| Fiction, Cyberspace and Reality: The
Matrix |
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Once upon a time I, Chuang Tsu,
dreamed I was a butterfly flying happily here and there,
enjoying life without knowing who I was. Suddenly I woke
up and I was indeed Chuang Tsu. Did Chuang Tsu dream he
was a butterfly, or did the butterfly dream he was Chuang
Tsu? - Thomas Cleary 1991 The Essential Tao
Everyday, political, social, historical,
economic, etc., reality has already incorporated the hyperrealist
dimension of simulation so that we are now living entirely
within the aesthetic hallucination of reality. -
JeanBaudrillard, 1993 p. 74
Have you ever had a dream, Neo,
that you were so sure was real? What if you were unable
to wake from that dream, Neo? How would you know the difference
between the dream world and the real world? - Morpheus
to Neo, The Matrix
1i Introduction: The Internet,
Reality and Virtual Reality
The growth of the Internet over the
last decade has had a major impact on the lives of many
people. The speed, efficiency and convenience of e mail
is part of daily life for a huge number of people. Businesses
conduct trade and advertising on-line, and millions of
people use the world-wide web for research, education
and entertainment. It is a form of cyberspace - the term
coined by the science fiction writer William Gibson, which
he defined as a 'consensual hallucination'. That is, in
some respects it does not really exist - except in the
imagination of millions of people. In practise, it is
no more than a huge network of computers spanning the
entire planet, which anyone can tap into if they have
a computer, telephone line and modem. The other main component
of cyberspace is 'virtual reality'. This is the three
dimensional, spatial, and (sometimes) sensory representation
of reality, created in sophisticated software. It partly
overlaps with Internet cyberspace because virtual reality
representations are a popular part of the latter, notably
in the environments where people interact with each other
with text-based conversations. These are sometimes known
as multi-user dungeons or MUDs, and were available on
the worldwide web from 1995-1996.
This paper considers the following factors:
a) The experience of cyberspace poses
questions about the nature of human identity and what
value it has for the individual, i.e. its psychological
significance.
b) Additionally, some academics are
enquiring into the nature of human reality and consciousness,
considering the phenomenon of cyberspace as " a new laboratory
of the spirit" (Rheingold 1991, p. 391). The experience
of cyberspace relates to the psychology of hypnosis.
c) Central to this analysis is the question
'in what way is cyberspace 'real', if at all?'
d) The cultural or social 'context'
of cyberspace is important in the same way it is for analysing
a novel or film. I begin by referring to a film which
illustrates any of these themes.
1ii The Matrix
The Matrix, directed by the Wachowski
brothers, was released in 1998. It was a huge success.
This was partly for its impressive visual effects and
partly for its thematic content (and also because of the
appeal of its main actor, Keanu Reeves). Web sites and
web discussion groups were constructed by fans to discuss
and analyse its themes. Reflecting the enquiring nature
of this interest, the 'official' site is named www.whatisthematrix.com.
The directors employed the contemporary
interest in cyberspace, blended with religious, mythological,
mystical, philosophical and technological ideas. They
claimed to express and portray 'serious questions' and
central to this an enquiry about 'reality': Do you believe
that our world is in some way similar to "The Matrix,"
that there is a larger world outside of this existence?
Wachowski Brothers: That is a larger question than you
actually might think. We think the most important sort
of fiction attempts to answer some of the big questions.
One of the things that we had talked about when we first
had the idea of The Matrix was an idea that I believe
philosophy and religion and mathematics all try to answer.
Which is, a reconciling between a natural world and another
world that is perceived by our intellect (www.dvdwb.com/matrixevents/wachowski.html).
The film depicts the aftermath of a
war between super-intelligent computers and human beings.
The 'humanoid' computers have subjugated humanity by a
form of electronic illusion and Thomas Anderson/Neo is
the hero who challenges and defeats them, alongside a
group of rebels who have discovered they are not living
in reality. Their awareness of this fact gives the rebels
a status analogous to spiritual teachers, who claim to
reveal higher or deeper levels of reality. Their struggles
are therefore the pursuit of the truth about reality:
the search for the true self, escaping the limits of conventional
perception. Examples of this are the ability to see bullets
being shot in apparent slow motion, so Neo is able to
dodge them. Some writers explore the way the Internet
and virtual reality can - arguably - reconfigure our sense
of personal identity. This ranges from the simple pleasures
of on-line friendship and networking (Rheingold in Ludlow
1996, chapter 31), to the notion of transcending the physical
definition of the body: There is little coincidence that
VR emerged in the 1980s, during a decade when the body
was understood to be increasingly vulnerable (literally,
as well as discursively) to infection, as well as top
gender, race, ethnicity and ability critiques. At the
heart of the media promotions of virtual reality is a
vision of a body-free universe. In this sense, these new
technologies are implicated in the reproduction of at
least one very traditional cultural narrative: the possibility
of transcendence whereby the physical body and it social
meanings can be technologically neutralised (Balsamo in
Featherstone and Burrows 1998, p. 229). This is a peculiar
outlook, suggesting that the intellect and the disembodied
experience of cyberspace can impact on the physical reality
of the body. Clearly they cannot, in the same way that
you will never see a thought eating a sandwich!
