologies, but packaged it in familiar cultural wrapping, constructing a historical narrative with VR as its necessary conclusion. They then projected VR's development into a utopian future. Moving from marginal cultural tributaries into the cultural mainstream, though, VR itself had to change; it needed to remove its uncomfortable associations with social criticism, drugs and insanity.
As I will show, between 1984 and 1992 "virtual reality" and "cyberspace" underwent a transformation from marginal, speculative concepts into a (relatively) mainstream, institutionalized discourse. Another important concept, from literary origins, is that of tropes: clusters of meaning associated with a phenomenon, or networks of cultural connections. Trope is a broader and more ephemeral category than discourse. I will show how proponents of virtual reality consciously associated VR with existing myths, positioning VR in the context of preexisting cultural tropes to naturalize the new discourse.
Virtual reality emerged from several contexts: the computer industry, the military, NASA, science fiction, the arts, and counterculture. The idea of "jacking in" to a dataspace originated in William Gibson's 1984 novel Neuromancer. This novel introduced the term "cyberspace": the "consensual hallucination" of high-definition immersive graphical representation of data. Virtual reality is now widely recognized as a credible technology, and has a tangible discourse. It has this identity even though very few people have experienced it, and in spite of the lack of actual demonstration of the claims about its revolutionary potential. VR has gone from being a speculative vision to being broadly perceived as almost an inevitable development. speculative vision to being broadly perceived as almost an inevitable development.
Virtual reality had its origin to a great extent in the imagination of science fiction writers and readers. The ideas of hyperspace from Star Wars, transporter beams from Star Trek, cyberspace from Gibson, and many others were familiar fantasies. Science fiction is often a critical and oppositional fictional form, however. The ostensibly alien setting licences writers to discuss contemporary social issues without referring directly to what they criticize. Sci fi often presents dystopic visions of alienation and struggle against impossible problems. Extending the consequences of social trends can be more incisive than overt criticism. Sci fi in its critical mode can show that things perceived as natural and normal are in fact cultural constructs. Neuromancer was intended as social criticism, rather than prediction.
Technology is alienating and out of human control. Gibson saw massive social inequities, huge corporations, and an economy based on ephemeral computerized network space, and extended the tendencies into a possible future. Many fans of science fiction, though, do not read it as criticism, or at least they put this element aside. They enjoy it for its sense of fantastic possibilities--for the imaginative technologies it seems to predict. It is somewhat ironic that Gibson's dystopic nightmare has become inspiration for computer scientists to create the entity he feared (it's just like a twist in a science fiction plot, really).
Counterculture: VR emerged partly as a product of a dialectic between the growth of Silicon Valley high-tech industries and the social and political ideals of the Californian counterculture. The counterculture, established in the 1960s around Civil Rights and anti-Vietnam War movements, has continued in various forms since. Building a new reality inside a computer is a new form of technological utopianism. When changing social reality seems too hard, why not create a new reality? They envisioned technologies which could be so powerful they would force the mainstream to change its perceptions about reality.
Jaron Lanier: He argued "Virtual reality is the first medium to come along which doesn't narrow the human spirit..."27 and "All you can do is be creative in Virtual Reality..." He said VR would free the imagination of the masses, "help people to communicate" and bring a new kind of spiritual understanding.
The faith in computers as liberators has deep roots in US and California. Virtual reality is the battlecry of latest generation of technological advocates. In previous cases, however, dreams of social change have not been fulfilled. Successive visionaries have envisioned technological solutions to the political questions of social movements. By ignoring the political questions, though, the process of implementing the ideas has often transformed their visions into caricature. Computers have indeed become more widespread, but the domination of the industry by large corporations has continued. The technology has not been socially revolutionary.
Drugs: Stories appeared in the mainstream press warning of the dangers of addiction to VR experience, and troubled by the potential psychic damage VR might cause. The actual danger of addiction to VR had no clinical basis--the technology barely existed. The debate resulted largely from the metaphors used to talk about the technology, and from the associations the technology had with the Californian drug subculture. The cyberpunk enthusiasm for "cyberdelic" experiences was echoed in inverse by the anti-drug fraternity.
To reach a mainstream market VR developers had to deny these associations, and move away from the counterculture from which VR had emerged. Meanwhile, the counterculture saw the shift of the technology and became cynical about its mass marketing, and VR lost its attraction for those who had seen it as a means of social change. The developers had to make it palatable and attractive to the mainstream, and demonstrate VR had serious applications such as medicine, architecture and design.
