{"id":175128,"date":"2017-01-28T00:55:56","date_gmt":"2017-01-28T05:55:56","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality-gets-real-theatlantic-com\/"},"modified":"2017-01-28T00:55:56","modified_gmt":"2017-01-28T05:55:56","slug":"virtual-reality-gets-real-theatlantic-com","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/virtual-reality-gets-real-theatlantic-com\/","title":{"rendered":"Virtual Reality Gets Real &#8211; theatlantic.com"},"content":{"rendered":"<p><p>    In 1965, Ivan Sutherland, a computer-graphics pioneer,    addressed an international meeting of techies on the subject of    virtual reality. The ultimate virtual-reality display, he told    the audience, would be a room within which the computer can    control the existence of matter. A chair displayed in such a    room would be good enough to sit in. Handcuffs displayed in    such a room would be confining, and a bullet displayed in such    a room would be fatal. With appropriate programming, such a    display could literally be the Wonderland into which Alice    walked.  <\/p>\n<p>    Virtual reality has advanced rapidly in the past couple of    yearsthe much-anticipated Oculus Rift headset is expected to    arrive in stores in early 2016, followed closely by several    other devices. Yet the technology is still very new, and    Sutherlands vision seems little closer to, well, actual    reality. Right now, its like when you first had cellphones,    Richard Marks, one of the lead engineers working on Project    Morpheus, Sonys virtual-reality headset, told me. A lot of    focus is still on the most-basic things.  <\/p>\n<p>    I recently spoke with scientists, psychologists, engineers, and    developers about the possibilities for this emerging field.    Where might it eventually take usand will that be somewhere we    want to go?  <\/p>\n<p>    Being Virtually Anywhere  <\/p>\n<p>    During a recent demonstration of Google Cardboarda DIY headset    thats made of cardboard and uses a smartphone for the    displayI found myself by turns atop a rocky peak, in a barn    next to a snorting horse, and on a gondola making my way up a    mountain. The gondola ride gave me vertigo.  <\/p>\n<p>    We react like that, experts say, because our brains are easily    fooled when what we see on a display tracks our head movements.    We have a reptilian instinct that responds as if its real:    Dont step off that cliff; this battle is scary, Jeremy    Bailenson, the founding director of Stanfords Virtual Human    Interaction Lab, told me. The brain hasnt evolved to tell you    its not real.  <\/p>\n<p>    Much of the excitement about virtual reality has come from the    gaming community. Who wouldnt want to experience a game so    completely? But gaming is just the start. At Sony, Marks has    worked with NASA to conjure the    experience of standing on Marsa view that could help    scientists better understand the planet. David Laidlaw, the    head of the Visualization Research Lab at Brown University,    told me that his team has re-created a temple site in Petra,    Jordan, enabling researchers to see previously unclear    relationships between objects found there.  <\/p>\n<p>    Google is testing Expeditions, a way of sending students to    places like the Great Barrier Reef, where they can virtually    scuba dive as part of a lesson on marine biology and ocean    acidification. Similar approaches may enhance professional    training. By donning a pair of goggles, a neurosurgeon could    navigate brain structures before surgery; a chemist could step    inside a drug to understand it on the cellular level; an    architect could walk through a building shes designing.  <\/p>\n<p>    Another possibility: Imagine that youre unable to attend a    family gathering. With a pair of glasses, youre in the middle    of the action. And everyone there wears glasses that make it    appear as though youre present. The whole thing is recorded,    so you can replay the experience whenever youd like. Ten years    from now, such a scenario might be common.  <\/p>\n<p>    And consider the potential for telecommuting. Henry Fuchs, a    professor at the University of North Carolina at Chapel Hill    and a leader in the field, envisions virtual offices. You could    use the physical space of your housea real desk, a real    computerbut interact with your colleagues as if they were in    the same room as you.  <\/p>\n<p>    Seeing Through Others Eyes  <\/p>\n<p>    In his lab at Stanford, Bailenson studies how virtual reality    changes behavior. Hes found that if your avatar is taller than    you are in real life, you become more confident. If you have a    particularly attractive avatar, you become friendlier. If    youre young and you have an avatar that is a senior citizen,    you save more money. These changes last even after you leave    the virtual realm.  <\/p>\n<p>    And avatars could soon become more convincing. Most commercial    virtual-reality systems capture only the movement of your head    and hands. In 2013, though, Apple acquired PrimeSense, an    Israeli company developing technology to track the movements of    your whole body with infrared sensors and special microchips.    And a company called Faceshift is working to capture facial    expressions, so that if you smile or roll your eyes, your    avatar will too.  <\/p>\n<p>    Virtual reality has already proved useful in treating phobias    and PTSD. It can help people overcome a fear of heights, for    example, through simulations of standing on a balcony or    walking across a bridge. Bailenson and others think it could    also be used to build empathy. What if you could step inside a    documentary, rather than just watching it on a screenalmost    literally walking in someone elses shoes? That was the goal of    Clouds Over Sidra, a virtual-reality filmcreated    through a partnership between the United Nations and    Samsungthat followed a 12-year-old girl in a Syrian-refugee    camp in Jordan.  <\/p>\n<p>    And what if you could do something similar in real time?    Combine this sort of immersive storytelling, as it evolves,    with technologies like Periscope and Meerkatapps that let    users stream live videoand you can in essence see the world    through anyones eyes, Clay Bavor, the head of Googles    virtual-reality initiatives, told me. A protester in Cairo or    Athens or Baltimore, for example, could use a special camera to    give people around the world a 360-degree view of what its    like to be there.  <\/p>\n<p>    Engaging All Your Senses  <\/p>\n<p>    Google recently acquired Thrive Audio, a company that    specializes in spatial audiosounds that your ear registers as    emanating from a particular place. A virtual waterfall grows    louder as you move toward it. Something catches your ear from    behind. You turn, and see a deer approaching. The audio becomes    three-dimensional, truly surrounding you.  <\/p>\n<p>    Smell could become part of the virtual experience as well. A    company called Feelreal has developed a mask that releases    scents, such as the smell of fire or the ocean, to enhance what    you see in a headset. (The project is hampered by the need to    preload the scents youre likely to encounter, among other    problems.) Closely related is the ability to taste what you    see. Researchers in Singapore are developing electrodes that,    when placed on your tongue, mimic basic tastes, such as sweet,    salty, bitter, and sour.  <\/p>\n<p>    What about touch? Could we one day find that when we dip our    fingers in virtual water, it actually feels wet? David Laidlaw    considers resolving this challenge, known as the haptics    problem, to be the holy grail of virtual reality. But that    doesnt mean its insurmountable. Im confident well do it    within our lifetimes, Palmer Luckey, the founder of Oculus,    told me. There are no fundamental physical laws that prevent    us from building something thats almost perfect. Laidlaw is    less optimistiche thinks that creating lifelike haptics will    take 100 yearsbut he agrees that a virtual world may one day    be a nearly perfect simulacrum of the real one.  <\/p>\n<p>    Of course, there could be unintended consequences. Already    people are developing vision problems and vitaminD    deficienciesnot to mention obesity and diabetesbecause they    spend too much time in front of screens. (See The Nature    Cure.) What might a flawlessly rendered virtual world mean    for our health?  <\/p>\n<p>    A Neuromancer Future?  <\/p>\n<p>    Jeremy Bailenson was inspired to work in virtual reality in    part by Neuromancer, a 1984 novel that depicts a future    in which people can jack in their brains directly to a    virtual world. Perhaps, Bailenson speculates, thats where    virtual reality is headed. He imagines that in 50 or 100 years    we might develop a brain-machine interface that taps directly    into the nervous system.  <\/p>\n<p>    Perhaps then well find that rather than jacking in for a while    and calling it quits, we can, like Alice, move wholly into a    Wonderland where the laws of the prosaic world (gravity, aging)    no longer apply. Virtual reality could then become akin to the    Singularity, a concept described by Ray Kurzweil, a futurist    and Google engineer, among others: a way for our minds to    separate from our bodies and, uploaded into a digital realm,    live on even as our physical selves grow old and die. Just like    Wonderland, its a vision equal parts entrancing and    frightening.  <\/p>\n<p>    1930: The first mechanical flight simulator is patented.  <\/p>\n<p>    194245: The U.S. military uses View-Masters for training    during World War II. The device later becomes a popular    childrens toy.  <\/p>\n<p>    1962: Morton Heilig patents the Sensorama, an experience    theater featuring 3D video, a vibrating chair, fans, and    artificial smells.  <\/p>\n<p>    1968: MIT develops the first virtual-reality headset, a device    so heavy, it must be suspended from the ceiling. Its nickname:    the Sword of Damocles.  <\/p>\n<p>    1996: Virtual Boy, Nintendos 3D video-game console, is    discontinued because it causes nausea.  <\/p>\n<p>    2014: Facebook buys Oculus, a virtual-reality company, for $2    billion.  <\/p>\n<p>    2115: Virtual reality incorporates haptic sensations, enabling    users to touch what they see.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See the original post:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.theatlantic.com\/magazine\/archive\/2015\/10\/virtual-reality-gets-real\/403225\/\" title=\"Virtual Reality Gets Real - theatlantic.com\">Virtual Reality Gets Real - theatlantic.com<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> In 1965, Ivan Sutherland, a computer-graphics pioneer, addressed an international meeting of techies on the subject of virtual reality. The ultimate virtual-reality display, he told the audience, would be a room within which the computer can control the existence of matter.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/virtual-reality-gets-real-theatlantic-com\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":6,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-175128","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/175128"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/6"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=175128"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/175128\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=175128"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=175128"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=175128"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}