The Challenge of a Free Architecture An inquiry into the solutions the architectural profession could offer to the human, psychological implications of the architecture and environments created with technologies which may result from current developments in immersive, interactive computer simulations, or Virtual Reality. David Matthew Jones, BSc. A Special Subject Report submitted in partial fulfilment of the Degree of Bachelor of Architecture in the University of Wales College of Cardiff Contents Summary 2 Chapter One: Introduction 4 1.0 Introduction 5 1.1 Aims of the Study 5 1.2 Methodology 5 1.2.1 Literature Search Criteria 6 1.2.2 Acknowledgements 6 1.2.3 A note on gender 6 Chapter Two: Virtual Reality: A survey of enabling technology 7 2.0 Differing Definitions of Virtual Reality 8 2.1 The technology of transparency 8 2.2 Components of a VR system 9 2.3 Virtual beginnings 10 2.4 The state of the art 11 Chapter Three: Human Needs and Abilities 14 3.0 Human Perception of environment 15 3.1 Sensory Processes 15 3.2 Human Needs 16 3.2.1 A need for reality? 17 3.2.2 Human needs from the built environment and Maslow's humanistic theories 18 3.3 Human discriminatory abilities in unusual environments 19 3.3.1 Scales and models 19 3.3.2 Problems of scale 20 3.4 Human navigational abilities in unusual environments 21 3.4.1 This way up 21 3.4.2 Navigational abilities 22 3.4.3 Navigation in built environments: physical or virtual 23 3.5 Isolation. 23 Chapter Four: Architecture and Virtual Reality 24 4.0 The response of architecture 25 4.1 Architecture as information 25 4.1.1 A goal-orientated perception of architecture 25 4.1.2 'Commoditas' 25 4.2 Information as architecture 26 4.2.1 The information environment 26 4.3 Design: the ordering of information 27 4.3.1 The role of the architect 28 4.4 The design challenges of VR 28 4.4.1 Providing for human needs 28 4.4.2 Navigation in cyberspace 29 4.4.3 Scale and simulation 29 4.4.4 The second aesthetic 31 Chapter Five: Conclusion 33 Appendix 36 Bibliography & Sources 50 Summary The Challenge of a Free Architecture: Aims of the study. 1) Survey the current state of the art in Virtual Reality technology. 1) Establish the relevance of Virtual Reality to the architectural profession. 2) Establish whether architects can offer solutions to provide for the human psychological needs of VR users. Conclusion of the study. Establish the relevance of Virtual Reality to the architectural profession. Quite apart from the ways in which Virtual Reality technology is currently being explored in the architects office to give insights into the user's perception of projected 'real' buildings, in architectural walkthroughs etc., the emergent information society, and it's needs in the use of widespread virtual realities can benefit from the attention of the architect's skills Members of architectural profession could establish a relevant, if not pre-eminent position in the virtual reality design team, by focussing on their already developed skills involving the structured ordering of information and spaces, as argued in sections 4.1 to 4.3. Establish whether architects can offer solutions to provide for the human psychological needs of VR users. Architects can address both the higher and lower psychological needs of users, as decribed by Maslow's theories (see 3.2.2) in their architecture. Shelter, protection, navigational security at the lowest level of the hieracy, and order, formal harmony, symmetry at the higher aesthetic levels. In VR, architects can again transpose the skills they have learnt to provide such satisfaction in the physical. The new opportunites that Cyberspace could present, such as scale- independence, and multi-dimensionality; must be approached carefully, but could also be seen to be compatible with the mind-set and skills of an architect. The transition to a designer of the second aesthetic (see 4.4.4) is an important one for both the future of profession and the future of the medium; and one that could have positive feedback into its other fields. The Challenge of a Free Architecture "Psychology is the physics of VR. Our body is our interface. Knowledge is in experience. Data is in the environment. Scale and Time are explorable dimensions. One experience is worth a trillion bits. Realism is not necessary." One: Introduction 1.0 Introduction The context of the study. Paper, printing press, camera, telephone, cinema, television, and computer. The enabling technologies of communication have, throughout history changed in general terms, the way people interact with each other and the world; and in more specific terms, the roles that people play. Professions have been created and lost with each jump of progress, from the scroll and the scribe, to satellite news linked reporters. Some professions have mutated to accommodate, and even control new media. The newest medium for the creation and communication of ideas and information is 'Virtual Reality' or VR. Simply put, a 'Virtual Reality' is a computer-generated, interactive environment of sensory immersion. The definition of VR is explored later in this work. It promises to dominate and transform the way people work and play. 1.1 Aims of the study. My chosen profession is that of architecture, and with this work, I aim to discover the preparations necessary for this profession to have a relevance in a world where VR technology is likely to be as wide-spread in its use, as television technology has been in the last half of this century, and to conclude whether the profession can achieve such a transition, and speculate on the implications for the 'built' ('experienced' may be a better term) environment. 1.2 Methodology This study uses the results of a literature search into the subject areas relevant to its aims as listed in 1.2.1., supplemented with interviews with prominent practitioners of both architecture and computing technology. The study into psychological aspects of the subject , due to the size of the body of psychological knowledge, has its focus on those areas which I have assumed may be of direct relevance to the aims of the dissertation. This work, due to the nascent quality of the area it explores, seeks to be no more than an informed speculation on the body of knowledge available at the present time, but none-the-less as well argued and scholarly speculation as I can offer the reader. 1.2.1 Literature search criteria The libraries of University of Wales College Cardiff were searched using the following subject classes: Architecture, cyberspace; Architectural Psychology, perception of space; Computing, cyberspace, systems, virtual reality; Psychology, perception, human needs. 1.2.2. Acknowledgements I thank the following for their help and guidance: Nigel Vaughan, Sylvia Harris, Jeff Johns of WSA; Roy Ruddle, Carol Trudel, of UWCC; Neil Spiller, Kevin Williams, Ian Ritchie; Michael Benedikt, Lisa Leushauser and various other citizens of the InterNet. 1.2.3 A note on gender... I must state that in the work, the male pronoun is used. It is used consistantly and for expediency, and with no sexist intent. Two: Virtual Reality: A survey of enabling technolog 2.0 Differing definitions of Virtual Reality Virtual reality or VR as it often abbreviated, is a very evocative 'umbrella' term enveloping many different technologies. Generally, virtual reality technology is that which seeks to interface computer information and human perception at an unprecedented level of interaction and immersion. Virtual Reality itself, is a contentious term. Definitions of where or what it is (or they are...) range from that of John Perry Barlow: "The place you are when you're on the phone" to the more specific: "...an immersive, interactive experience generated by a computer" To an extent, 'virtual reality' is commonplace, and has been for centuries. If we define VR as a projection of consciousness into a world of information, then we enter it when we interpret a diagram or a chart, a work of art or a scientific essay. The author in each, has dreamed, imagined, thought in an unlimited medium: that of the human imagination; and then had to articulate this in a limited medium of some form: language, graphics, sculpture etc. The reader / viewer / listener has to interpret this for themselves, and the amount they understand of the author's intention is directly affected by the limitations of their chosen media. There is a barrier between the two parties, however well the author has used their medium. The search for a 'transparent' medium, with the least impediment to understanding, has always been enmeshed with technology. From Guttenburg to Logie-Baird to Turing, increasing technological sophistication has gradually increased the lucid dissemination of ideas and information. 2.1 The Technology of Transparency. In the subset of computer technology, (itself a major development within the progression described above) there is a microcosm of this breaking down of the interaction barrier. The potential and power of the computer to handle and process information has accelerated alongside its ease of use. Input and output devices, along with suitable operating systems have progressed from the alien to the intuitive. The alien: punched card input and teletype printer output, with processing time on the computer limited and shared with other users, possibly having to rely upon the computer technicians necessary to the running of the room-sized mainframe machines of the sixties and early seventies to interpret, code, run and de-code your program. Today, computers are literally personal, with mouse-driven graphical interfaces making them tools that focus on an information-manipulating end rather than a means to that end: the intuitive. 