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Escapism And Virtual Reality Essay Research Paper

Escapism And Virtual Reality Essay, Research Paper


Escapism and Virtual Reality


ABSTRACT


The use of computers in society provides obvious benefits and some drawbacks.


`Virtual Reality’, a new method of interacting with any computer, is presented


and its advantages and disadvantages are considered. The human aspect of


computing and computers as a form of escapism are developed, with especial


reference to possible future technological developments. The consequences of a


weakening of the sense of reality based upon the physical world are also


considered. Finally, some ways to reduce the unpleasant aspects of this


potential dislocation are examined. A glossary of computing terms is also


included.


Computers as Machines


The progression of the machine into all aspects of human life has continued


unabated since the medieval watchmakers of Europe and the Renaissance study of


science that followed Clocks . Whilst this change has been exceedingly rapid


from a historical perspective, it can nevertheless be divided into distinct


periods, though rather arbitrarily, by some criteria such as how people


travelled or how information was transferred over long distances. However these


periods are defined, their lengths have become increasingly shorter, with each


new technological breakthrough now taking less than ten years to become accepted


(recent examples include facsimile machines, video recorders and microwave


ovens).


One of the most recent, and hence most rapidly absorbed periods, has been that


of the computer. The Age of Computing began with Charles Babbage in the late


19th century Babbage , grew in the calculating machines between the wars


EarlyIBM , continued during the cryptanalysis efforts of World War II


Turing,Bletchley and finally blossomed in the late 1970’s with mass market


applications in the developed countries (e.g. JapanSord ). Computers have


gone through several `generations’ of development in the last fifty years and


their rate of change fits neatly to exponential curves Graphs , suggesting that


the length of each generation will become shorter and shorter, decreasing until


some unforeseen limit is reached. This pattern agrees with the more general


decrease of length between other technological periods.


The great strength of computers whether viewed as complex machines, or more


abstractly as merely another type of tool, lies in their enormous flexibility.


This flexibility is designed into a computer from the moment of its conception


and accounts for much of the remarkable complexity that is inherent in each


design. For this very reason, the uses of computers are now too many to ever


consider listing exhaustively and so only a representative selection are


considered below.


Computers are now used to control any other machine that is subject to a varying


environment, (e.g. washing machines, electric drills and car engines).


Artificial environments such as hotels, offices and homes are maintained in pre-


determined states of comfort by computers in the thermostats and lighting


circuits. Within a high street shop or major business, every financial or


stockkeeping transaction will be recorded and acknowledged using some form of


computer.


The small number of applications suggested above are so common to our


experiences in developed countries that we rarely consider the element which


permits them to function as a computer. The word `microprocessor’ is used to


refer to a `stand-alone’ computer that operates within these sorts of


applications. Microprocessors are chips at the heart of every computer, but


without the ability to modify the way they are configured, only a tiny


proportion of their flexibility is actually used. The word `computer’ is now


defined as machines with a microprocessor, a keyboard and a visual display unit


(VDU), which permit modification by the user of the way that the microprocessor


is used.


Computers in this sense are used to handle more complex information than that


with which microprocessors deal, for example, text, pictures and large amounts


of information in databases. They are almost as widespread as the


microprocessors described above, having displaced the typewriter as the standard


writing tool in many offices and supplanted company books as the most reliably


current form of accountancy information. In both these examples, a computer


permits a larger amount of information to be stored and modified in a less time-


consuming fashion than any other method used previously.


Another less often considered application is that of communication. Telephone


networks are today controlled almost entirely by computers, unseen by the


customer, but actively involved in every telephone call phones . The linking of


computers themselves by telephone and other networks has led people to


communicate with each other by using the computer to both write the text (a


word-processor) and to send it to its destination. This is known as electronic


mail, or `email’.


