Part One
The big news today is Shadow Spinner! Shadow Spinner is my next planned release. I'm hoping it will be completely finished before the end of the year, but, until then, I'm going to be releasing it serially. I experimented with this a while back here on the blog, if any of you remember, which is what prompted this experiment. Of course, I'd meant to start doing this months and months ago, but I had to wait for art. It was worth the wait!
"The Tunnel" is now available for the Kindle. I'd really like to make it free, but Amazon is being... problematic and telling me that they have no "option" for that. Duh, I knew that. I also know that they can go in and make something free, so I'm working on it. However, even though it's $0.99 as its set price, I'm making it FREE for the next many days, as many as Amazon will allow me for this selling period. Since it is free, I'd really appreciate it if you'd (yes, you, the person reading this post) go over and download it. I mean, you can't beat the price, and, even if you don't have a Kindle, there are plenty of free Kindle apps for whatever platform you have. After you read it, please click the "like" button, because I'm just gonna assume you're going to like it. What's not to like? If you could see your way around to leaving a short review and a rating, that would be great, too. This is just the first chapter of Shadow Spinner, and it's quite short, so it won't take up much time. Look, here's the link! Go get it now while it's FREE!!!
Oh, and I didn't forget: The incredible art has been done by the artist who may or may not be Rusty Webb. He's kind of undecided at the moment, but it's incredible despite his identity crisis. Somewhere around chapter 4 or 5, there will be an alternate cover, and it's even more cool than this one!
Part Two
I ran a contest last week. It may have been a bad week to run a contest as traffic was down and comments were way down. Oh, well. It is what it is. You can go back and look at the contest post if you missed it. At any rate, Donna, over at Mainely Write, has walked off with the prize. At least, she will have once I hear back from her so that I know which option she wants. By the way, if you haven't visited Donna before, you should. She posts lots of great poems. I find most modern poetry less than satisfying, but Donna's stuff tends to the great, so go check her out.
Part Three
Remember back in April when everyone was A-to-Zing? Back during that whole thing, I discovered a bunch of books and stories I wanted to read about things that were fictional at the time but are now, if not real, on their way to being real. My "V" entry was about virtual reality, and I mentioned a short story by Stanley Weinbaum, "Pygmalion's Spectacles." It was an appropriate follow up to my recent read of the After, as they both deal with themes of reality and what, exactly, reality is.
However, Weinbaum's story was written in the 1930s and has an incredibly accurate look at what virtual reality might be like. How real does "real" need to be. How much will our own brains supply to fill in the gaps? Is virtual reality as real as real reality? It's pretty short and well worth reading. And it's FREE for the Kindle, so you should follow the link and go check it out.
About writing. And reading. And being published. Or not published. On working on being published. Tangents into the pop culture world to come. Especially about movies. And comic books. And movies from comic books.
Showing posts with label Stanley Weinbaum. Show all posts
Showing posts with label Stanley Weinbaum. Show all posts
Sunday, July 29, 2012
Tuesday, April 24, 2012
The A to Z of Fiction to Reality: Virtual Reality
Back in the mid-80's, on a trip to (the one, true) Six Flags, I had my first encounter with virtual reality. They had a station set up where you could experience it yourself for the low, low price of $10 (or something like that). You put on a set of VR goggles, walked on a treadmill, and shot at things. What made it interesting is that they had a monitor set up so that other people could see what you were seeing. There were obstacles that you had to dodge; some of them would fly out at you suddenly, so it was amusing to watch as the people doing the simulation would duck and, um, sometimes, actually fall down because they were caught off guard by something. I didn't actually do the thing, because I didn't want to spend $10 on something that lasted two minutes, but I had a couple of friends who did; one of them even did it twice. They were very impressed and said it felt like they were right there with things flying at their heads. It was, of course, the '80s when the idea of virtual reality really leaped into popular awareness. Right along with the personal computer. Of course, back in the '80s, we all thought we'd be in a virtual world by this point.
But how far back does virtual reality go?
Well, that's an interesting question, and I'm going to answer it from two perspectives:
First, in the 1950s, Morton Heilig decided that going to the theater should be a fully immersive experience. He began working on his Sensorama which finally came out in 1962. The only piece ever produced was of the viewer riding the streets of Brooklyn on a motorcycle. It was much more than 3D, also providing the vibrations of the motorcycle, the wind on the face, and the smells of the street as the viewer "rode" along. However, the cost of producing the 3D films was just too high, and the Sensorama failed to catch on.
But what we think of as virtual reality really was a product of the '80s and stemmed almost solely from the work of Jaron Lanier. He founded VPL Research in 1985, which is the company that produced the famous goggles and gloves that we all think of when we think of VR.
The biggest issue with VR at the moment is that it's actually much more advanced than we realize. Quite advanced, in fact, within the medical field and the military. I suppose the high cost of VR systems is still keeping it out of the consumer market.
Except in one thing... the building of virtual worlds. The video game industry has become adept at creating worlds, and there have been some amazing strides in that area in recent years. The one I think is the most important is the development of the virtual world in The Force Unleashed. It's the first game world to apply "real" physics to the environment rather than just having the same programmed response every time. Here's a short video that talks about it a bit (although this one is not as good at explaining the significance of what they're doing as the couple I saw back when the game was first coming out, but I couldn't find those):
Some of this technology is related to the stuff ILM developed for Peter Jackson for The Lord of the Rings so that the armies would behave... well, autonomously instead of having groups of soldiers all doing the same thing.
So that's kind of where we are, right now, but from where did all of this come from from a fiction standpoint?
For that, we're going to go back to 1935 and the short story "Pygmalion's Spectacles" by Stanley Weinbaum. In the story, a professor has invented a pair of goggles that allows you to experience a movie as if you were in the movie including interacting with the characters. How familiar does that sound?
