Our Virtual Future
A few months ago, I pulled on an Oculus Rift headset for the first time and stepped into a virtual reality meeting room. I was there to tape an early screen test for Conundrums,听Slate鈥檚听. My role was simple: I had been told that I was going to play the part of a famous comedic actor and that I just had to answer questions about his favorite sports teams. Though I am rarely funny and know almost nothing about sports, I was game to pretend. What else is virtual reality for?
Alone in the space, I started fiddling with the tools. Before long, I had figured out how to change the appearance of my environment. Soon my original surroundings vanished, replaced by a photographic 360-degree panorama of a gorgeous plain. I was somewhere far in the north. In the sky above me, the aurora borealis rippled like a living crown. When a colleague appeared a little later, he was transfixed. 鈥淭his will end civilization,鈥 he said. 鈥淣o one is ever going to leave home again.鈥
I suspect he was being hyperbolic, but there was something earnest in his awe. He would hardly have been the first to detect a sinister edge to the appeal of virtual reality. In her book听, Virginia Heffernan writes, 鈥淪ometimes when I listened to developers talk about their eagerness to 鈥榠mmerse鈥 audiences in multisensory experiences, I thought I detected a less savory desire to听imprisonthem in programming, to leave them with no sensory exit.鈥
If they鈥檙e desperate to pull us in, it may be because virtual reality always seems to be pulling away. After all, futurists have been promoting the supposedly inevitable rise of VR since at least the 鈥80s, always telling us that it would be everywhere within a few years. While the听Oxford English Dictionary鈥檚 lexicographers trace the term itself to 1979, technologists have been working to realize its promise for much longer. In the 鈥60s, cinematographer Morton Heilig听, which sought to give users the look, feel, and even smell of experiences such as riding on a motorcycle. Later that decade, a听听allowed users to traverse wireframe virtual environments. By the 鈥90s, the technology had gone commercial with Nintendo鈥檚 Virtual Boy, a personal display with听.
Each of these innovations stumbled in time, but they still fed into the popular imagination, at once inspiring and drawing from听. The most recent spike of enthusiasm accompanied Facebook鈥檚 2014 purchase of Oculus VR, a company that promised to finally get VR right, for $2 billion. As Will Oremus听, the social networking behemoth hoped to turn VR 鈥渋nto a platform that would allow you to do anything from shopping at a virtual store to consulting with your doctor to taking a courtside seat at a basketball game鈥攁ll without leaving your couch.鈥 The sale may have ultimately landed me in that VR conference room this year, but the surrounding enthusiasm still felt all too familiar for some. 鈥淸I]t just feels like they鈥檙e recycling the same old press releases and nonsense that people were talking about 20 years ago,鈥 market researcher听.
As this condensed history suggests, virtual reality has long been something of a stand-in for all forms of digital technology. Maybe this is why we鈥檝e been expecting it for so long: VR鈥檚 coming apotheosis would mark the arrival of a seemingly inevitable moment, the time when our electronics will be so pervasive as to occlude the sun itself. Each new device鈥攖he Sensorama Simulator, the Nintendo Virtual Boy, the Oculus Rift鈥攐ffered a vision of what technology could be, even if it wasn鈥檛 quite there yet. The era of VR, whatever shape it took, would be the one in which our world was more digital than organic, our every experience filtered through computerized lenses. The capacities of our own bodies would be replaced by the limits of our interfaces. They would enchant us, surround us, dictate the very parameters of our lives.
So perhaps to speak of virtual reality has long been to anticipate a loss: the disappearance of a world through which we move under the power of our own limbs. This strangely enticing fear speaks to a paradox all but inscribed in the term听virtual reality听itself. When we use it to speak of computers,听惫颈谤迟耻补濒听typically means 鈥渟imulated.鈥 But the virtual, as we commonly understand it, describes that which isn鈥檛 actually real. The first word therefore undermines the second, the very concept destabilizing the ground on which we walk.
Diving into the etymology of听virtual, however, suggests another set of meanings implicit within our use of this peculiar term. In its oldest sense, virtual derives from the Latin听virtualis, which the听翱贰顿听defines as听鈥渙f or relating to power or potency鈥 or, somewhat later, having 鈥渢he power to produce an effect.鈥 Closely aligned to potentiality,听惫颈谤迟耻补濒听referred to the internal, but as yet unexpressed, capacities of a thing. If those capacities were opposed to reality, it was only in the sense that they had not yet shaped the world.
This anticipatory valence of听惫颈谤迟耻补濒听predates our more common understanding of it鈥攖he one that opposes it to reality鈥攂y centuries, though it has largely fallen into disfavor today. Those who have continued to use it in that original sense are mostly philosophers. Many of them draw inspiration from the Nobel Prize鈥搘inning Henri Bergson, one of the early 20th听century鈥檚 most popular intellectual celebrities, who made the virtual central to his speculations. In his 1896 treatise听, Bergson suggests that we rarely experience the material world as it really is. Instead, he claims, we pare away at the excess of our surroundings, discarding 鈥渨hat has no interest for our needs,鈥 such that we perceive only the 鈥渧irtual鈥 qualities of objects鈥攚hich is to say,听their听capacity to serve some function for us and听our听capacity to use them. If this is true, our very experience of the world is virtual, since we see objects on in terms of the ways we might manipulate them. Perception, Bergson proposes, is itself a prophecy about our own capacity for action.
Though virtual reality research remained distinct from such speculations, it may be at its most valuable when it inspires us to reflect on the body. Jaron Lanier, who helped popularize the term听virtual reality听in the 鈥80s,听听the importance of 鈥減hysicality.鈥 He claims that in the labs of VPL Research, his early VR company, they would sometimes show visitors a real flower after they emerged from a demo. The contrast with the digital environments they had just left would, he says, lead them to see the blossoms in a 鈥渉yperreal way.鈥 A strikingly similar scene also provided the听, which likewise suggests that the true power of VR is its ability to refocus us on the vivid qualities of everyday sensation.
Some have, of course, warned that virtual reality can only impoverish our sense of the world. The Slovenian philosopher Slavoj Zizek is careful to distinguish the virtual (in its philosophical sense) from VR in his 2004听. 鈥淰irtual Reality in itself is a rather miserable idea: that of imitating reality, of reproducing its experience in an artificial medium,鈥 he writes. It is 鈥渕iserable鈥 because it is organized around the fantasy of our ability to occupy another body. By contrast, the virtual, which Zizek writes with a capital V, is the story I tell myself about the capacities of my own body. It involves an anticipation of our corporeal agency, rather than a rejection of our innate capacities.
For all that, the virtual and virtual reality may yet correspond as the latter comes ever closer. If they unite, it will likely be through our understanding of virtual reality as a kind of听simulation鈥攕omething that we attempt in theory before we put it into practice. Even if virtual reality is inevitable, we may yet have something to learn from Bergson鈥檚 work. This was his lesson: The future isn鈥檛 what happens to us; it is what we see ourselves eventually doing. Our virtual moment may be coming, but in the constant reopening of virtual perception, there is always room to change our course.
This article originally appeared in听, a collaboration among听,听, and听. Future Tense explores the ways emerging technologies affect society, policy, and culture.