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There is a mania for interactivity,
and a growing rhetoric about 'virtual reality'. I can
understand why these things are so interesting for coders
and technical people: it must be relatively new territory.
But for anyone with a literary, film or philosophical
background, ideas about simulated or imaginative realities
are not new. Art and literature has been doing it for
thousands of years and theatre, for example, has often
been used as a metaphor for reality; in Shakespeare's
time they called it theatrum mundi. And sociologist Erving
Goffman proposed that we are all actors, operating in
specific roles in different situations. So the 'simulated
reality' of different personalities in cyberspace, for
example, is nothing new either.
Much of the pleasure of reading a novel
comes from its imaginative reality. Children are enchanted
by a good story, and it helps them organise and process
the experiences they are coming to understand. They are
happy - in their little world - with a simple tale about
a rabbit, a wizard, or a teddy bear. Adults want something
more sophisticated but which is still, essentially, a
welcome respite from the struggles and restrictions of
actual living.
The difference between a novel and virtual
reality is that with the latter, the body is immersed
as well as the emotions, and you can usually 'interact'
with the visual and haptic experience. You can argue that
you are no longer 'passive' and thus experience a new
kind of power which is not possible with reading. You
can say that you are the 'author', and this seems to fit
post-modern ideas. But both kinds of experiences are an
immersion into a defined narrative that you creatively
interpret. The technological version seems to offer a
new kind of freedom, but the virtual interaction is not
as subtle, comprehensive or expansive as actual physical
reality, and its imaginative possibilities are much smaller
than those of the novel. The same applies to cyberspace:
you can pretend to be different from who you are in real
life, but you are restricted to bandwidth, a monitor and
a mouse.
Computer games have incorporated interaction
for many years, and the fun derives from manipulating
the joystick, mouse or keyboard in relation to sophisticated
graphic narratives, which are often fast and exciting.
But 'interaction' is not confined to a computer interface
and a point and click mouse. The term is misunderstood,
and it currently has an undue cultural status, as we see
growing numbers of web designers, TV producers and digital
artists scramble to develop their interactive portfolio.
It is often a defining criteria in university level multimedia
practice.
Walking through a gallery is 'interactive',
so is reading a novel. You are not manipulating Lara Croft
or battling to save the world from space invaders, but
as you walk around - or lie on your couch drinking tea,
flipping pages - you are registering images, symbols,
narratives, personalities and plots. You make sense of
the painting or the book in your own unique way. Literary
study is an especially developed interpretive method,
based on the relativity of perception. There is no one
text, what it means is debateable, and the individual
has to decide what they think and what they feel.
Film is perhaps closest to the digital
media of the web page - interactive or not - and the haptic
and commercial interfaces of computer designers. Film
is technologically-based immersive moving imagery, and
the most popular art form there is. Its imaginative pleasures
are widely enjoyed, based on the temporary respite from
actual life and your involvement with imaginary plot,
character, action, sexual attractions etc. The darkened
theatre, surround-sound and ritualised experience (Saturday
night, popcorn, friends, girl/boyfriend, trailers, opening
credits) encourage you to abandon your normal preoccupations
and present-moment perceptions.
Of all the senses, visual experience
has the most impact and is most intimately linked to our
impression of reality. What we see is what we experience,
more than what we touch, taste, smell or hear (hearing
is quite a close second, and movies manipulate this too).
A good, enjoyable movie involves us so we often feel slightly
disoriented when we step outside into the high street
again. One moment we are interacting with panoramic moving
imagery, characters, lifelike sound etc., and then we
are treading the pavement, talking to people, and interacting
with the traffic to cross the road.
However elegant a scientific theory
or hypothesis may be, you have to understand it rather
than interpret it according to your personal thoughts
and feelings. This is one of the reasons why I gravitated
towards arts subjects rather than sciences - and mathematics
and physics in particular, which I hated. With English
or film theory, your interpretive powers are centre stage.
Algebra does not care what you are thinking or feeling,
it just presents you with methods and techniques which
you have to comprehend and memorise. I suspect many scientists
will disagree with this, maybe quoting Einstein's famous
endorsement of the imaginative process. Cutting edge science
probably is both creative and interpretive, but that is
the pinnacle and therefore the exception. As everyone
knows from their school days, most science is mechanical
learning, unconcerned with what you are feeling and intuiting.
I hated physics for two reasons. First,
it involved a high degree of mathematics. And second,
the endless experiments we had to conduct with different
apparatus - weights, pulleys etc. - had an invariable
and pre-defined conclusion. What was the point of getting
the apparatus out, playing around with it and then putting
it away, when the objective was to demonstrate something
like 'efficiency equals work output over work input'?
I readily understood that it was an equation I could trust;
no one was trying to deceive me. So why did I have to
enact it? Memorising this equation as I did - EFFWOWI
- was all I needed to do, and it is what I remember about
twenty years later, when I do not recall in the slightest
what 'experiment' we worked at to demonstrate its truth.
It was painful, brain-numbing silliness.
Many subjects require you to learn their
requisite methods and the techniques - this equally applies
to literary criticism, painting and music. But the arts
are quintessentially based on personal expression, not
least because the work you study is someone else's personal
expression. You understand what they were trying to do,
you gauge how valid it is, you evaluate it according to
your own perception, you understand the personality of
the artist and yourself a little better. For me, physics
didn't care about any of that. Unlike the pure scientific
experience, computer based interaction has a high degree
of subjective involvement. Computer code, I am starting
to think, is unlike other kinds of sciences, as I have
described them above. I'm sure many coders would describe
it as an art; Bill Gates was once asked what he did for
relaxation away from his software industry, and he said
he writes code.
Unlike EFFWOWI, if I understand JavaScript
I can do some cool things: manipulate text, imagery, data
transfer and many other interesting phenomena. Code has
its own logical parameters, like the Document Object Model
for example, and understanding the logic is a method of
information management which is both powerful and elegant:
code has an aesthetic. Further, you manage concepts, data
and operations to do something, and you can witness the
results very quickly in your web page, Flash movie etc.
It is a natural extension to blend this architecture with
human response: click here, travel to the next dungeon,
stab the invader with your sword, post your message. In
this respect computer science is closer to artistic expression
than physics or mathematics, in an experiential and practical
way.
However, the technical person, the code
person, is not best qualified to conceptualise cyberspace,
virtual reality, and interaction. Computers express mathematics
(code) and physics (silicon engineering). But cyberspace,
VR and interaction are essentially humanistic, psychological
and aesthetic concerns. As different kinds of human experience
they reference the different arts and their ancient traditions,
rather than contemporary theories of 'techno-culture'.
The term 'interaction' has to be reclaimed,
and not reduced to mechanical-interface-technological
stimulus response. The concept of 'virtual reality' and
the abstraction of 'cyberspace' has to be recognised humanistically,
i.e. as a human experience first and foremost, within
a wider cultural and imaginative context.
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