Harold Thimbleby looks at how virtual reality is changing real lives.
We have all read novels that have enchanted us so much that the novel's world extends beyond our mind and almost has a life of its own. It becomes hard to tear ourselves away. Similarly, when children play with toy trains we know that their world is make-believe. Computers are much better at creating imaginary worlds than either books or toy trains.
Computer virtual-reality games are incredibly seductive, and the boundaries between reality and imagination melt away in what is called the immersive experience. These new computer realities will change our real-life world in substantial ways, changing how people will do surgical operations, control nuclear-power plants, and how they will spend their time in entertainment systems. Books about the potential of these new worlds vary enormously; most are more enthusiastic utopianism than sense. Steve Grand's Creation is in a world of its own. It is such a good read that it creates in its reader's mind a world worth going back to, to see how the story finishes. It also strikes a fine balance between mystery and explanation. There are three sorts of people who will get much from Creation : those who believe that the existence of intelligent machines, let alone the creation of life, is abominable; those who want to learn about one of the most successful and intriguing areas of computing; and, finally, philosophers who want some disputable material on free will, life and consciousness. The first group will find that intelligent life is already happening. The second group probably will not be torn from their computers. The third will find wobbly details that need further work.
This book positively enthuses about the creation of life, consciousness and intelligence. One wonders to what extent the author and indeed the community of scientists he writes about have been swept up by the powers of their own imagination. It is obvious that the simulation of a railway on a computer screen, even a simulation in which one might participate (as a game player) is not a real railway. Why then should the simulation of life on the computer screen be real life? Mostly because we want to believe it is real life.
The system Grand built, Creatures , has produced a worldwide following. The game simulates the life of creatures called norns, down to details of thinking and reproducing, using neural and genetic algorithms. (Have a look at http:///www.creatures.co.uk for details.) There are websites for adopting norns, and the care and concern lavished on them is like the behaviour more often associated with cat lovers. There is even a website devoted to cruelty to norns, and Grand comments that much of the hate mail sent about this site shows more regard for norn life than for human life.
Is this an example of humans getting carried away with their imagination, or does it indicate that there is more to artificial life than mere simulation?
A good science-fiction story works because we suspend disbelief. As Grand points out, Star Trek stories rely on impossible technology, but creativity is so essential to the storyline it would be churlish to edit the strict impossibilities out. Likewise, Grand's book is a great story that has oversights that make the narrative run better; each trompe l'oeil looks great, but it would spoil things to analyse it too deeply.
So, although this is not a university manual on the heady world of biological creation, as its title suggests, it is certainly a source of material for anyone who researches the growing confusions in our perceptions of reality, or is interested in the debate about the social impact of computers.
Harold Thimbleby is professor of computing, Middlesex University.
Creation: Life and How to Make it
Author - Steve Grand
ISBN - 0 297 64391 6
Publisher - Weidenfeld and Nicolson
Price - £18.99
Pages - 230
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