Arts & Ideas magazine (Vo. 1, No. 3)
Life,
love and the pursuit of virtual reality: An interview with inventor
Jaron Lanier
By Barbara McKenna
This story orignally appeared in Arts & Ideas magazine (Vo.
1, No. 3), a publication of Arts & Lectures at the University
of California, Santa Cruz.
A visual artist, computer scientist, composer, and pioneer in
the field of virtual reality (a term he coined), Jaron Lanier has
been called one of the most extraordinary thinkers of our time.
As society advances in its uneasy embrace with technology, Lanier
is both advocate and antagonist of this partnership--a duality
he seems to relish. One month he may oversee a public showing of
his interactive computer-generated artwork and the next he may
organize a public computer-bashing ceremony.
With his long, blondish dreadlocks and piercing blue eyes, Lanier
looks as radical as his thoughts. His work in virtual reality has
generated a range of devices and applications from interface gloves
to real-time surgical simulation to virtual puppets (one of his
latest projects). In his wide-ranging artistic endeavors, he has
collaborated with the likes of Philip Glass, Ornette Coleman, and
Stanley Jordan and exhibited his paintings, drawings, and virtual
art around the world.
Lanier is currently a visiting scholar with the Department of
Computer Science at Columbia University, a visiting artist with
New York University's Interactive Communications Program, and a
founding member of the recently established International Institute
for Evolution and the Brain. His Santa Cruz talk is sponsored by
UCSC's Arts & Lectures program.
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Q: You have Santa Cruz roots, don't you?
A: In 1980, my ambition was to be a Santa Cruz street musician.
There were a lot of extraordinary people in Santa Cruz who took
me in and supported me. . . . But there were also those extraordinarily
well paying jobs in Silicon Valley and, eventually, off I went
to my fate.
Q: You're considered by many to be the inventor of virtual reality.
You identified the concept, and you've invented devices and software
fundamental to many widely used VR applications. How would you
describe your work in the field?
A: Well, I made up the term "virtual reality," and,
depending on what you think the term means, I made the first instance
of it. But any discussion of virtual reality has got to include
mention of Ivan Sutherland who built the first head-mounted display
in the '60s.
What I did was make the first virtual worlds with multiple people
in them and the first that fully took advantage of the human body,
having gloves and bodysuits drive virtual bodies that could pick
up virtual objects.
Q: What is virtual reality?
A: Virtual reality is a computer-supported way of creating the
illusion of being in an alternative world with other people. It's
a sort of dreaming you do consciously that other people can be
a part of. It can be used practically for such things as surgical
planning or to design a car, or as an art form, to experience the
joy of expression, the pain of expression.
Q: As a visual artist, you're probably best known for the virtual
worlds you've created. What is the value of this digital art--is
it poignant, meaningful, expressive, beautiful? Do you see something
redemptive in digital art?
A: Redemptive? Hardly. I think virtual art presents a challenge.
It can sometimes even be a menace that robs reality of all its
meaning and of all its juice.
Every other type of artist does better by loving his/her tools--a
painter loves the canvas, the paint; a sculptor, the marble. But
the best digital artists hate computers. I hate computers. I personally
derive pleasure from destroying computers.
Computers are the first medium to have ideas built in. Paint is
a piece of nature; cameras are products of nature--they're made
of metal, you use emulsions to process the images. You can say
there's some theory involved with using a camera, but to find a
machine that really has ideas built in, you have to go to the computer.
By its nature, a computer has ideas built in because it has a program,
which is, basically, ideas that have been frozen into it.
When you try to create with those frozen ideas, well, suppose
you're a musician: You can't just work with a computer like it
was piano, you have to stick ideas in first. Is music made of discrete
notes or continuity? When you use a specific music program the
choice has been made for you. So, as soon as you start using it,
you start nailing yourself down. When you start working with a
computer in a creative process, the danger is that you start treating
these human constructions as if they came from nature, or God--however
you describe it. That's a good reason to hate computers--realizing
that they structurally confine you to ideas that someone thought
of yesterday.
As soon as you're feeling frustrated you know you're on the right
track, because you're not just slipping into the pathway the software
is designed to take you on.
In every other medium you want to understand the material and
see what it wants to do. But that's not true with computers. The
mistaken path would be to treat the computer as paint and let it
drive your process. In every other medium that's the thing to do--it's
important to let the medium speak to you. But with computers you
must not because computers speak bulls--t.
Q: But you use computers in your creative work.
A: It's possible to do art with computers but it's very hard.
I think that when art is at its best, it is better than the artist.
You can do that with computers too, but not if you respect them.
