Showing posts with label virtual reality. Show all posts
Showing posts with label virtual reality. Show all posts

Thursday, April 21, 2011

In case anyone's curious about the post I mentioned in class

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It's from Border House Blog (a site I love love love) and a relevant section is excerpted here.


It was because the game offered me the opportunity to stand in the shoes of a
woman character I had created, a thoughtful, strong woman modeled after my
newfound role models and representing a potential vision of myself. The
scholarly Night Elven Priestess who became my main character in WoW was how I explored womanhood, became a woman, and how I learned to take pride in being a woman. She taught me how to stand up for myself, how to fight back, and
eventually how to take control of my life.


--Quinnae, "Clicks on a Keyboard: Dungeons, Dragons, and Trans-Feminism"

Wednesday, April 20, 2011

eXistenZ and Inception (duhnduhnduhnduhnduhn..WOOOOOAAAAAHHHHNNNN)

One thing that really struck me about eXistenZ was its similarity to Inception in the exploration and questioning of reality. Though other films have certainly incorporated such themes (e.g., The Matrix), both of the films in question layer many different “virtual” realities in order to disorient the viewer from understanding which one is, in fact, “real.” Even the realities from which the protagonists plunge into their virtual worlds are called into question at the end of both stories: Leonardo DiCapprio's spinning top and the Chinese waiter's inquiry as to whether or not the players are still gaming. In the latter case, the gamers already rose from a virtual reality that was introduced as the true reality at the beginning of the movie, further emphasizing the ambiguity of realism.


Another interesting parallel lies in the construction of the game in eXistenZ. That is, a player's preconceived ideas and unconscious desires apparently help shape the way the virtual reality, the characters, and the goals of the game are formed. As a result of such ideas and desires, the game we witness reflects an ongoing struggle between “realists” and gamers. In the “real world,” the former accuse the latter of “deforming reality” by creating an alternate one in which people can indulge their time, their energy, and their dreams. This introduces the notion that the virtual world is a dangerous vice that tempts many into limbo and apathy, while continuing the discussion with respect to questioning reality. Furthermore, the inception of these ideas into the virtual world highlight the dangers of virtual reality as well as the power of human will.


From a game designer's standpoint, the balance of free choice versus structure and control likely exhibits the greatest challenge in designing a virtually realistic system. Allegra notes at the beginning of the film that eXistenZ is meant to be an entirely new gaming paradigm; perhaps this was meant to reflect a shifting of such balance. As a gamer, I understand the dilemma. The linearity (or lack thereof) of a game often correlates with its replay value; at the same time, if the gamer is given too much freedom, the storyline often suffers. In The Matrix, the machines encounter a similar problem after the failure of their first, utopian virtual reality. Their solution was to create the perfect illusion of free choice to keep the minds of their human batteries content. To really drive home the relevancy of this balance, Pikul asks Allegra shortly after being “plugged in” for the first time if there is any free will in her games. She replies, “Only as much as real life.”


Bad acting and accents aside, eXistenZ appears to be the Canadian predecessor to Inception in the genre of virtual reality mind****s. While both movies certainly incorporate other themes (e.g., Pikul's fear of penetration and revulsion at the organic game consoles), they both focus on the power of ideas, the importance of free will, and the dangers of indulging in dream worlds. Both also force us to ask questions such as: What is reality? How can we tell if we're really in it? How does our understanding of it influence our understanding of consequence and violence? Finally, can we truly choose our own destinies, or are we all part of a bigger game designed by someone upstairs?


Also, this has nothing to do with my post, but in case you don't get my title...

Is this real?

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In a movie, does it matter which world is "real"? I kept coming back to this question as I watched Existenz and found myself wondering, again and again, "Is this the real world or the game? Is he really dead?" The obvious answer, from an extremely cynical point of view, is that it was not the real world, and that the characters were not really dead, because all of the events only occurred with the context of a movie. The director yelled cut, the actors went home, and that was the end of that. But this pragmatic perspective jars with the experience of watching the movie, where I really cared, in each moment, whether the events were just the game, or were actually occurring in the movie's reality.

The typical explanation of this would be "suspension of disbelief." I was absorbed into the movie's world, was tricked into believing, at least on an emotional level, that the events were real, and so cared about the characters and their fates. However, although I think this explanation is good in general, it cannot explain my own reaction to Existenz, as my disbelief was not suspended for even a second. I found the dialogue unconvincing, the accents painful, and the two protagonists endlessly irritating. I never believed in any of the characters in their own right, and consistently thought of them as "Jude Law with a bad accent," "The Doctor" and "Bilbo Baggins." I felt no emotional connection to the story (and was frequently repulsed by it), and so shouldn't really have cared whether any one of them died "in the game" or "in reality."