2.2 Components of a VR system Virtual Reality systems comprise of three main components: input systems, with which to interact within VR, Output systems, to simulate a virtual environment, and a powerful computer to construct and co-ordinate this environment. Within VR, there can be said to be two approaches: total interaction, but limited immersion: the virtual world is interacted with via a high-resolution screen: the user is still subject to influence and sensory input from the 'real world'. This is the most cheapest and most common form of VR: encompassing CAD and even graphical working environments such as Microsoft Windows. total interaction, total immersion: where the user is isolated from the outside world translated into the simulated environment, through sophisticated head mounted displays and body-mounted input devices which respond to the movements of the user. The difference between these two approaches will explored subsequently. The technology of the central co-ordinating processor for both however are similar. They differ in the input and output methods used. The crucial issue of immersion is dependent on display systems which have their origins, in common with most VR technology in military research. 2.3 Virtual Beginnings. While throughout the late sixties and early seventies, the military simulator had lead most developments in interactive computer graphics, they generally were images projected upon screens mounted outside a mock-up cockpit. This, again was one more barrier to realism. Experiments by computer graphics pioneers such as Ivan Sutherland at the University of Utah, USA included the use of head mounted displays. The military realised that these could provide extra realism, and eliminate the bulky projection systems. Head-Mounted displays with sensors to detect head movement and alter the view point simulated by the computer were then developed to further heighten realism and therefore the effectiveness of training. Chemists and computer scientists at the University of North Carolina, USA, were concurrently investigating ways to simulate natural processes that had to be understood, but could never be experienced by humans. Ivan Sutherland had predicted as much half a decade earlier: "We live in a physical world whose properties we have come to know well through long familiarity. We sense an involvement with this physical world which gives us the ability to predict its properties well. For, example, we can predict where objects will fall, how well-known shapes look from other angles, and how much force is required to push objects against friction. We lack corresponding familiarity with the forces on charged particles, forces in non-uniform fields, the effects of non-projective geometric transformations, and high-inertia, low-friction motion. A display connected to a digital computer gives us a chance to gain familiarity with concepts not realisable in the physical world." The University of North Carolina research of the early 1970's used an adapted robotic arm manipulator, of the type used to handle dangerous substances, to simulate physical force feedback from the operator's virtual interactions as calculated by a computer. For instance, they simulated the docking of molecules to form complex drugs. The mutual repulsion of the molecules could be felt by the operator while he/she tried to move them into their correct relationship. Although advanced in their technology for providing a tactile simulation, they were severely limited by the computer and display technology available at the time; until the early 1980's, when the experiment was successfully concluded - and the experience could then in no way be described as immersive. By the mid 1980's the component parts of what is recognised as a virtual reality system were available, albeit not as an integrated whole. The work of NASA's Ames laboratory from 1981 onwards, was to change this. They pioneered the combination of Display, Input, and Processing which is exploited by most current commercial and research VR systems. Theirs was the first immersive, relatively low-cost, VR system. For display they used a lightweight head-mounted display, constructed from a cannibalised pair of commercial miniature television screens, giving stereoscopic display to the user, and therefore simulating a three-dimensional visual environment. For input, a 'Data glove', wired with movement detection sensors is worn by the VR user, gave intuitive control over movement in VR, by pointing at simulated objects, manipulating objects, etc. Surprisingly, NASA had given the VR research group a very small budget to carry out their ground-breaking work. "Probably the most important thing NASA achieved was demonstrating that all this was possible by assembling an assortment of commercially available technologies that weren't a fortune to acquire or develop. Pandora's box had been sitting around for a while - others had peeked into it, but NASA threw it wide open." 2.4 The State of the Art. The demands put upon a computer system to simulate reality are varied and great. The human brain's great reliance on vision to supply information on it's environment, means that the visual performance of any VR system is crucial to it's 'realism'. There are two main factors which are important for the fidelity of a virtual reality: o The quality of sensory input to the participant o The response speed of the system to interaction by the particpant. Firstly, output from a display must seem three-dimensional: we receive stereo input from our eyes, the difference between each the brain uses to perceive depth & distance. Head-mounted VR displays use twin video screen to generate a stereoscopic view. How convincing these images are relies then on the power of the computer system to calculate and render realistic scenes fast enough. The best currently available VR display gives a resolution of 300 000 colour picture elements or pixels. The human eye has approximately 15 million light-sensitive receptors. Therefore, all other things being equal, the display has only a fiftieth of the detail necessary to be indistinguishable from reality at the moment. The next demand to be satisfied is the speed with which the processor can update the visual image in reaction to the user input (movement, gesture etc.) To sense this input, for instance, head movement to look at another part of the virtual scene, the headset employs motion sensors. This information is sent to the central processor which must then recalculate the perceived view and re-display it. Although this only takes a time-span in the order of hundreds of milliseconds, it can be enough of a delay to destroy a sense of realism, and in the worst cases, cause the user motion sickness due to the brain's inability to reconcile the visual input it is receiving to its notion of bodily movement and balance. "Only...delays below 10 milliseconds fall within the 'perceptual threshold' - the time the brain takes to become aware that an event has occurred. The best of present systems offer delays of between 60 and 70 milliseconds." Coupled with this, is the need to refresh the display often enough to give the impression of continuous movement from a succession of still images, as in cinema. the 'frame- rate' must be high enough to sustain 'persistence of vision'. "If a new image is presented quickly enough the eye will not perceive the interval between them...but if this happens at too slow a rate the eye perceives the intervals as flicker...At about 50 blackouts [intervals between frames] per second, flicker disappears." "VR frame rates vary from about 10 frames per second to 60 frames per second, depending on the computers power" Finally, apart from the hardware restrictions on visual detail, there is the computational restriction. Usually, the graphic representations of objects in VR are built up from polygons, for instance a sphere would be a faceted construct with a surface of many polygons. the more polygons used, the more 'realistic' the appearance of the object will be. Each vertex co-ordinate of the polygon must be kept track of by the computer and translated accordingly to the events in the simulated environment (e.g. reaction to a user's movement). As a measure of the computers ability to simulate a complex environment, the number of polygons per second (pps) is used. Current technology can supply worlds of approximately 20 000 pps to each eye, with researchers predict 60 000 pps as imminent. And while the number of polygons per second displayed may not be the only factor essential for perceptual fidelity, to quote American computer graphic scientist, A.R. Smith: "Reality is 80 million polygons per second." Three: Human needs and abilitie 3.0 Human perception of environment: issues relevant to Virtual Reality and architects 3.1 Sensory Processes Human sensory processes are the basis of human perception, and therefore the interface between the brain and its environment. The psychologist J.J. Gibson described two distinct classes of sensory input , these being Exteroception: relating to the five 'classical' senses of sight, hearing, smell, touch and taste, and proprioception, relating to bodily feedback due to movement or position: kinaesthetic sense. When forming a perception of environment, the information sensed, regardless of the sense involved is fed to the brain. "In the first place, a stimulus constituting some temporal or spatial change, whether electromagnetic, mechanical or chemical energy impinges upon the sense receptor that is specifically adapted to detect it. At the receptor, the energy changes are transduced or encoded into neural impulses in such a way as to preserve the information concerning the stimulus event. The sensory message embodied in the neural code is transmitted via a series of way stations to the higher levels of the central nervous system whereupon it is decoded to form a basis of our conscious awareness of the stimulus event." So, as has been described in chapter two, progressive improvements in VR technology could sufficiently satisfy the process described above. "...true VR will be available when advanced computers are devoted to real time processing of changes in visual, tactile and auditory displays in response to the observer's instructions." 