Sunday, September 16, 2007

Virtual Culture

Joe Van Schalkwyk
24227804

Virtual Culture

Virtual Reality, defined in the study unit as “an emerging field of applied science”, distinguishes itself quite obviously from the examples of film, telephone- or postal communication. Being an example of “applied science” segregates it to a rather higher position than the “science in use” in the case of the examples.

The 3 I’s used in the description of VR also allude quite apparently to the divide between it and other technologies. Immersion, which isolates and ‘drowns’ the body’s senses applies only to VR simply because other technologies, for instance the telephone, or internet usage leaves the human participant quite free to experience other impulses. Interaction with computers or technology, as in the case of VR is also far removed from that of many other technological experiences, like for instance where sophisticated medical technologies such as laser surgery is used, there is no interaction between patient and technology other than what the surgeon directs. Information intensity also, a prerequisite of VR, is something not necessarily present in other technologies the likes of word-processing, vector drawing applications, or traffic control operations.

The real revolutionary benefit and distinguishing factor of VR, lies in its ability to literally do away with the limitations of reality. Communication, however distant, will always be possible given enough time and resources. Entertainment, today so dependant on technological advances will remain possible without its benefits. However without the limitless benefits of virtual reality, it would for instance never be possible to view the inside workings of the human brain, lungs or heart without possible fatal interference. Similarly it will never be a possibility for the greater majority of the human race to for instance kill other humans, in great numbers, for no apparent reason – like it is in video games – without dire repercussions. Nor will it be possible for but a select view to see the other side of the moon, or experience the depths of the oceans. Limitations such as religious, or cultural ones are also made transgressive. Many cultures forbid women to drive cars, talk to strangers, or simply venture beyond the confines of their own houses – limitations easily overcome by means of virtual reality.

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