What do we mean by virtual reality? Although people seem to cling to one basic conception of what "virtual reality" will be in the future, it seems to me that there are basically three models of how the technology will proceed. One model, the one with which most people are familiar, is sensory-immersive. But two other models of VR loom on the horizon - the non-immersive, and the neural-direct. The immersive variety of VR is the one in which an individual dons goggles and perhaps other devices for sensory feedback (maybe even a whole body suit, providing even tactile response.) The key to this type is that the individual is cut off from 'ordinary' reality and its sensory cues... all of his normal sensory 'input' is being replaced by something else. This is essentially a private experience, although it obviously can be connected to the experiences of others through a centrally controlled 'virtual space' in which the person's virtual 'form' can be perceived by others... the person need not look anything like his/her own body within this space; indeed they need not look like a person at all. The non-immersive variety, which Myron W. Krueger calls 'artificial reality,' requires no personal hardware. Rather, the person enters an environment - a room, a simulator, etc. - where normal sensory cues are not cut off, but are supplemented by additional sounds, images, or other sensations. Presumably, with the advent of holographic technology, such an environment might be like the 'Holodeck' on Star Trek. The advantage of this type of VR is that it can be a communal experience, with many people participating at once. In a sophisticated enough environment, it might be difficult to determine who the "real" participants are. In this environment, they remain themselves, participating in their own quite real body, although obviously costuming and masquerade may be part of the experience. And then, for the Gibson fanatics, there is the neural-direct model of VR. In the present, it remains vapourware. But as a model it appears to be inspiring many VR enthusiasts who want to go beyond the immersive/non-immersive dichotomy. The neural-direct model would mean that all types of sensory input (which could include olfactory, gustatory, or other perceptory cues difficult to create through a bodysuit or simulator) are 'jacked' into the proper areas of the brain. They would, of course, be completely indistinguishable from normal sensory input. The neural-direct model would be like the 'cyberspace' of Gibson: where the person's consciousness is entirely transferred into virtual reality. It would no longer be a question of simulation or computer-generated artifice: sensations exactly identical to "real" ones could be created... Interestingly, some people operating in the neural-direct paradigm are searching for ways to implant memories of experiences as if they were 'real,' a la Total Recall. If the memories are indistinguishable from other memories, then they are as 'real' as any other experience... at least as far as the person is concerned. But unless the other people in the person's experiences receive the same 'memory implants,' they will have no validation for them... and there is always the question of how to suppress the person's 'true' memories from that time period, and whether those memories might resurface and challenge the implanted ones. Well, all three of these models are not where we are today. Today, we mostly have crude forms of the immersive variety (flight simulators, where the person climbs into a 'virtual' cockpit, etc.) and, of course, things like MOOs and MUDs, which can be considered text-based virtual realities. MOOs are fun, but of course, we don't perceive the world textually, so they are short of what most people would want from VR. However, like the immersive variety, they offer the person the ability to be someone other than themselves. Like a radio program, MOOs leave most of the world-visioning to the imagination of the user. Most of the work going on right now is in developing the technology for immersive VR. There are vast technical problems to be overcome. Coming up with 3D convincing computer-generated models of objects, whose perspective and form changes as fast as the person turns their head, requires incredible amounts of processor power. Modulating sound through headphones so that it appears to come from different points in space is also processor-intensive. And then there's the hurdle of tactile feedback. A VR glove might be able to give the person the sensation of lifting or holding an object. But designing a VR suit that will keep someone from falling on their butt when they try and sit on a virtual chair - there's the rub. It won't be easy, to say the least. But people's initial reactions to immersive VR have been generally favorable. It's hardly "more real than real" yet. Virtual items still look more like clusters of polygons than anything else. Most VR simulations are done Walt Disney-style: the person is 'guided' through the experience from beginning to end, with perhaps a few limited choices along the way. More complex simulations still leave the person within a 'bounded' virtual world - either in terms of space or in terms of the number of virtual objects and experiences present in that world or the 'rules' governing possible interactions... but it won't be 'virtual reality' until it contains the unexpected and the spontaneous, like real life. Perhaps some input from chaos theory could assist in this process, by coming up with 'virtual worlds' where the new and unexpected is constantly being introduced. The advantage of immersive VR is that new vistas of possibilities are opened up. Other people can represent themselves to those they encounter in any way they choose - as a table or lamp, for example. The 'virtual world' can operate under different laws of physics than our own. Using a gyroscope, as in the movie Lawnmower Man, would allow people to move through 'cyberspace' in any of the 3 dimensions, rather than being limited by gravity to walking. Perhaps many of the entities we encounter in VRspace might be AIs - indeed, part of the challenge might be distinguishing them from other people - a true Turing Test. Communication between people in immersive VRspace might be through abstract symbols - floating bits - instead of speech... Not surprisingly, some of the first people to see the possibilities in VR have been the pornographers. They have rapidly jumped on the 'teledildonics'/'cybersex' bandwagon. Penthouse magazine has been one of the first to try and colonize this new terrain, with their 'interactive' porno CD-ROMs. In the vision of the 'teledildonicists,' all types of virtual stimuli will be simulable, including the tactile and gustatory (for example), so 'cybersex' with a 'virtual' or 'telepresent' partner will be the ultimate form of "safe sex" and perhaps the logical "evolution" from phone sex... indeed, some have openly wondered whether people might not prefer the simulation to the real thing, although skeptics simply call this just another form of high-tech masturbation. The main disadvantage of immersive VR is that it is solipsistic and private. You may be sharing