Leaving the socio-political arena,
we may in some sense predict the tension between
convergence and divergence, by
looking at the meaning context of
the concept of convergence,
again using the Visual Thesaurus, where
we find that not only notions such as overlap and
occurrence are related to it, but also the complementary concept
of divergence.
However, instead of speculating on the meaning of words,
it might be more worthwhile to look at what we may consider
to be the recent history of multimedia, entertainment.
entertainment
In november 2000, a theme issue of the Scientific American
appeared, featuring a number of articles discussing
(digital) entertainment in the era of digital convergence.
Let's start with a quote:
Scientific American (november 2000)
The barriers
between TV, movies, music, videogames and the Internet are crumbling.
Audiences are fetting new creative options.
Here is what entertainment could become if the technological and legal hurdles can be cleared ...

Moreover, the editors made some wildly speculative claims,
such as
digitizing everything audio and video will disrupt the entertainment industry's social order, and
the whole concept of holding a CD or movie in your hand will disappear once d-entertainment is widely available.
To some extent this seems already to be true, as for example
the music industry can painfully testify to.
Underlying the importance of entertainment in the era
of digital convergence is the premisse governing
an entertainment economy, which may be stated as
there is no business without show business

Additionally, the authors of the introduction to the theme issue
speculate that
the creation of content will be democratized,
due to the availability of low cost digital movie cameras and PC video editors.
Producing a video movie is now possible
for just a few thousend euro or dollars.
However, given the aesthetic ignorance of the average individual
making video movies, it seems doubtful that this will
hold true for entertainment in general.
In that same issue of the Scientific American,
Gloria Davenport, a pioneer in the field of
multimedia, presents list of applications characterizing
the evolution of digital entertainment, [Entertainment]:
evolution of digital entertainment
- 1953: Winky Dink (CBS) -- interactive television, drawing exercise
- 1972: Pong (Atari) -- ping-pong on computer screen
- 1977: Adventure -- text-based interactive fiction
- 1983: Dragon's Liar -- laser-disc technology 3D game
- 1989: SimCity -- interactive simulation game
- 1989: Back to the Future -- the Ride
- 1993: Doom -- 3D action game
- 1995: The Spot -- interactive web-based soap opera (Webisodic)
- 1999: IMAX3D -- back to Atlantis (Las Vegas)
- 2000: Big Brother -- TV + around the clock Web watch + voting
- 2001: FE Sites -- fun enhanced web sites

It is interesting to note that Big Brother,
which was originally created by a Dutch team,
has become a huge success in many countries.
Although the integration with the web was limited, it may
be seen as the start of a number of television programs
with web-based interaction facilities.
digital experience
The list compiled by Gloria Davenport suggests,
a convergence towards an 'ultimate digital experience',
Now, what does digital experience mean?
In a special issue of the Communications of the ACM,
about the next 1000 years of computing, Ramesh Jain
makes the following observation, [Experience]:
experience is fundamental to human life
The desire to share experiences
will be the motivating factor in the development of exciting multimedia technology in the foreseeable future.

Considering the variety of means we have at our disposal
to communicate, as reflected in the list below,
we may wonder whether our current technology really stands out as
something special.
communication technology
- oral -- communicate symbolic experiences
- writing -- record symbolic experiences
- paper -- portability
- print -- mass distribution
- telegraph -- remote narrow communication
- telephone -- remote analog communication
- radio -- analog broadcasting of sound
- television -- analog A/V broadcasting
- recording media -- analog recording
- digital processing -- machine enhancement
- internet -- multimedia communication

According to Ramesh Jam, internet-based multimedia
communication differs from earlier communication technology
in that it somehow frees the message from the medium.
Reflecting on Marshall McLuhan phrase -- the medium is the message --
he observes that:
the medium was the message when only one medium could be used to communicate messages.
Now, that the Internet allows the synthesis and rendering of information and experiences using whatever is the most appropriate media to convey the message,
the message is, as Jain phrases it, just the message, and the medium is just the medium.
In other words, the medium itself does not seem to constrain
what message can be conveyed.
Looking at the documentary Fahrenheit 9/11 though,
we may seriously doubt whether this is true.
Although it is possible to gain knowledge about the alliances that
underly politics, even in the age of the internet, the
television campaigns seem to be more dominant in
affecting the general publics opionion about global politics
than anything else, due to the conventional formats
of presentation and editing.