I therefore think that movies like Existenz succeed in making us ask "Is this real?" partly because it constitute a challenge to the viewer's intelligence, and partly because it plays off viewer insecurities about their own perceptions of the world. I am the sort of person who cannot help trying to guess what the "twist" of the movie will be. I declared "all of this is a game" a minute into the movie, and enjoyed the puzzle of "Is this the game? Is this reality?" throughout the course of the film. Although I would enjoy the film more if it outsmarted me and gave me a twist I truly didn't expect (as indeed I was more impressed by this movie when it turned out that the protagonists were actually the "realists"), there is a sense of great satisfaction and security in knowing that you "outsmarted" the movie, and that you weren't taken in by the tricks that it played.

Yet I think it also plays upon the terrifying fact that none of us can always tell the difference between dream and reality. Have you ever had a dream that was such a perfect copy of real life that you thought it was real? Have you ever woken up from a dream and questioned whether it was something that actually happened, or remembered something and been unable to tell whether it happened in real life, or in a dream? Perhaps I am just particularly susceptible to such things, but I have been so unsettled by bad dreams that I have called my family to check that they were OK, and have yet to forget nightmares I had as a child where I "woke up," only to find the monster in my room. Even outside the context of dreams, people sometimes become disconnected from reality after traumatic events, such as the death of a loved one, or world changing moments like 9/11. People ask, "Was that real? Did it really happen?" not only because they don't want it to have been true, but because everything begins to feel like it must have been a dream. When watching movies like Existenz, we therefore ask "Is this real?" and attempt to outsmart the movie because we want the reassurance that we can tell the difference, that we are smart enough to figure out when something is a dream or a game, and when something is actually happening to us.

Estranging Reality to Realize the Strange

When both watching EXistenZ and reading Snow Crash (although I’ll focus on the former here, since I’ve not quite completed the latter), I was struck not so much by the creation of such involved virtual worlds as I was the utter strangeness of the “real” worlds. For example, when I first began Snow Crash, I was convinced that I was reading a story about the day to day life of a modern-day pizza delivery boy whose devotion to virtual reality games had driven him to suffer a psychotic break. Once I realized that this explanation wasn’t sufficient—that Hiro was indeed living in a hyper-commercialized version our (very near) future in which pizza companies are run like the mafia and racism has become acceptable and commonplace again—I began to suspect that, in fact, the entire world I was reading about was virtual. After this flailing attempt to ground myself during the exposition, the transition to the metaverse was actually quite calming—finally, a version of reality that I knew wasn’t reality! Not only that, but, compared to “reality”, I found the metaverse to, surprisingly, be comfortingly close to my own perception of reality, or at least what I would expect a virtual version of my own to resemble, with its social hubs and motley collection of avatars.


The “reality” of EXistenZ (and here I’m referring to the world we think is real for most of the film) is similarly disturbing, with its grotesque emphasis on organic-looking technology, not to mention the thickly layered-on, unnatural accents and over-the-top dialogue. This confusion only got worse near the end, when EXistenZ and “reality” started to “bleed together”, making it impossible to distinguish between the two. Even the very end, which presents the most believable world (with technology that actually looks like technology, not perverted body parts, and legitimate accents), the eerie symmetry between situation and dialogue between that “reality” and the first “reality” casts everything into doubt. When Allegra describes EXistenZ as “a game everybody’s already playing”, she’s more right than she knows. Like in Snow Crash, the world that we know is virtual becomes, somehow, the most “real” option, both because of its sheer, dirty grit (real animals instead of technologies that seem to mimic their form but have no explained source) and because we know on which side of reality we— and the characters— stand.


As we saw in “A Rape in Cyberspace”, even lines of text on a screen can create a startling illusion of reality for those invested in the community. Once you add in a second degree of separation, though (reading a book or watching a movie), more drastic action is needed to force the reader or watcher to understand the level of involvement and devotion the characters feel to their virtual realities or games. By making the virtual space the ironically more concrete, understandable option while twisting the “real world” until it’s scarcely recognizable (or until it can’t be sorted into “real” or “virtual”), Stephenson and Cronenberg do a 180 on our perception of reality and, in doing so, draw us more fully into their characters’ lives.

Tuesday, April 19, 2011

Speed is God

In a book that starts with the most epic pizza delivery ever, speed is critical. The energy of the opening scene is finger-bitingly frenetic, as the time ticks down and Hiro’s car zooms to its final resting place in a Burbclave swimming pool. Everything rockets along, and some things move too quickly for their motion to even register. This reminded me of the limited flicker-fusion rate (the speed with which our eyes perceive) of the human eye, which makes what happens very quickly either very vague or totally invisible. To us, hummingbirds’ wings are just an indistinct blur and fluorescent lights do not drive us all insane because we cannot see them flickering. With a higher flicker-fusion threshold, we would actually see each distinct beat of the hummingbird’s wings.

