September, 1993      _EJournal_  Volume 3 Number 2      ISSN 1054-1055

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                  KNOCKING ON HEAVEN'S DOOR:
           Leibniz, Baudrillard and Virtual Reality

                     by  C.J. Keep
                    Queen's University
              Kingston, Ontario    Canada  K7L 3N6
                   [email protected]

 Early in the eighteenth century, Leibniz envisioned what might
 fairly be called the first reality engine.  Central to the argument
 of the _Theodicy_ (1710), is the claim that the mind of God
 comprehends an infinity of possible worlds, each of which exists *in
 potentia*.  Of these, only one was brought into being, because only
 one --the actual world in which we live-- fulfils the divine plan for
 creation.  For Leibniz, this world is the best of all possible
 worlds precisely because it is the only one which the Almighty chose
 to instantiate.  "God must needs have chosen the best," he writes,
 "since he does nothing without acting in accordance with supreme
 reason" (128).
                                                             [l. 67]
 The Theodicy concludes with a journey that anticipates both the
 nature of virtual reality technology and the epistemological
 problems arising from it.  Extrapolating on Laurentius Valla's
 _Dialogue on Free Will_, Leibniz tells of Theodorus' dream in which
 the goddess Pallas guides him through an infinitely large pyramid,
 each hall of which contains, "as in a stage presentation" (371), a
 fully realized possible future.  The pyramid is a series of tactile,
 three-dimensional, but wholly fictional environments through which
 Theodorus can physically move and experience the full spectrum of
 sensory stimuli --sight, sound, taste, smell and touch.  He can,
 moreover, control the degree of representational detail of each
 scene with a wave of his hand. Pointing to a book which appears like
 a pull-down menu in each room, Pallas explains,

        It is the history of this world which we are visiting .
        . . . Put your finger on any line you please . . . and
        you will see represented actually in all its detail that
        which the line broadly indicates. He obeyed, and . . .
        lo! another world, another Sextus [came into view].
        (371-72)

 The sense of depth, of fullness and representational plenitude, that
 Theodorus experiences in the worlds populating the great pyramid --
 and the ability to interact with those worlds-- are the goals of
 virtual reality technology, or VR.  Current attempts to realize
 these goals usually require the user to don a headset which
 completely encompasses the field of vision, and one or more other
 items of peripheral hardware such as a glove or a body harness.  These
 input devices are equipped with remote sensors which translate the
 body's movements into a stream of digital information.  Thus trussed
 up, the modern day Theodorus is connected to the "reality engine,"
 a high-speed graphics-oriented computer.  This sends to the headset
 a three-dimensional image of a virtual environment -- a classroom,
 for example, or the surface of the planet Venus.  When users,
 completely immersed in "cyberspace," turn their head, walk forward,
 or crouch down, the image moves accordingly.  The use of stereo
 sound effects and the ability to pick up or move objects within the
 virtual environment help reinforce a visceral sense of "being
 there."
                                                              [l. 107]
 The verisimilitude offered by current state-of-the-art VR technology
 is somewhat short of that depicted in the 1991 film _The Lawnmower
 Man_.  The advanced computer graphics which provide some of the
 film's special effects present alternately glorified and demonized
 images of virtual worlds which are simply beyond the current state
 of the technology.  Even the well-funded NASA/Ames project has only
 been able to produce a cartoon-like environment, one lacking the
 texture, detail and gradations of colour necessary to produce a
 truly convincing "reality."  But we should not underestimate the
 pace of developments in computing.  Not twenty years ago, computers
 filled entire rooms and could still perform only rudimentary tasks.
 Today the same tasks could be performed by the microprocessor in a
 wrist watch.  Thus when Michael McGreevey of the NASA/Ames project
 says he will walk on a *virtual* Venus in the next two years, I
 suspect we should believe him.


 The possibility that we will be able to mould and shape our own
 private alternate worlds, that there will exist for each of us a
 means of realizing some personal Platonic ideal behind the mask of a
 stereoscopic LCD display, raises serious issues concerning the
 epistemological status of the real.  If the virtual can offer the
 complete range of sensory experiences available in the empirical
 world, and if, as some proponents claim, VR can even optimize those
 experiences such that the real comes to seem a pale shadow of the
 virtual, how will one still differentiate between the sign and the
 referent?  Is this the telos of a world in which, as Baudrillard
 claims, the real "is produced from miniaturised units, from
 matrices, memory banks and command models" (3), in which "the very
 definition of the real becomes: that of which it is possible to give
 an equivalent reproduction" (146)?
                                                                 [l. 139]
 The virtual gave Leibniz no cause for alarm.  On the contrary, the
 Theodicy posits the existence of "an infinitude of possible worlds"
 (128) not in order to volatize the model of a fixed and determinate
 uni-verse, but to reinforce it, to justify the ways of God to men.
 This vision of a multi-verse, all contained in the halls of a giant
 reality engine, concludes with Theodorus' ascent to the very apex of
 the pyramid.  There, in the most beautiful of the rooms, he
 discovers the actual world and is overwhelmed by the experience:

        Theodorus, entering this highest hall, became
        entranced in ecstasy; he had to receive succour
        from the Goddess, a drop of divine liquid placed on
        his tongue; he was beside himself for joy.  We are
        in the real true world (said the Goddess) and you
        are at the source of happiness.  Behold what
        Jupiter makes ready for you, if you continue to
        serve him faithfully. (372)

 The existence of an infinite plurality of alternate schemes for
 creation only serves to renew Leibniz's faith in the one which God
 chose to instantiate.