1iii Cyberspace Analysis Reflects
Society
This way of thinking is sometimes endemic
to cyberspace studies. It is not unique however; it has
become commonplace to hear people speak in a manner which
is entirely figurative, but with all the emotion and the
imagination that two subjects are equivalent. An example
is the tendency for some women to use the term 'rape'
to describe an encounter when it is not forced sexual
penetration they are referring to at all (it may not even
be sexual violence). I suggest that it is a semantic confusion,
based on a culturally-embedded and emotive ideology. In
the world of cyberspace, these logical demarcations do
not always exist. In The Matrix, Neo learns the physical
techniques of Chinese kung fu (with the philosophical
connotations of the related practices of Buddhism and
Taoism) from human-implanted virtual-reality programming.
The notion that what you believe affects physical reality
is one of the threads of the film, reminiscent of Kwai
Chang Caine overcoming the searing heat as he lifts the
urn and leaves the Shaolin temple, in the 1970s television
series Kung Fu.
2i The Heroic Quest and the Battle
Neo joins forces with the group of rebel-guerillas,
to escape the illusory matrix. It is a precarious position
for them because they challenge the status quo, so are
constantly hunted down by the (humanoid) machines, like
germs being attacked by antibodies. They travel at the
speed of light through space and time over telephone lines,
suggesting the liberating communication possible across
the Internet, like a science-fiction model of hypertext
transfer protocol.
The theme of 'man versus the machine'
and 'artificial life versus reality' is very contemporary.
It has been growing in significance over the last few
decades, particularly with the recent growth of the Internet.
If we see the theme referring to technology generally,
rather than computers specifically, we can see it as a
subject that has occupied people for as long as technology
has existed: how it changes our lives for the better,
or for the worse. However as computers become increasingly
sophisticated and powerful, they impinge on our lives
like no other form of technology.
Within the contemporary context portrayed
in The Matrix, we see the archetype of the 'chosen hero',
delineated by Joseph Campbell in The Hero With A Thousand
Faces (Campbell 1968).This is referenced in the film
as the rebels wonder if Keanu Reeves is 'the one', like
a spiritual messiah - anagrammatically, the name for him
in this role is 'Neo'. It is one of the tensions of the
plot as we, like the rebels, do not initially know if
he is 'Neo'. On one level, his struggle is against technological
subjugation. In the beginning of the film, Neo is advised
to 'follow the white rabbit', referring to the Alice in
Wonderland stories. The actor Joe Pantoliano's character
'Cypher' is a word-play on the term 'Lucifer'. This name
further relates to the word 'light'. In the Gnostic system,
the world you experience (as light) is seen as an illusion
perpetrated by the principle that is not 'spiritual'.
In Christian dogma, this is the devil. You thus have the
philosophical polarity of reality and illusion expressed
in the characters, enacted in the form of a battle.
2ii Social Considerations of Cyberspace:
Military
Military power has been closely linked
to the development of the Internet (which was originally
a military network) and virtual reality. Current simulation
technology is derived from 'virtual training' for military
personnel: A pressing need of the military was to find
effective ways of training personnel in the use of sophisticated
weaponry. This was particularly the case when it came
to aircraft, which by the 1960s had become complex and
expensive (Wise 2000, p. 18). Wise then proceeds to explain
how the concept of 'reality illusions' dates back to ancient
Greece, and that Descartes provided the mathematical construct
of the 'x,y,z' co-ordinate system - where the 'x' and
y' are the horizontal and vertical planes, and the 'z'
co-ordinate is the plane of 'depth' or perspective. This
construct underlies all computer simulation, from the
basic to the most sophisticated. Television representation
of the Gulf war against Saddam Hussein was both fascinating
and horrifying as we saw missiles landing on targets,
like watching a video game. In a similar way that people
are concerned about the psychological effect of watching
violence in films, this 'video game' suggested a computer-mediated
warfare, disturbing because of the absence of direct human
involvement. As a specialised form of cyberspace we can
see that it has great military value, but worrying implications,
because it portrays human destruction only in simulated
form. This situation parallels the famous photograph of
the naked young girl crying and running away from a napalm
attack in Vietnam. The photograph has an immense iconic
power and both this and the Gulf war 'video show' are
technological-visual representation. Some 'cyberspace
issues' are not, therefore, entirely new. They are embedded
within cultural life and have to be seen as such.
