Return to the February 1995 Table of ContentsBy Jaron Lanier
Jaron Lanier, a pioneer in the development of virtual reality and the man who coined the term, lives in New York City. This article is adapted from his remarks at ITTE's 1994 Technology + Learning Conference in Dallas.
We contradict human nature by placing children in schools, then
asking them to learn and remember many, many different things, all
in exactly the same environment. That's why virtual reality can
become such a profound enhancement of education.
One of the main positive potentials of virtual reality has to do
with the most natural modes of learning for people, who in fact are
mammals that evolved in a certain environment. Like any other
animal, we have a certain set of specializations, including mental
abilities evolved for some pretty specific purposes. We're very good
at remembering environments and finding our way around them. We're
good at certain hand manipulations, too, as well as certain types of
problem solving.
Now, consider the human ability to remember an environment. If you
live in a large city like New York or Dallas, and if you go away for
a few years and come back to it, your whole memory of the city
quickly will be revived. That's a remarkable feat, if you think
about what a complicated object a city is--remembering all the
different streets, all the traffic rules, and everything.
Next, consider that virtual reality is a medium that naturally
creates artificial places. This means that within the capabilities
of virtual reality you have a marvelous way to present information
so the brain can remember it, so a child, or any person, can re-enter that information, with understanding, at a later date.
Human memories can be keyed to many things--to a person you're with
when you first encounter a piece of information, to a certain smell.
But memories are keyed especially to environments. That's why field
trips are so important, of course, and why bringing new media into
the classroom is so important, too.
Essentially, virtual reality can place kids in an entirely new place
every time they do a new thing. When kids use virtual reality, they
really do think of it as another place.
If you talk to a kid who's used virtual reality, he doesn't say, "I
went to school and used a virtual reality computer." He says, "I
went to school, and then I went into virtual reality, and then I
went back to school." So it has that strong sense of place, and
children remember it keenly.
In addition, virtual reality has the potential to let kids become
the thing they're studying. Think of all the ways you can teach a
lesson about the dinosaurs: You can have pictures of dinosaurs,
movies of dinosaurs, you can visit a natural history museum and see
big models of dinosaurs. But only in virtual reality can a kid
become a dinosaur.
Children naturally are very interested in themselves, so if they get
to become a Tyrannosaurus Rex and try to step on their friends down
on the forest floor, they will remember that experience. In fact,
we've already done some preliminary work of that kind, having kids
becoming triangles to learn about trigonometry, kids becoming
strands of dna, and so forth. I think this is a very viable means
for teaching, with strong precedents in certain world traditions of
education. In China, for instance, children become Chinese
characters to learn to write.
Another thing about virtual reality: Kids instinctively want to
share what they imagine; they want to be creators. The problem kids
face is that they're born with an incredible instinct for
imagination that in most cases they don't have a chance to express
fully.
Virtual reality is a new means of expression. But what exactly is
virtual reality? The term is used for just about everything these
days. I've decided sometimes it just means whatever somebody needs
it to mean for marketing purposes.
But now I'm going to tell you what virtual reality really is. I made
up the phrase, so I claim the right to define it. (Obviously, the
world doesn't always agree with me.)
As a starting point, consider physical reality--where you and I are
right now. You know you're in physical reality thanks to your sense
organs: eyes, ears, skin, and so forth. With virtual reality, we
want to create an imaginary world that feels real. We do that by
creating computerized clothing that provides sensations to your
sense organs, which conveniently enough are on the body's surface.
We equip the eyes, the visual system, with virtual reality goggles--generically called head-mounted displays. The goggles, which were
first invented in the 1960s by a brilliant guy named Ivan
Sutherland, provide each eye with the images it would see if an
alternative world existed.
Inside the goggles are two screens--similar to televisions--one in
front of each eye. Some clever optics make the image appear to wrap
around the whole person, so you feel like you're inside the image
rather than looking at a device from the outside. The goggles are
also equipped with a head tracker, a sensor that measures where your
head is and the direction toward which you're looking. This special
sensor talks to the computer that is painting the images in front of
your eyes and tells it what point of view you have on the imaginary
world.