VR technologies (immersive navigable computer simulations with head-mounted displays and multiple input devices) do not compare in significance with the development of print, light bulbs or flight. VR is one part of a broader set of computing and communications technologies which have developed in the past ten years. VR would not have been possible if the computer operating systems and graphics, portable displays, communications protocols and infrastructure, input and tracking devices, had not been available. Each of these new technologies are very significant, and the combinations they will be put into are likely to have deep social impacts. Focussing particularly on VR is misleading, because it tends to ignore the significance of each component of the enabling technologies. They also overplay the significance of head-mounted displays, for example, which are too cumbersome and expensive to be likely to have long-term, widespread appeal. Grouping all technologies under one title tends to gloss the strengths and limitations associated with each.
Science: The goal of VR is to fool people's senses into believing they are in the artificial "environment," so developers naturally looked to psychology and physiology for ideas on the way processes of perception operate. For visual "realism" various VR systems have taken into account factors such as stereo-optical vision, accommodation, spatial and motion depth cues and perspective. The goal of VR is to fool people's senses into believing they are in the artificial "environment," so developers naturally looked to psychology and physiology for ideas on the way processes of perception operate. For visual "realism" various VR systems have taken into account factors such as stereo-optical vision, accommodation, spatial and motion depth cues and perspective.
Virtual reality claimed to be both a science and an art (possibly to escape rigorous examination as either). Linear history always oversimplifies processes of causation. In each case, the history is written in a way which privileges a central character or theme: in this case virtual reality. History as a cultural text is not neutral. Metaphor influences the meanings associated with the history, but the text does not acknowledge that it is in fact a construction. The historical narrative was useful for proponents of virtual reality. It communicated a sense of scale and importance, and created an aura of intellectual authority. It posed historical problems which proponents duly showed that VR could solve. It projected a future of VR as a natural extension of the historical process which they described. The history was an important foundation, but it remained crucial that the discourse move into more tangible applications, and colonize the mainstream.
Frontier myth: The idea of virtual reality as a cyberspace establishes its continuity with these previous frontiers. The comparison associates the new technology with freedom, opportunity, progress and individualism. VR and cyberspace find particular resonance within US culture because of its spatiality. Text-based hypermedia cannot claim the same.
Claiming authenticity for the metaphor is an important way of making the technology appear natural and relevant. By appealing to the US cultural imagination's attraction to space, and perceived opportunity, they attracted attention to the technology. Once the connection had been made, VR proponents tried to reposition the tropes (reality, space) from a relationship of metaphor to synonymity.
VR transcended two of the most serious limitations of interacting with a computer simulation: the lack of a sense of space, and the distance from direct experience, by claiming their technology could create a new form of space and a new kind of experience. The language of Lanier, Walser, Gullichsen and Rheingold fostered the perception that VR can provide direct experience rather than encoded or mediated knowledge.
Digital colonization of the analog dataspace: Another process of colonization associated with cyberspace is what I call the digital colonization of the analogue dataspace. By envisioning a world where all information is infinitely accessible irrespective of place, the implication is that absolutely everything can and should be represented in digital form. The technologically built global village, newly incarnated as cyberspace, implies a potential that VR could be a new space for liberation and universal understanding, with access to all wisdom and truth anywhere at any instant: "Inclusion and unconstrained realities."
Another process of colonization associated with cyberspace is what I call the digital colonization of the analogue dataspace. By envisioning a world where all information is infinitely accessible irrespective of place, the implication is that absolutely everything can and should be represented in digital form. The technologically built global village, newly incarnated as cyberspace, implies a potential that VR could be a new space for liberation and universal understanding, with access to all wisdom and truth anywhere at any instant: "Inclusion and unconstrained realities."
Limitations: While it is possible to represent text, sounds, still and motion graphics and 3D modelled objects digitally, not all knowledge or all experience can fit this form. Meanings change with context, and digitisation tends to remove information from its context. Standardisation of the manner in which information is presented will impose a culturally loaded form on what really are diverse data. Its consistent form (whether that is ASCII text, graphics, or a fully graphical matrix) imposes a homogeneity of form which implies similarities where there are none. Types of knowledge which cannot be codified and digitized will become invisible in virtual space.
There is a danger that this virtual space will alienate minority perspectives in a similar way: not from direct policy, but by the economics and practice of access to the technology. From under a head-mounted display it is easy to ignore the people outside the cyberspace: excluded by economics, language and subculture. The level of diversity of opinion and perspectives within cyberspace is a product of who has access.
If this is an alternative reality, a crucial issue is who creates that reality. This means not only access to the information within cyberspace, but access to inputting and changing that information. The world views contained within cyberspace will be a consequence of who gets to down-load the information there. Therefore the diversity of people who have access is crucial. These considerations should temper some of the utopian rhetoric about cyberspace's liberating potential.