2iii Social Considerations of
Cyberspace: Personal
Some people are finding that the personal
experience of cyberspace is so engaging that it becomes
difficult to dismiss it as 'merely' computer-mediated,
visual phenomena on a VDU. There is a famous story of
a 'virtual rape' that occurred a few years ago in a multi-user
dungeon called LambdaMOO. It was an upsetting experience
to the woman concerned and to the other people who witnessed
it, and the administrators of the online community did
not know how to deal with the situation. Some of the latter
was ideological - it was possible for the 'perpetrator'
to be removed from the database, but that meant adopting
a hierarchical and dictatorial form of administration,
offensive to the community's "resident anarchists" (Ludlow
ed. 1996: 385). The other uncertainty they had was exactly
what the status of the 'crime' was, if in fact it existed
at all. These ironies and semantic complexities were apparent
when the 'rapist' (on screen name Mr Bungle) was reprimanded
by the 'victim' (on screen name legba): Where virtual
reality and its conventions would have us believe that
legba (and Starsinger) were brutally raped in their own
living room, here was the victim legba scolding Mr Bungle
for a breach of 'civility'. Where real life, on the other
hand, insists the incident was only an episode in a free-form
version of Dungeons and Dragons, confined to the realm
of the symbolic and at no point threatening any player's
life, limb or material well-being, here now was the player
legba issuing aggrieved and heartfelt calls for Mr Bungles'
dismemberment. Ludicrously excessive by RL's lights, woefully
understated by VR's, the tone of legba's response made
sense only in the buzzing, dissonant gap between them
(Ludlow ed. 1996, p. 380). We see here again a confusion
of semantic levels and their interpretation; not, as I
suggested earlier, an unusual occurrence in our ideology-driven
and 'media-embedded' society. The Matrix is a film; the
virtual rape was in the intermediary zone of cyberspace;
there are also real-life examples of this phenomenon.
Commenting on the fictional portrayal of violence, an
American journalist cited the following cases in his writing:
Just as fictions are being discussed
as if they were actions, actual crimes and atrocities
are being discussed as if they were cultural events, subject
to aesthetic considerations. Trial lawyers won a lesser
conviction for lady-killer Robert Chambers by claiming
his victim was promiscuous; columnists defended dick-chopper
Lorena Bobbit, saying it might be all right to mutilate
a man in his sleep, provided he was a really nasty guy.
The fellows who savaged Reginald Denny during the Los
Angeles riots claim they were just part of the psychology
of the mob. And the Menendez brothers based much of their
defence on a portrayal of themselves as victims, a portrayal
of their victims as abusers. These are all arguments appropriate
to fiction only. Only in fiction are crimes mitigated
by symbolism and individuals judged not for what they've
done but because of what they represent. To say that the
reaction to fiction and the reaction to reality are on
a continuum is moral nonsense (Klavan 1994, p. 99).
3i Simulation and Hypnosis
At several stages in the Wachowski brothers'
film, we see the true form of the matrix: dense code in
a phosphorous green colour, reminiscent of computers in
the 1970s and 1980s. It is this code that generates the
illusion, the latter similar to the Indian notion of maya.
It is like a visual rendering of Jean Baudrillard's notion
of simulation which, he claims, has taken the place of
reality: The real is produced from miniaturised units,
from matrices, memory banks and command models (Baudrillard
1986, p. 3) The great simulacra constructed by man pass
from a universe of natural laws to a universe of force
and tensions of force, today to a universe of structures
and binary oppositions. After the metaphysics of being
and appearance, after that of energy and determination,
comes that of indeterminacy and the code (Baudrillard
1986, p. 63) We can therefore approach a film like The
Matrix on a metaphysical level, a social-critical level,
and also in terms of psychological philosophy. 'Nebuchadnezzar'
- the name of the hovercraft in the film - was a biblical
(Babylonian) king who experienced troubling dreams. In
one dream he was instructed by God to destroy the people
of Jerusalem because they were worshipping false prophets.
In The Matrix, humans live in a world that is no more
than a dream. The name 'Morpheus' (Laurence Fishburne's
character) refers to the Greek god of sleep and dreams.
In some philosophical and spiritual teachings, the 'illusory'
nature of the world is depicted as a form of hypnosis
or sleep. This is particularly apparent in the writings
of PD Ouspensky, pupil of GI Gurdjieff, whose system was
largely based on Sufism. Ouspensky used an analogy of
sheep and a shepherd who does not tell the sheep they
are captured and are being 'farmed', exactly like the
humans are in The Matrix:
There us an Eastern tale which speaks
about a very rich magician who had a great many sheep….this
magician was very mean. He did not want to hire shepherds,
nor did he want to erect a fence about the pasture where
the sheep were grazing. The sheep consequently often wandered….and
above all they ran away, for they knew that the magician
wanted their flesh and skins and this they did not like.
