Showing posts with label Virtual Reality. Show all posts
Showing posts with label Virtual Reality. Show all posts

Sunday, 12 June 2022

Belyea Rd - Isomorphisms, Virtual Reality, Augmented Reality

Thinking about how our "normal" experience is deeply analogous (isomorphic) with virtual reality.

We all have a different idea of what is going on "beneath the surface" but much of this depends on language.

The "Matrix" idea is not as interesting as people think. In that fantasy people still have a real brain. Whether or not we actually do have a real brain or just an illusion of one seems to be hardly worth discussing. What is worth discussing is how interaction with the real world (or something!!) turns into the rich "gold standard" VR of everyday life.

Friday, 27 May 2022

A Random Talk

This is an experimental blog post. The idea was to simply talk about a range of issues with the aim of creating a "mind map", then using the map to create traditional posts that are more structured and focused. But along the way, I wondered if I could post the original voice note

So, to test this, click on the link below, which will show you a LINK to the audio Store that and play it. Your machine will probably have an app that plays audio. In my case, it's iTunes.

This talk can be indexed just like a text essay.

In the long run, the plan is to take notes on my own "rant" in mind map form (which can also be shown in the blog).



A Random Talk

Sunday, 27 February 2022

Frames, Surfaces, Reading


 

Proust and the Squid is a classic analysis of reading. Reading is a learned activity that involves nested multi-tasking between 

  • Character recognition
  • Word recognition
  • Sentence parsing 
  • Context detection
  • Imagination - the oldest form of Virtual Reality
  • Criticism 
Both Hawkins' Frame theory and Surfaces and Essences analogy-based theory is relevant. I lost the actual hard copy but finally remembered the title and bought the book for Kindle.

Monday, 10 January 2022

Your Brain is a Virtual Reality Machine

 


Our ability to experience "virtual" worlds is not something new. Evolution has provided it as basic equipment along with our opposing thumbs. It's not a bug. It's a feature.

On the most fundamental level, we are constantly experiencing the future and the past: the flow of time. This ability is essential to what we call purposeful behavior. We love to debate whether or not other animals have this ability and to what degree, but it's clear that we have it in spades. It is essential to who we are as humans.

I am fascinated by how the brain produces the virtual world that we call "consciousness". It turns out to be quite a trick.

  • Sense information arrives at different times. For example, sound and smell arrive with very little processing, but virtual information goes through massive complex analysis. Yet we experience it all at the "same time".
  • We experience the decision to move after the brain has sent signals to move.
  • Our experience slightly precedes what is going on in the real world - it is a prediction of what is happening. In the words of the Great One: I skate not to where the puck is but where the puck will be.
Careful observation of the phenomenon we call "consciousness" provides endless examples of how we are constantly bombarded with stunningly immersive "virtual" experiences. The smell of apple pie. The voice of a loved one on the phone. A spider crawling on our leg. Our brains instantly and effortlessly supply "virtual" senses to "enhance" the smallest trickle of "real" data.

On top of this, we structure reality into stories and "explanations". We are the story-telling ape. The good stories are embellished and handed on over generations, eventually knitting themselves into systems called "mythology" and "religion". We are quite willing to believe that we live on after death or that there is an old man in the sky behind everything that happens. We love our stories so much that we forget they are "just" stories.

Our brains are made to be fooled. We don't need computers to be plunged into an alternate reality. We can open a book and read: "Call me Ishmael" and suddenly we are whalers. We read "In the beginning" and we walk in the garden with Adam and Eve. If I may be allowed to speculate a bit, it seems that hearing these words rather than reading them creates a more powerful image. In the words of Bishop Pike: "What is too silly to be said can be sung". This points out one essential feature of how we experience virtual worlds: sometimes simplicity is an asset. And worlds that provide auditory input (especially speech) are readily accepted as real. We experience merely visual "worlds" (like a photograph) as "representation" but we are not "immersed".

Finally, in passing, I should note that virtual worlds created by written text must depend on the skill of the reader. Evolution does not provide this skill. It is learned. People vary in their ability to acquire this skill. Similarly, people vary in their ability to be "immersed" in virtual worlds. To some, the computer-generated worlds of VR remain cartoons. To others, they are instantly "real".

Modern "Virtual Worlds", if they are interesting at all, involves a learning curve that can be almost as daunting as learning to read. This aspect of things is often overlooked by prophets of the "metaverse". People are too lazy, preoccupied, or busy to learn a VR application that is more complicated than, say, Zoom. Those who developed VR "superpowers" will always be a tiny minority.

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P.S. "A Thousand Brains" provides a deep and powerful framework for understanding how the brain creates the rich experience we call consciousness. In particular, it doesn't make a lot of difference where the sensations are coming from. Whatever we know about the real world (in a deeply recursive way) is applicable to another "world" where the sensations are coming from, say, a computer screen.

Saturday, 8 January 2022

What Do We Mean by "Reality" in 2022


DOROTHY, THIS IS NOT KANSAS ANYMORE

The thinking behind this post started with a discussion about "Virtual Reality" (In Oculus / BigScreen) and widened almost out of control. There are so many issues it's hard to know where to start.

As far as I know, the term "Virtual Reality" was coined by Jared Lanier - a very smart guy who is still very much around. However, once it's out there, the word entered the public domain and tended to change meaning very rapidly, especially when commercial entities get ahold of it. There is now very little similarity between "VR" and what Lanier was thinking about. So, goodbye, for now, Jared.