3.2 Human Needs What is perhaps more enlightening in assessing VR's effects on the human users psychological well-being is the study of the less mechanistic processes of human psychology: The (gestalt) combinations of psychological factors which make up 'human needs'. A 'need' as defined in psychological terms may be seen as a "state of disequilbrium" is some physiological or psychological quantify essential to an individual's well- being or indeed, survival. In physiological terms, an example could be the body's need for energy giving substances equalling the need for food equalling hunger. In psychological terms, there are such things as 'acquired needs' which individuals do not have at birth but are acquired through the environment/social stimuli the individual in question experiences. In assessing which are relevant to this study, certain assumptions are made. Acquired human needs need not be studied in detail due to the individual's likely upholding of 'real' societies social and environmental frame works other those of a virtual reality; although this will be discussed in a later section. Certain physiological needs such as hunger, waste disposal etc. will be ignored, assuming that VR users will satisfy these in re-entry to reality... 3.2.1 The Need for Reality? Physiological processes which rely on external stimuli to regulate them, such as the so-called 'biological time clock' could be affected by prolonged immersion in a simulated environment. In her book "Behaviour and perception in strange environments" , Dr. Helen Ross states that the 'circadian rhythms' which govern the biological clock are determined by various zeitgebers (time-givers) e.g. the light-dark cycle, and social factors such as the streets being empty late at night, but busy at noon. She goes on to describe an experimental situation not dissimilar to that which could be experienced in CyberSpace. "If a person is kept in isolation in continuous light or darkness without any information about the time, it is possible to study his biological rhythms unentrained to any known zeitgebers...biological rhythms [become] out of phase with this sleep cycle, and he [the subject] showed a lengthened reaction time on psychological tests." indicating that the depravation from society and natural phenomena that VR users could experience leads to a reduction in human performance. 3.2.2 Human needs from the built environment, and Maslow's humanistic theories The built environment, and architecture itself, are direct results of the primordial human physiological need for shelter. In the terms of the physiological states of disequilibrium discussed above in 3.2, a building acts as a climate modifier to satisfy its human occupants needs for warmth, shelter and safety. But what of the psychological, 'acquired' needs also discussed in 3.2? The psychologist Abraham Maslow's model for the structure of human needs describes in detail the nature of these acquired needs. Maslow proposes a hierarchy for human needs: physiological and psychological; in which the physiological needs , such as food and oxygen, are at the bottom of the hierarchy; while complex, acquired needs such as aesthetics and learning are higher up. At the top of Maslows hierarchy is the concept of self- actualisation', a point reached when the individual concerned has become: "everything one is capable of becoming" and the individual's need to reach this state is seen as what drives ones progress up the hierarchy of needs. The pyramidal nature of the structure is explained thus: "Needs lower down the in the hierarchy must be satisfied before we can fully attend to the needs at the next level up; for instance, physiological needs must be met before we concentrate on safety needs. If you are trying to concentrate on what you are ready while your stomach is trying to tell you it is lunch time, you probably will not absorb much..." How do buildings satisfy the higher needs? The ownership and association with a presitigous buidling serves to satisfy the esteem needs described in Maslow's hierachy. Successful architecture, should perhaps also satifsy still higher needs, such as the aesthetic and cognitive needs, described respectively as follows: "Beauty: in art and nature - symmetry, balance order and form.... Knowledge and understanding, curiosity, exploration, need for meaning and predictability." The architect, may experience self-actualisation in his creation of the architecture, but interpreting Maslow's hierachy, it seems doubtful that the user of a physical building would experience self-actualization due to it. 3.3 Human Discriminatory Abilities in Unusual Environments The human awareness continually subjects its sensory inputs to discriminatory processes. "Discrimination of stimuli is indicated when an individual responds in a different way to different stimuli" 3.3.1 Scales and models While research has shown that humans are born with a few innate discriminatory abilities - most are learned. As well as simple habits which we learn from others to automatically employ, we are conditioned to use scales and models of comparison in our discriminatory processes. Gagne and Fleishman state: "In making differential responses, it is evident that the human being often does more than simply exhibit different reactions to two or more different stimuli. He is also able to identify stimulus qualities in terms of a remembered model or scale...an identifying response may be said to occur whenever an individual makes a response which identifies a difference (or lack or difference) between a present stimulus and remembered standard which is not physically present." The implication that these 'models and scales' are learnt means that new environments and situations can be discriminated after suitable reference criteria are learnt - depending on how complex or foreign these situations are, the longer the human mind will take to construct frames of reference. Gagne and Fleishman use this example: "When an individual first attempts to look at living cells and other small entities through a microscope, he usually experiences great difficulty in identifying anything except a differently shaded round field of view. By continuing practice in comparing what he sees with printed pictures, he eventually acquires a set of models that enables him to identify a collection of cells, a bacterium, a vacuole, and many other things. having acquired such models, his identification of new entities is made much easier." 3.3.2 Problems of Scale Referring to Dr. Ross book regarding unfamiliar situations without the aid of any pre-learnt scale or model, problems of scale in 'off-size environments' are dealt with: "Familiar size can also affect spatial perception. When other size and distance cues are weak, there is a tendency to see a familiar object as though it were at an appropriate distance for its retinal size. Thus a miniature object may seem as normal in size but too distant, and an enlarged version may seem normal but too near... a particularly difficult case is Fylindales Early Warning Station: three mysterious globes lie, like Ping-Pong balls across the heather of the North Yorkshire Moors. A party of walkers whom I was with, assumed from a distance that the globes were about the size of a house but on approaching we realised that they were four or five times that size...similarly, astronauts have complained that it is impossible to tell the distance of mountains on the moon: they might be any size or distance..." In a virtual reality where your size relative to your environment (which could be infinite) may be a completely dynamic variable, scale cues must be rethought, as will be discussed later in this work. 3.4 Human Navigational Abilities in Unusual Environments In any environment, it is essential to be able to orientate oneself with ones surroundings in order to explore that environment. A computer simulation is no different. 3.4.1 This Way Up The first step in orientation must be to know which way is 'up'; so that a correct frame of reference to the surroundings can be constructed. The environmental cues which inform one which way is up are related thus in Dr. Ross' work: "A man standing on earth normally has several sorts of cues available to him, all indicating the direction of the gravitational vertical. these cues can be subdivided into three main classes: visual - from the alignments of plants, buildings and other objects; vestibular- from the sensory canals of the inner ear; and kinaesthetic - from the pressure and joint receptors in various parts of the body." As was discussed in 3.1, the Gibsonian classifications of sensory input: Exteroception and Proprioception combine to present a clear impression of the environment to the brain - in this case to determine which way is up. However, the present case while using VR is for the exteroceptive senses to be well catered for, immersed in a simulation; while the proprioceptive input remains unchanged in relation to 'real reality'. that is, your physical body, and the sensory cues that it provides are unaffected by your orientation in virtual reality. "The most common source of conflict is between the visual and the vestibular-kinaesthetic vertical... sometimes the visual cues are at fault rather than the gravitational cues, as in a tilted room...", this certainly being the case for our elementary VR example, "...When the tilted scene fills the whole visual field..." as in an immersion VR "...it is much more effective than when it fills only part." The problem of conflicting exteroceptual and proprioceptual cues can most easily be solved in VR systems by taking a step back from advanced , head- mounted displays to the technology of hydraulically manipulated cockpits of traditional aircraft flight simulators. In these the two sensory categories are reconciled simply by the virtue of the physical body being part of the simulation. But, Dr. Ross goes on to say: "Experiments in conflicting cues are further complicated by adaptation. A tilted visual scene or a tilted bodily position seems more vertical after a minute or two, and there is a contrasting after - effect when orientation returns to the true vertical. It is often unclear whether the visual or bodily systems adapt, or another all systems adapt..." So, as was discussed in 3.3.1, the discrepancies arising between physical and simulated sensory input, give rise to new discriminatory models enabling the user to compensate. Although as was mentioned in 2.4, the rift between physical and simulated sensory input can cause adverse effects similar to motion sickness. 