An Escape from Reality

Richard Barons

7 October, 2000

 

            The human population is doomed.  Doomed to become lethargic, obese creatures that may never see the actual light of day again.  This fifth horseman that shall bring about mankind’s lazy Armageddon is technology.  Since the dawn of time man has prevailed in escaping from the harshness of the natural world.  With each technological advancement, humans have lessened their efforts and slowly reduced the need for a fit and powerful body for survival.  However, humans are societal creatures, and their energy exertion already decreased with the formation of communities.  The gathering of people into societies causes interaction and communication.  These two actions bring people together to share work, lives, and ideas.  This caused people to become very dependent, yet it introduced a more rapid production and creation of technology. 

            Technology is not evil nor a terrible plague upon humankind.  Most of the life-altering technologies have been extremely useful and advantageous.  The control of fire and invention of the wheel have benefited mankind immensely.  While the use of fire allowed people to stay in northern regions without having to make yearly migrations, the wheel expanded and eased the toiling task of travelling.   Mankind’s warfare techniques have evolved from hand-to-hand combat to a mere push of a button.  Although the minor push of a button requires extensive work and complicated machinery, most of this machinery required a minimal amount of man’s natural energy.  A sword created in the past needed more brute force, whereas a weapons system requires more thought and design.  However, not all humans own button-pushing weapon devices or need to constantly prepare for war. There are not many humans that have the time or money for many technological advances found in modern societies.  In these modern technological societies, there are inventions have pushed the requirements for a healthy human body to drop, as well as the need for an active and capable mind.  Some of these inventions serve as landmarks in reducing the need for a body and the need for thinking.  They have provided an escape from the actuality of learning, working, fighting, and interacting that was so prevalent in the past. 

            One of these bookmark inventions is the book.  Books expanded the memory and experience of entire civilizations.  Here all the records and events are found for everyone to read.  People no longer have to learn everything for themselves through experiences and exploration.  It utilizes human efforts by not having to reinvent the wheel.  When somebody discovers something and records it, no longer does another person have to make this breakthrough by his or herself.  This reduces the amount of travelling and personal attainment of knowledge.  People can easily be influenced by anyone with a pen and some ideas. 

            One example of this is the creation of the “armchair” anthropologists of the nineteenth and early twentieth century.  The anthropologists would rarely venture out to understand new cultures, but would rather sit in their den and read books written by missionaries and explorers.  In turn, they would write their ideas about other people’s ideas about this culture.  Although knowledge gained from books may not be entirely reliable, it allows for more efficiency in learning yet with a lack of a self-sufficient population.  Although “reading a book, was once considered a highly unnatural activity,” it has become a foundation for modern society.  (Stone, 59)  Another way of viewing the idea of a foundation is that of a crutch, an exceptionally useful crutch, but a crutch nonetheless. 

            In the field of entertainment, books provided an escape from the monotonous events of everyday life.  People lost themselves to other worlds and other people’s lives, whether fictional or not.  They could partake in a great noble quest without wielding a sword.  These breaks in reality gave people experiences that were not their own, but simply just the thoughts of a writer.  All that people required to live these adventures was the ability to read and turn words into pictures and actions. 

            Another influential technology that was created many thousands of years after man started recording written records is the television.  Invented in 1923 by Zworykin, this device was a remarkable way to record and present events.  Instead of having to read about something or someone, people could just watch a movie or documentary on the television.  Watching television requires less effort that having to read a book (in a book, there is at least the possibility to increase one’s vocabulary).  Like books, the information viewed on television is the product of someone’s ideas and views.  And with it easy accessibility straight to people’s homes, it is “probably the most powerful influence on culture in western civilization” (Stone, 58).  One did not even need literacy or the cognitive capability of translating words into imagery.  This offers people a further escape from the typical day with only the push of a button.  While most children would normally frolic with friends, television has acted as a substitute for running around and venturing out into the world.             

            Along with television, came the introduction of the video game.  Video games exhibit even more features that allow a user to escape from the real world.  It involves more focus and thought than television, yet for only limited simulation.  Children, and even a rapidly growing number of adults, become obsessed with these virtual games to the point where they may never leave the room for hours on end.  The quality of the graphics and sounds today are “so real that it subliminally enters the user’s experience with no feeling of unreality” (Sutherland, 19).  It is no wonder that this industry has become so popular.  Instead of using one’s imagination to put yourself into a world, others have created that world and most of its effects for you.  This is why for many people, video game systems have replaced quite a bit of physical activity such as sports.  One does not have to worry about going out and making enough friends to play a game, when you have all your teammates and enemies on one video game cartridge. 

