Chesher, C. (1998?) 'Colonising
Virtual Reality. Construction of
the Discourse of Virtual Reality, 1984 - 1992', in cultronix, Vol 1, No 1 [online] http://eserver.org/cultronix/chesher/
[There then follows
'a brief chronology']. What
emerges is the significance of the computer industry and initially the
military, with its interest in flight simulation and new interfaces
including 'head-up displays'. A classic
science-fiction novel -- Neuromancer
-- also introduced the idea of cyberspace
as a phenomenon of 'high definition
immersion of graphical representation of data'. There are also
commercial
interests, including video games and office systems. Cyberpunk culture,
via the
magazine Mondo 2000, also
reacted enthusiastically, and the Usenet group
mentioned above was established.. Popular books emerged to further
develop the
concept, as did the movie Lawnmower
Man. Thus the discourse developed far more
fully than the actual technology did, and was significance in
encouraging
substantial investment and research.
Military (the legacies of which
still remain in shoot-'em-up games); Science fiction (some of which was 'intended as social criticism, rather than prediction', although these critical elements were soon lost and replaced by a more corporate culture); Counterculture (again with
conservative implications which were soon realised --
virtual cultures can be changed far more
easily than real cultures. The early associations with liberation and
even
psychedelia were soon shorn away. However the cultural significance of
technology as a set of fixes has deep roots in American culture, says
Chesher,
citing worthies such as McLuhan and Bell. This enthusiasm easily
becomes
'transformed into entrepreneurial fervour'); Drugs etc (VR was seen as to'"electronic LSD"', possibly from
the press, but Timothy Leary was also involved. Press stories appeared
about
the dangers of addiction. All these associations had to be
denied, and,
as the
technology went mainstream, druggies lost interest); Science (initially, involving psychology and physiology, vision, cueing and perspectives, and including newly fashionable stuff about the human brain which was connected somehow with VR. But generally, 'the connection with theoretical science is more distant than... [the propagandists]... would like to acknowledge'); Experience (the interactivity claimed for VR involves some more direct relationship with the computer, avoiding abstractions, overcoming 'the dualistic division between mind and body', no less, offering a whole new paradigm of embodiment: 'VR can provide direct experience rather than encoded or mediated knowledge'); Hollywood, TV and Disneyland, and
here, VR claimed
to be a major step forward by offering increased interactivity.'In
practice this is yet to be proven convincingly', yet the impetus
provided by earlier historical analogies and narratives helped.
Computing became increasingly linked with film-making , and
George
Lucas himself experimented with 'interactive virtual-reality
theatres'. A successful British company was eventually acquired by an
entertainments consortium, and their products so far have included some
interesting video games. The film Lawnmower
Man 'further expanded the
profile of VR technology'.
The way that VR entered the mainstream can be best described as a kind of linguistic 'colonisation' of other discourses. Shared terminology and assumptions were established, aiming at dominance and involving ordered discourses 'among them design, art, entertainment, communications and even philosophy'. The claim was that VR could do these things better. En route the less respectable associations were abandoned, and new sponsors appeared, in arts, architecture and philosophy. This was accompanied by a shift in the perception and use of computers more generally, from early associations with military and corporate uses to the use of a computer as a medium (McLuhan was instrumental in this). The spread of PCs also obviously helped. Computers became seen less as tools and more as books. The industry grew in power and confidence. Computer games became a means of popularising computers as entertainment, and it is the games industry that has contributed a good deal to VR research in exchange. Some of the more exaggerated claims referred to computers as 'reality generators'. As the term VR became loosely applied to a wider range of phenomena, 'almost any interactive graphics system', so more 'serious' proponents had to exaggerate the philosophical and scientific aspects. Further applications include medicines science and architecture, and these were encouraged by 'serious' VR proponents. There have been some buildings using VR at the design stage, and some scientific and medical applications. These have been particularly powerful in persuading universities to buy VR systems. Another important trend is the digitalisation of information. Again introduced with promises of liberation, and substantially embodied in the internet, these trends 'clearly led to quicker development of the discourse than otherwise would have been possible', literally after the establishment of the Usenet group. These developments are driven by a 'dream of all information being universally accessible... [which leads to]... a never-ending quest to record everything in a digital and network accessible form'. A number of online databases indicate the possibilities. However,'The claim to comprehensiveness is quite misleading. Anything which is not entered is rendered non-existent'. Further,'not all knowledge or all experience can fit this form. Meanings change with context and digitisation tends to remove information from its context. Standardisation of the manner in which information is presented will impose a culturally loaded form on what really are diverse data'. Anything that cannot be codified and digitised will be marginalised. Just as with the myth of the frontier and expansion, expansion in one area can mean decline and genocide in another. Digitisation can similarly 'alienate minority perspectives... not from direct policy but by the economics and practice of access to the technology'. In particular, 'Social class is an equally potent division in virtual reality as it is in social reality... language barriers are not transcended by cyberspace... Language will always be a divider, to the benefit of dominant languages'. More generally, VR 'can be an extension of a tendency in Western capitalist societies to commodify human experience'. Other examples include package holidays, quick and convenient sex, drugs, extreme sports and so on -- all alike are 'designed to allow the customers to transcend their prosaic everyday lives'. In practice, VR is, like all technologies, 'neither a panacea nor a calamity. It will tend to reinforce existing inequalities and propagate already dominant ideologies'. The real issues, ownership and access, 'tend often to be passed over. It is always assumed there will be technical solutions just around the corner'. Thus it is the discourse of VR that has led to the acceptance of the technology, and that has emerged from a number of strands and a trend towards commercialisation and mainstream acceptability.'VR's appeal has been largely due to its marketing'. It was given a history and lofty philosophical goals. The technology has been moderately successful, but the main factor has been 'the cultural context into which the technology was introduced'. back to key concepts page |