214 lines
12 KiB
Plaintext
214 lines
12 KiB
Plaintext
Note: Randy Walser has given me permission to distribute his paper in
|
|
electronic form. It is fairly short -- 1000 lines -- but I will break
|
|
it up into 4 parts for posting. Randy will be joining the newsgroup
|
|
shortly. His email address is acad!randoid@well.sf.ca.us
|
|
|
|
Here is Part One:
|
|
|
|
|
|
ELEMENTS OF A CYBERSPACE PLAYHOUSE
|
|
|
|
Randal Walser
|
|
|
|
Autodesk Research Lab Autodesk, Inc. 2320 Marinship Way Sausalito, CA
|
|
94965
|
|
|
|
January 31, 1990
|
|
|
|
Forthcoming in Proceedings of National Computer Graphics Association
|
|
'90 Annaheim, March 19-22, 1990
|
|
|
|
ABSTRACT
|
|
|
|
Until recently, computer interface designers have regarded human beings
|
|
as "users" of computers, and computers have been regarded as tools for
|
|
the human mind. That view is now being challenged by an emerging
|
|
paradigm that redefines the relationship between humans and
|
|
computers. One manifestation of the new paradigm is an exciting new
|
|
medium, called cyberspace, that provides people with virtual bodies in
|
|
virtual realities that emerge from simulations of three dimensional
|
|
worlds. Building on a conception of cyberspace as a form of theater,
|
|
I sketch out the elements of a cyberspace playhouse, a new kind of
|
|
social gathering place where people go to participate in three
|
|
dimensional simulations. As a specific example, I consider how a
|
|
playhouse might be organized for sports and fitness.
|
|
|
|
INTRODUCTION
|
|
|
|
Cyberspace is a medium that gives people the feeling they have been
|
|
transported, bodily, from the ordinary physical world to worlds purely
|
|
of imagination. Although artists can use any medium to evoke
|
|
imaginary worlds, cyberspace carries the worlds themselves. It has a
|
|
lot in common with film and stage, but is unique in the amount of
|
|
power it yields to its audience. Film yields little power, as it
|
|
provides no way for its audience to alter film images. Stage grants
|
|
more power than film, as stage actors can "play off" audience
|
|
reactions, but still the course of the action is basically determined
|
|
by a playwright's script. Cyberspace grants ultimate power, as it
|
|
enables its audience not merely to observe a reality, but to enter it
|
|
and experience it as if it were real. No one can know what will
|
|
happen from one moment to the next in a cyberspace, not even the
|
|
spacemaker. Every moment gives every participant an opportunity to
|
|
create the next event. Whereas film is used to show a reality to an
|
|
au
|
|
|
|
Currently cyberspace is the subject of much discussion and excitement,
|
|
and not only for academic reasons. Just as industries grew up around
|
|
radio, telephony, film, television, and computers, an industry is
|
|
likely to grow up around cyberspace. Understanding its nature and
|
|
envisioning its applications can have significant practical
|
|
consequences. The trouble is, the technology of cyberspace is
|
|
immature, the art scarcely exists, and the economics are
|
|
problematical. While it is easy to see that something important is
|
|
taking shape, it is too early to tell quite what to make of it (for a
|
|
discussion of some possibilities see [19]).
|
|
|
|
The premise underlying this paper is that cyberspace is fundamentally
|
|
a theatrical medium, in the broad sense that it, like traditional
|
|
theater, enables people to invent, communicate, and comprehend
|
|
realities by "acting them out." This point of view has been expressed
|
|
beautifully by Brenda Laurel [8]. Acting, under this view, is not
|
|
just a form of expression, but a fundamental way of knowing. To act
|
|
is to become someone else, in another set of circumstances, and
|
|
thereby to know and experience a different reality. By giving his
|
|
body over to a character, an actor enters a character's reality, and
|
|
he can be said to embody (that is, provide a body for) the character.