For all the technology zooming around in Snow Crash, we are still limited by the range of our senses. For example, besides Hiro and Y.T., no one has ever seen a Rat Thing because they move too fast (94). A few pages later, Y.T. is perplexed by the appearance of a Mafia Town Car: “How do they do it? You see these Town Cars everywhere, but you never see them move, never see them get anyplace. She’s not even sure they have engines in them” (100). The omnipresent yet insidious Mafia manages to elude perception with ease. Even with all of Lagos’ technological enhancements—he can see visual light, infrared, radar, and ultrasound simultaneously—he still ends up getting “slit open like a salmon” (138).

In addition to the ability of the senses to gather information, speed is also crucial in transferring information digitally and connecting to the Metaverse. Many of us can remember the infuriatingly slow dial-up internet connections of days of yore and even today, e-mailing large attachments can be a time-consuming process. In Snow Crash, a fiberoptic cable enables a transfer of information swift enough to create a detailed, high-resolution experience of the Metaverse. The richness and complexity of the digital world in Snow Crash offers a striking contrast to the minimalism and comparatively low-fi vibe of LamdaMOO in “A Rape in Cyberspace.” The speed with which events unfold in LamdaMOO are on par with our flicker-fusion rates, while Snow Crash flies by at an almost supersonic speed, like a hummingbird on steroids.

The virtual reality of LamdaMOO is, as far as I can tell from the article, solely text-based—no flashy graphics or life-like avatars yet. This simplicity permits a great deal of freedom among the users. In the colorful Metaverse of Snow Crash, where the most carefully crafted avatars look just like real people, it is far more difficult to envision the living human being behind the overwhelmingly realistic avatar. But in LamdaMOO, nothing is “real” in the sense that it could be mistaken for real life. It’s just words on a screen. For example, the fact that evangeline describes her room as “infinite in expanse and fluid in form” does not stop the writer of the article from feeling that her room is “claustrophobic” instead, “dank and overheated by virtual bodies, pressing against your skin” (8). Given a text, we are all free to envision it however we wish. But as technology advances, the transfer of information becomes ever swifter and we gain greater and greater control over how our digital selves are presented, leaving less to the imagination. I know nothing about what virtual reality or avatars look like today, but based on animation in movies and commercials for video games, the digital can be incredibly real. Our senses are all too fallible, and can easily be seduced by technology into, if not mistaking the virtual for the real, than into preferring digital perfection to real imperfection.

Wednesday, April 13, 2011

Take Two

Sorry this is so late, I either got a cold or developed allergies, not sure which. :\

So I know I posted a link to Digital yesterday, and I had originally intended to talk about Digital and how cyberpunk is dead (long live cyberpunk!), but I think I'm more interested in the debate about cyberspace vs reality, especially with respect to the body. So uh, enjoy Digital if you like, but don't feel compelled to play it before tomorrow (though it is an excellent game).

Instead. The physical and the virtual and the real, all mediated through the concept of the body.

Case, at the start of the book, draws a total distinction between the world of cyberspace and the world of meatspace. Gibson describes the aftermath of the mycotoxin: "For Case, who'd lived the bodiless exultation of cyberspace, it was the Fall. In the bars he'd frequented as a cowboy hotshot, the elite stance involved a certain relaxed contempt for the flesh. The body was meat. Case fell into the prison of his own flesh" (6, emphasis mine). Case uses the term "meat" quite frequently as a derogatory reference to the body, as opposed to what he
prefers, the experience of "his disembodied consciousness" (5).

In response to his inability to jack in and live that disembodied life, Case develops addictions to drugs and sex. In Linda Lee, he sees "the raw need, the hungry armature of addiction" (9), and in himself, he sees "lust and loneliness riding in on the wavelength of amphetamine" (9). Drugs and sex are bound up in a ball of bodily desire, things he turns to after he can no longer access the matrix. These represent "all the meat...and all it wants" (10).

Case only imagines two extremes: disembodiment (cyberspace), or total embodiment (meatspace). Yet the novel resides in the intermediate spaces, where the physical is made virtual and the virtual made physical. These intermediaries, however, cannot exist in one person, but rather emerge from the relationships between people. The two most interesting mediating entities are the market and the corporation. Early on, Case presents the experience of living in the underworld as an analogue of cyberspace. He notes that under pressure, "it was possible to see Ninsei as a field of data, the way the matrix had once reminded him of proteins linking to distinguish cell specialties ... all around you the dance of biz, information interacting, data made flesh in the mazes of the black market" (17). Later, in Freeside, Case finds himself in the underworld yet again, and realizes that "the local action", "the real thing", is "commerce" (141). In this instance, the commerce is specifically that of bodies without consciousnesses, the cubicles where women (and maybe men but we don't see it) sell their bodies.