1
Let's once more look at a graph, above, indicating the
concept relations for the notion of medium.
What strikes me as important are the relations with
the distinct concepts of substance, communication,
environment, and intermediate.
In some respects the notion of medium, underlying the
plural use of it in multimedia is comparable to the notion
of ether, which was once seen as a vehicle
for the transport of broadcasted information.
But I also like to stress the 'substantial' aspect of multimedia,
as a material for design and creation, similar to paint.
The basic issue here is what is a medium and how does
it affect, or even shape our experience(s).
Following Ramesh Jain, we may speculate
that the range of sensory information offered
by multimedia applications may become much richer
than is currently the case, and we may then predict
that there will be a tremendous progress in presentation
technology,
multisensory presentation technology!
Clearly, from a technological perspective there seems
to be no limit, except those imposed by our own phantasy.
However, it should be equally obvious that compelling experiences
rely on carefully staged presentations,
and as such require an entirely new discipline of design.
|
|
VR for pain relief | image delivery system |

2
example(s) -- VR for pain relief
The research
project fMRI Research on Virtual Reality Analgesia at the Human Interaction Laboratory (Washington)
has explored the use of VR to reduce the agonay of taking MRI scans.
The U.W Radiology Digital Imaging Science Centers wide field of view magnet-friendly virtual reality image delivery system makes it possible for volunteers and patients to have the illusion of going into virtual reality during fMRI brain scans.
As explained on the website, the image on the left above,
shows a woman in virtual reality during an fMRI brain scan, looking into a custom magnet-friendly virtual reality goggles. VR images from projectors in another room are carried to the participant in the form of light (photons, no electrons) via optic fiber image guides. The participant has the illusion of going inside the virtual world, allowing researchers to measure what happens to her brain when she reports reductions in pain during VR.
The white cage-like structure around the womans head, in the image on the right, shows fMRI receiver coils used by the fMRI brain scanner to collect the information about changing patterns of brain activity.
Another project investigating the use of VR techniques
for pain distraction can be found
at the site of the Virtual Environments of the Georgia Institute of Technology, Atlanta.
research directions -- the face of cyberspace
The notion of cyberspace was introduced in
William Gibson's novel Neuromancer,
that appeared in the early 1980's, signifying
a vast amount of (digital) data that could be accessed
only through a virtual reality interface
that was controlled by neuro-sensors.
Accessing data in cyberspace was not altogether
without danger, since data protection mechanisms
(including firewalls, as we call them nowadays)
were implemented using neuro-feedback.
Although the vision expressed in Neuromancer is (in our days)
still futuristic, we are confronted with a vast amount of information
and we need powerful search engines and visualisation
techniques not to get lost.
So what is the reality of cyberspace today?
... cyberspace is a construct in terms of an electronic system.
as observed by Vivian Sobschack, 1996,
quoted from [History], p. 321.
On reflection,
our (electronic) world of today might be more horrendous than
the world depicted in Neuromancer.
In effect,
cyberspace
television, video cassettes, video tape-recorder/players, video games, and personal computers all form an
encompassing electronic system whose various forms interface to constitute an alternative and absolute world
that uniquely incorporates the spectator/user in a spatially decentered, weakly temporalized and
quasi-disembodied state.
All these gadgets make us dizzy,
stoned with information and fried by electro-magnetic radiation.
However, the reality of everyday computer use is (fortunately?)
less exciting than the images in Neuromancer suggest.
User interfaces are usually tiresome and not at all appealing.
So except for the fanatic, the average user does easily get bored.
Would this change when virtual reality techniques are applied
pervasively?
What is virtual reality?
virtual reality
virtual reality (is) when and where the computer disappears and you become the 'ghost in the machine' ...
In other words, virtual reality is a technology that
provokes immersion, sensuous immersion, supported by
rich media and powerful 3D graphics.
In our age of information, we may wonder how all that
information should be presented.
Rephrasing the question, we may ask
what are the limits of the digital experience, or more importantly, what should be the norm: 3D virtual
environments, plain text, or some form of XP?
(C) Æliens
04/09/2009
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.