More from Blair, dir. of _WAX_: very Pynchonesque

John M. Krafft jmkrafft at landru.ham.muohio.edu
Sun Apr 2 10:01:05 CDT 1995


From:	MX%"jmkrafft at miavx2.ham.muohio.edu"  1-APR-1995 22:12:49.42
To:	JMKRAFFT
CC:	
Subj:	obj-6585.


                                      SGI
                                       
   
   
   
   
   
   
   4 SGI
   
   
   
   Which brings us to Jurassic Park, the potential virtual reality.
   Several weeks after seeing the movie, two days after Disneyland, I
   found myself at Discovery Park, part of the Silicon Graphics booth at
   SIGGRAPH '93. It was here I had a chance to reconsider what I had
   thought to be one of the most sublime elements of the film... the
   overarching, fractionally dimensional and ultimately recursive theme
   best expressed by the main scientist in the phrase: "you'll never look
   at birds the same way again."
   
   
   
   If I remember correctly... at the beginning of the film, we're in the
   Badlands with the main scientists, digging fossils. The shotgun shell
   has gone off, revealing the subterranean velociraptor skeleton on
   their outdoor but not particularly mobile computer screen. In the
   midst of a violently imaginative fleshing out of the dinosaur bones'
   previous body and behavior, the scientist says "You'll never look at
   birds the same way again". This phrase, stranger than it seems, and
   well aware of it's effect, echoes through the film in hundreds of
   ways... becoming, as if by default, a main theme. Moments after the
   fatal pronouncement, Richard Attenborough arrives by helicopter to
   take them to Jurassic Park, where it is their job to judge whether
   this high entertainment concept can fit in our world. The park
   implodes, the dinosaurs riot, and the scientists barely escape... but
   they do, in the belly of a helicopter. At the film's wordless end, the
   main scientist looks through the clear window, or dead eye, of his
   artificial bird, and finds what appears to be the sublime in the image
   of a pelican winding its wings over the ocean beneath him, which,
   except for an exterior shot of the helicopter in flight, is pretty
   much the last shot in the film. Despite all the emotion on his face
   and in the sound track, I have to say that I really don't know what it
   is the scientist sees, but it certainly is a bird.
   
   
   
   At SIGGRAPH, the day before I actually did find my way to SGI's
   "Discovery Park", I was standing two halls away in line at The Virtual
   Reality Laboratory, part of a VR museum ride created for an exhibit
   called "Imaging, the Tools of Science" to be installed at the Chicago
   Museum of Science and Industry. The visual interface was the Fakespace
   Boom 2C, a boom-suspended periscope-style cube with a high resolution
   stereoscopic display inside... more vividly, something like a large,
   swivelable , realtime Viewmaster at the end of a very fancy
   articulating lamp-stand. Virtual Reality Lab was essentially a
   fly-ride through several surreal and constructed worlds. First you
   found yourself in a bare, circular room, with your pre-grabbed
   portrait on the wall, and a polgonally crude Fakespace Boom 2C
   recursively in front of you. Back in the real world, with the real
   boom, you could swivel around and look at the room, all the while
   inexorably advancing toward your portrait, which, at a certainly
   distance, shivered into fragments that flocked together and flew
   through the hole left by their disassembly. You had to follow them,
   through the hole, to find yourself floating in the clouds. The birds
   that were you departed ahead and above. To the side was a girder-thick
   red wireframe cow, a sort of surrogate cloud, and directly ahead was a
   structure that once again you were inexorably heading towards and then
   through, a sort of open ended floating skyhouse made of 4 circuit
   boards in extreme perspective, and a fifth right ahead. The moment
   before colliding with the fatal frontal board, you could see the image
   of a flower, and by the miracle of modal change, you found that you
   had passed through to emerge out of a patch of flowers in the center
   of a park, main natural space in a Potemkin city made of texture-map
   flats.
   
   
   
   This, seen from the particular angle chosen by the FakeSpace user, was
   all projected on a video screen behind the person standing with his
   head up to the swiveling box. I didn't actually get to put my head up
   to the box that day, as the line was quite long. Time is always a
   consideration at SIGGRAPH, and since I didn't have a watch, I turned
   around to ask the fellow behind me what time it was. Before he started
   to speak I could see he didn't have a watch, and so I stopped in mid
   sentance, just as he started to say something that I couldn't hear.
   Being polite, I said "What?" and he said "Right now", so I said
   "What?" and he said, "You asked me what time it was, and I said it's
   right now". I agreed.
   