The other mediating space is the corporation. The word corporation carries the body within it, and in Neuromancer, the corporation is alternately imagined as a hive mind and as a single body. In describing the problems with Tessier-Ashpool, the Flatline relates them to "your immune system falling apart on you. Ripe for virus" (187). Here, the term virus refers both to the infectious agent that causes disease in living things, and to the computer virus that they will use to attack the ICE of T-A. Case also imagines the zaibatsus and multinational corporations first "as organisms" (196) and immediately after, as "hives with cybernetic memories, vast single organisms, their DNA coded in silicon" (196). The corporation, given a collective consciousness through computers, now has the ability to act as a true single organism, one body acting on the world around it based on disembodied data.

Tuesday, April 12, 2011

Addicted to Cyberspace

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I want to build upon Shelina's post, in which she compares the cyberspace in Neuromancer to our current experiences with the internet, arguing that "we seem to be capable of entering a type of virtual reality without the physical melding of human and machine."

My initial reaction to Gibson's cyberspace was extreme discomfort. To Case, at least, cyberspace seems a way of escaping reality. Without the ability to access it, Case becomes a suicidal drug addict, desperate for a way to escape the bleakness of reality. Once he reconnects, he cries "tears of release" (70), and quickly allows cyberspace to take over his entire existance: "This was it. This was what he was, who he was, his being" (79). As we saw in Tiptree's story The Girl Who Was Plugged In, virtual reality completely replaces Case's actual reality, with his virtual self become more real that the person he is without the assistance of the matrix. "He forgot to eat" (79), because real life no longer matters. And this addiction appears to be because real life is too boring, too painful, too unbearable. When he remembers Linda Lee, and her death, for example, "he jacks in and works for nine straight hours" (79), hiding from his own thoughts, his own reality, by immersing himself in a vibrant world where he gets to rule.

This resonates with our own current relationship with the internet, and with computers in general. Many people have become addicted to gaming, whether World of Warcraft or Farmville, with some individuals even literally playing themselves to death through extended gaming marathons. Even casual users can find hours of their day disappearing to constant refreshing of Facebook and PrincetonFML, clicking links of Wikipedia, or watching cats playing the piano on Youtube. Neuromancer seems to have predicted not only the existance of this network, but also its ability to help us to escape from the stresses and worries of our everyday lives, and the addictive nature of this possibility.

However, the more of Neuromancer I read, the more troubled I became by my initial definitions of "real" and "imaginary," and my condemnation of Case for prefering to abandon "reality" in favor of comforting cyberspace. Shelina's discussion of how novels produce a similar experience particularly made me rethink this dismissal, as I can neither deny that my novel addiction involves escaping into a fictional world for a while nor claim that there is something "weak" or "delusional" about engaging in such activities, I think I must reevaluate my original black and white definition. Poe asked, "Is every thing we see or seem but a dream within a dream?", and if the answer is "yes," and life is just an illusion in our consciousness, does it matter whether that life takes place in the "real world," or in a consuming virtual reality?

To add to this debate, I found an article on BBC news that claims that a connection has been found between excessive internet use and depression. However, the researchers were unable to determine whether excessive internet use causes depression, or whether people use the internet more before they're depressed. In the first instance, "escaping" from reality through cyberspace is mentally harmful. In the other, it provides a welcome and useful form of escape when the "real world" becomes overwhelming. The problem, I guess, is discovering which is the truth.


Virtual Enough

 tags: cyberspace, virtual/virtual reality, cyborg, plugged in, the Internet





“A year here and he still dreamed of cyberspace, hope fading nightly” (Gibson 4)

As the seminal work of cyberpunk fiction, Neuromancer is famous for a number of things, including its influence on the technical terminology of today. One of its greatest impacts can be seen through the word “cyberspace”, coined by Gibson in an earlier novelette and popularized through his use of it in Neuromancer. Today, cyberspace has become synonymous with the world of the Internet –  so much so that in the afterword of the 2000 reprint of Neuromancer, Jack Womack suggests that Gibson’s famous line, “Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation” (Gibson 51) may have itself encouraged people to turn the then-fledgling Internet into what it had become by the turn of the millennium.
It has been eleven years since Womack asked the question, “What if the act of writing it down, in fact, brought it about?” (Womack 269, original emphasis). And in the space of just over a decade, the world of cyberspace, the world of the World Wide Web, has transformed. In the year 2000 (a year after the release of The Matrix), the internet had only been made available to the general public for six years (Abell), the dot-com bubble had just burst, and the Web was definitely still 1.0.  Writing this post on Blogger, I hardly need to describe the transformation that’s taken place on the web since then. But one transformation seems to be glaringly absent. I’m not jacked in.