Archive for virtual worlds
When I saw a recent piece about success implanting a worm’s brain into a Lego robot, I immediately thought of William Gibson’s most recent novel, The Peripheral. Placed simultaneously in the near future and another one 70 years further away, characters traverse the time gap dropping into low-fi or high-fi versions of that Lego robot.
I’ve always enjoyed Gibson’s obvious interest in the ironies that emerge when physical bodies blend into virtual realities. Gibson’s brand of virtual reality is never disengaged from a suffering body. A common complaint among characters in The Peripheral, and his earlier novel Pattern Recognition, is jet lag. One of the many clever conceits in The Peripheral is that traveling back or forward in time, to another point on the space/time continuum, can only be done in real time, in different time zones, in a persistent world ticking its way to different versions of the future.
In Gibson’s cyberpunk extrapolations, technologies that seem miraculous in our present moment always reflect the inconvenient limits of human capacity. In the distant future of The Peripheral, the supercomputer that allows the wealthiest hobbyists to fiddle with people’s real lives in the past is of unknown provenance. No one seems to know how it works or who created it, though everyone presumes it’s Chinese.
Likewise no one knows how an extremely powerful predictive algorithm that aids police in preventing crimes works – apparently because it’s self-taught and no one kept track of its accumulation of datasets. When “the Aunties,” as the system is called, makes a prediction, it has the taint of mindless unscientific human gossip. It’s the gut instinct gone hyperdigital. Read the rest of this entry »
Ever since I started doing research on fashion design and copyright, I’ve been tracking the progress of 3D printing technology. The disruptive possibilities of this technology are abundantly clear in the fashion sector, and so I was thrilled to receive an invitation to attend fractal, a very unique conference in Medellin Colombia, where a diverse group of experts was asked to facilitate conversations about 3D printing, synthetic biology and other bleeding edge topics.
Hoping to shake-up the typical conference format, the instigators behind fractal – the intrepid Viviana Trujillo and Hernan Ortiz – decided to invite the audience to use “design fiction” to spin stories of the future that would reveal the key social, cultural, political and ethical quandaries that accompany the adoption of new technologies. The facilitators were a fascinating group: Reshma Shetty , an MIT-trained synthetic biologist; acclaimed artist and director Keiichi Matsuda, whose augmented reality installations have been featured at MOMA and the V&A, and Paul Graham Raven, a speculative fiction practitioner who uses narrative to solve engineering problems in the UK.
In addition to telling stories about how homes might be made out of living things and how augmented reality applications will fundamentally change the contours of our self-presentation to the world, we tackled the topic of 3D printing. Read the rest of this entry »
During a recent trip to Seattle, I finally had a chance to visit the Experience Music Project, Paul Allen’s eccentric Frank Gehry-designed museum committed to Allen’s passions: rock and roll, digital technology, science fiction and the geekier side of American pop culture. A little tear welled up in my eye as I drifted through the somber Nirvana exhibition, but the highlights of my trip were to be found in the Sci-Fi wing of the museum.
The highly interactive Avatar exhibition was a delight to experience: I was not the only one who had a hard time tearing myself away from the interactive table-top, which allowed you to shuffle through cards that triggered the retrieval of multimedia resources on the making of Pandora. I was also smitten by the fact that they let museum visitors try out Jim’s handheld virtual cameras, which he used to shoot scenes with actors after they already went home. It reminds you how magical motion capture really is, and I’m sure it puts the fear of Jesus in actors who thought they could never be replaced. I’m sure the gadgets installed at the museum are dumbed-down versions of Cameron’s cool invention (the zoom button felt like something circa 1972), but wow – it’s a brilliant way to give fans a taste of the creative process behind something they love.
I also could NOT wipe the smile off my face as I wended my way through the exhibit devoted to horror. Can’t Look Away: The Lure of Horror starts off with a descent in a soulless spiral stairwell, lined with pictures of people screaming. Once you land in the exhibit you realize that all those people are visitors who visited the “Scream Booth,” which gives everyone an opportunity to screech like Janet Leigh or Drew Barrymore. Such fun.
I also made an idiot out of myself in the “Shadow Monsters” interactive installation. As you move various parts of your body at various speeds, your projected shadow is transformed into a variety of monstrous forms. It’s pretty addictive but, man, I was little disappointed that I couldn’t get a decent shot of my monstrous shadow. I would have frightened you.
I was interviewed by a youth-skewing local TV show called What’s Up? during my stay in the magical city of Medellín, Colombia. This video includes my interview about the impact of communication technology and storytelling, as well as commentary from James Alliban, an augmented reality app developer. Enjoy!