The all pervasive nature of the computer and its obvious benefits have not


prevented a growing number of people who are vociferously concerned with the


risks of widespread application of what is still an undeniably novel technology


comp.risks,ACMrisks . Far from being reactionary prophets of doom, such people


are often employed within the computer industry itself and yet have become wary


of the pace of change. They are not opposed to the use of computers in


appropriate environments, but worry deeply when critical areas of inherently


dangerous operations are performed entirely by computers. Examples of such


operations include correctly delivering small but regular doses of drugs into a


human body and automatically correcting (and hence preventing) aerodynamic


stability problems in an aircraft plane1,plane2 . Both operations are typical


`risky’ environments for a computer since they contain elements that are tedious


(and therefore error-prone) for a human being to perform, yet require the human


capacity to intervene rapidly when the unexpected occurs. Another instance of


the application of computers to a problem actually increasing the risks attached


is the gathering of statistical information about patients in a hospital. Whilst


the overall information about standards of health care is relatively insensitive,


the comparative costs of treatment by different physicians is obviously highly


sensitive information. Restricting the `flow ‘of such information is a complex


and time-consuming business.


Predictions for future developments in computing applications are notoriously


difficult to cast with any accuracy, since the technology which is driving the


developments changes so rapidly. Interestingly, much of what has been developed


so far has its conceptual roots in science fiction stories of the late 1950’s.


Pocket televisions, lightning fast calculating machines and weapons of pin-point


accuracy were all first considered in fanciful fiction. Whilst such a source of


fruitful ideas has yet to be fully mined out, and indeed, Virtual Reality (see


below) has been used extensively


Neuromancer and others, many more concepts that are now appearing that have no


fictional precursors.


Some such future concepts, in which computers would be of vital importance,


might be the performance of delicate surgical procedures by robot, controlled by


a computer, guided in turn by a human surgeon; the control of the flow of


traffic in a large city according to information gathered by remote sensors;


prediction of earthquakes and national weather changes using large computers to


simulate likely progressions from a known current state weather ; the


development of cheap, fast and secure coding machines to permit guaranteed


security in international communications; automatic translation from one


language to another as quickly as the words are spoken; the simulation of new


drugs’ chemical reactions


with the human body. These are a small fraction of the possible future


applications of computers, taken from a recent prediction of likely developments


JapanFuture . One current development which has relevance to all the above, is


the concept known as `Virtual Reality’ and is discussed further below.


Virtual Reality


Virtual Reality, or VR, is a concept that was first formally proposed in the


early Seventies by Ted Nelson ComputerDreams , though this work appears to be


in part a summary of the current thinking at that time. The basic idea is that


human beings should design machines that can be operated in a manner that is as


natural as possible, for the human beings, not the computers.


For instance, the standard QWERTY keyboard is a moderately good instrument for


entering exactly the letters which have been chosen to make up a word and hence


to construct sentences. Human communication, however, is often most fluent in


speech, and so a computer that could understand spoken words (preferably of all


languages) and display them in a standard format such as printed characters,


would be far easier to use, especially since the skills of speech exist from an


early age, but typing has to be learnt, often painfully.


All other human senses have similar analogies when considering their use with


tools. Pictures are easier than words for us to digest quickly. A full range of


sounds provides more useful information than beeps and bells do. It is easier


to point at an item that we can see than to specify it by name. All of these


ideas had to wait until the technology had advanced sufficiently to permit their


implementation in an efficient manner, that is, both fast enough not to


irritate the user and cheap enough for mass production.


The `state of the art’ in VR consists of the following. A pair of rather bulky


goggles, which when worn display two images of a computer-generated picture. The


two images differ slightly, one for each eye, and provide stereo vision and


hence a sense of depth. They change at least fifty times per second, providing


the brain with the illusion of continuous motion (just as with television).


Attached to the goggles are a pair of conventional high-quality headphones, fed


from a computer-generated sound source. Different delays in the same sound


reaching each ear provide a sense of aural depth. There is also a pair of


cumbersome gloves, rather like padded ice-hockey gloves, which permit limited


flexing in all natural directions and feed information about the current


position of each hand and finger to a computer.