experiences with others, but that is merely because a central processor is matching your "outputs" to their "inputs." Since most developers are working toward personally interactive VR, where the person shapes their 'virtual space' as they go along, inevitably the trend will be back toward solipsism. If you encounter someone painful or bothersome in VRspace, you simply 'move' toward a 'virtual space' where they no longer exist. Most people will probably prefer to interact with VR companions of their own creation, exhibiting personalities and features that they choose. Krueger's non-immersive 'artificial reality' provides a different approach. It is also interactive, but the 'reality' is simultaneously responding to the actions of a group of people, ranging from two to maybe hundreds... when you step into one of his STORYSPACEs, you know that outcomes will be shaped by more than just your personal choices... they will be shaped by the choices of the entire group. This is surely more 'real' than immersive VR. The advantages of non-immersive VR are obvious. The room can contain all kinds of quite physical objects, which are tangible, but whose appearance is constantly being altered as the setting changes. The person is having an artificial experience, but they are still having it in their quite real physical body, with other real physical individuals. Non-immersive VR can combine quite 'real' objects - trees, whatever - with 'unreal' ones, such as animatronic figures (like Disney), holograms, disguised objects, optical illusions, etc... Surprisingly, fewer people are working on non-immersive VR. It's obviously less portable. And it may not satisfy people's demands for 'artificial realities' which are wholly unlike the 'real' one, where their identities, perceptions, etc. are completely different. Further, it's likely to be a much more 'guided' experience than immersive, interactive VR, although the designer can also find ways to implant remarkable degrees of flexibility or randomness into the experience. Certainly, in non-immersive VR, things that are very rapid-motion and contact-heavy (like 'virtual sports') might be much easier to simulate and do. Artists have generally shown more interest in non-immersive VR, since it seems to be a way of exhibiting art which involves the audience to the nth degree - the ultimate form of performance art. Anyway, in either immersive or non-immersive VR, some things will be impossible to eliminate. The person will always feel the weight of their own body and have the prioperception of having two limbs, even if they appear in VR as having eight. They will not forget that they just entered a VR chamber or donned VR goggles, therefore, however convincing the experience, they will still know a priori that it is not reality. Thus it will not even be as convincing as a dream (which stops being convincing when the person wakes up, of course.) These types of VR cannot eliminate sensations of pain, hunger, thirst, fatigue, or any other physical pre-existing feelings. Most people will know how 'virtual' the worlds they are in by the fact that they cannot be injured or die - even if the 'pixels' of their 'body' are scattered to the four winds, their consciousness is not changing. For these reasons, immersive or non-immersive VR are not likely to be more convincingly 'real' than a hallucinogenic episode created by a psychoactive drug, whatever people like Leary might have to say about the matter. During an LSD trip, people see their hand melting, and they accept it as a matter of fact, without questioning it. In VR, you will watch your hand 'derez' and disappear, and find it "cool", but you will know that your (physical) hand is still there. However, neural-direct VR experiences have this possibility - of complete suspension of disbelief on the part of the percipient - and therein lies both their danger and their promise. Neural-direct VR might truly be "more real than real," and thus be the ultimate example of what Baudrillard calls hyperreality. People might prefer the simulation to the real thing. In Gibson's VR, your consciousness is actually translated into the "Matrix." Thus, it is possible for you to be "flatlined" and die within the virtual realm. With neural-direct VR, we may discover some disturbing things. It may be possible, as in the movie Brainstorm, to "record" experience of other people, and play them back for others. The ultimate vicarious experience. What happens, then, when we "record" somebody else's death, and all the things that happened in their brain during death happen in ours? Will we die also? All kinds of interesting metaphysical questions are raised by neural-direct VR. Will neural-direct VR mean new personalities can be implanted, as well as experiences or perceptions? Thus, in your virtual reality, you not only have the experiences of a superhero, but feel like one also? Could you be made to think you are someone else, as in the movie Total Recall? The possibilities here are horrific. An extremely advanced form of neural-direct VR might be totally indistinguishable from 'real' reality. If it was introduced into a person's brain in some undetectable way, they might not know anything has happened, and not even know they're now in a 'virtual world.' Thus, the possibilities for control are immense. It would be the ultimate form of 'false consciousness.' The State could move from ideological control to total perceptual control. Dissidents could be neutralized by simply introducing their perceptions into false realities where their demands have already been met. Bentham's Panopticon might finally meet its 'virtual' realization... But, at the same time, optimists see great promise in the technology. They suspect that, as humans experiment with the creating of 'virtual realities' in cyberspace, they will start to think more closely and critically about the processes used to elaborate and construct the 'consensus realities' of 'realspace.' VR advocates think that it will enable human beings to reach new plateaus of creativity, since inventions and works of art can be visualized and studied 'immersively' before being introduced to the "real world." Some think that it is part of the ongoing transitional phase of humanity - that as we learn more and more about our mind/brain and our processes of reality-creation, we will make a "quantum leap" in our consciousness toward our destiny as co-reality-creators... The telephone, radio, and television all had their early utopians and doomsayers. Each was predicted to either elevate or level civilization. In many cases, these technologies disappointed both the pessimists, since they were not as bad as they thought, and the optimists, since they never lived up to all their promises. There were arguments (as there are over VR) over their future cost, availability, accessibility, interconnection, and control, and many of the predictions were based on models of superseded technologies, such as the telegraph. In large part, this was because how these technologies were used and articulated was determined by a particular social and cultural environment. It is likely to be the same way with virtual reality. Steve Mizrach, aka Seeker1