I will surrender to the common usage, more or less co-opted by the makers of "VR" headsets, so, when I talk about "VR" I am regrettably talking about what you experience with a headset, such as Oculus (the one I use).

Sadly, this leaves me without a word for whatever is happening in Second Life - a "world" I have explored for over 10 years. In my view, Second Life offers huge advantages over "VR". In fact, the VR-Goggle headset approach has been tried in Second Life and it's awful. This is very hard to understand for people who are VR-heads from the start, enjoying the admittedly wonderful advantages of VR when it comes to games. In passing, it's worth noting that a "game" is not a "world". To me, at least, the truly interesting thing is how we experience the world, "virtual or not". I propose to show that this is changing so fast that our idea of "reality" is shifting beneath our feet.

WHAT IS "REALITY"?

What is ordinary "reality" in the first place? The dictionary definition of "reality", like the definition of "Virtual Reality," seems totally inadequate.

I don't want to wander off into philosophy and "ontology". I hope you will agree, at least for the moment, that there is something "out there" we call the "real world'. What's more, we are part of that world - something we can be reminded of easily by a heart attack or an X-ray of our bodies. That's real.

On the other hand, it's not too hard to arrive in the territory where very large segments of the population regard things as "real" that we regard as total fantasy. Trump's "big lie" and "Q-Anon" come to mind. Most deeply religious people experience some intrusion of spooky influences that they regard as real. For the moment this kind of "reality" can be excluded from my discussion. For me, at least, these experiences are neither available on-demand nor shareable. It turns out we don't lose much by simply putting such "alternate realities" to one side. 

I'd like to zero in on experiences that are shareable, verifiable, and repeatable. By doing so, I am admitting quite a few experiences that don't seem to fit squarely into the dictionary definition of "real".

A simple example is the tiny little world inside your smartphone that attempts to "mirror" the real world as much as possible - the GPS navigation "app". Technically, although we experience this "world" through a tiny smartphone window or experience of it is real enough to allow it to guide us through the "real" world.

GPS applications present such a stable, reliable view of the "real" world that it makes sense to think of them as part of the real world. Not just the hardware, but the "mirror world" shown by the application. Perhaps we will admit to some degree of "reality" - since what the GPS application shows us is, perhaps, less "real" than the view out the windshield. But it's close, as when the view out the windshield is obscured by weather or totally incomprehensible when we are lost and need the GPS application to tell us where we "really" are.

In fact, our smartphones are packed with tiny alternate universes. Some, like the phone application itself, are so familiar that we forget that we are talking to the phone "as if" a real person is with us. Some seem "sophisticated", as when we point the phone to a world to learn the name of a mountain or constellation in the sky.

I think all that kind of thing shades into what we are now calling "augmented reality". But here again (as with VR) the term slides into a product description rather than an experience:

his experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment.[4] In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one

To meet this description a product must be "immersive" and blend "seamlessly" with the "real-world" environment. This seems to be more like marketing boilerplate than a fundamental difference, but we need to acknowledge that "Augmented Reality" (AR), in general usage, means more than a GPS application on your dashboard. But for my purposes, it's a matter of degree and sophistication rather than some fundamentally different relationship between the "real" experience and the "augmented" experience.

The above definition brings up a useful term: "immersive", which actually means something, but here again, it tends to be used to describe hardware rather than experience.

You may guess that I am trying to distinguish experienced reality rather than the hardware that may or may not be used to produce that experience.

Which brings me back to fundamentals ...

THE BRAIN AND THE BASIC "IMMERSIVE" EXPERIENCE



The Visual Cortex

Our visual cortex does a lot to make our experience of the "real world" "immersive". We are surrounded by objects that seem familiar (doors, trees, dogs ...) simply because our brains have done an amazing job separating these shadows from the background and "labeling" them as something real.

Something similar happens with our auditory cortex ...

Auditory Cortex

This helps us identify the dog's bark, the wind in the trees and so many other things that turn out to be almost impossible for a modern computer program to identify. In "VR" the sense of immersion is remarkably enhanced by "realistic" and identifiable sound. The human voice is an important example,  Not shown above are the areas of the brain specifically dedicated to processing speech. Someone talking to you in "VR" is almost shockingly real, even though what you see may be little more than a cartoon.

What is often ignored is that the brain itself is our main arbitrator of what "seems" real. All the gadgets discussed in the following essays are built on that simple fact.

Eventually, I will get around to diving deep into how imaginary worlds that trick our brains using computer technology. For now, I give a tiny overview of how they all work. But the secret to how they all work is between our ears. That's where it all begins.

I will start my tour with "imaginary worlds", created by nothing more than a voice around a campfire.

Saturday, 1 January 2022

Second Life

 I promised to put up a few quick shots of Second Life for my VR friends who are enthusiastic about VR Chat. The VR Chat enthusiasts were talking about howVR Chat is "photorealistic". These examples show what that means in Second Life, along with Second Life's poses, dances etc.


"Me" with a friend


Close-up of Friend

Here is the Flikr site of my oldest Second Life friend (over 10 years). She does choreography and movies in Second Life.





Dancing in popular Blues Club - approximately 50 avatars in the scene. All custom avatars, dancing independently. This pushes the limit of Second Life's ability to deal with "lag". This ability seems to be far in advance of anything Oculus can serve up, especially when you consider that the entire environment is user-created, unlike the "canned" environments we encounter in Oculus VR.

I will add more pictures and details, depending on the questions I get in VR.