All information from the VR equipment is passed to the controlling computer and,


most importantly, all information perceived by the user is generated by the


computer. The last distinction is the essence of the reality that is `virtual’,


or computer-created, in VR.


The second critical feature is that the computer should be able to modify the


information


sent to the user according to the information that it received from the user.


In a typical situation this might involve drawing a picture of a room on the


screens in the goggles and superimposing upon it a picture of a hand, which


moves and changes shape just as the user’s hand moves and changes shape. Thus,


the user moves his hand and sees something that looks like a hand move in front


of him.


The power of VR again lies in the flexibility of the computer. Since the


picture that is displayed need not be a hand, but could in fact be any created


object at all, one of the first uses of VR might be to permit complex objects to


be manipulated on the screen as though they existed in a tangible form.


Representations of large molecules might be grasped, examined from all sides and


fitted to other molecules. A building could be constructed from virtual


architectural components and then lit from differing angles to consider how


different rooms are illuminated. It could even be populated with imaginary


occupants and the human traffic bottlenecks displayed as `hot spots’ within the


building.


One long-standing area of interest in VR has been the simulation of military


conflicts in the most realistic form possible.


The flight simulator trainers of the 1970’s had basic visual displays and large


hydraulic rams to actually move the trainee pilot as the real aeroplane would


have moved. This has been largely replaced in more modern simulators by a


massive increase in the amount of information displayed on the screen, leading


to the mind convincing itself that the physical movements are occurring, with


reduced emphasis on attempts to provide the actual movements. Such an approach


is both cheaper in equipment and more flexible in configuration, since changing


the the aeroplane from a fighter to a commercial airliner need only involve


changing the simulator’s program, not the hydraulics.


Escapism


Escapism can be rather loosely defined as the desire to be in a more pleasant


mental and physical state than the present one. It is universal to human


experience across all cultures, ages and also across historical periods. Perhaps


for this reason, little quantitative data exists on how much time is spent


practicing some form of escapism and only speculation as to why it should feel


so important to be able to do so.


One line of thought would suggest that all conscious thought is a form of


escapism and that in fact any activity that involves concentration on sensations


from the external world is a denial of our ability to escape completely.


This hypothesis might imply that all thought is practice, in some sense, for


situations that might occur in the future. Thoughts about the past are only of


use for extrapolation into possible future scenarios.


However, this hypothesis fails to include the pleasurable parts of escapist


thinking, which may either be recalling past experiences or, more importantly


for this study, the sense of security and safety that can exist within


situations that exist only in our minds. A more general hypothesis would note


the separate concepts of pleasure and necessity as equally valid reasons for any


thought.


Can particular traits in a person’s character be identified with a tendency to


escapist thoughts that lead to patterns of behaviour that are considered extreme


by their society? It seems unlikely that a combination of hereditary


intelligence and social or emotional deprivation can be the only causes of such


behaviour, but they are certainly not unusual ones, judging by the common


stereotypes of such people.


The line of thinking that will be pursued throughout this essay is the idea that


a person who enjoys extreme forms of escapist thoughts will often feel most


comfortable with machines in general and with computers in particular.


Certainly, excessive escapist tendencies have existed in all societies and have


been tolerated or more crucially, made use of, in many different ways. For


instance, apparent absent-mindedness would be acceptable in a hunter/gatherer


society in the gatherers but not for a hunter. A society with a wide-spread


network of bartering would value a combination of both the ability to plan a


large exchange and the interpersonal skills necessary to conclude a barter,


which are not particularly abstract. In a society with complex military


struggles, the need to plan and imagine victories becomes an essential skill


(for a fraction of the combatants).


Movi

ng from the need for abstract thought to its use, there is a scale of


thought required to use the various levels of machines that have been mentioned


earlier. A tool that has no electronics usually has a function that is easy to


perceive (for example, a paperclip). A machine with a microprocessor often has


a larger range of possible uses and may require an instruction manual telling


the operator how to use it (e.g. a modern washing machine or a television). Both


of these examples can be used without abstract thought, merely trusting that


they will do what they either obviously do, or have been assured by the manual


that they will do.


