Leda Kanellakos

An Introduction to
Virtual Reality




There is a new way of communication emerging -- a

virtual way. It is accomplished through computer

simulation plus a bit of hallucination, and next

thing you realize, you are anywhere you wish to be.


This leap in communication can be compared to the

introduction of the television in the 1940s.

Starting from a total of 5,000 t.v. sets in the U.S.,

today you can find one (or more) in every home.

Virtual Reality (VR), also known as virtual

environments, simulation, or cyberspace, is as

far advanced as television was to radio. Critics

think there is nothing real about VR, but one

survey suggests it will eventually amount to more

than 60% of the market when its technology matures.


Virtual Reality is defined in terms of telepresence

and depends on the perceiver. It is a medium for

the extension of the body and mind. It marks a

grand step for imagination, and aims to open up

physical boundaries. It could provide an interactive

experience rather than a passive one, one that takes

you to new worlds that have never before existed.
Virtual Reality is electronic simulations

of environments experienced via head

mounted eye goggles and wired clothing

enabling the end user to interact in realistic

three-dimensional situations.
(Coates, 1992)

Virtual Reality is an alternate world filled

with computer-generated images that respond

to human movements. These simulated environ-

ments are usually visited with the aid of an expen-

sive data suit which features stereophonic video

goggles and fiber-optic data gloves.
(Krueger, 1991, p. xiii)

The media has created quite a public appetite for VR.

However, the technology is not yet ready to be implemented

at home. According to a woman who sampled one of the

better-known systems at a recent multimedia technology

show, "It reminded me of a 3D video game. The images

were not very realistic." The less expensive systems have

crude graphics, and those with texture-mapped graphics

are too high-priced for the home market.


What can VR provide for you? Like other media, VR will

let people conduct exchanges across time and space. It

will transmit both verbal and nonverbal messages, allowing

people in separate places to meet in another location. This

location is called "cyberspace", a simulated environment

where simulated people can meet "face-to-face". Eventually,

VR may have the ability to convey touch, allowing intimate

and powerful nonverbal communications.


With society redefining itself in this information age,

people get to know each other and form bonds in multiple

ways and through a variety of media. Letters and

telephone calls become outdated as e-mail and video

conferencing take over. VR introduces yet another

new way for a personal encounter using the power of

a computer, rather than an airline. Of course you are

not physically sent to your rendezvous point, but if it

appears that you are, why not schedule Tahiti for your

next meeting? And if you're going to be in Tahiti, why

not simulate a great tan, and wear a pair of your favorite

sunglasses? What better way to attend your high school

reunion? How about trimming those extra pounds and

erasing that gray hair? The limits of presenting an image

will depend on your imagination. VR will supposedly give

you the means to transcend the real to create a communi-

cation environment that is hyper-real.


Virtual reality, taken to its ideal, may then be providing

a communications environment where deception prevails.

People may portray fake self-images and thus, may mani-

pulate others' perceptions to achieve their own objective

in, say, a negotiation at hand. VR will allow people to

create and experience multidimensional messages that

act as "reality". The power of expression could be

amplified. Actual face-to-face communication (not

through VR) may no longer be the most immediate form

of interpersonal communication since it may prove too

confining. Why meet face-to-face when I can schedule

the meeting through VR and change my image?


Total freedom of expression can happen with VR. When it

is fully available, people might have the chance to ex-

perience sensory worlds indistinguishable from the real

world. Careful judgments will have to be made as to what

is real, and what is not. Information represented will be

a function of the observer's perception -- it is a constructed

reality. Reality studies indicate that in the past when a new

media has been introduced, people apply judgment processes

they already have. Initially, this has led to mistakes, even

funny ones, to which people adjust over time. The feeling

of being in another environment is at first likely to trigger

a broad range of involuntary emotional reactions similar to

those evoked by a frightening scene on television. Until we

adapt to VR's ability to make the fake seem much more real

than television, the reactions could be damaging. But studies

suggest that people will become accustomed to VR, with

responses that grow less intense.


Although VR plans to bring a new "reality" into our worlds, I

am not convinced it will satisfy or deceive our senses. Our

innate biological needs cannot be replaced by a computerized

fantasy. Over three million years of human evolution cannot

be replaced by a keystroke. With all the required gear to wear,

I doubt we will feel the soft warmth of a blanket, the comfort

of a hug, the cool grass between our toes, or the rain on our faces.


(Author's note: For more detailed information on Virtual

Realty (VR), please refer to the outstanding book, "Commun-

ication in the Age of Virtual Reality"
, edited by Frank

Biocca and Mark R. Levy. This book contains enriching research

articles from many perspectives about the coming of VR.)


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