   
   
   Twenty six hours later, just before finally getting to Silicon
   Graphics' "Discovery World", I found myself waiting in line to pay for
   my lunch at the International Food Court. Again I needed to know what
   time it was, so I turned around and asked the person behind me. I
   recognized it was the same fellow just before he inevitably said "I
   said, it's right now, don't you remember?", surprising both of us, as
   it had been estimated there were 10,000 other people with us in the
   Anaheim convention center. So, to be polite, as we obviously had
   something in common, I read his tee-shirt, which said "The Virtual
   Museum", and asked "What's the Virtual Museum?". He didn't really want
   to answer, and I didn't really find out until the next day, when I
   came across the actual Virtual Museum, back in Machine Culture, as the
   art show was known during this SIGGRAPH year. The Virtual Museum being
   sort of a common interface for inexpensive, individually created
   virtual worlds, a sort of museum atrium through which one could enter,
   under arches, any compatible virtual world module you might pick up
   from the Internet, or a floppy disk. The Virtual Museum describes
   itself as therefore allowing anyone to explore ancient Egypt,
   pre-Columbian Peru, and Atlantis. None of this information being
   offered by my space-time companion at the International Food Court, I
   decided to push the situation, so I read his convention badge, which
   always has name and job function printed on it at SIGGRAPH...
   apparently he worked for a company called Earth. So I asked, "What's
   Earth?", and he said "That's where I live".
   
   
   
   After that and lunch, I was off to "Discovery Park", where the line
   was too long, so I talked my way in the back door. "Discovery Park is
   an Interactive Entertainment and Virtual Reality Experience!" was
   written on the brochure, and inside, there were birds.
   
   
   
   First was a pterodactyl-shaped, user-mountable ride, where a canyon
   enviroment appeared on 3 large hi-definition screens ahead of the
   person who steered the flying machine from it's virtual back, with
   wing tips and pterodactyl-head visible ocassionally . Everyone in the
   room could see the screens, and there was a bit of ambiguity whether
   or not the rider was actually the bird having an out-of-body
   experience, with the annoyed bird-body continuously attempting to
   catch the eye of the floating oversoul. Networked to this was the
   private, 2 million pixel Fakespace Boom 3C, which apparently allowed
   you to look around while the pterodactyl-person did the steering
   through the inevitably progressing air. Noone else could see what the
   person at the Fakespace boom saw. Third node on the network was yet
   another viewpoint, embodied in a high resolution and also resolutely
   private head-mounted display from Kaiser Electro-Optics.
   
   
   
   People were also looking at birds differently in the Evans and
   Sutherland booth, which had SIGGRAPH's other user-mountable flying
   demo ride, a sort of Sports Simulation Gym where your body was a
   hang-glider space ship in an extraordinarily complex and enclosed
   high-definition city space. In the Reagan/Bush years, we would have
   immediately thought of the military as the buyer or maker of such
   flying rides, as well as flying things, and uncontrollable carnivores.
   But now is the time when we instead remember that Link, inventor of
   the flight simulator, came to that device from his work designing
   rides for amusement parks.
   
   
   
   Link's flight simulator took the rollercoaster off the ground using
   pneumatic motion, making the rider into a bird in a box. Before
   computer graphics could match the realism of that motion, miniature
   landscapes were built, reconstructions of appropriate countrysides,
   which the flight-simulator pilot could see through a motion-controlled
   camera that floated on a grid above the model board. In this time
   before computer graphics, many people identified visual simulation
   with such physical miniatures, so that there it was no great
   associative leap from the model board to Disneyland. Of course, at
   that time, one of the logical associative paths leading out of
   Disneyland was the idea of goverment-inflicted simulation, presented
   "In Technical Stimulation", as the Firesign Theatre put it. And
   certainly, visiting Anaheim's ancient Disneyland, it is very easy to
   arrive at an idea of the intimate linkage of entertainment and death,
   especially in New Orleans Square, where Pirates of the Carribean
   begins, after establishing the cave, with skeletal pirates guarding
   gold, then proceeds through torture and rape to end with a
   ecstatically drunken pistol duel held in a gunpowder storage cellar.
   
   
   
   In Jurassic Park, the one skeptical scientist hears Richard
   Attenborourgh say that a mechanized tour of Jurassic Park is as safe
   as any amusement park ride, and in repsonse volunteers: "But on the
   Pirates of the Carribean, if the Pirates get loose, they don't eat the
   tourists". So what should we see when we look at birds flying free as
   a tyranosaurous rex through the air?
   
   
   
   In "WAX or the discovery of television among the bees", Jacob Maker
   works on a simple, local network of flight simulators, a 1983
   precursor to what in 1986 or so became SIMNET, a wide area simulation
   networking scheme that allowed a group of pilots in sitting in flight
   simulators somewhere in Tennessee to train with people driving tank
   simulators in California, all together in the same limited, synthetic
   enviroment. This sort of networked simulation prepared the way for the
   raid on Libya, the invasion of Panama, and ultimately for the Gulf
   War. The proposed successor to Simnet is called DSI, or the
   Distributed Simulation Internet, if I have the correct acronym, which
   combines broader bandwidth with new graphics and networking standards,
   literally allowing an army of linked individuals, spread across the
   globe, to join each other in that military amusement park. Not
   formally different from what some people propose for interactive,
   navigable, immersive cable-tv games. Of course, what does program
   content mean in the context of this DIS?
   
