DEFINITION OF VIRTUAL REALITY:
Virtual reality ( its abbrevation is "V.R.") is one
of the hottest researches and development areas in the computer
industry today. It makes the use of sophisticated computers
that permit an almost complete interaction between the man and
the machine he is connected to by some sensors that stimulate
his principle senses.So, its underlying premise is to create
more intuitive ways for men and computers to work together.
As
regards the topic of the communication and the personal experience,
V.R. can be generally defined as a real or simulated environment
in which a receptive person experiments the telepresence. The
term "telepresence" means experimenting the presence
of another environment through the use of a mean of communication;
consequently, the more a communicative environment is virtual,
the best the man experiments the sense of telepresence.In other
words, V.R. is a discipline which studies the connection between
the real spaces and the virtual ones during the interaction
between one or more elements of reality and the ones of virtuality.
HISTORY
AND DIFFUSION OF VIRTUAL REALITY:
V.R. developped among some marginal subcultures: the science
fiction, the cyberpunk and the hacker counterculture, but also
among the military world, the computer industries and some institutions
like NASA. Like other important and complex inventions as the
telephone and the television, it is so difficult to determine
the beginning of V.R.; anyway, we can state that V.R. was built
up in a narrative form in 1984 to become a complicated topic
and a commercialized technology in 1992. In fact, the term "cyberspace"
was introduced for the first time in 1984 in "Neuromancer",
the science fiction novel written by William Gibson; in this
work, the word "cyberspace" described a future world
created by the networking of multiple V.R. systems and environments.
Instead, as regards the technological development of V.R.. it
was due to Jaron Lanier, a Californian information technician
who had got the brilliant and lucky idea to invent an invisible
guitar. The plan thrilled one of his friends, Thomas Zimmermann,
an aspirant singer expert in cybernetic tchnology, who patented
the invention of the "data glove", that is a special
glove provided with optical-fiber sensors and connected to the
viewer of the computer that permits to touch all the objects
created by the computer. Then, the project was improved with
the addition of the "eye-phone", which can transmit
particular images and sounds through stereoscopic glasses and
stereophonic earphones; moreover, special devices called "trackers"
were attached to this equipment: they translated human moviments
into coordinates, which were in a second time fed back to the
computer so that the model of the virtual world could be appopriately
changed. Anyway, the initial outburst of the invention was partially
stopped by the complexity of the project itself: in fact, every
time the person moves his body, the images producted by the
computer have to be ricalculated to reproduce the known reality
in the best possible way. Consequently, to create for example
a coloured solid well lit and shaded it was necessary more sophisticated
and expensive computers. So, the plan, as it was devised by
Lanier and Zimmermann,was industrialized by the Sylicon Valley,
but the first real and public cyberspace exploration was obviously
undertaken by NASA. In 1932, Thomas Furness created "Super
Cockpit", a new affordable system thought out to make more
efficient air battle pilot's tasks .It consisted of a head-mounted
display which organized the technical data gathered by the radar
to represent through simple graphic signs the position and the
speed of the plan, the mark and the underlying scenery. However,
even if the plan was technologically meaningful, it was too
expensive and so it could be used only by specialized industries;
for this reason, the project "Super Cockpit" did not
attract the public attention that will be peculiar to the cheaper
models. In
fact, three years later, in 1985, Michael McGreevy realized
VIVED ( "Virtual Visual Environment Display"), a low
price virtual environment that permitted to substitute the expensive
helmets used by the U.S. Air Force to simulate military flights
with simple and cheap graphic systems. Moreover,
in this period the Japanese multinational Atari Corporation
took on a great importance; founded by Nolan Bushnell in the
middle of the 1970s and soon gave up of the Warner Communication,
it became one of the first interactive games software productors.
In fact, it soon became part of the uncontrollable and uncontrolled
commerce of virtual enterteinment technologies because of the
great success of its videogame "Pacman". Anyway,
the real commercial development of V.R. started in about 1988,
that is when a mass commerce of virtual systems spread rapidly:
V.P.L.( "Virtual Programming Languages") increased
a virtual system that connected data glove imput to a head-mounted
display which took users inside a three-dimensional world, while
Autodesk built up a cheap V.R. software for Computer Aided Design.