3.4.2 Navigational Abilities While unlike many other species, humans have poor innate navigational ability; not possessing as advanced magnetic senses or other position aides to navigation as other animals have; the human ability of learning compensates. Humans build up 'cognitive maps' to refer to when navigating their environments These are made up of cognitive models consisting of landmarks, geographical features, street names, etc. these models are dynamic in nature, and an important feature of our use of them is the ability to identify the salient features of the cognitive map in the surroundings viewed from new, different angles. This can be achieved through experience in navigation, and/or familiarity with the surroundings in question Navigational abilities of humans, have of course been augmented by technology: from maps to intricate technological instruments, which short-circuit the development of cognitive maps: "Modern pilots... tend to rely heavily on instruments, and become lost without them." 3.4.3 Navigation in Built Environments: Physical or Virtual. In a built environment, the absolute navigational cues, such as compass points or astronomical positions, have little or no use. Cognitive maps involving paths, edges, landmarks, etc. become more dominant. In his book, "The Image of the City", Kevin Lynch describes a notion of a city's 'imageability' suggesting that certain cities are easier to make cognitive maps of than others. These being cities with more distinctive divisions between areas, and more recognisable landmarks. In "Behaviour and Perception in Strange Environments", Dr. Ross states: "Incorrect cognitive maps are sometimes developed accidentally during the first visit to a city, and are then very difficult to rectify." and "...the possession of distinctive features is not sufficient to ensure that people will acquire a correct cognitive map of the city... Three dimensional cities, with bridges, underpasses and spaghetti junctions, strike some motorists with confusion and terror" Some parallels could be found in the last statement with the participant's probable experience of Virtual Reality. 3.5 Isolation Entering a simulation for any length of time implies a shift of concentration from the real, social world to that of introspection and isolation. Entering a virtual reality environment is an extreme case of this. The isolation from social stimuli in such cases is largely unexplored, but can be assumed for the purposes of this work to be analogous to the experiences of people who have while experiencing a full range of sensory input, been isolated from society, e.g. explorers, solo yachtsmen etc. "Auditory errors or hallucinations are such a common experience among isolated people that they may have difficulty in distinguishing between imagination and reality" Placing this statement within the context of VR; a continuum which may be sufficiently 'hallucinatory' in the first instance, is difficult; but assuming that the user's human ability of discriminatory adaptation as described in 3.3, renders the virtual reality as the scale or model against which all other experience is measured, however far removed from a 'normal' frame of reference, isolationary hallucinations could still plague a user. In her work, Dr. Ross goes on to state: "Social isolation can lead to symptoms similar to those shown in some kinds of mental illness. Some people develop an 'oceanic' feeling of being 'at one' with the universe; others, particularly airline pilots, divers... may develop a feeling of break-off or unreality...." Four: Architecture and Virtual Realit 4.0 The response of architecture 4.1 Architecture as information A virtual reality is an information space, and to adapt to the callenge of virtual reality technology, and to exploit it fully; architects must be proven to be adept at the creation of ordered information. 4.1.1 A goal-oriented perception of architecture. In 3.4.4., human navigational needs in built environments were described. We each build models or maps in our minds to help navigate around a city / town / building, using objects to which we attach various attributes to use in mapping the environment. For instance, a church tower could be awarded attributes such as its proximity to the centre of a town, its neighbours, the availability of car parking near it etc. The architectural icon or landmark, has certain information, both geographical and other than geographical attached to it which we learn by experience, and access every time we see it. The demands of western culture mean that to most people, buildings are seen as means to an end, and their experience of architecture is to this end, goal-driven. That is, a building must guide someone to their place of work, social or commercial exchange in the easiest/quickest/most pleasant way; taking for granted the facts that it must stay up, keep the weather out etc. 4.1.2 'Commoditas' The Shorter Oxford English Dictionary defines 'Commodity' as "suitability, fitting utility, convenience as a property of something." The Vitruvian concept of 'Commoditas', that of the functionality of architectural space, is the one given most credence perhaps by capitalist societies, due to this goal- oriented perception of buildings. The modern movement's credo of 'Form follows Function' could be seen to reinforce the modern western view of functionality's primacy. The ordering of spaces within a functional building would facilitate the goals of the users. The maps and models that the users build up of the building would be easy to construct and use. The building perceived - the information the user receives and stores from the building, its entrance, circulation, spaces, is designed by the architect. Hence, the architect orders information. 4.2 Information as architecture 4.2.1 The information environment In interview, Neil Spiller, a British architect concerned with the possibilities of virtual reality and information- space, gave this illustration of the increase of information processed in our society: "If you take the average human life at the beginning of this century, and let the total amount of information the person processed in that lifetime equal one unit, then what we process today in of lifetimes in on average ten thousand time that unit." Clearly, the increase in information available to us is a matter worth addressing. Computer networks, global communication and the growth of information industries are addressed in Brendan P. Kehoe's book "Zen and the Art of the Internet": 'We are truly in an information society. Now more than ever, moving vast amounts of information quickly across great distances is one of our most pressing needs. From small one-person entrepreneurial efforts, to the largest of corporations, more and more professional people are discovering that the only way to be successful in the '90's and beyond is to realise that technology is advancing at a break-neck pace - and they must somehow keep up. Likewise, researchers from all corners of the Earth are finding that their work thrives in a networked environment. Immediate access to the work of their colleagues and a "virtual" library of millions of volumes and thousands of papers affords them the ability to incorporate a body of knowledge heretofore unthinkable. Work groups can now conduct interactive conferences with each other, paying no heed to physical location - the possibilities are endless.' This realisation of an information culture was predicted in 1962 by Marshall McLuhan, in his book 'The Gutenburg Galaxy': "The new electronic interdependence recreates the world in the image of a global village" In "Designing the Future", Robin Baker states: "Ever since the physical limitations on both the nature of the information and its storage were removed by computer, the 'firehoses' of information have been pumping out increasingly large amounts of data. This is at present being stored, on the assumption that at some point in the future it will be analysed. But as the means of data-capture move from an analogue to a digital format, not only is more data produced, but all data is now interchangeable. Cross-referencing is therefore increased, producing even more data. [the data which refers to the links between the original data and so on...] The management of this information will be impossible without a technological base." These comments would suggest that a structure, or infrastructure for the ordering of information space seems to be of paramount concern. 