The next level is the use of computers as tools, for example, for word-


processing. Now a manual becomes essential and some time will have to be spent


before use of the tool is habitual. Even then, many operations will remain


difficult and require some while to consider how to perform them. A `feel’ for


the tool has to acquired before it can be used effectively.


The top level of complexity on this scale is the use of computers as flexible


tools and the construction of the series of instructions known as programs to


control the operation of the computer. Escapist thoughts begin when the


operations of the programs have to be understood. In many cases, it is either


too risky or time-consuming to set the programs into action without considering


their likely consequences (in minute detail) first. Such detailed comprehension


of the action of a program often requires the person constructing the lists of


instructions (the programmer) to enter a separate world, where the symbols and


values of the program have their physical counterparts. Variables take on


emotional significance and routines have their purpose described in graphic


`action’ language. A cursory examination of most programmers’ programs will


reveal this in the comments that are left to help them understand each program’s


purpose. Interestingly, even apparently unemotional people visualise their


programs in this anthropomorphic manner Weizenbaum76,Catt73 .


Without this ability to trace the action of a program before it is performed in


real life, the computing industry would cease to exist. This ability is so


closely related to what we do naturally and call `escapism’, that the two have


begun to merge for many people involved in the construction of programs. For


some, what began as work has become what is done for pleasurable relaxation,


which is a fortunate discovery for large computer-related businesses. The need


for time-clocks and foremen has been largely eliminated, since the workers look


forward to coming to work, often to escape the mundane aspect of reality.


There are problems associated with this form of work motivation. One major


discovery is that it can be difficult to work as a team in this kind of activity.


Assigning each programmer a section of the project is the usual solution, but


maintaining a coherent grasp of the project’s state then becomes increasingly


difficult. Indeed, this problem means that there are now computers whose design


cannot be completely understood by one person. Misunderstandings that result


from this problem and the inherent ambiguities of human languages are often the


cause of long delays in completion of projects involving computers. (The current


statistics are that cost over-runs of 300 are not uncommon, especially for


larger projects and time over-runs of 50 are common SWEng ).


Another common problem is that of developed social inadequacy amongst groups of


programmers and their businesses. The awkwardness of communicating complex ideas


to other (especially non-technical) members of the group can lead them to avoid


other people in person and to communicate solely by messages and manuals


(whether electronic or paper).


Up to now, most absorption of the information necessary to `escape’ in this


fashion has been from a small number of sources located in an environment full


of other distractions. The introduction of Virtual Reality, especially with


regard to the construction of programs, will eliminate many of these external


distractions. In return, it will provide a `concentrated’ version of the world


in which the programmer is working. The flexible nature of VR means that


abstract objects such as programs can be viewed in reality (on the goggles’


screens) in any format at all. Most likely, they will be viewed in a manner that


is significant for each individual programmer, corresponding to how he or she


views programs when they have escaped into the world that contains them. Thus,


what were originally only abstract thoughts in one human mind can now be made


real and repeatable and may be distributed in a form that has meaning for other


people. The difference between this and books or paintings is the amount of


information that can be conveyed and the flexibility with which it can be


constructed.


The Dangers of Virtual Reality


As implied above, the uses of Virtual Reality can be understood in two ways.


Firstly, VR can be viewed as a more effective way of communicating concepts,


abstract or concrete, to other people. For example, as a teaching tool, a VR


interface to a database of operation techniques would permit a surgeon to try


out different approaches on the same simulated patient or to teach a junior


basic techniques. An architect might use a VR interface to allow clients to


walk around a building that exists only in the design stage ArchieMag .


Secondly, VR can be used as a visualisation tool for each individual. Our own


preferences could be added to a VR system to such an extent that anyone else


using it would be baffled by the range of personalised symbols and concepts. An


analogy to this would be redefining all the keys on a typewriter for each typist.