Remember Stanislaw Lem (from this post)? Well, in 1960, he had a short story, "IJON TICHY'S MEMORIES," in which a scientist creates an entire virtual world (and, evidently, traps people within it). Trapped in this virtual world is another scientist who creates a virtual world. Yes, within the first one.
And, of course, there's William Gibson with Neuromancer, which I find to be less of virtual reality, as such, and more just a visual representation of cyberspace, even if it is a virtual world.
We also have to jump right back to this post about Snow Crash.
In movies, we have Tron and The Matrix as two of the best examples of virtual reality in fiction.
For me, there was Tad Williams' Otherland series. Virtual reality is to the point where people have jacks implanted in the base of their skulls so that they can plug directly into the virtual network and experience everything by having their brains directly stimulated. It's interesting, though, in that during the course of the books, he shows us how the technology evolved in the world he created. What's interesting is that some of our newest advances in virtual reality have an eerie resemblance to antiquated VR tech in his books.
Here's what it comes down to for me:
When VR becomes a thing that people can enter into and experience as if it was real life, people will not want to leave it. There are already issues with people and the virtual worlds they already have access to, and these worlds are not... well, we don't experience them as if they are happening to us. But there have been cases of child neglect and abuse from parents becoming too immersed in these worlds. There have been cases of people going without food or water to the point of death. And these are just worlds that you experience through a keyboard. Imagine what it will be like when you can have full sensory input. Feel things. Smell things. Even taste things. And it can be better than your life in the "real" world.
Of all things I've talked about in this series, this is the one that I find the scariest. I think we're closer to realizing this one than many of the others. And, more than any of the others, this is the one into which we will go voluntarily.
[Oh, and I did some more digging, and I found the other videos I was talking about.]
But how far back does virtual reality go?
Well, that's an interesting question, and I'm going to answer it from two perspectives:
First, in the 1950s, Morton Heilig decided that going to the theater should be a fully immersive experience. He began working on his Sensorama which finally came out in 1962. The only piece ever produced was of the viewer riding the streets of Brooklyn on a motorcycle. It was much more than 3D, also providing the vibrations of the motorcycle, the wind on the face, and the smells of the street as the viewer "rode" along. However, the cost of producing the 3D films was just too high, and the Sensorama failed to catch on.
But what we think of as virtual reality really was a product of the '80s and stemmed almost solely from the work of Jaron Lanier. He founded VPL Research in 1985, which is the company that produced the famous goggles and gloves that we all think of when we think of VR.
The biggest issue with VR at the moment is that it's actually much more advanced than we realize. Quite advanced, in fact, within the medical field and the military. I suppose the high cost of VR systems is still keeping it out of the consumer market.
Except in one thing... the building of virtual worlds. The video game industry has become adept at creating worlds, and there have been some amazing strides in that area in recent years. The one I think is the most important is the development of the virtual world in The Force Unleashed. It's the first game world to apply "real" physics to the environment rather than just having the same programmed response every time. Here's a short video that talks about it a bit (although this one is not as good at explaining the significance of what they're doing as the couple I saw back when the game was first coming out, but I couldn't find those):
Some of this technology is related to the stuff ILM developed for Peter Jackson for The Lord of the Rings so that the armies would behave... well, autonomously instead of having groups of soldiers all doing the same thing.
So that's kind of where we are, right now, but from where did all of this come from from a fiction standpoint?
For that, we're going to go back to 1935 and the short story "Pygmalion's Spectacles" by Stanley Weinbaum. In the story, a professor has invented a pair of goggles that allows you to experience a movie as if you were in the movie including interacting with the characters. How familiar does that sound?
Remember Stanislaw Lem (from this post)? Well, in 1960, he had a short story, "IJON TICHY'S MEMORIES," in which a scientist creates an entire virtual world (and, evidently, traps people within it). Trapped in this virtual world is another scientist who creates a virtual world. Yes, within the first one.
And, of course, there's William Gibson with Neuromancer, which I find to be less of virtual reality, as such, and more just a visual representation of cyberspace, even if it is a virtual world.
We also have to jump right back to this post about Snow Crash.
In movies, we have Tron and The Matrix as two of the best examples of virtual reality in fiction.
For me, there was Tad Williams' Otherland series. Virtual reality is to the point where people have jacks implanted in the base of their skulls so that they can plug directly into the virtual network and experience everything by having their brains directly stimulated. It's interesting, though, in that during the course of the books, he shows us how the technology evolved in the world he created. What's interesting is that some of our newest advances in virtual reality have an eerie resemblance to antiquated VR tech in his books.
Here's what it comes down to for me:
When VR becomes a thing that people can enter into and experience as if it was real life, people will not want to leave it. There are already issues with people and the virtual worlds they already have access to, and these worlds are not... well, we don't experience them as if they are happening to us. But there have been cases of child neglect and abuse from parents becoming too immersed in these worlds. There have been cases of people going without food or water to the point of death. And these are just worlds that you experience through a keyboard. Imagine what it will be like when you can have full sensory input. Feel things. Smell things. Even taste things. And it can be better than your life in the "real" world.
Of all things I've talked about in this series, this is the one that I find the scariest. I think we're closer to realizing this one than many of the others. And, more than any of the others, this is the one into which we will go voluntarily.
[Oh, and I did some more digging, and I found the other videos I was talking about.]
Labels:
a to z,
Force Unleashed,
ILM,
Matrix,
Morton Heilig,
Neuromancer,
Otherland,
Pygmalion's Spectacles,
Snow Crash,
Stanislaw Lem,
Stanley Weinbaum,
Star Wars,
Tad Williams,
Tron,
virtual reality,
William Gibson
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