4.3 Design: The ordering of information The structure and form that information takes can be seen most readily at present in the printed media; the structure and form being given by the skills of the graphic designer. In two dimensions, the graphic design professional influences the user through the media to read, interpret, experience, and digest the data contained within, using tools such as the layout of the text, the type sizes and typefaces. These can be said to be the structural elements of the information (in two dimensions), the size of the text gives headings, sub-headings and body text: hierarchies which guide the reader around the page. The goal-oriented, spatial information model of a building discussed in 4.1.1., could be seen as four dimensional information design. Architects remain in control of layout, but substitute space and light, for type size and typeface perhaps; to control the subtleties of spatial hierarchy, functional disposition of space, or narrative. As indicated in interview with Kevin Williams of Division, and Neil Spiller; virtual reality presents opportunities for design in a continuum with the possibility of many more dimensions than four. 4.3.1 The role of the architect Neil Spiller describes his thoughts on the role of the architect in a VR society: "...there are two streams of thought. One is that there will continue to be the 'traditional' real-world architect, which we all currently train for; and Cyberspace architects, who will be a cross between architect, psychologist and computer programmer. Now, I disagree with that distinction. I think all architects will have to become Cyberspace architects; so that they can deal in a variety of spaces: some real, some virtual. The important thing, then becomes the interface, as I said before, between the virtual and the vital. This will probably be the most interesting zone, architecturally. How far will Cyberspace peep through? I think certainly in the next ten years this will happen more and more...I think it's crucial for the architectural profession, because at the moment architects aren't central to society...we have to be involved in the formal organisation of information in Cyberspace. Which is one of our skills. We are uniquely trained to be able to order information." The problems that may be associated with VR use explored in chapter 3, would have to be addressed by a designer of a VR infrastructure. 4.4 The Design Challenges of VR. 4.4.1 Providing for Human Needs In 3.3.1, the human need to build scales and models to use in interacting with their environment, was discussed. In the infinity of new possibilities that VR presents, novel ways of helping a user to create such gestalt frames of references will need to be employed by an information environment designer. I state in 3.3.1 that "new environments and situations can be discriminated after suitable reference criteria are learnt. Dependent on how complex or foreign these situations are, the longer the human mind will take to construct frames of reference." The designer of a virtual reality may configure it such a way as to reduce the time needed to adjust to it, and create new frames of reference. 4.4.2 Navigation in Cyberspace In 3.4.4., navigation in built environments is discussed, and Kevin Lynch's idea of a city's 'imageability'., where cities with more distinct landmarks and defined areas, are easier to mentally 'map' and hence navigate around than cities that do not possess these qualities. Neil Spiller states: "Psychologically, there are certain thing which are very important in a virtual reality. Like, when you start off in Cyberspace, you always start at a familiar reference point, a familiar piece of unreal real estate; so that you can navigate from that." So, Lynch's concept of imageability should hold in virtual reality - designers of such should have a grasp of the discipline and knowledge of urbanism which has built up over centuries alongside that of architecture. 4.4.3 Scale and Simulation In 3.3.2, problems of scale are discussed: "Familiar size can also affect spatial perception. When other size and distance cues are weak, there is a tendency to see a familiar object as though it were at an appropriate distance for its retinal size" and I state that: "In a virtual reality where your size relative to your environment (which could be infinite) may be a completely dynamic variable, scale cues must be rethought." Spiller goes on to say that: "...Cyberspace can in effect liberate us from what they call our 'Mind Sets'[innate, consensual, or learnt gestalt arrays of scales and models], about space, [and] anthropomorphic scale... our architecture is not necessarily going to be to do with the scale of the body. In Cyberspace, I can fit in somewhere really small. An just that simple fact changes the whole nature of architecture." In his essay, 'Cyberspace: Some Proposals' , Michael Benedikt suggests that the scale of an observer in Cyberspace be variable as a function of the amount of information you perceive, and illustrates his proposal thus: "Traditional Japanese gardens, for example, are miniaturised, their elements representing whole mountains, seas, rivers and trees. Because the garden is real, closeness reveals detail everywhere; because it covers itself up - offering only partial views - it discloses new information constantly... The visitor to the garden nonetheless feels powerful: his every inertially registered motion makes a difference to what he sees - too much difference really, and this belies the garden's true size, even as we enjoy its 'intensity'. By contrast, the enormous, empty halls favoured by the Romans, and later, for similar reasons, by Albert Speer, have the effect - in their visual simplicity combined with their slow rate of visual change at normal walking speeds and near-zero information gain of reducing the individual in size, making him feel impotent in even this most simple procedure: walking. We have immensity stripped of information. Similar effects, and other manipulations (such as light from below, tilted horizons) that strike us deeply, will be available to the designers of Cyberspace environments from the histories of designed real environments." This algorithmic solution to the provision of scale reference and models for human users of VR is expanded upon by Tim McFadden in his essay "Notes on the structure of Cyberspace". He uses the concept of the Holon: a figure or form whose part defines it's whole, and the whole describes the part: "Holons have cohesion and separateness. The two conceptual poles of the Holon are self-assertive tendency and the integrative tendency."12 As in the famous Mandelbrot sets, at ever increasing/decreasing scales the detail of the object resembles the whole - iterative algorithms spawn such designs. The use of Holon or fractal forms would give the user of a VR based on such algorithms a constant appreciation of the overall structure of his environment whatever his point of view; enabling psychological scales and models to be formed quickly. While being trained as architects today, we admire the works which are created using a holistic (or perhaps, holonic) approach to design - Frank Lloyd Wright's Prairie Houses; or the work of Mies Van Der Rohe, whose dictum of 'God is in the details' may be more apt in Cyberspace than he could have imagined. Holistic/Holonic design as already embraced by traditional architects could provide virtual realities which actively assist the user in creating useful frames of reference, quickly; hence aiding his navigational abilities and his entire ability to function usefully in Cyberspace. 4.4.4. The Second Aesthetic As described in the definitions in chapter two of this study, nature of virtual reality and cyberspace is one of total interactivity and user-control. In such an environment, instantly reconfigurable by the user, where does the architect fit in? Neil Spiller speculates: "He may be a cross between a computer programmer and the director of a movie, creating narrative spaces. Currently as architects, we're involved in what's known as 'the first aesthetic', which is the process in which we design a building which is pretty, people move in and it functions for them. With Cyberspace architecture, I think we'll be more and more involved in 'the second aesthetic' which is the aesthetic of the algorithm: the opportunity for a group of people to do, within a set of rules, a variety of things. So, we're back to the idea of spatial hypertext in a sense. An algorithm in a computer is a series of steps set up to solve a problem. So, in Cyberspace, the architect could say that within a certain area of Cyberspace, if you want to set up a virtual reality, it has to be red, to be simplistic. We would determine rules, but not form. Or as architects we might form the folds in time and space that Cyberspace is capable of, to create Cyberspatial terrain." The architect's art of ordering information 'poetically', may become subtle to the point of transparency. Much as the user of a computer application such as as graphics program creates what he will with it, but relies on the tools and environment the creator of the program offers him. In the ultimate extension of the seventies motto of 'long- life loose-fit, low-energy', architects may algorithmically create the underlying environments and tools to function in cyberspace. In reference to Maslow's hierachy of human needs (see 3.2.2), experience of a design environment may in VR become partcipatory enough for a user to satisfy higher creative and aesthetic needs than in real space. Cyberspace might become a very fertile domain for the pursuit of self- actualisation. Five: Conclusio 5.0 A Conclusion The essential tenets at the core of the architectural profession are usually taken to be the Vitruvian triad of Firmitas, Commoditas, and Venustas, or Firmness, Commodity and Delight. As inferred in the quote above, in a virtual environment psychological 'firmness' is more relevant than structural soundness. The lessons of chapter three and the possible solutions offered in chapter four of my work, indicate that this aspect of the triad can be addressed by architects. In chapter four, Commoditas was discussed - its transformation into information architecture is another facet of the Vitruvian core of the profession which becomes changed and yet familiar enough for architects to have a continuity of skills for Cyberspace. The third aspect of the triad, Delight, has always been the most difficult to quantify; and I will not attempt to do so here. This will obviously still have to be satisfied by Cyberspatial architecture; and the myriad possibilities VR promises should have all lovers of architecture full of anticipation as to what works of delight could result. Establish the relevance of Virtual Reality to the architectural profession. Quite apart from the ways in which Virtual Reality technology is currently being explored in the architects