In the chapter “Virtual Reality as Dream and as Technology,” Marie-Laure Ryan discusses the expectations of virtual reality (VR) and the differrent types/forms of VR. The term virtual reality was coined by Jaron Lanier (musician, visual artist, developer) in the 1990s. Lanier anticipated VR becoming a huge part of people’s lives and being “real rather than virtual” (49). Although VR has not become this dominant in our lives, it has made much progress. Ryan goes on to discuss VR from the viewpoints of dreamers, developers, and philosophers.
Dreams of VR, and Some Realities
Ryan claims that the ultimate form of VR was seen in the Holodeck from Star Trek. The Holodeck is appealing because of how realistic it is. When entering the Holodeck, it is just like entering another reality, rather than a non-reality. In the Holodeck, there is an environment complete with ”humanoids” which you can interact with. When VR did not offer opportunities such as the Holodeck in real life, people were disappointed. Lanier explains: “I always talked about virtual reality in its ultimate implementation and when that didn’t happen, interest declined. Because everyone wanted the Holodeck…virtual reality couldn’t fulfill its promises so quickly” (51). Ryan describes the Holodeck (and VR in general) in eight stages:
1. You enter. (Active embodiment- this requires the participation of the body. You are contolling the movements within the VR space with your actual body, even if it is only through data gloves of wired bodysuit. An example of this is nintendo Wii. Rather than just sitting in front of the TV and playing regular nintendo with a controller, Wii requires the player to stand up and use their body to physically play the games.)
2. into a picture (Spatiality of the display-this means that the space you enter fully surrounds you. It has to have a 360-degree panoramic view point and is three-dimensional. Wii does not fulfill these requirements. The space the player is in is still confined in the television set. If the player turns their head away from the TV, they are immediately taken out of the VR space and put back into their real surroundings.)
3. that represents a complete environment. (Sensory diversity-VR has limited ability to appeal to all senses, especially touch. One example of this (hopefully!) is in the movie Demolition Man when they do not physically have sex, but, instead, have virtual sex.
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4. Though the world of the picture is the product of a digital code, you cannot see the computer. (Transparency of the medium- This means the erasure of the medium. Ryan discusses this mostly in terms of the computer. To relate this to The Diamond Age, Nell becomes absorbed in the story of Princess Nell in the Primer but she cannot become fully immersed because the medium (the Primer/book) does not become invisible.)
5. you can manipulate the objects of the virtual world and interact with its inhabitants just as you would in the real world (dream of a natural language)
6. You become a character in the virtual world (alternative embodiment and role-playing-This is seen most obviously in Nell acting as Princess Nell in the Primer. When Princess Nell faces dilemmas, Nell has to try out different solutions to solve the problem.)
7. Out of your interaction with the virtual world arises a story (simulation as narrative-This, again, is seen in the story of Princess Nell. However, Ryan states that VR is “not supposed to re-present what is but to explore what could be” (63). This is not necessarily true of the Primer. Even though the story of Princess Nell is a fantasy, it still directly relates to Nell’s life.)
8. Enacting this plot is a relaxing and pleasurable activity (VR as a form of art-By being able to immerse in VR, this gives an outlet for creative self-expression combined with computers. As discussed earlier, Nell is able to decide the outcome of Princess Nell’s story, to a certain extent.)
PRESENCE, IMMERSION, AND INTERACTIVITY
In this section, Ryan describes the importance of presence and immersion in the VR world. She also insists that the two terms have similar descriptions: ”immersion insists on being inside a mass substance, presense on being in front of a well-delineated entity. Immersion thus describes the world as a living space and sustaining environment for the embodied subject while presence confronts the perceiving subject with individual objects. But we could not feel immersed ina world without a sense of the presence of the objects that furnish it, and the objects could not be present to us if they weren’t part of the same space as our bodies” (68).
THE PHENOMENOLOGICAL DIMENSION OF THE VR EXPERIENCE
Ryan discusses how VR world’s are more real when you have control of what happens in the VR world. “In the virtual envorinment…the body stands at the center of the world, and the world irradiates from it” (72). This also gives the experience a sense of continuity. The VR environment responds to the body and can be controlled by what it receives from the participant.