Because of the head tracker, if you turn your head to the left, an
imaginary object moves to the right to compensate. So a fixed object
always seems stationary as you move around it--just like a real
object. That's why virtual reality feels so real.
But because the images of objects must be shifted around constantly
to adjust to your head motion--so they appear to be standing still--they must be created by a computer. You can't create the virtual-reality experience by just shooting a movie and playing it back in virtual reality; you must be able to recreate whatever you see from any angle, as quickly as the human head can move.
The result is a visual medium that will always have a "computery"
quality and images that always will be a little less good than, say,
television images. But objects in virtual reality nonetheless have
an incredible physical presence--much more so than television--though they don't necessarily look as real as a camera image.
The next sense organ engaged in virtual reality is hearing. The
goggles used for virtual reality have conventional earphones--like
those for a home stereo--except for one difference: Special
processors move sounds around in three dimensions. It's the same
head-tracking technique that is used for visual objects. Move your
head to the left, and the apparent sound source moves to the right
to compensate, and thus feels as if it's standing still.
Even with current technology, the three-dimensional quality of
virtual-reality sound has led to one exciting offshoot for blind
people. Virtual reality is spatial and can be composed of sound as
well as images. So people who are blind can move inside of virtual
space and find objects by using sound cues--just as they do in the
physical world.
Returning to the body, we move to the hands. What better for a hand
than a glove? The most common kind of virtual-reality glove senses
what your hand does and tells a computer hand in the virtual world
to do the same thing. It's a remarkable experience to wear such a
glove for the first time and see a computer-generated hand that
moves exactly as your hand is moving. A psychological transformation
takes place: You suddenly start treating that hand as your hand.
That's when your mind starts believing in virtual reality.
You might think that developers of virtual reality must simulate an
alternative world perfectly and then provide every bit of stimulus
to your sense organs that would exist in such a world. But we don't
have to do it perfectly. We're aided by your brain's tremendous
ability to create a seamless feeling of continuous reality, which it
is always doing.
As a small example of how hard your brain is working to create this
feeling, consider that in the middle of each of your eyes is a blind
spot, the place where the optic nerve comes in. You are completely
blind in that spot, which is rather big and in the center of your
field of view. But it's very hard to become aware of it, because
your brain fills in the blind spot. The brain actually makes up what
you should see there--by guessing, based on what the other eye sees
and what the brain knows about the environment.
Fortunately, the developers of virtual reality are able to get a
free ride on the brain. We just have to make objects well enough so
the brain treats our alternative world as the outside reality that
it's enhancing toward. As the brain starts to believe in the virtual
reality world, it starts working in its usual conscientious way to
make that outside world look good.
This phenomenon is another reason objects in virtual reality feel
more real than on TV or film--and why virtual reality worked right
at the start, at least somewhat. Other experimental areas of
computer science--such as artificial intelligence, which doesn't get
the same free ride--have never quite worked.
Let's look again at the hand in a virtual-reality glove: You not
only can wiggle your fingers, but you can reach out and pick up an
imaginary thing as if it really existed, like a virtual baseball,
and throw it. You're interacting with the imaginary world in the
same way as you would with the physical world.
That's a profound difference from the abstract way you usually
communicate with a computer--by, say, pointing at an icon or typing
in a command. In virtual reality, you're using your most primal
abilities and communicating in the way your body has evolved to
communicate. That factor is important when you talk about letting
children use virtual reality.
Fancier gloves have also been developed that actually push back at
you. If you pick up an object, you cannot close your fingers through
it. You might wonder whether these "forced-feedback" gloves might be
essential for virtual reality to be convincing. Otherwise, how could
you possibly stand being able to put your hand through a baseball
or, for that matter, through somebody else's head?
