The
fantasy of being transported into another world, to be taken
wholly into an imaginary realm, is a primal desire. With computer-based
multimedia, encounters with immersive, virtual worlds will soon
become commonplace. Virtual reality, after all, is a logical
extension of the integration of the arts. It is also an ideal
environment for applying our knowledge of human-computer interactivity.
There
is an evocative echo in virtual environments of the earliest
known form of human expression the prehistoric cave paintings
found at such sites as the caves
of Lascaux in the south of France. These immersive environments,
dating from 15,000 BC, are thought by scholars to have been
theaters for the performance of rituals that integrated all
forms of media and engaged all the senses. On the walls were
painted animal images and shamanist scrawls, but the environment
in which the paintings appeared was surely as significant as
the paintings themselves. As Joseph Campbell described it, "these
magical spots occur far from the natural entrances of the grottos,
deep within the dark, wandering chill corridors and vast chambers,
so that before reaching them one has to experience the full
force of the mystery of the cave itself." To encounter the cave
paintings was to immerse the self in an otherworldly domain,
which would heighten consciousness and trigger altered states
of perception.
There
are many examples of immersion in the history of art. The Dyonisian
rituals of Greek Theater, and the construction of the great
cathedrals of Europe, are two obvious examples. Richard
Wagner's Gesamtkunstwerk was driven by a vision of theater
in which the audience loses itself in the veracity of the drama,
creating an immersive experience. As he wrote in "The Artwork
of the Future," "the spectator transplants himself upon the
stage, by means of all his visual and aural faculties." To facilitate
his vision, Wagner reinvented the conventions of the opera house,
and in 1876 opened the Festpielhaus Theater in Bayreuth, Germany,
with the first complete production of The Ring cycle. The Festpielhaus,
with its employment of Greek amphitheatrical seating, surround-sound
acoustics, the darkening of the house, and the placement of
musicians in an orchestra pit, focused the audience's undivided
attention on the dramatic action. His intent was to maximize
the suspension of disbelief, to draw the viewer into an illusionary
world staged within the proscenium arch.
In
the 1950s, a similar vision inspired the American cinematographer
Morton Heilig to propose
a "cinema of the future" that would surround the audience with
facsimiles of life so convincing they would believe themselves
to be transported to another domain. Such a cinema, he wrote,
"would faithfully reproduce man's outer world as perceived in
his consciousness, it will eventually learn to create totally
new sense materials for each of the senses... [that] they have
never known before, and to arrange them into forms of consciousness
never before experienced by man in his contact with the outer
world."
While
Heilig devised a theoretical framework that applied the technologies
of his day toward the achievement of virtual experience, it
was only as a consequence of advances in computer science that
the immersion his work suggested became possible. By
1965, Ivan Sutherland
had already achieved legendary status among computer scientists
as the inventor of Sketchpad, the first interactive graphics
software. In a short paper published that year, Sutherland mused
over the options available to the engineer to display computer
data, to create a "a looking glass" into what he described as
a "mathematical wonderland." It seemed reasonable for him to
suggest that "The Ultimate Display" (as the paper was titled)
would represent this data in 3-dimensional form, allowing the
construction of entirely believable 3-dimensional, computer
controlled, virtual worlds. However, like Heilig before him,
Sutherland took this suggestion one step further. "The ultimate
display," he wrote, "would É be a room within which the computer
can control the existence of matter." He suggested that such
a display could present realities heretofore only imagined,
as if seen through Alice's looking glass. Sutherland's proposal
was startling, but it launched an entire field of scientific
inquiry.
It
also fueled the imagination of a generation of artists. One
of the first to consider the possibilities of digitally-constructed
virtual experiences was Myron
Krueger. In the early 1970s, Krueger created the pioneering
works Metaplay and Videoplace to explore the potential of computer-mediated
interactivity. These works were interactive artistic environments,
influenced by Happenings, designed to give participants freedom
of choice and opportunities for personal expression. Videoplace
also connected participants in different locations through networked
technologies, creating the illusion of shared space. As Krueger
later wrote about the piece, "our teleconference created a place
that consisted of the information we both shared... a world
in which full physical participation would be possible. This
world is an 'artificial reality.'"
During
the 1970s and 1980s, several engineering projects pursued virtual
environment display systems that could represent such an "artificial
reality. Perhaps the most significant of these in the mid-1980s
was led by Scott Fisher
at the NASA-Ames Research
Center. Fisher's intent was to engage the entire nervous
system in a multi-sensory presentation of virtual space Ð extending
multimedia beyond the screen. The Ames VIEW
system (an acronym for Virtual Interface Environmental Workstation)
included a headset with two small liquid crystal display screens,
a microphone for speech recognition, earphones for surround-sound
effects, a head-tracking device, and dataglove to recognize
the user's gestures and place them within the virtual environment.
The direction this work pointed in was clear. As Fisher wrote
in his 1989 article "Virtual
Interface Environments," "with full body tracking capability,
it would also be possible for users to be represented in this
[virtual] space by life-size virtual representations of themselves
in whatever form they choose." Immersive environments, Fisher
observed, could give birth to a new form of participatory, interactive
electronic theater.
The
possibility of such a theater had already taken hold of the
public's imagination. In Neuromancer, his widely read novel
from 1984, William Gibson
described in palpable detail a future in which virtual reality
was a fact of life. Echoing Myron Krueger's notion that teleconferencing
created a "place" that consisted of shared information, Gibson's
characters inhabited a virtual environment made possible by
the networking of computers, which he named "cyberspace." Gibson's
cyberspace provided the first literary definition for the computers,
hubs, servers, and databases that make up the matrices of the
network. His discussion of cyberspace was so tangible Ð and
seductive, with its suggestion that any computer hacker could
"jack-in to the matrix" with an encounter with a sexy avatar
it became a touchstone for every engineer, artist and
theorist working in the field.
Marcus
Novak took Gibson's description of virtual environments
as the starting point for his own theoretical and artistic explorations.
In his essay from 1991, "Liquid Architecture in Cyberspace,"
he follows the pioneering work of Sutherland, Fisher, and Gibson,
et al, to its logical conclusion, and notes its profound implications
for architecture, our notions of space, and our attitudes towards
the organization of information. He notes that in cyberspace,
since all structure is programmable, all environments can be
fluid. The artist who designs these immersive digital habitats
will be able to transcend the laws of the physical world. As
a consequence, architectural forms built in cyberspace can respond
to the viewer, encouraging provocative and illuminating interactions.
In cyberspace, architecture becomes a form of poetry.
While
most research in virtual reality aims to project the viewer
into a digital environment by means of a head-mounted display,
some engineers have taken an alternative approach. In the early
1990s, Daniel Sandin and
Thomas DeFanti conceived of a virtual reality system that places
the human body directly inside a computer-generated environment.
They describe their system, called the CAVE (an acronym for
Cave Automatic Virtual Environment) in their article "Room With
a View": "Unlike users of the video-arcade type of virtual reality
system, CAVE 'dwellers' do not need to wear helmets, which would
limit their view of and mobility in the real world... to experience
virtual reality." Instead, participants in the CAVE are surrounded
by an immersive, digital "cave painting" -- which brings the
evolution of immersion full circle, back to the prehistoric
caves of Lascaux, and humankind's
earliest efforts at personal expression.
|