office to give insights into the user's perception of projected 'real' buildings, in architectural walkthroughs etc., the emergent information society, and it's needs in the use of widespread virtual realities can benefit from the attention of the architect's skills Members of architectural profession could establish a relevant, if not pre-eminent position in the virtual reality design team, by focussing on their already developed skills involving the structured ordering of information and spaces, as argued in sections 4.1 to 4.3. Establish whether architects can offer solutions to provide for the human psychological needs of VR users. Architects can address both the higher and lower psychological needs of users, as decribed by Maslow's theories (see 3.2.2) in their architecture. Shelter, protection, navigational security at the lowest level of the hierarchy, and order, formal harmony, symmetry at the higher aesthetic levels. In VR, architects can again transpose the skills they have learnt to provide such satisfaction in the physical. The new opportunites that Cyberspace could present, such as scale-independence, and multi-dimensionality; must be approached carefully, but could also be seen to be compatible with the mind-set and skills of an architect. The transition to a designer of the second aesthetic (see 4.4.4) is an important one for both the future of profession and the future of the medium; and one that could have positive feedback into its other fields. However, VR is one part of one part of human experience. Maslow describes the highest state of humanity as being self-actualisation. Two characteristics of self actualisers being: "...they perceive reality efficiently and can tolerate uncertainty....capable of deep-appreciation of basic life- experiences" Goals worth remembering whichever reality you design in. Appendix Interviews with Kevin Williams, Neil Spille Interview with Kevin Williams at Division Ltd, Bristol 10th August, 1994 Kevin Williams' firm, Division Ltd, are perhaps the most advanced manufacturers of Virtual Reality hardware and software in the United Kingdom and the Western World. They are in active collaboration with the leading-edge research department of University of North Carolina at Chapel Hill; and were hired by Matsushita Corporation of japan, as Virtual reality subcontractors. MJ: What would your definition of virtual reality be? KW: Well, my preferred definition is that of a convincing, computer generated world. CAD was, and is, a computer generated description of a world, but not immersive and convincing as our VR systems are. MJ: What do you see as the next major advances in the technology of Virtual Reality? KW: Probably a great reduction in the size of the headset that's associated with most VR systems. The best quality ones, like the ones we use for military systems, are currently quite bulky. People are speculating that the technology advances will be such in the next twenty years that they could be made to be the size of a large pair of sunglasses... MJ: So, the best equipment is military? KW: Yes. As you probably know, the origins of VR are in the head-up display systems of the sixties and seventies; and they're still at the leading edge of research. The military simulations are the best there are. Really convincing. MJ: So, apart from the output technology such as the headsets, what about such things as multi-user or networked VR. KW: I think, although we are researching this field, that the individual 'workspace' is more important to get right first. There's a parallel with the spread of computers, or CAD in industry. First of all, there was an unrefined, relatively slow, dedicated computer, with a trained operator in an office; and now there are computers on every desk, or CAD machines on every desk in an architects office, and everyone knows how to use them. I think that VR will go the same way. There'll be a VR application or workstation on everybody's desk. MJ: Virtual Reality presents almost unbounded possibilities to designers or virtual worlds. Is the trend at the moment towards simulating 'real' reality as well as possible; or to create worlds that normally people could never possibly experience? KW: Mostly, we're involved in real-world applications, but most them have a twist which makes the use of VR necessary. For instance, you could say that it's used as a time machine. In the house simulations for Matsushita it's a case of the prospective buyer experiencing his or her new house before committing to bricks and mortar. In terms, of things that you could never experience, there are applications that combine data to provide a new, 'impossible' world. For instance, in architectural simulations, where the VR construct of a room or and office can be combined with computer models of airflows from air conditioning to see if the engineering will be successful. At the extreme, we simulated a nuclear reactor for the French government to explore how to solve engineering problems they had. it would be of course far to dangerous to send a human being in there, but could be safely examined in a virtual reality we constructed from the blueprints. MJ: What do you think, from a technologist's perspective, could be the implications for society as a whole of widespread VR? KW: I think it'll probably be a similar situation as when any revolution in technology occurs. There will be winners and losers. New skills will have to be learnt, and new positions in industry, business etc., will be created; whereas, certain peoples' job's will be lost or have to change. The only example I can base this on is something we've explored. If you merge satellite data on rock strata, and site topography with drilling results, then an oil company an effectively 'X-ray' stretches of the Earth for oil. So, entire field of skills in prospecting or divining, what ever you want to call it has been lost, or at least has stiff competition. MJ: Thank you. Interview with Neil Spiller at The Bartlett School of Architecture, London 24th March 1994 MJ: Firstly, what would be your general speculations on the technologies and architectural possibilities available in VR? In a ten or fifteen years? NS: Well, in these areas, in all contemporary sciences at the moment, deep future is defined as 50 years; so if you imagine 50 years back from now and all the things that have happened, developments in real space, psychological space, whatever...there's a statistic, I don't know where it came from, but if you consider all human knowledge up to this point in time as one unit, by the year 2050 it's going to be 50 units, so there's this huge exponential curve of technological progress to which VR, as a part is subject. I don't usually use the term VR, I prefer the expression 'Cyberspace'. When we start to talk about VR, a lot of people start to think, 'well, that's to do with allowing a client to walk through a projected building' and that's as far as most people think about it. Actually, I don't think of it as that at all. Those sort of parameters don't interest me at all. What interests me are the aspects of Cyberspace which question the nature of being human. There are a variety of leading edge debates on Artificial Intelligence, one of which is whether you can actually digitallize human consciousness. People like Roger Penrose, say that you can't. You can't mimic human emotions like fear or love; whereas the other side of the debate say that human consciousness is quantifiable. Once we can quantify it, its a small step to digitising it, and downloading it into computers. For example, Hans Moravec, an American technologist, reckons that in fifty years time, we'll be able to download our consciousness. MJ: But, aren't VR and Cyberspace are about the projection of consciousness, not the reproduction of it? NS: Well, that depends. In the future I can see a variety of inhabitants of Cyberspace, and not all of them are derived from humans. It may well be that Artificial Intelligences will operate in Cyberspace. Cyberspace is a difficult thing to quantify. Perhaps what interests you more is the interface between the Virtual Space and the Vital Space? MJ: By vital space you mean 'real' reality. NS: One of the aspects it comes down to in psychology is the idea that Cyberspace can in effect liberate us from what they call our 'Mind Sets', about space, anthropomorphic scale...In answer to your question, I find it very difficult to make predictions about ten years time... they're already talking about breakthroughs in two years time, based on new chip technology, faster memory etc. MJ: But, if you had to speculate, as science- fiction writers do. They can only base their picture of the future on the present, its a reflection of this. Could you project along the most likely paths? NS: Computer memory becomes much more valuable. Unreal real estate if you like, and this becomes much better protected against hackers with sophisticated encryption programs. There's an encryption program called PGP, which was military grade protection, and hackers have just released it onto the open market. You can now get it for free, all because they believe that the encryption of data is a violation of basic human rights. I'm not really talking about psychology much, but It's really just one of the interweaving fields of this subject. One of the more interesting quotes on the subject comes from Benjamin Wooley's book, 'Virtual Worlds', where he use the expression that "Psychology is the Physics of Cyberspace"; which I think is right. However, not being a psychologist, only an architect who knows a bit about it, it's difficult to quantify the importance of areas of that field to the subject. MJ: But if architects do have a role in Cyberspatial terms, if as now they have to have a knowledge of physics to realise what will not fall down, crush and injure etc., perhaps they'll need to know more about psychology to know what won't metaphorically crush them; disturb them psychologically...or do you perhaps think that the