Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!think.com!mintaka!ogicse!milton!hlab From: williamb@milton.u.washington.edu (William Bricken) Newsgroups: sci.virtual-worlds Subject: Re: 2ndCyberspace Conference Message-ID: <1991May20.090324.9906@milton.u.washington.edu> Date: 20 May 91 06:52:01 GMT Article-I.D.: milton.1991May20.090324.9906 References: <1991May20.053159.18067@milton.u.washington.edu> Sender: hlab@milton.u.washington.edu (Human Int. Technology Lab) Organization: University of Washington, Seattle Lines: 116 Approved: cyberoid@milton.u.washington.edu Here are some comments to amplify Randy Farmer's very diplomatic posting on 2ndCyberSpace: Damn it, Cyberspace *is* a technical subject. No one should have to apologize for sharing the technical details, that is what conferences are all about. And good cross-disciplinary papers at Cyberspace conferences will enhance our knowledge both of our central interest in the virtual and of a speciality domain which intersects with the virtual. My puzzlement at 2ndCyberspace was "How come no one is talking about the same thing?" Why was *the virtual* so different across disciplines? Is cyberspace really so amorphous that it readily incorporates models of society as mummies? So ill-conceived that it is defined by some minor characters in a small work of science fiction? So ambiguous that photos of the Iraq war combine with clips from a Walt Disney movie to anchor its essence? This is what I tell my Virtual World Development class: If you are not an implementer, you must express your worlds formally in order to be understood. Try this example: Imagine a virtual cube in space. Grab a pair of diagonal vertices with each virtual hand and pull. What happens? The point is that the answer is not consensual. Strongly held intuitions vary across people. What happens is task dependent. What happens is idiosyncratic. What happens is computational. A common ground for what happens can be negotiated across participants. Negotiation requires a common language, but the *computational process* implementing cyberspace constrains the choice of languages. Which is to say: If you want to talk about cyberspace, and hope to make sense, then you must be prepared to talk mathematically. (Yes, I believe programming is specified by mathematics, in its broadest and most intimately imperfect sense.) The painted-into-a-corner test: Can a literary or social critic say anything about cyberspace? 1) An existing cyberspace could be evaluated as a literary experience. It would have been great to see Virtual Seattle analyzed for dramatic tension. 2) Responses to cyberspace experiences could be described sociologically. It would have been great to see the 200+ VR articles analyzed for ethnic biases. 3) Cocktail party stories about cyberspace could be criticized literarily. It would have been great to know just how much misinformation is embodied in the urban folklore of cyberspace. If "cyberspace" is defined as all media and all literature and all imagination and all sorts of things, then let's meet after the circus to talk about the work. If it is not all things to all people, then let's define taxonomies, let's focus on communal definition of what it is that we are spending our lives building. What we heard a lot of at 2ndCyberspace was contempory criticism of , and that fill-in-the-blank happened to be "cyberspace". The philosophical position was more important than the content, so it really didn't matter if we didn't develop a group understanding of cyberspace, so long as our politics matched. Now, I believe that cyberspace is something to be explored and experienced. Something that will require conceptual pioneering, to dwell, to learn, to report. I believe that the cyberspace is more important than current theories of criticism, that it will redefine criticism as we explore it. We really need information, not analysis. I'd suggest focusing the content of the next conference on the definition and mutual understanding of the subject matter. The central idea is a convergence of vocabulary; the important point is that presented papers should help the convergence by paying particular attention to the *intersection* of fields. Here is one possibility: DEFINITIONS Cyberspace: electronically mediated experience. Virtual Reality: broad bandwidth first-person participation in cyberspace. Artificial Reality: third-person virtual reality. Virtual Worlds: virtual reality configured and presented for natural perception. Virtual Body/Virtual Environment: the coupled subjective/objective components of virtual worlds. Presence: the goodness measure of experience in cyberspace FUNDAMENTAL CONCEPTS Participant: environmentally interactive sentience. Inclusion: subjective experience of environmental closure. Information: comprehendible symbolic structure. Using this vocabulary, cyberspace is electronic information which mediates by inclusion the experience of participants; it is being inside symbolic structure. William Bricken