            The future of video games and television leads to virtual reality.  Although virtual reality is still in a rather preliminary stage, it is expected to advance in leaps and bounds like most technology.  By 2003, British Telecom anticipates that the market will see a perfected cyberspace ‘holodeck’ using a giant hamster-ball (Pearson).  This will allow a person to visit many different places without having to leave the room.  And even this technology will be improved.  It is predicted that in the not so distant future “navigation (through a virtual world) will be accomplished by natural actions, such as walking, rather than with data wands, unicycles, or treadmills” (Rosenblum, 38).  Incorporated into this kind of virtual environment would be olfactory senses and even reverberation eventually.  People will be able to act and play any way they desire without ever having to step outside or exert much energy. 

            While virtual reality holds the key to different worlds and experiences, AR, or augmented reality, will enhance the world we see around us.  The basic idea of this is the “overlaying of computer-generated imagery atop the real world using a see-through display” (Rosenblum, 39).  No longer will tourists need tour guides or maps, and the audio cassettes found in museum tours will be replaced with virtual displays.  This will enhance human experience and radically reduce the amount of planning and effort put into vacations.  Of course, upon the perfection of virtual reality, people will not have to take the step of travelling to experience AR in another land. 

            Virtual and augmented reality, like most other inventions, could benefit our society.  It could provide services for disabled people, increase the education factor to allow kids to experience the past, and generally create amusement or people.  Like books and television, this technology tends to shift towards a reduction in physical and mental activity.  It will lessen the drudgery of life and artificially increase the pleasure.  This will create the “risk of virtual environments becoming more attractive than reality for a segment of the population” (Rosenblum, 39). 

            The invention that has and will continually bring all these creations and the world together is the Internet.  The Internet combines text, videos, and even social interactions through a network of websites.  It provides an ease of rapid absorption of information.  The text found in websites includes editorials, news, history, and information on culture.  Rarely can one not find information about almost any topic within a few minutes.  Although the Internet decreases the time put into most research, it is not always accurate.  Unlike television and books, the Internet is not very regulated.  Information found on web pages, created by users from their homes, is displayed with their complete and unedited ideas and views.  Here viewers can acquire all sorts of ideas without venturing to a library or even thinking things through by one’s self.  This almost negates the need for a cognitive mind or a physical body to learn about the world. 

            The videos and graphics found throughout the Internet provide the same experience as video games and television.  It is mostly used for entertainment and learning purposes.  Learning can take on the forms of books and graphics with interaction through virtual displays, “substituting inferior virtual reality for true reality” (Stone, 59).  The Internet replaces the body as a vessel, albeit not a complete vessel yet, in which to attain knowledge. 

            While the Internet is replacing the need for the body in order to learn, so will it replace the body for socialization.  The Internet may have reduced the interaction of humans; it has not dissipated their desire for communities.  The communities today, however, are “created by mutual interests and habits rather than geography” (Stone, 59).  In these communities one can find so many forms of communication.  The interpersonal aspects of these include emails, chat rooms, and instant messaging.  One no longer has to worry about distances affecting a friendship, when the friendship was formed thousands of miles away through the World Wide Web.  The Internet has been “accused of turning people away from the real world of interpersonal relationships” (Stone, 58).  These societies have the capability to draw people completely away from their local towns and associate their residence with an online community.  These communities share the same characteristic of virtual reality, mocking real life.  There has even been a prediction that the first net war will take place in 2007 (Pearson, 1997).  Along with shopping resources and the work at home programs, mankind will almost never need to ‘access’ the real world.  

            These inventions and many more to come will slowly reduce humankind’s need for a body, and eventually a mind.  People will become mere shells that contain the information of their virtual self.  The technologies discussed above increase the need for genetic engineering and artificial intelligence.  There will be no need for the maintenance for bodies, with the upcoming genetic engineering technology.  Body parts could be updated and replaced when it is necessary.  The widespread use of artificial intelligence could cover the maintenance of the physical world, and reduce the need for manual labor.  This would enable humans to become more involved with their virtual lives and further disappear into the internet.  So then, for our reader, a proper good night, good afternoon, or good morning is in order, depending upon the time of day it is in whatever geographical or virtual location they are viewing this from. 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Pearson, Ian.  “BT Technology Timeline – Towards life in 2020.”  BT Technology Journal.  Advanced Communications and Engineering, London, 1999.

http://www.bt.com/bttj/vol18no1/tomorrow.htm.     

 

Rosenblum, Lawrence.  “Virtual and augmented reality 2020.”  IEEE Computer Graphics and Applications.  IEEE, Los Alamitos, CA, vol. 20, no. 1, pp. 38-39, 2000.

 

Stone, Maureen.  “The Graphic Web.”  IEEE Computer Graphics and Applications.  IEEE, Los Alamitos, CA, vol. 20, no. 1, pp. 38-39, 2000.

 

Sutherland, John.  “Reality Takes Over.”  Computer Bulletin.  BR COMPUT SOC, SWINDON, vol. 2, no. 2, pp. 18-19, 2000.