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February 05, 2007

Clay Shirky

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Second Life, Games, and Virtual Worlds

"[...]Here we arrive at the furthest shores of speculation. One of the basic promises of virtual reality, at least in its Snow Crash-inflected version, is that we will be able to re-create the full sense of being in someone’s presence in a mediated environment. This desire, present at least since Shamash appeared to Gilgamesh in a dream, can be re-stated in technological terms as a hope that communications will finally become an adequate substitute for travel. We have been promised that this will come to pass with current technology since ATT demoed a video phone at the 1964 World’s Fair.

I believe this version of virtual reality will in fact be achieved, someday. I do not, however, believe that it will involve a screen. Trying to trick the brain by tricking the eyes is a mug’s game. The brain is richly arrayed with tools to detect and unmask visual trickery — if the eyes are misreporting, the brain falls back on other externally focussed senses like touch and smell, or internally focussed ones like balance and proprioception.

Though the conception of virtual reality is clear, the technologies we have today are inadequate to the task. In the same way that the theory of computation arose in the mechanical age, but had to wait first for electrics and then electronics to be fully realized, general purpose virtual reality is an idea waiting on a technology, and specifically on neural interface, which will allow us to trick the brain by tricking the brain. (The neural interface in turn waits on trifling details like an explanation of consciousness.)

In the meantime, the 3D worlds program in the next decade is likely to resemble the AI program in the last century, where early optimism about rapid progress on general frameworks gave way to disconnected research topics (machine vision, natural language processing) and ‘toy worlds’ environments. We will continue to see valuable but specific uses for immersive environments, from flight training and architectural flythroughs to pain relief for burn victims and treatment for acrophobia. These are all indisputably good things, but they are not themselves general, and more importantly don’t suggest rapid progress on generality. As a result, games will continue to dominate the list of well-populated environments for the foreseeable future, rendering ineffectual the category of virtual worlds, and, critically, many of the predictions being attached thereunto." From Second Life, Games, and Virtual Worlds by Clay Shirky, Many-to-Many.

Clay Shirky, Beth Coleman, and Henry Jenkins have decided to coordinate simultaneous blog posts discussing Second Life.

Henry's post, A Second Look at Second Life, responds directly to some of Clay's previous criticisms of SL press coverage, but shifts the focus: "I care only a little bit about the future of virtual worlds. I care a great deal about the future of participatory culture. And for the moment, the debate about and the hype surrounding SL is keeping alive the idea that we might design and inhabit our own worlds and construct our own culture. That's something worth defending." [via]


Posted by jo at February 5, 2007 07:00 PM

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