From: neuron@milton.u.washington.edu (Fernando Diaz) Subject: SOC:Implications of VR Date: Thu, 5 Mar 1992 23:04:42 GMT Message-ID: <1992Mar5.230442.8692@u.washington.edu> Organization: University of Washington, Seattle To:sci.virtual-worlds Cc:melliott@ics.uci.edu Subject: SOC:Social Implications of VR Organisation: Human Interface Technology Laboratory, Seattle >I am a graduate student in the computer science Ph.D. program at the >University of California at Irvine. ... >I am interested in responses to the following questions: Hello Margaret, I am responding to your inquiry on the implications of VR. I hope that you can send me a copy of your report. I work at the HITLab as a research assistant. My work entails many levels of "world" design and implementation. Some of the issues I deal with include the behavior modeling of world entities, design of world experiences, and developing computing environments for other world designers. >1) How do you characterize VR? To me VR is still an abstract concept that has different masks for different people. I am still trying to remove that mask and see if there is a face. I charactarize VR as the different masks that I have seen. There is a practical look of VR that encompasses the notion of what hardware & software are neccesary for immersion, interactivity, and applications. There is the philosophy of cyberspace and the cyberculture that exists within this maleable universe. See. Benedikt, Michael "CYBERSPACE First Steps" Then there are the many diciplines that contribute to VR. These are the computer scientists, the artistic designers, the psychologists, the engineers, the business professionals, the mathematicians, the philosophers, the educators, and the many specialists (Alifers, AIers, ethologists, chaos, acoustics, etc.). Each of these diciplines has shown me a different look of the VR with a thousand faces. >2) Do you think it has positive applications for the future? This question seems useless to me. As a PHD student you can do better. If you need an answer it is yes, no, maybe. >3) What deleterious effects might false expectations have on VR's >development in society? Do we have a social responsibility >as scientists/engineers to accurately portray VR's potential to >the general public? I have seen this hype v.s expectations problem with other technologies. I remember when PCs and networking were going to be the catalysts for the "paperless office". We all know this was not the case. Can you tell me which computer developers could accurately portray the potential of computers to the general puclic? The hype has not stopped developers from implementing their vision of computing, and hype has not stopped computer users from surpassing all expectations of what could be done with computers. I have given over 30 VR demos to students, visiting professionals, and members of the general public. These range from 10 to 60 years of age. Even with the low resolution of the eyephones, and the limited interactivity of the various "worlds"; each VR participant has responded favorably with the experience. What we do get is great suggestions on improving the experience, and lots of great ideas for new "worlds". From what I have seen of hardware developments, the "quality" of VR is only going to get better. In five years the work we are doing now will seem like the old "Pong" game. I do not think of this statement as hype because I have seem what type of VR was going on five years ago and what is in the works now. When we demo VR we don't make excuses for our system. "This is what we have now, an over here is what we are working on for the future. How do you like it?". I do not think there exists an "accurate" picture of VR's potential. VR is not the answer to concepts such as the "paperless office". VR is an evolving tool. This tool just happens to shift many paradigms for me. I can now understand complex models of the real world not in terms of data analysis, but in terms of experiences. It is a tool that holds me while it's driving the nail. I get to be immersed in the experience. As for the social responsibility that scientists/engineers have, I don't think any one dicipline will be able to dictate what we can and can't do with VR. Be as choosy as when you buy a car. There will always be lemons out there. I know of many proposed applications of VR that could be "socially" unacceptable. Just as unacceptable as drugs, illicit sex, crime, war, etc... (you get my point?). No one group has been able to take "social" responsibility for the potential of computers in these "unacceptable" endeavors. This side of human nature will always be with us. Sincerely Fernando Diaz neuron@hitl.washington.edu "neurotransmitters turn me on and make me high"