In
1989, V.R. spread among public opinions: the esotheric cyberpunk
magazine "Mondo 2000" became a platform for V.R. development
publishing the article called "It is live or it is Autodesk".
Moreover, on April of the same year, the New York Time published
an article about V.R. and Jarome Lenier.
In the meanwhile, V.L.P. and Autodesk launched their projects
in the "Virtual Reality Day" and showed successfully
their products at Siggraoh 89, the important annual conference
on the world of computer-generated graphics.
In
1990, Jacobson and Furness founded the Human Interface Technology
Lab (HITL) then moved to the University of Washington, and organized
a conference on the academical informational network calling
it "sci.virtual.world.".
In the same year, Mattel begun the mass commercialization of
the Powerglove , a videogame controller similiar to the cheap
virtual systems.
In
1991, the publication of the book "Virtual reality"
written by Howard Rheingold caused the diffusion of V.R. among
a wider public: there were already 400 virtual systems all over
the world, above all in Japan.
Moreover, the British firm "W Industries" put the
first virtual enterteinment, called "Virtuality" into
circulation, and joined up with the Horizon Enterteinment to
commercialize V.R. games in the U.S.A.
In
1992, the famous film "Lawnmower man" increased V.R.
technology's celebrity farther on: in fact, the absurd plot
( that is an obsessed scientist who artificially increases the
village fool's cleverness) is represented through an impressive
computer graphics.
On May1993, "Wild palms", another television programme
about V.R., was telecast.
So,
there was a circular process: the publicity attracted other
publicity ; even if it did not make people understand the technology
power, it was anyhow so much important to V.R. commerce.
CYBERPUNK
COUNTERCULTURE:
The cyberpunk subculture started up in about the middle of the
1980s, when the V.R. made its way thorugh the Sylicon Valley
high-teach industries and the social and political ideals peculiar
to the Californian counterculture arisen in the middle of the
1960s.
This
movement, formed moreover by young people ( thirty years old
an average), influenced different fields: the literature, the
politics, the psychedelic and the musical world, but also the
thetrical, cinematographic and comic-strip communication.
The
word "Cyberpunk" was coined by the writer Bruce Bepkie
to designate the V.R. landing to an alternative culture and
a new spiritual comprehension.
In fact, Cyberpunks presupposed a new association with technology
that is considerated able to increase human capacity and so
to exceed mankind's limits.
Bruce
Sterling, in the preface of "Mirrorshades", the anthology
of cyberpunk writers edited by Sterling himself, asserted :
"For the cyberpunks, by stark contrast, technology is visceral.
It is not the bottled geie of remote Big Science boffins; it
is persuasive, utterly intimate. Not outside us, but next to
us. Under our skin; often, inside our minds."
"Mondo
2000" was the greatest cyberpunk pubblication of the 1980s:
it was not only about high-teach industries or hacker culture,
but also about science-fiction, alternative music, sexuality
and drugs. The main themes dealt with were the theme of body
invasion ( prosthetic limbs, implanted circuitry, cosmetic surgery
and genetic alteration), and the even more powerful theme of
mind invasion ( brain-computer interfaces, artificial intelligence
and neurochemistry).
The
most important promoter of the technical printing was, for a
certain period, Jaron Lenier, who became the principal spokesman
of the V.R. anarchical potential.
V.R. was considerated able of helping people to communicate,
releasing their imagination; so, it became the cry peculiar
to the latest generation of advocates of technology that perceived
the solution to all the political and social problems just in
virtual technology itself.
Anyway,
it was soon created an atmosphere of tension between the commercial
aim to insert V.R. in the mainstream and cyberpunk absolute
trust in a social revolutionary technology.
In fact, even if in 1973 Stuart Brand asserted that computers,
which were widely diffusioned in 1980s, could change people's
life for the better,they were anyhow under the multinational
controll.
So,
the cyberpunk subculture became cynical as regards the mass
commerce of V.R. that lost its attractive power for those who
had considered it as a means to revolution the all society.
On
the other hand, V.R. had to become desiderable and interesting
to the mainstream to demonstrate its different applications
to various fileds as the medicine, the architecture and the
design.
So, while V.R. became mainstream, it denied its connexion with
psychotropic drugs praised by the cyberpunk subculture, even
if it was closely linked to this movement from 1988 to 1990.