|
|
The character lives through the actor but so, too, does the actor live
|
|
through the character. An actor in cyberspace is no different, except
|
|
that the body she gives to her character is not her physical body, but
|
|
rather her virtual one. She embodies the character but she,
|
|
personally, is embodied by cyberspace.
|
|
|
|
A group of people is the first ingredient of theater, so some way must
|
|
be provided for cyberspace patrons to gather in one place. Of course,
|
|
in principle there is no need for patrons to assemble in the same
|
|
physical space, as high speed data communication channels can be used
|
|
to bring them together in imaginary places. The day may come when
|
|
people can enter cyberspace from their own homes, or perhaps from any
|
|
location at all (just as it is now possible to place a phone call from
|
|
any vehicle within a cellular phone grid). Meanwhile, the
|
|
infrastructure of cyberspace is bulky and expensive enough to warrant
|
|
a physical gathering place. In this paper I sketch out some possible
|
|
elements of such a place, a new kind of social center, called a
|
|
cyberspace playhouse, where people go to play roles in simulations.
|
|
|
|
While I expect that playhouses will be used for many purposes,
|
|
including drama, design, education, business, fitness, and fun, here I
|
|
describe a playhouse which emphasizes sports and physical
|
|
conditioning. I have focused on sport because I think it epitomizes
|
|
the application areas for which cyberspace will turn out to be best
|
|
suited; namely, social activities that engage not just the mind but
|
|
the whole body and the whole spirit. Cyberspace has barely begun to
|
|
evolve as a medium, and of course no one can hope to understand it
|
|
fully until it has fully matured. Yet we can try to imagine what it
|
|
might become, and try to make it as grand as we can imagine. Sport
|
|
is an ideal area in which to sharpen our vision. Sport is related to
|
|
theater in that both are refined forms of play. Whereas theater
|
|
evolved out of the human impulse to pretend, and thus to plan, sport
|
|
evolved from the human impulse to assert one's self, and thus to
|
|
survive. Actors perform in order to be someone else. Athletes act in
|
|
|
|
NEW PARADIGM
|
|
|
|
If one were to dissect the elements of cyberspace technology it might
|
|
appear that cyberspace offers nothing really new. Indeed, many of the
|
|
key elements, most notably computer graphics, have been around a long
|
|
time. What is new about cyberspace is not so much the technologies
|
|
that underly it, but the way the technologies are packaged and
|
|
applied. Cyberspace is a medium that is emerging out of a new way of
|
|
thinking about computers and their relationship to human experience.
|
|
Under the old way of looking at things computers were regarded as
|
|
tools for the mind, where the mind was regarded as a disembodied
|
|
intellect. Under the new paradigm, computers are regarded as engines
|
|
for new worlds of experience, and the body is regarded as inseparable
|
|
from the mind.
|
|
|
|
The new perspective on human/computer interaction is due in part to
|
|
recent advances in computer graphics and simulation, and in part to
|
|
reductions in the cost of key user interface technologies. The new
|
|
perspective was precipitated, though, by the growing realization in
|
|
the scientific community that the basis of rationality is not in the
|
|
world, as had been supposed, but in the human body. The essence of
|
|
this new view is expressed eloquently in five words, in the title of
|
|
Mark Johnson's book, THE BODY IN THE MIND. In the introduction,
|
|
Johnson lays out the fundamental tenets of the emerging paradigm, as
|
|
follows:
|
|
|
|
"We human beings have bodies. We are 'RATIONAL animals,' but we are
|
|
also 'rational ANIMALS,' which means that our rationality is
|
|
embodied. The centrality of human embodiment directly influences what
|
|
and how things can be meaningful for us, the ways in which these
|
|
meanings can be developed and articulated, the ways we are able to
|
|
comprehend and reason about our experience, and the actions we take.
