Xref: utzoo alt.cyberpunk:3200 alt.cyberspace:99 news.groups:15530 Path: utzoo!attcan!utgpu!jarvis.csri.toronto.edu!mailrus!tut.cis.ohio-state.edu!zaphod.mps.ohio-state.edu!brutus.cs.uiuc.edu!caesar.cs.montana.edu!ogicse!blake!maddox From: maddox@blake.acs.washington.edu (Tom Maddox) Newsgroups: alt.cyberpunk,alt.cyberspace,alt.cyberpunk.tech,news.groups Subject: Cyberpunk/space/tech/virtual-reality Message-ID: <4860@blake.acs.washington.edu> Date: 11 Dec 89 06:40:51 GMT Distribution: usa Organization: Univ of Washington, Seattle Lines: 72 My curiosity has been piqued by the recent discussions concerning appropriate distinctions in the various cyber/space/punk/tech/virtual-worlds forums. This posting is my attempt to sort out some of the implications for myself. We have at present alt.cyberpunk, alt.cyberspace, alt.cyberpunk-tech; we have sci.virtual-worlds proposed. There has been an attempt to separate "scientific" from "lifestyles" discussions; "realistic" from "fictive" virtual worlds; cyberpunk from cyberspace, cyberspace from virtual reality. All these groups and distinctions behind them have reference to the ever more effective and complex interactions among humans and computers. Some of the technology appears far off, other does not, but we do not understand the consequences of even the very close technology--virtual imaging glasses, for instance, seem to me likely to be a comer with many possibilities, which will engage social and economic realities, which in turn will drive the technology, and so forth. Given this necessary interplay among complex forces, it seems certain to me that reality will not observe the distinctions many of the people discussing these issues want to maintain; further, that any strong understanding of these issues will require thinking about the systematic interplay of forces. Let me make a simple point in this regard: much of the interest in current virtual reality technology comes from the military; any attempt to understand the future of the technology that does not take this into account will be crippled. Many of the people directly concerned with the design and implementation of such technologies do not want to engage such concerns. They want to know what can be done and how to do it. What will happen next, many of them say, is not their particular concern. However, for most of us, what happens next is what *is* interesting. Will we have relatively more humane wars with few human soldiers or total wars with horribly efficient non-human soldiers? Will we have virtual realities geared to helping us explore the boundaries of our humanity, or virtual realities that encourage us to become expert masturbators? What are the factors that will shape the development, implementation, and use of the technologies? What will be the social destiny of virtual reality? I sense, however, that insofar as the techies smell the imminent possibility of virtual reality, they want to banish such concerns. In much of the recently-stated eagerness to get to the technical nitty-gritty, I sense a welcome relief: after all, humanity's interaction with this stuff is so *messy*, while technical issues, though complex and difficult, are clean. Recently there have been a number of statements dismissive of Gibson and fiction as inadequate to do the job--and of course that's true if one is concerned only technique. However, contrary to one assertion, Gibson has done more than give cyberspace a name; he also gave it a local habitation--he showed that whatever the nature of the technology, it will be employed in all-too-human ways. And contrary to another assertion, cyberpunk is not lacking in moral effect: the world of the Sprawl, for instance, is itself a complex moral text; and I would also offer a few of my own stories--"Snake Eyes" perhaps most directly--as attempts to extrapolate the moral context of human-computer connection. Maybe I'm saying little more than this: don't attempt to clean up the cyberpunk/space/virtual reality act too quickly. The fundamental distinctions, technically and otherwise, are not yet clear, and many of the most interesting things that will happen with this technology will be generated out of its interplay with intensely human concerns. Some of the virtual reality folks want to banish fictioneers to the other room so they can get on with it, and that's fine, but I'd remind them that our voices will ultimately be heard. I'd also remind them that any attempt at this point in history to think of science and technology in isolation from their social and political context is a form of intense myopia. The street has its uses for technology, sure; so do the corporations, so does the Department of Defense. [If you want to flame me for any of this, do us all a favor: use mail. I really don't want to be at the center of another flame-war in alt.cyber/whatever.]