This would be a direct extension of our ability to conceive objects, since the


machine would deal with much of the tedious notation and the many symbols


currently necessary in complex subjects such as nuclear physics. In this form,


VR would provide artificial support for a human mind’s native abilities of


construct building and imagination.


It is the second view of VR, and derivations from it, that are of concern to


many experts. On a smaller scale, the artificial support of mental activities


has shown that once support is available, the mind tends to become lazy about


developing what is already present. The classic case of this is, of course,


electronic calculators. The basic tedious arithmetic that is necessary to solve


a complicated problem in physics or mathematics is the same whether performed by


machine or human, and in fact plays very little part in understanding (or


discovering) the concepts that lie behind the problem. However, if the ability


to perform basic arithmetic at the lowest level is neglected, then the ability


to cope with more complex problems does seem to be impaired in some fashion.


Another example is the ability to spell words correctly. A mis-spelt word only


rarely alters the semantic content of a piece of writing, yet obvious idleness


or inability in correct use of the small words used to construct larger concepts


often leaves the reader with a sense of unease as to the validity of the larger


concept.


Extending the examples, a worrying prediction is that the extensive use of VR to


support our own internal visualisations of concepts would reduce our ability to


perform abstract and escapist thoughts without the machine’s presence. This


would be evident in a massive upsurge in computer-related entertainment, both in


games and interactive entertainment and would be accompanied by a reduction of


the appreciation and study of written literature, since the effort required to


imagine the contents would be more than was considered now reasonable.


Another danger of VR is its potential medical applications. If a convincing set


of images and sound can be collected, it might become possible to treat victims


of trauma or brain-injured people by providing a `safe’ VR environment for them


to recover in. As noted Whalley , there are several difficult ethical


decisions associated with this sort of work. Firstly, the decision to disconnect


a chronically disturbed patient from VR would become analogous to removing pain-


killers from a patient in chronic pain. Another problem is that since much of


what we perceive as ourselves is due to the way that we react to stimuli,


whatever the VR creator defines as the available stimuli become the limiting


extent of our reactions. Our individuality would be reduced and our innate human


flexibility with it. To quote Whalley


Whalley directly,


“virtual reality devices may possess the potential to


distort substantially [those] patients’ own perceptions of


themselves and how others see them. Such distortions may persist


and may not necessarily be universally welcomed. In our present


ignorance about the lasting effects of these devices, it is


certainly impossible to advise anyone, not only mental


patients, of the likely hazards of their use.”


Following on from these thoughts, one can imagine many other abuses of VR.


`Mental anaesthesia’ or `permanent calming’ could be used to control long-term


inmates of mental institutions. A horrendous form of torture by deprivation of


reality could be imagined, with a victim being forced to perceive only what the


torturers choose as reality. Users who experienced VR at work as a tool may


chose to use it as a recreational drug, much as television is sometimes used


today, and just as foreseen in the `feelies’ of Aldous Huxley’s Brave New World.


Conclusions


Computers are now an accepted part of many peoples’ working lives and yet still


retain an aura of mystery for many who use them. Perhaps the commonest


misapprehension is to perceive them as an inflexible tool; once a machine is


viewed as a word processor, it can be awkward to have to redefine it in our


minds as a database, full of information ordered in a different fashion. Some


of what people find difficult to use about today’s machines will hopefully be


alleviated by the introduction of Virtual Reality interfaces. These should allow


us to deal with computers in a more intuitive manner.


If there ever comes a time when it is necessary to construct a list of tests to


distinguish VR from reality, some of the following observations might be of use.


The most difficult sense to deceive over a long period of time will probably be


that of vision. The part of the human brain that deals with vision processing


uses depth of focus as one of its mechanisms to interpret distances. Flat


screens cannot provide this without a massive amount of processing to


deliberately bring the object that the eyes are focussed upon into a sharper


relief than its surroundings. Since this is unlikely to be economical in the


near future, the uniform appearance of VR will remain an indication of its


falsehood.