I don't want to hold up my own work as succeeding and breaking
through this problem--that's for others to decide--but there are
some ways to break through and one is to be very careful not to
get caught up in the computer itself. To think of it as something
like a telephone instead of like a television--a channel between
people. You concentrate on the people and their experiences and
not on what's inside the computer.
I think a lot of people make the mistake of getting lost in the
world of the computer. It's very easy to get caught in the nerd
trap, and then life loses all its color.
Q: So, in the right hands, the technology can serve as a tool
to help articulate a creative vision. Do you think Michelangelo
could have made great electronic art?
A: I've thought about that and my best guess is, you could revive
a Van Gogh or a Beethoven or some other great Western artist and
they could fiddle around with the technology. What they'd make
would be some great, maybe even incredible, crap. But that's about
it, because they wouldn't be on guard against the technology. I've
seen some skilled classical artists get involved in computers and
turn out some pretty bad stuff.
Q: On the flip side, do you think computers are capable of creating
great art? What do you think of David Cope's work with the program
that simulates the styles of classical composers?
A: Let's imagine you and I are in a relationship and for years
I've written you wonderful love letters. And I'm a computer scientist
and one day I say, "You know, I'm going to prove my prowess
by getting my computer to analyze all my love letters, dig out
the most profound parts, and put them together to make the best
love letter of all." Which would you rather get in the mail?
The point isn't the achievement, the output. The point is the
actual connection. You have to remember that even great music like
Bach's is only barely adequate to bridge the terrible interpersonal
gap that separates people. The last thing you want to do is create
an emphasis on the artifact rather than the authentic human connection.
Show me a new way to be authentic and I'll get excited about that.
A new way to be inauthentic, by having computer-simulated Bach,
why that's as easy as lying. Truth is what's hard.
Q: What are the greatest challenges we'll face as technology becomes
more and more integral to everyday life?
A: Genetic engineering--the engineering of life in general--is
going to be huge in the next ten years. The general picture is
going to emerge sometime soon of what we can and can't do to a
person. By all indications, it looks like we can do a lot: We can
extend our life spans, compose our children, even recompose ourselves
as adults to a degree. I think it's going to be the greatest challenge
our species has ever faced. More challenging than nuclear weapons.
With nuclear weapons, the only question is, can we survive them
or not. With biotechnology it's not an either/or situation, it's
a design question: Who do we want to be as a species. It's a profoundly
difficult question. Nobody who understands it is going to have
a clear unconflicted point of view--unless they're a moron.
We'll be faced with decisions that are very subtle. And it's going
to happen fast because the growth of technology is not going to
be advanced by grand abstract ideals but by people with intimate,
immediate needs. Technology is not going to be driven by Dr. Frankenstein
but by the couple who wants to keep their baby alive.
Q: You talk about different paths that the integration of technology
and humanity can lead us on. What are the dangers?
A: We are going to face the question of whether a machine and
a person are the same thing. Most of my colleagues think machines
should eventually be treated the same as humans and that's where
I'm different. Someday computers may be able to seem intelligent
and conscious--it's a possibility. And most people who believe
in that possibility think that at the point when machines can act
human they should be given human rights. I strongly disagree with
that. There's a philosophical difficulty in that point of view:
The danger is that people are so flexible that we may subconsciously
make ourselves stupid in order to make the machines seem smart.
Q: What do you mean? How will we make ourselves less smart?
A: We already do it. Have you ever known anybody who borrowed
money to get a credit record so that they could get a loan approved
later on? That's the kind of thing that didn't happen when real
people decided if you should get credit. People believe in what
the computer says, but it's not smart to borrow money needlessly.
We do so to convince a computer that we deserve credit.
But let's not talk about that future. Let's talk about the good
future. Let's talk about what a human being is.
A human being is a sack of stuff that is conscious. And the really
interesting thing about that is that the sacks are separate. That's
a really amazing thing. If you were an alien advance team writing
home about Earth you'd say something like, "There are all
these cool species and there's one that seems to be smart, but
they are all separated from each other. They're in these weird
sacks they call skin."
The most fundamental aspects of the human experience are that
we're separated from each other and we die. You can imagine other
alien life forms that are not like that, that are something else,
let's say intermingled clouds that interact and transform but don't
ever die. So these are very striking things about us as humans.
Since human beings first appeared, we've sought to bridge this
gap. We can look at the whole history of humanity as advances in
bridging this gap--we came up with language, and we created drama,
and we said, "Oh, we'll invent writing, and we'll have a telephone." You
can think of technology as being a result of this incredible epic
quest that people have to reach each other over this gap. And virtual
reality fits in beautifully to bridge this gap as a conscious form
of dreaming.
What I see in the future is people learning to be ever more expressive
to each other and new forms of communication between people becoming
ever more intimate and outlandish and beautiful. I don't think
there's any limit to that.
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