human psyche is a lot more pliable than that? NS: That's a difficult question to answer. Certainly, the human psyche is very adaptable, but it's also very personal. We all have certain frames of perception that are very personal to each one of us, from our upbringing, education, and possibly from our genetic code. That's the subject of a big debate at the moment in genetics: how much of what makes us what we are apart from the formal aspects are part of the genetic code. Back on the question of the architect's role; there are two streams of thought. One is that there will continue to be the 'traditional' real-world architect, which we all currently train for; and Cyberspace architects, who will be a cross between architect, psychologist and computer programmer. Now, I disagree with that distinction. I think all architects will have to become Cyberspace architects; so that they can deal in a variety of spaces: some real, some virtual. The important thing, then becomes the interface, as I said before, between the virtual and the vital. This will probably be the most interesting zone, architecturally. How far will Cyberspace peep through? I think certainly in the next ten years this will happen more and more. MJ: But, you definitely think that the architect has a role. NS: Yes, I think it is crucial. I think it's crucial for the architectural profession, because at the moment architects aren't central to society. MJ: Information , rather than Institution is central to society... NS: Yes, and we have to be involved in the formal organisation of information in Cyberspace. Which is one of our skills. We are uniquely trained to be able to order information. The Cyberspace book [Michael Benedikt's "Cyberspace: first steps"] uses the idea of holonic form in Cyberspace. I've done a holon project about the ordering of information and the idea of nested spaces. It's sort of like the way you enter into a computer: you open a folder, your open a file that's in it, down to your information destination. So, it's space within space, with a variety of levels which become ever more specific. And, this is tied in with the idea of hypertext navigation through information. However, there are other arguments, perhaps psychological arguments about the desirability of this type of information ordering. For instance, that a hypertext can never replace a library. If you go to a library and you're looking for a specific book, and it just so happens that while you're browsing you find something else that's nothing to do with what you were looking for, but you'll actually end up taking that book home with you. In a hypertext the ordering mechanisms are too prescribed, so there's not as much opportunity for this kind of lateral jump. MJ: What about the distinction between individual virtual realities, and Cyberspace: where Cyberspace is the framework in which information exists which you navigate through, much like a library? NS: One of the distinctions to me, is that Cyberspace is one of what they call the superspaces of the universe. All possibilities are available. It's a sort of conceptual space. However, Virtual Reality is certain areas in Cyberspace which come into being and have a 'virtual' reality based on our perception of real space. Whereas, not all of Cyberspace will have anything to do with our perception of real space. Psychologically, there are certain thing which are very important in a virtual reality. Like, when you start off in Cyberspace, you always start at a familiar reference point, a familiar piece of unreal real estate; so that you can navigate from that. MJ: So, we're getting back into the psychological problems of using this unreal creation. NS: Well, one of the variety of problems about it, which has a psychological aspect, is that there can be many more types of time in Cyberspace, real time is just an option, if you like. If someone spends a whole day in Cyberspace, what consequences does this have for their body-clock? Also, related to this is that you can adopt a variety of forms in Cyberspace. Your not limited to your bodily form. For a start, I suppose you could make yourself more attractive to women. Or, you could be a camel, or a sheep, or a collection of machine parts; whatever you wanted to be. This leads onto another issue, what I call 'body copyright'. As well as getting to psychology, this has political and legal implications. It's the idea that you could scan the body of an attractive women in to your VR, and then make love to her; which constitutes 'virtual rape'. So, the idea of copyright of the body, will become more important. MJ: In an existence which can be completely simulated...who has the power to create such a thing: at the moment it's the military, NASA, multinational companies...so, the outcome could be "reality as brought to you by Ronald McDonald", the ultimate advertisement or propaganda. The tailoring of reality, much in the same way as CNN is tailored reality at the moment. Do you think that Cyberspace will ever be the property of the masses? NS: I think that it might well be as ubiquitous as the car, and thus have the same economic criteria: you can have a car as long as you give someone five thousand pounds or so. But, I also think that Cyberspace will always be a commercial commodity, and the quality of experience will always be linked to financial status. There is a funny scenario...the more money you pay, the more sophisticated your area of Cyberspace is, and the less you may want to be observed within it. So consequently, as opposed to Cyberspace being as real as possible, the more expensive it gets, it may become as unreal as possible. The cheaper ones would be more real. MJ: Following along with that is the current myth that 'someone's always got a file on you'. The 'lower' down you are, the more accessible information about you is. Less solvent inhabitants of Cyberspace, might receive more virtual junk mail. NS: I keep coming back to thinking about your original question about the state of things in ten years time. In VR, they're already starting to design the 'Lookman' for want of a better expression; which would be a pair of specs, and a small box of electronics at you side, to project information about the space around you. This sort of approach may well be the start of the merging of real space with virtual space. Psychologically, there is an idea that we all of us have a 'consensus' of what is real and what is not; which we agree on and goes unsaid. And this consensus is based on a naive reality. I think as virtual reality becomes more and more advanced, our consensual conception of reality as we see around us at the moment, will be blown apart... But I do feel that the human mind is sufficiently flexible to take that quite radical change on board. We are also going to be able, in the next ten years, to get more and more information about our environment, ourselves, other people. Which is both frightening and exciting. Implicated with this is the fact that the legal system is not really geared up to understand or legislate about virtual realities (or any perception of reality). I'm not sure that anything is real, but that's another conversation entirely. MJ: You mentioned, while referring to the 'Lookman' idea, about what's called 'augmented reality' the merging of information about the world with our traditional sense perception of the world. Do you think that our minds are capable of absorbing this much information? What leads you to believe that we are, when people of my age group aren't even meant to be able to concentrate on a CNN news- bite? Or perhaps do you think that is how we are capable: we absorb millions of different influences, albeit in a very shallow way? NS: Well, there's another statistic. If you take the average human life at the beginning of this century, and let the total amount of information the person processed in that lifetime equal one unit, then what we process today in of lifetimes in on average ten thousand time that unit. You're then getting onto the idea of the sound bite or the visual bite, or what's been called 'the blip society'. In his book 'The Fourth Discontinuity', Bruce Maslich argues there have been to date three major paradigm shifts in the human psyche. The first was Copernicus declaring that the Earth revolved around the Sun; the next one was Darwin saying we're related to Apes; the third was Freud and the subconscious; and the fourth he predicts is the evolution into Homo Roboticus, were human aspirations have become equal to mechanical aspirations. This can take a variety of guises. I find this idea very interesting because I can already see ways in which we are starting to comply with it... MJ: Our feeling of symbiosis/prosthesis with our cars, or computers? NS: Yes. Another concept is the idea of a 'metaworld'. We're all becoming linked further and further around the world. A whole seething mass of information which we're all linked into. I can watch Bagdad being strafed as it's happening, or, I've never been to Venice, but I know it's sinking. So there's this global network that's becoming more and more finely tuned, and finely linked; processing information faster and faster, which goes back to the idea of a 'blip society'. I don't know if research will bear me out, but we probably have a far lower boredom threshold than the guy at the turn of the century, who would happily sit round a piano for an evening, instead of watching the telly. MJ: Is that a defence mechanism though? NS: Yes, to prevent information overload... One of the other things that's going to happen in the next ten years is that our architecture is not necessarily going to be to do with the scale of the body. In Cyberspace, I can fit in somewhere really small. An just that simple fact changes the whole nature of architecture. Room don't have to be big enough to get into. This could possibly mean the death of architecture as we know it. Which I think is a good thing...Cyberspace allows us a liberation from material things, and