Another sign may be the lack of tactile feedback all over the body. Whilst most


tactile information, such as the sensation of wearing a watch on one’s wrist, is


ignored by the brain, a conscious effort of detection will usually reveal its


presence. Even the most sophisticated feedback mechanisms will be hard-pressed


to duplicate such sensations or the exact sensations of an egg being crushed or


walking barefoot on pebbles, for example.


The sense of smell may prove to be yet another tell-tale sign of reality. The


human sense of smell is so subtle (compared to our present ability to recreate


odours) and is interpreted constantly, though we are often unaware of it, that


to mimic the myriad smells of life may be too complex to ever achieve


convincingly.


The computer industry will continue to depend upon employees who satisfy some


part of their escapist needs by programming for pleasure. In the near future,


the need for increased efficiency and better estimates of the duration of


projects may demand that those who spend their hours escaping are organised by


those who do not. This would lead to yet another form of stratification within a


society, namely, the dreamers (who are in fact now the direct labour force) and


their `minders’. It should also encourage societies to value the power of


abstract thought more highly, since direct reward will be seen to come from it.


Virtual Reality is yet another significant shift in the way that we can


understand both what is around us and what exists only in our minds. A


considerable risk associated with VR is that our flexibility as human beings


means that we may adapt our thoughts to our tool, instead of the other way round.


Though computers and our interaction with them by VR is highly flexible, this


flexibility is as nothing compared to the potential human range of actions.


Acknowledgements: My thanks go to Glenford Mapp of Cambridge University


Computer Laboratory and Olivetti Research Laboratory, Dr. Alan Macfarlane of


the Department of Social Anthropology, Cambridge University, Dr. John Doar and


Alan Finch for many useful discussions. Their comments have been fertile


starting grounds for many of the above ideas.


This essay contains approximately 4,500 words, excluding Abstract, Glossary and


Bibliography.


Glossary


Chip – for microchip, the small black tile-like objects that make


electronic machines. Computer – machine with a microprocessor and an


interface that


permits by the user. Database – collection of information stored on a


computer which permits.


to the information in several ways, rather like having multiple


in a book. Email – mail. Text typed into one machine can be transferred


to another remote machine. Microprocessor – stand-alone computer, with


little option for change by the user. Program – series of instructions to


control the operation of a microprocessor. Risk – often unforeseen dangers of


applying computer-related technology new applications. Stand-alone – to the


rest of the electronic world. User – human who uses the machine or computer.


VDU – Display Unit. The television-like screen attached to a computer. Virtual


- to mean `imaginary’ or `existing only inside a computer’ VR – Reality.


Loosely, an interface to any computer that


the user to use the computer in a more `involved’ fashion. Word processor


application of a computer to editing and printing text.


Bibliography


L. Mumford, Technics and Civilisation, Harcourt Brace Jovanovich,


New York, 1963, pp.13–15.


Babbage J.M. Dubbey, The Mathematical Work of Charles Babbage,


Cambridge University Press, 1978.


EarlyIBM


William Aspray, Computing Before Computers, Iowa State University


press, 1990.


Turing B.E. Carpenter and R.W. Doras (Editors), A.M. Turing’s


ACE report of 1946 and other papers, The MIT Press, 1980.


Bletchley


David Kahn, The Codebreakers, London, Sphere, 1978


JapanSord


Takeo Miyauchi, The Flame from Japan, SORD Computer Systems Inc., 1982.


Graphs


J.L. Hennessy and D.A. Patterson, Computer Architecture : A


Quantitative Approach, Morgan Kaufmann, California, 1990.


phones


Amos E. Joel, Electronic Switching : Digital Central Office Systems


of the World, Wiley, 1982.


comp.risks


comp.risks , a moderated bulletin board available world-wide on computer


networks. Its purpose is the discussion of computer-related risks.

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