At last the magician found a remedy. He hypnotised his
sheep and suggested to them that they were immortal and
that no harm was being done to them when they were skinned
that, on the contrary, it would be very good for them
and even pleasant; secondly he suggested that the magician
was a good master who loved his flock so much that he
was ready to do anything in the world for them; and in
the third place he suggested to them that if anything
at all were going to happen to them it was not going to
happen just then, at any rate not that day, and therefore
they had no need to think about it. Further the magician
suggested to some of them that they were not at all; to
some of them he suggested that they were lions, to others
that they were eagles, to others that they were men, and
to others that they were magicians (Ouspensky 1987,
p. 219).
Psychologically, hypnosis occurs partly
as a result of sensory withdrawal. Another way of saying
this is your sensory awareness is narrowed. Hypnotic induction
techniques like staring at a circling object or putting
your attention into your fingertips mean you become less
aware of the sensory experience of your environment. The
state of hypnosis is not confined to consulting rooms
but occurs in places like a church, and on motorways.
Young children often exhibit hypnotic fascination with
the television. From this understanding, 'simulated' warfare
is particularly disturbing because it can create a mild
condition of hypnosis in the viewer and thus the technology
distances people from its horror first in a literal and
geographic sense, and then in a psychological sense (and
part of the process of soldier-training is to desensitise
them to the horror of killing). According to Ouspensky,
psychological 'sleep' is the reason for war in the first
place and the way to prevent it from happening is like
the smoker 'waking up' to the unpleasant reality of his
habit; it is a recognised technique to help people stop,
by advising them to become fully aware of the process
and what it does to their body. You become increasingly
sensitive to reality, which is the opposite to technological
simulation: How many times have I been asked whether wars
can be stopped? Certainly they can. For this it is only
necessary that people should awaken. It seems a small
thing. It is, however, the most difficult thing there
can be because this sleep is induced and maintained by
the whole of surrounding life, by all surrounding conditions
(Ouspensky 1987, p. 143).
3ii Conclusion
In The Matrix, the fundamental question
is a choice between reality and a colourful and sensory
virtual life. In real life, we see people becoming entranced
with increasingly sophisticated computer games and virtual
reality experiences. The 1999 PlayStation television advertisements
represented this. The first depicted two teenagers living
in a dark and shabby room, claiming they were heroes in
the world of game simulation; the advice was not to 'underestimate'
the power of the PlayStation. The second advertisement
depicted a strange, alien-looking girl advocating 'mental
wealth' over other kinds of life experiences. Her appearance
is a combination of natural but unusual bone structure
and eye shape, make-up and lighting. Disturbingly, when
she is finished speaking she giggles like the young girl
she is, showing that she is just 'playing a game for an
advertisement'. Cyberspace has become part of everyday
and popular culture. Sometimes this is no more than entertainment
or 'virtual networking' on the Internet; at other times
it has a disturbing effect because it is purely imaginary
and can become almost hallucinatory. As simulation in
the Baudrillarian sense, it can sometimes replace reality,
where human values are located. As we see from the writings
of Chuang Tsu, philosophical enquiry into the nature of
human reality is an ancient endeavour. The benefits, seductions
and dangers of contemporary cyberspace complicate the
matter even further, but do not change the fundamental
nature of the questions. Many of these are represented
in The Matrix and in this respect the film does indeed
portray 'serious questions' and can be used in the enquiry
as part of the "laboratory of the spirit".
References
Baudrillard, J. 1993
Symbolic Exchange and Death London: Sage
Baudrillard J 1983 Simulations
London:Semiotext{e}
Campbell J 1968 The Hero
With A Thousand Faces USA: Princeton University Press
Featherstone M and Burrows
R ed. 1998 Cyberspace/Cyberbodies/Cyberpunk
London: Sage Publications
Feng GF and English J
(trans.)1982 Tao te Ching London:Wildwood House
Klavan 1994 Utne Reader
Magazine Minneapolis: Lens Publishing Company
Ludlow P ed. 1996 High
Noon On The Electronic Frontier MIT Press
Ouspensky PD 1987 In
Search Of The Miraculous London: Arkana
Rheingold, H 1991Virtual
Reality London: Secker and Walburg
Wise, R 2000 Multimedia
London: Routledge
www.angelfire.com/bc/xsilent/bfly.html
www.iridescent.net/caveman/walter/photo_history.htm
www.dvdwb.com/matrixevents/wachowski.html
www.whatisthematrix.com
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