physical structure, gravity... MJ: Well, in that case, it Cyberspace does mean the death of architecture; is there any need for architects; even if they do transform into something which can cope with Cyberspace? Virtual Reality by its nature, is user controlled. Within the constraints of the hardware and software, they can change anything they want, instantly. If architecture then becomes, ephemeral, user-controlled and maybe, eventually just part of the media, then what role does that leave the architect: does he become a design policeman or a counsellor? NS: He may be a cross between a computer programmer and the director of a movie, creating narrative spaces. Currently as architects, we're involved in what's known as 'the first aesthetic', which is the process in which we design a building which is pretty, people move in and it functions for them. With Cyberspace architecture, I think we'll be more and more involved in 'the second aesthetic' which is the aesthetic of the algorithm: the opportunity for a group of people to do, within a set of rules, a variety of things. So, we're back to the idea of spatial hypertext in a sense. An algorithm in a computer is a series of steps set up to solve a problem. So, in Cyberspace, the architect could say that within a certain area of Cyberspace, if you want to set up a virtual reality, it has to be red, to be simplistic. We would determine rules, but not form. Or as architects we might form the folds in time and space that Cyberspace is capable of, to create Cyberspatial terrain. MJ: We've touched upon the sociological problems that virtual realities and Cyberspace could create; I'd like you now to talk purely about these. NS: Well, of course, there's a major problem with Cyberspace, that if there's this wonderful environment that's better than reality, the real space will become very antisocial. Elements of this can be recognised already with TV, for instance, people addicted to this don't get enough exercise and turn into the 'couch-potato'. MJ: What about the notion of virtual catharsis? For instance in a VR simulation, one could slaughter thousands with impunity... NS: Well, there's debate about whether one can experience death in Cyberspace. Does death in Cyberspace mean death in the real world? This all comes back to my point that the legal system just isn't geared-up for this thing, and one of the things I worry about is blanket legislation: "We don't understand it, we don't have time to think about it - everything's banned...". I mean, that's not going to work, because you can't un-invent the concept. As Virrilo says, "When you invent the car, you invent the car crash". Returning to your question about death in Cyberspace, there's no danger in Cyberspace, because it's ultimately not real. MJ: That's interesting. So, quite apart from the physiological stimuli that VR is striving to provide, do you think the other, psychological stimuli that we need to operate, like fear, can be provide by VR? Or will we again adapt to need different stimuli? NS: Well, our concepts of fear now are completely different from that of a century ago. I suppose it could be said that fear doesn't exist any more... MJ: Thank you. Bibliography Books "Virtual Reality: Through the New Looking Glass" Ken Pimental and Kevin Teixiera 1993 "The Oxford Companion to Film" Editor: Liz Anne Borden 1976 "The senses considered as perceptual systems" J.J. Gibson 1968 "Introducing Psychology" Ann Taylor, Wladyslaw Sluckin, et al. 1982 "Psychology: the science of mind and behaviour" Richard D. Gross 1987 "The Psychology of Human Performance" Robert M. Gagne and Edwin Fleishman 1959 "Behaviour and Perception in Strange Environments" Dr. Helen E. Ross 1974 "The Psychology of Place" David Canter 1977 "The Image of the City" Kevin Lynch 1960 "New Shorter Oxford English Dictionary" Edited by Lesley Brown 1988 "Zen and the Art of the InterNet" Brendan P. Kehoe 1993 "The Gutenburg Galaxy: The Making of Typographic Man" Marshall McLuhan 1962 "Designing the Future: The Computer Transformation of Reality" Robin Baker 1993 "Cyberspace: First Steps" Edited by Michael Benedict 1993 Articles and Papers "The Ultimate Display" Proceedings of the IFIP Congress, 1965 paper by Ivan E. Sutherland "Did Reality Move for You?" New Scientist, 23rd May 1992 article by Charles Arthur "Virtual Reality" Progressive Architecture, April 1992 article by Douglas MacLeod "Being and Believing" The Lancet, Volume 338, August 1991 Editorial Article (author not credited) Illustrations Frontispiece "Bald Screamer" by Jeff Rigby & Scott Silken Wired 2.10, October 1994 p4 "Genie" Wired 2.10, October 1994 p7 "Virtual reality in use" Division Limited Promotional Material p8 "Head" Wired 2.07, July 1994 p9 "Virtual reality in use" Division Limited Promotional Material p12 "Components of a VR system" Authors own diagram p14 "They can network me.." Wired 2.10, October 1994 p17 "Maslows Hierachy of Human Needs" from "Psychology: the science of mind and behaviour", Richard D. Gross, 1987 p19 "Problems of Scale" Authors own diagram p24 "Liquid Architecture" by Marcus Novak Wired 2.10, October 1994 p26 "Cambridge Mediatheque" by Spiller Farmer Architects Building Design, May 20th 1994 p29 "Cambridge Mediatheque" by Robert Evans Architects Building Design, May 20th 1994 p32 "HotWired" Wired 2.10, October 1994 p33 "Running Man" by Mars Safrogelev WIred 2.10, October 1994 Attributed to Dr. William Bricken, Washington State University, "Virtual Reality: through the new looking glass", Ken Pimental & Kevin Teixeira, 1993, p160 Attributed to JPB by Mitch Kapor, Founder, Lotus Software: "Virtual Reality: Through the New Looking Glass", Ken Pimentel & Kevin Teixeira, 1993, p3. "Virtual Reality: Through the New Looking Glass", Ken Pimentel & Kevin Teixeira, 1993, p11. "The Ultimate Display", Proceedings of the IFIP Congress, Ivan E. Sutherland, 1965, p506. "Virtual Reality: Through the New Looking Glass", Ken Pimentel & Kevin Teixeira, 1993, p48. Source: "Did Reality Move for You", Charles Arthur, Article, New Scientist, 23rd May 1992, p22 Or any of the sensory feedbacks needed to simulate reality, i.e. touch, smell, hearing. The focus of this section of the work is on the visual sensory feedback, due to its importance in the human sensorium, and the technical drawbacks in simulating a visual sensory environment are paralleled the development of providing the remaining sensory inputs. "Did Reality Move for You", Charles Arthur, Article, New Scientist, 23rd May 1992, p23 Definition of persistence of vision, The Oxford Companion to Film, edited: Liz Anne Borden, Oxford University Press, 1976. "Did Reality Move for You", Charles Arthur, Article, New Scientist, 23rd May 1992, p23 Source: "Did Reality Move for You", Charles Arthur, Article, New Scientist, 23rd May 1992, p22 "Virtual Reality", Douglas Macleod, Article, Progressive Architecture, April 1992 "The senses considered as perceptual systems", J.J. Gison, 1968, p34 et seq. "Introducing Psychology" Ann Taylor, Wladyslaw Sluckin, et al., 1982 p226 "Being & believing", Editorial, The Lancet, Vol 338, August 1991, p283. "Psychology of Human Performance", Robert M. Gagne and Edwin Fleishman, 1959. "Behaviour and Perception in Strange Environments", Dr. Helen E. Ross, 1974, p37 "Behaviour and Perception in Strange Environments", Dr. Helen E. Ross, 1974, p38 "Psychology: the science of mind and behaviour", Richard D. Gross, 1987 "Psychology: the science of mind and behaviour", Richard D. Gross, 1987 "Psychology: the science of mind and behaviour", Richard D. Gross, 1987 "Psychology of Human Performance", Robert M. Gagne and Edwin Fleishman, 1959. p31 "Psychology of Human Performance", Robert M. Gagne and Edwin Fleishman, 1959. p36 "Psychology of Human Performance", Robert M. Gagne and Edwin Fleishman, 1959. p37 "Behaviour and Perception in Strange Environments", Dr. Helen E. Ross, 1974, p62-63 "Behaviour and Perception in Strange Environments", Dr. Helen E. Ross, 1974, p101 "Behaviour and Perception in Strange Environments", Dr. Helen E. Ross, 1974, p107 "Behaviour and Perception in Strange Environments", Dr. Helen E. Ross, 1974, p108 "the Psychology of Place", David Canter, 1977, p49 "Behaviour and Perception in Strange Environments", Dr. Helen E. Ross, 1974, p112 "Behaviour and Perception in Strange Environments", Dr. Helen E. Ross, 1974, p109 "The Image of the City", Kevin Lynch, 1960 "Behaviour and Perception in Strange Environments", Dr. Helen E. Ross, 1974, p119 "Behaviour and Perception in Strange Environments", Dr. Helen E. Ross, 1974, p161 New Shorter Oxford English Dictionary, Editor: Lesley Brown, 1993 p452 The full text of the interview can be found in Appendix A "Zen and the Art of the Internet", Brendan P. Kehoe, 1993, p1 "The Gutenburg Galaxy: the making of typographic man", Marshall McLuhan, 1962, p31 "Designing the Future: the computer transformation of reality", Robin Baker, 1993, p185 The full texts of these interviews can be seen in Appendix A The full text of this interview can be seen in Appendix A "Behaviour and Perception in Strange Environments", Dr. Helen E. Ross, 1974, p62" The full text of the interview can be seen in Appendix A "Cyberspace: First Steps", edited by Michael Benedikt, 1993, p119 "Cyberspace: First Steps", edited by Michael Benedikt, 1993, p162 "Cyberspace: First Steps", edited by Michael Benedikt, 1993, p347 The full text of this interview can be seen in Appendix A "Psychology: the science of mind and behaviour", Richard D. Gross, 1987 "Cyberspace: first steps", editor: Michael Benedikt, 1993 Hypertext is a concept in which a document's information has in turn dynamic links to other documents. For instance, a page which the phrase "The cat sat on the mat" could have dynamic links which activated a description of a cat if the word "cat" was selected from the document, or a description of woven rugs if "mat was selected. These documents could then in turn link to other information on domestic animals or rug producing countries for example, and so on.