Graphic Design

Photo Sampling

Concept Maps

Computer-supported Intentional Learning Environment (CSILE)

Research

Return to home page.

So, when do we get a holodeck, Daddy?

Writers on Virtual Reality almost invariably invoke the Holodeck from "Star Trek: The Next Generation" as the ultimate goal of VR technology, or as the penultimate virtual eventscape. With the strides in computer animation and special effects over the last several years, Star Trek junkies (including in their number extraordinary scientific minds like Stephen Hawking) hope for a holodeck in the non-speculative future. The elements are complex; is the aspiration justified? Let's find out.

Virtual Reality

Defined

VR is a computer interface that allows almost complete immersion in a created environment. "Imagination...takes a back seat to neurophysiology in a virtual reality system, where the emphasis is on the direct stimulation of the senses to create the experience of another world." (Lavroff, 7) ["Consider a statement made by Ivan Sutherland, one of the fathers of virtual reality, in his 1965 paper "The Ultimate Display": "If the task of the display is to serve as a looking glass into the mathematical wonderland constructed in a computer memory, it should serve as many senses as possible. So far as I know, no one seriously proposes computer displays of smell or taste." (Aukstakalnis & Blatner, 8)]

For Steve Aukstakalnis and David Blatner, "virtual reality is a way for humans to visualize, manipulate, and interact with computers and extremely complex data. It's as simple as that... virtual reality is just the newest in a long line of inter- faces..." (Aukstakalnis & Blatner, 7) They also perceive three stages:

Passive. ...in which we can watch, hear, and perhaps even feel what is happening in the virtual environment around us. The environment might move around us, making it appear that we're moving through it (a "forced fly-through") but we can't control it.

Exploratory. ...being able to explore the space. Moving around the virtual environment, whether by flying, walking crawling or whatever, is a major leap in functionality....

Interactive. The third and most powerful stage.... At this point, a virtual reality system lets you experience the environment, explore it, and--finally--interact with and change it. (Aukstakalnis & Blatner, 22)

Carenda sets the following standards:

  1. The environment must be computer-generated, in which one or more characteristics of the user's physical presence is isomorphically represented within the environment;
  2. The user is not just present, but active (Interactivity/ Agency);
  3. The computer plays the central role--the environment can be designed to correspond to any set of physical laws. (Carenda, pg xiv)

Pimentel calls it "...an immersive experience in which participants wear tracked, head-mounted displays, view stereoscopic images, listen to 3-D sounds, and are free to explore and interact with a 3-D world." (Pimentel & Teixeira, 66)

* Part of the overall challenge is that VR people agree as to modalities, they work with essentially the same technology; but for many there is a fierce pragmatism in approach. The scientific scope of research legitimizes the work-- VR is to be perceived as a tool. Development of entertainment applications (other than gaming) may be considered frivolous. Case in point: An experiment in Paris in 1994 demonstrated a program called Cybersex, in which two individuals, dressed in "data" or "sensation" suits fitted with biosensors covering the erogenous zones were at either end of a phone line. The suits contained fibers that provided a 3.5 to 49 volt electric shock. The participants viewed a "virtual" body, and then zapped it in specific places, administering the stimulus to the partner at the other end. Overall, the experiment was deemed "disappointing." (Simenc & Loubiere, 40)

William Safire points out that Jaron Lanier, who coined the name, chose virtual over artificial because artificial means fake, and virtual means almost. (Safire, 18)

Lanier predicts that "...by the turn of the century, it will no longer be a novelty. It will put movies and television to shame. It will be a tool of the imagination, every child's dream." (Jenish & Dolphin, 43) (These visionaries. Imagination has not much to do with it, unless you are the programmer.)

(To continue, please click here.)