|
|
Our reality is shaped by the patterns of our bodily movement, the
|
|
contours of our spatial and temporal orientation, and the forms of our
|
|
interaction with objects. It is never merely a matter of abstract
|
|
conceptualizations and propositional judgments. [5]"
|
|
|
|
In another time or in another society, Johnson's comments might seem
|
|
obvious, even trivial. But in a society built on a philosophical and
|
|
scientific tradition that elevates mind over body, his point of view
|
|
is heresy of the highest order, for it challenges the presupposition
|
|
that the world is inherently rational, the basis for the very notion
|
|
of a mind apart from a body.
|
|
|
|
Under the classical scientific view there is no need to give a place to
|
|
the human body in any account of human reason because the classical
|
|
view presupposes the existence of an objective reality with a rational
|
|
structure. Reason is treated as a purely abstract system for
|
|
converging step by step on the one correct description of the world.
|
|
Under the new view, however, the world is not assumed to have a
|
|
rational structure, and there is no sense in trying to find one.
|
|
Instead, there are many possible worlds, as many as sentient beings
|
|
can invent and experience. Nothing, under the new view, is meaningful
|
|
until it has been experienced, either by the body, or by the "body in
|
|
the mind" (that is, the body-related "schemata," in the mind, that
|
|
organize and guide behavior).
|
|
|
|
DEFINITION OF CYBERSPACE
|
|
|
|
Until now I have spoken of cyberspace as a medium, but there is another
|
|
sense of it. There is cyberspace the communications medium, and then
|
|
there is cyberspace the phenomenon. Cyberspace the phenomenon is
|
|
analogous to physical space. Just as physical space is filled with
|
|
real stuff (so we normally suppose), cyberspace is filled with
|
|
virtual stuff. Cyberspace, the medium, enables humans to gather in
|
|
virtual spaces. It is a type of interactive simulation, called a
|
|
CYBERNETIC SIMULATION, which gives every user a sense that he or she,
|
|
personally, has a body in a virtual space. Just as a cybernetic
|
|
simulation is a special kind of interactive simulation, a CYBERSPACE,
|
|
the phenomenon, is a special kind of virtual space, one that is
|
|
populated by people with virtual bodies.
|
|
|
|
Roots
|
|
|
|
Visionaries have discussed and promoted the essential aspects of
|
|
cyberspace, under various names, since the sixties. The roots of the
|
|
field are generally traced to Ivan Sutherland and his seminal work on
|
|
"Sketchpad," the first widely known interactive computer graphics
|
|
system [15]. Sutherland described a head-mounted three dimensional
|
|
display as early as 1968 [16]. Another evolutionary line can be
|
|
traced to the same period, to Douglas Engelbart and his efforts to
|
|
augment human intellect [2]. Much later, Papert spoke of
|
|
"microworlds," Krueger of "artifical reality," Brooks of "virtual
|
|
worlds," Fisher and McGreevy of "virtual environments," Nelson of
|
|
"virtuality," and Walker of "the world in a can" [12,7,1,3,11,18].
|
|
Indeed, the notion of projecting one's self into a virtual space is
|
|
familiar to hackers throughout computerdom, from Unix masters who
|
|
"move" deftly around the Unix file hierarchy, to adventure gamers who
|
|
"fight" the forces of evil in imaginary worlds. The term "cyberspace"
|
|
was f
|
|
|
|
Today the emerging field is variously referred to as cyberspace,
|
|
artificial reality, and "virtual reality," the term favored by Jaron
|
|
Lanier, one of the most visible of the field's advocates [6].
|
|
Whereas Lanier would use "virtual reality" to refer both to a virtual
|
|
spa
|
|
|
|
************ this file was somehow munged in transit.
|
|
If you have a complete copy of this paper, or know where
|
|
to find one, please let us know.
|
|
Many thanks,
|
|
---Mark A. DeLoura (deloura@cs.unc.edu)
|
|
---Bob Jacobson (cyberoid@u.washington.edu)
|
|
|