In
fact, the most of the initial V.R. publicity was focused on
eletronic LSD; Timothy Leary himself, the famous paladin in
1960s who proclaimed personal computers "The LSD of the
1980s", was involved by Autodesk in one of the first promotional
films about V.R.
Anyway,
in that period V.R. was still a marginal topic, and maybe a
constrasting one, to the mainstream and its connexion with LSD
was introduced in a culture that admitted the use of drugs.
So,
the mainstream culture started, in a foressable way, to warm
people of the possible psychic damages caused by a virtual experience;
however, the danger of V.R. habituation was without a clinical
fundation, because it essentially arose from the cybernetic
experiences resounded by the cyberpunk culture.
Then,
when firms as V.L.P. or Hit Lab started to commercialize V.R.
instruments in about the middle of 1989, the virtual technology
was gradually keep away from the references to the use of synthetic
drugs, that was exclusively attributed to the cyberpunk subculture.
PHONE
PHREAKS AND HACKERS:
The cyberpunk counterculture believed that all information should
be free and that access to computers should be unlimited to
come to a real horizontal and democratic communication.
Moreover, Lee Fernestein theorized that it was necessary to
activate more and more communicative networks through a rhizomatic
model that permitted a horizontal diffusion of knowledge without
a privieged emitting.
The
first pratical objections leaning to these ideals were raised
in 1950s-1960s by people called "phone phreaks" and
others called "hackers".
In
1960s, Capitain Church and Richard Cheshire started the unlawful
telephonic piracy to cheat the "Bell Company", the
American telephonic company, to permit people to telephone free.
The collectivization of the means of communication was practised
by phone phreaks also activating the "phona chat",
that is virtual zones created in telephones connections in which
people arranged to meet themselves to discuss freely. (It was
a very rudimentary form of the today's chat-line).
The
revendication of the right to communication and to information
was transferred to the information world by hackers.
It is very important to stress that the term "hacker",
even if it is usually used to designate destructive and criminal
practises realized in the information world against third parties,
defines a real ethic and life style based on deep principles
of community and horizontality.
Steven Levy, in his work called "Hackers: heros of the
computer revolution" stated: "Today, the media has
perverted the meaning of the term, using it to refer to childish
individuals who use their talents to committ illegal acts. And
what has become of the original hackers? They are slowly disappearing
and being replaced by quotas, schedules, and mediocre night-school
educations."
The
first hackering practises dated back to the 1950s, when there
were just punched card calculators. In this period, a group
of students attended the M.I.T. (Massachusetts Institute of
Technology), one of the most famous school of information in
America, succeeded in accessing to the central scholastic computer
upsetting all the professors' plans.
During 1970s and 1980s, hackers'actions were more and more frequent;
it is important to mention the Hamburg group Chaos Computer
Blub (CCC) that in 1984 caused the failure of BTX, a telecommunication
service conceived by German post-offices in which only the subscribers
could receive or transmit personal communications.
In
short, it is true that some of the most ortodox hackers are
famous to have violated the private property and the penal code
but it is not correct infer that the illegal actions were the
hacker culture's essence, because hackers beat themselves to
the socialization of information knowledge and instruments.
CONCLUSIONS:
The recent emergency to discuss about V.R. demonstrates that
the acceptance of technology implies more than creating new
and more efficient hardware and software.
V.R.
started up as a marginal technology associated on the one hand
to the armed forces, on the other to the science fiction and
the cyberpunk subculture; it was collected as a technological
product by industries, but it was modyfied to adapt itself to
the mainstream's values; so, its attraction was especially due
to its commercialization.
Moreover,
V.R. made an alteration of paradigms: computers could be not
only simple symbols processors, but also reality generators;
this change permitted to create an association between V.R.
and a widest spectrum of cultural tropes.
The
exaggerated claims over V.R. have beeen moderated and actually
V.R. has a firm infrastructure and a receptive public.
Its success maybe was due to the tecnological development itself,
but this brief research has tried to demonstrate that the process
is more complicated and closely linked to the cultural context
in which the technology was introduced.
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"Realtà
virtuale e dialogo: applicazioni della realtà virtuale"
Carlo Galimberti