   
   
   Or what is history? One of the first implementations of the DSI was a
   minute by minute, foot by foot reconstruction of a Gulf War skirmish
   known as the Battle of 73 Easting. As you might expect, it plays the
   battle forward and backwards, and allows you to view it from any
   angle. It also allows you to create alternate battles from this
   reality base. Considering how much history has already been prepared
   in cyberspace, it is truly meta-fictional that 73 Easting was
   presented to the Senate as the first example of virtual history.
   
   
   
   Unfortunately, this is a normal theme in the history of the history of
   technology. Television is an excellent example. According to evidence
   presented in Steven Spielberg's earlier "Raiders of the Lost Ark", it
   was possibly the God of Israel who invented both television and
   virtual reality. But according to the Nazi's and some others, it was
   Paul Nipkow who discovered it in Berlin in the 1880's. His fascinating
   electro-mechanical telephone for the eyes coupled unique spinning-disk
   spiral scanners, known as image dissectors, with
   magnetically-controlled crystals that occultly served as light-valves.
   
   
   
   
   Nipkow worked for city railroad company during the electrification and
   transportification (which is a deliberate rhyme with fortification) of
   Berlin, designing a street-car semaphore signal system. It is a not so
   odd fact that his television system mainly resembled the axles and
   wheels of a railroad car... 2 spinning disk scanners sychronized by an
   fixed axle between.
   
   
   
   By the1890's, apparently the signal system was in place, the job had
   probably settled down, and in his private inventing life, Nipkow had
   moved on, bypassing further development on the television to focus on
   his new next obsession, the invention of a working helicopter.
   
   
   
   More than thirty years later in Weimer Berlin, contruction began on
   the Funkturm, the the Eiffel Tower of Radio, defining what became the
   communications heart of Berlin, an area so important that it later was
   given the name of Adolf Hitler Platz. Nipkow was an old man, and
   practical, low-resolution mechanical television systems based on his
   scanning scheme had come into existence in Germany, the UK, the US,
   and elsewhere. This was television with less than 40 lines, but it was
   a commercial television, with regular scheduled broadcasts from the
   Funkturm by 1929. At that moment, it became clear that the real
   challenge for television engineers lay in high resolution television;
   breakthroughs in high frequency research promised broadcast systems
   and receiver sets with over 400 image-lines.
   
   
   
   Certain people knew that this same technology would also make possible
   a practical system of radio-wave based detection and ranging of
   distant flying objects... what we know as radar. As a result, as
   mechanical television died a natural death, due in part to the
   worsening financial situation world-wide, a decision was made in the 3
   main tv countries to promote the creation of a popular,
   entertainment-oriented high-definition television system; the goal,
   never publically stated, was to create both the industrial and human
   resource base neccessary to design and manufacture a practical air
   defense system.
   
   
   
   Which created a peculiar situation. Germany provides the best example.
   First, Hitler declared all German television research a state secret.
   Then the public search began for facts that would establish German
   priority in television research... historical priority. Paul Nipkow
   was snatched from obscurity to become a new national hero... the
   Father of Television. England replied... or maybe they started it all
   with the Edisonification of John Logie Baird, who became the Other
   Father of Television.
   
   
   
   In every country, television history, like television itself, was
   discovered, or invented. Books were written, and in other places,
   factories were built. In 1941, not long after the radar machines were
   switched on in England, Holland, Germany, and elsewhere, Paul Nipkow
   died, which triggered his greatest honor... Paul Nipkow's funeral was
   broadcast live on Fernsehsender Paul Nipkow, the Nazi high definition
   tv station named after him and broadcasting from atop the Funkturm in
   Berlin.
   
   
   
   
   
   
   
   paper
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   The author of this node is: WAX
       
   
   
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   © Copyright Sat Apr 1 22:02:04 1995 EST, all rights reserved.

John M. Krafft, English                 | Miami University--Hamilton
Voice:   513-863-8833, ext. 342         | 1601 Peck Boulevard
Fax:     513-863-1655                   | Hamilton, OH  45011-3399
E-mail:  jmkrafft at miavx2.ham.muohio.edu
         jmkrafft at miavx1.acs.muohio.edu
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Subject: obj-6585.

John M. Krafft, English                 | Miami University--Hamilton
Voice:   513-863-8833, ext. 342         | 1601 Peck Boulevard
Fax:     513-863-1655                   | Hamilton, OH  45011-3399
E-mail:  jmkrafft at miavx2.ham.muohio.edu
         jmkrafft at miavx1.acs.muohio.edu



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