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Murray
Turoff designs group systems. He sees his work as
designing social systems. He believes that ‘virtuality
’ may be a more appropriate term to use than
‘virtual reality’ when considering computers
and reality generation. Turoff says that today "what
is possible with computers is not a representation
of reality as we know it but a new essence or a
new reality that may be very different from anything
we have known before."
Characterizing
any virtual reality is the subjective experience
of virtuality, or what might be considered electronic
consciousness. Turoff sees virtuality as the property
of a computer system with "the potential for enabling
a virtual system (operating inside the computer)
to become a real system by encouraging the real
world to behave according to the template dictated
by the virtual system." In philosophical terms,
he says, "the property of virtuality is a system's
potential evolution from being descriptive to being
prescriptive." According to Turoff:
Virtual
reality is a popular metaphor that, like all metaphors,
can lead us astray if we are not careful about what
we mean. It suggests that we are taking reality
and creating a representation of it in a computer,
whereas the computer itself may be creating new
realities ... As a result, the term virtuality may
be better than virtual reality at representing the
discussion of how computer systems affect reality.
Brian
Cantwell Smith has worked in computer science, cognitive
science, and artificial intelligence for over twenty-five
years. He has a similar view. Smith calls computational
environments synthetic subject matter or synthetic
sites. He says that computers participate in their
subject matter. They are “general participatory
systems.” For general participatory systems, Smith
says the boundary between sign and signified and
the corresponding theoretical boundary between syntax
and semantics is about as "far from sharp as it
is possible to be."
Computers,
Smith says, are not at all separate from the worlds
they represent. Nor is it possible to delineate
their interaction with those worlds into the traditional
distinct activities of reason, action, and perception,
or even to generalize to a broader notion of experience.
Computers, he says, "muck around in, create and
destroy, change, and constitute, to say nothing
of represent and reason and store information about,
a hundred realms -- new realms, some of them, that
owe their existence to the very computers that interact
with them." Ironically, Smith says, computers are
at the same time alleged philosophically in terms
of objectivity as well as in the same moment are
"candidates for a theory of what it is to be a subject"
because of their "manifest intentional character."
Smith
told me that to him the connection between virtual
reality and reality was stronger than most people
think. He said:
To
my mind, the connection between virtual reality
and reality itself is much stronger than I think
most people think it is. So I'm very concerned about
... how we design. There is no doubt that the ability
to design artistic works and to do things, like
in virtual reality, where in fact you have an experience
that transcends what can actually happen in the
ordinary physical world, is tremendously potentially
creative and powerful ... I think ... that both
the ethics and the aesthetics of those experiences
are much more continuous with our aesthetics and
ethics of ordinary life. It isn't like a black and
white distinction that there is sort of virtual
reality, which is unreal and you can do anything
and then there is real reality ... It's not a sort
of false way of being in touch ... It's perfectly
real and can be weighty.
Brenda
Laurel, digital interface designer, researcher,
and writer focusing on human-computer interaction,
culture, and technology also recognizes the extent
that computer technology "delivers similar experiences"
with reality. She told me whether "with games, or
Web surfing, or whatever, it continues to be disturbing."
Laurel says:
The
ability to synthesize images that are not representations
of the world is heavy duty and digital media lets
us create them more easily and transmit them more
easily. So the sort of danger is that it is easier
and easier to live in virtuality, if you will.
Software
engineer William Bricken also recognizes these virtualities,
these virtual realities, as more than real. Computers
can generate entire multi-sensory environments that
include us as interactive participants. Bricken
says virtual reality is the body of techniques that
apply computation to the generation of experientially
valid realities.
McLuhan
foretold this possibility in 1964 when he wrote
that the content of any medium is always another
medium. Virtuality identifies computers as no longer
mere symbol processors. They are, as Bricken suggests,
reality generators. Computers as computational media
are now communications media.
‘Computer
prophet’ Ted Nelson, whose work ultimately served
as the virtuality theory, or design, for the World
Wide Web, early on envisioned the potential of the
virtual communication technologies. Enlarging upon
Vannevar Bush's 1945 design proposal for a computer-based
system that would serve as a tool to augment human
intelligence, Nelson invented hypertext as a "way
of linking up all the world's knowledge into a kind
of automated network ... accessible to everyone
everywhere."
In
elaborating "correct principles of design for interactive
systems," Nelson defines the deep meaning of virtuality
as the "central concern of interactive system design."
He describes virtuality, recognizing not only the
conceptual structure of electronic consciousness
but also its feel. Nelson describes virtuality as
a structure of seeming. Virtuality is a structure
of seeming.
By
the virtuality of a thing I mean the seeming
of it, as distinct from its more concrete 'reality,'
which may not be important. An interactive computer
system is a series of presentations intended to
affect the mind in a certain way, just like a movie.
This is not a casual analogy: this is the central
issue ... A 'virtuality,' then, is a structure
of seeming -- the conceptual structure and
feel of what is created.
Copyright
© 2000 Rita Lauria All Rights Reserved
Rita
Lauria is a research associate of the M.I.N.D. Lab
(Media Interface and Network Design LAB) at Michigan
State University. Her research involves the philosophy
and design of virtuality. This excerpt comes from
her upcoming book Virtuality. Link to her
Web page from the lab associates page at http://mindlab.msu.edu/mweb/people.htm
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