But once again, a psychological phenomenon bails out the developer
of virtual reality. This time, it's synesthesia, the confusion
between senses. Suppose you put someone in virtual reality for the
first time without saying anything in advance about what to expect.
If you tell the person what to expect, your volunteer will be too
conscious of what's happening. Now, you place your unsuspecting
volunteer in front of a virtual desk. You ask that person to slam
his hand down on the desk, and as he does, he sees a shadow
converging with his hand, and when the two hit, he hears a nice
satisfying slap.
And guess what: His arm won't go through the desk, because his brain
believes a desk must be there, and his brain makes him believe his
hand has hit something solid. Once again, virtual reality is nothing
but a tool for enabling brains to do what they do best.
And sometimes these brains are doing things you'd never dreamed of.
During the early development of virtual reality, it was no surprise
that there were bugs in the system. Bugs are inevitable with
software. The surprising thing was that the bugs often were much
more entertaining than with a conventional computer. For instance,
I once went into virtual reality, and my hand seemed 2 miles long.
Now, if your hand is that large and you bend your finger, you end up
inside your finger. Having such a strange body is fun in itself. But
what is interesting is that if I gave people strange bodies in
virtual reality, they could still control them.
I would have thought that changing someone's body image even a
little bit would disorient him or her. But people learn their new
bodies quickly. We used to have people turning into lobsters and
gazelles and all kinds of crazy things. This raises many of the best
possibilities for the use of virtual reality in education.
In addition to computerized clothing, a complete virtual reality
system needs three more elements: computer systems, networks, and
software. I'll mention some aspects of each of these.
First, the computer systems. The hard fact is that virtual reality
is computationally intensive, and to do it well is enormously
expensive right now. The virtual-reality applications I work with
usually involve something like $500,000 worth of equipment per user,
and sometimes there are multiple users interacting.
That high cost will postpone what I regard as one of the most
exciting things going on culturally on the planet right now--having
children involved in virtual reality. Although there are new efforts
to make virtual reality more accessible economically and to allow
hobbyists to create something like virtual reality in their garages
using PCs, none of those efforts is really quite satisfying. They're
fun to work with--and children often use them to great effect--but
they're missing the sensual element.
Fortunately, one great feature of computers is that the cost drops
so quickly. In five or 10 years, what is very expensive will be
merely expensive and later will become downright cheap. The
timetable depends on the usual conglomeration of forces and
marketing strategies; it's hard to predict where, but we know it
will happen.
Next is computer networking--which, when combined with virtual
reality, creates the possibility of having shared virtual worlds. In
other words, you can have more than one person at a time in a single
virtual world.
Being in a virtual world with someone else is rather like being in
the physical world together. Each of you has a body and can look at
the other from your own independent point of view, but in a shared
space. That is where virtual reality becomes utter magic--and most
fascinating to children.
The final element of a virtual-reality system is software. Virtual
reality requires many types of software--operating system software,
networking software, and so forth--but the software I'm most
concerned with consists of authoring tools. These wonderful virtual
worlds have to come from somewhere, and it's pretty hard to make a
good virtual world.
I dream of the time when virtual-reality authoring tools will become
so good that they'll become second nature to children, so children
can make up these worlds and essentially share their dreams, perhaps
create their own lessons, because I think that's what they really
want to do.
Already I've seen children under 10 years old using technology much
more actively and creatively than ever before. Little children are
producing impressive multimedia works on a Macintosh, for example,
that far exceed their parents' understanding of the machine. But to
harness children's incredible creative energy, the tools have to be
available for them to go forward.
I believe--and dearly hope--that the use of this technology might
open up society to children's creativity as never before and
encourage every child to express his or her inner world fully with
others. That could lead to a remarkably creative society. And the
more we have to do to occupy ourselves creatively, the less time we
have to be violent and nasty to each other. In other words, we might
discover a program to make the world a better place.
Read the sidebar: "Virtual Worries"
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