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From Thought to Reality

VR has the capability of enchanting us. It has the power to introduce us to virtual worlds — and represent our designs in ‘the format of reality’. The content appears non-mediated, something Metzinger relates to the «phenomenal transparency» of the mind — we see «through the medium» —  and so only the content of the representation is available for introspective access. As with our mind, the underlying processes are hidden to us, and to experience VR is to experience the content it presents, not what lies beneath it.

There is a certain kind of experience that is exclusive to VR.  Finding oneself in a virtual world — orienting, navigating and interacting with it — produces an experience of a certain distinct character.  There is something intriguing, stimulating and marvelously weird in experiencing virtual realities. The experiential quality is affected by the sheer virtuality, or unreality, of it — and this, in turn, may make the illusion unexpected and beautiful. The experience has a certain quality to it: the disassociation between its unreality on the one hand and feeling of reality on the other. We know that VR is a synthesized, not-naturally-occurring experience, and further that we react to these stimuli as if they were real. Due to its unique character of offering convincing illusions, and our unique quality of, on the one hand seeing through them, and on the other being totally helpless in responding to it as if it weren’t real — we get the weird, thrilling experience of VR. The clear illusion; the transparent veil — a weaving of smoke: beautiful, but not substantial.

How did this oxymoron of technology — VR — come to be? What does it represent in us as humans? And last but not least, how should we view, relate to, and approach the emerging virtual worlds that the technology will enable for us?

Origins of Virtual Reality

A central aspect we have to address as part of this investigation is the origins of VR. Why did it arise, and what does it mean to us? This will ultimately affect the way we relate to and understand the medium. To do this, we can look into what desire of ours that the technology has fulfilled. Although we have previously discussed the History of VR this does not really account for the underlying motivations or dreams, but rather their outward results in terms of the resulting technology. Thus, when we instead want to discuss the origins of the idea of VR, we are attempting to approach technology “in its essence” — through its origin. For some readers, this may not be unfamiliar, as we have discussed this somewhat lengthy and theoretically in our three-series entry on Heidegger and VR. Here we will limit his technology criticism to a brief summary of two sentences:  Heidegger’s definition of technology as “not in itself something technological” means that the origins of the technology we use, and what it is and means to us in its essence, leans more towards an underlying ideal and thought than what it does towards different physical artifacts. Technology is, essentially, a way of viewing the world.

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Fingolfin, Elf and High King of the Noldor, in a duel against Morgoth Bauglir, fallen Melkor of the Valar. Fingolfin and Morgoth can each represent different ways of embracing technology (read below)

Virtual Reality as Thought

If we shall try to understand the earliest origin of VR, it is appropriate to consider VR as an idea. Essentially a thought, or even a dream. The dream of being able to define reality, creating a re-presentation: the same dream that inspired cave paintings several ten thousands of years ago. VR is a product of the creative element in humans, for good and for worse. The dream of absolute control over matter, but also, the dream of a creative medium without limitations.

Similarly to how Heidegger imagined art as the potential savior of the way technology enframes the world and ourselves, J.R.R Tolkien’s distinction of magic in the universe of The Lord of The Rings can serve as a metaphor. The Elves use their magic only for artistic purposes and are consciously aware of the difference between reality and deception — the enemy, however, uses it to deceive and control. Heidegger’s point of technology is similar — technology (techne) may separate us from a more original revealing of truth by enframing the world in a certain narrative or story, while art (poiesis) may open up reality towards new interpretations. In Tolkien’s magic for purposes of domination, there is a will that is opposed to nature and thus will have to veil nature in its bringing-forth of its ‘truth’ or end. Similarly, Heidegger’s technology, as a way of revealing-concealing, will, to achieve its success, have to enframe nature and man with it — it reduces us to mere means to ends, not ends in ourselves. Tolkien’s elves use their magic in harmony with the real world; and similarly, Heidegger’s more preferred technologies let nature be as it is, instead of enframing it as a means to an end.

How are we to think of VR according to these technology criticisms? Whether we view the potentiality of the virtual as the dream of absolute control or domination (as Morgoth would have), or rather its potential for creative revealing and enhancement of the world (Fingolfin) — we can view VR as a Technology according to Heidegger, or as Magic according to Tolkien. Readers who are interested in what or how a Heidegger or Tolkien-inspired VR-application could be can go on to read the authors position paper in one of our latest blog entries. There we discuss the concept of an existentialist design — a “controlled accident” —which does not seek to dominate the user experience, but rather open the world up to new interpretations.

Virtuality as Reality

The exploration of VR as thought, or essentially as an idea, have taken us thus far. This idea or thought of VR is, however, now more actualized than ever — and what was once primarily an idea, is now more than ever a reality that we can relate to. We are able to step in, and immerse ourselves, in worlds after our own design. We can actualize, externalize, and instantiate our designs.

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Memory Palaces are systems of thought that utilizes visual and spatial cues to aid memorization.

An example of this that can illuminate the perspective of VR as thought, is the Virtual Reality Memory Palace. This ancient mnemonic (it is mentioned by Cicero in De Oratore as early as 55 BC) is based on thought: we are to close our eyes and visualize what we want to recall in the memory palace.

The memory palace is then, as the origins of VR, an idea or thought. It is internal and subjective. VR, however, allows the externalization of thought. In the same way that the idea of VR is now actualized, it allows the externalization of other ideas. We can use technology to immerse ourselves in the instantiated ideas of our mind. Is then akin to the works of Morgoth Bauglir, or Fingolfin son of Fëanor? This will depend on which thoughts are actualized: it depends on which levels of our inner being we want to realize as our outer world.

Conclusion

This entry has discussed a perspective on VR that compares it to the magic: through VR, we can define our external reality based on our inner thought. VR can be perceived as the materializer of form; the instantiator of the abstract. We described Heidegger’s explicit technology criticism and paralleled it to Tolkien’s implicit one. We also linked this to the authors position paper on a Heidegger-inspired VR technology.

For those interested, Matrise has partnered with YouTube channel Disrupt, who made a beautiful video featuring this blog piece, it can be watched here:

This entry is at the core of Matrise’s interests, and if you want further reading, these previous entries are related:

1: Inner as Outer: Projecting Mental States as External Reality

2: Sensory Deprivation — Floating in Virtual Reality

3: On Mediums of Abstraction and Transparency

4: Heidegger’s Virtual Reality

5: The Mind as Medium


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Artist acknowledgement:
Featured image by Tove Jansson.

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