 Early initiates to the mysteries of cyberspace report a similarly
 epiphanic response.  Howard Rheingold claims that many users of VR
 technology undergo what he calls a "conversion experience," a
 moment in which the sense of having moved into a wholly fictional
 reality grips the person with the certainty of a new found faith
 (14).  The ecstasy of the VR experience recalls the Greek root of
 the word, ekstasis, meaning to stand outside oneself, to feel your
 sense of self projected to a point outside that occupied by your
 body.  Where Theodorus' ecstasy essentially leads him back to
 himself, to the corporeal body that inhabits the actual world, VR
 tends toward an almost religious sense of transcendence.  The advent
 of the virtual announces the end of the body, the apocalypse of
 corporeal subjectivity.  According to Randal Walser and Eric
 Gullichsen, two of the field's major architects,
                                                                  [l. 176]
        In cyberspace, there is no need to move about in a
        body like the one you possess in physical reality.
        You may feel more comfortable, at first, with a
        body like your "own" but as you conduct more of
        your life and affairs in cyberspace your
        conditioned notion of a unique and immutable body
        will give way to a far more liberated notion of
        "body" as something quite disposable . . . . You
        will find that some bodies work best in some
        situations while others work best in others.  The
        ability to radically and compellingly change one's
        body-image is bound to have a deep psychological
        effect, calling into question just what you
        consider yourself to be.  (quoted in Rheingold,
        191)

 In the ecstatic realm of the virtual, all things become pliable,
 changeable, improvable.  We could, for example realize Prufrock's
 dream of living as  "a pair of ragged claws / Scuttling across the
 floors of silent seas" ("The Love Song of J. Alfred Prufrock,"
 73-74), or experience the sense of incorporeality, of having no body
 at all.  VR shares none of Leibniz's faith in the supreme wisdom of
 God's creation, but rather looks to abandon it, to step outside the
 body in search of as yet unthought combinations, relations, and
 forms.

 The virtual then perhaps offers a way out of the cultural and
 epistemological dead-end of Baudrillard's theory of hyperreality.
 The real ceases to be real for Baudrillard when it comes to resemble
 itself, when the difference between the sign and its referent is
 obliterated and the subtle charm of the trompe-l'oeil gives way to
 the endlessly repeatable perfection of the digital code.  The
 hyperreal is the condition in which art, as Andy Warhol recognized,
 is everywhere, and everything, from Campbell's Soup cans to
 reproductions of photos of Marilyn Monroe, is art.  The real,
 Baudrillard claims, "has been confused with its image.  Reality no
 longer has the time to take on the appearance of reality"
 (_Simulations_, 152).
                                                                [l. 215]
 The crisis of representation derives precisely from this
 catastrophic collapse of difference; when the sign and the referent
 are drawn together in an "implosive madness" (_Simulations_, 147),
 the space that is representation disappears.  But it is in this
 space which is no-space, a virtual space, that the virtual is born.
 For some critics, such as Benjamin Wooley, VR is associated with,
 even seen as the apotheosis of, Baudrillard's concept of the
 hyperreal, and in one sense this is justified; VR strives to
 simulate not only the look of the real, but also its feel.  For all
 that it leaves the body ecstatically behind, VR valorizes, even
 fetishizes, the five senses in order to produce its visceral sense
 of verisimilitude.  In so doing, VR looks forward to a time when its
 simulated worlds will seem more real than the real, when the latter
 will come to have the uncanny sense of appearing similar to the
 virtual.

 The strain of VR technology which tends most dramatically toward the
 dead end of the hyperreal is, not coincidently, the one fostered by
 the American military.  The "Super Cockpit" program of the U.S. Air
 Force, slated for completion in 1996, arose from the recognition
 that the technological sophistication of the next generation of
 fighter planes would outstrip the ability of human pilots to monitor
 effectively all of the two hundred various gauges, meters and
 electronic read outs crammed into their cockpits.  Placing the
 operator in a virtual environment, however, removes the ergonomic
 obstacles to delivering death at mach three --even as the pilot
 himself disappears behind his headmounted display screen.  The
 ecstasy of virtual combat, the unlimited freedom that results from
 the increasingly mediated nature of technological warfare, is
 hungrily anticipated in an article from _Air & Space_ magazine:

        When he climbed into his F-16C, the young fighter
        jock of 1998 simply plugged in his helmet and
        flipped down his visor to activate his Super
        Cockpit system.  The virtual world he saw exactly
        mimicked the world outside.  Salient terrain
        features were outlined and rendered in three
        dimensions . . . . Once he was airborne, solid
        cloud cover obscured everything outside the canopy.
        But inside the helmet, the pilot "saw" the horizon
        and terrain clearly, as if it were clear day.  His
        compass heading was displayed as a large band of
        numbers on the horizon line, his projected flight
        path a shimmering highway leading out toward
        infinity. (Thompson, 75-76)
                                                              [l. 261]
 The Super Cockpit program differs significantly from simple flight
 simulators.  In the *hyperreal* Super Cockpit, the work performed in
 the virtual space is also work done in the real world; when the
 "young fighter jock" downs a "bandit" by pushing "a phantom button
 on a virtual display screen," then it is not a virtual person but a
 real person who dies in the bright light of a real air-to-air
 missile.

 The thanatotic impulse of the military's VR programs, I would argue,
 draws out the distinctly masculinist will-to-power inherent in the
 attempt to re-make the world, to finally take on the divine powers
 of creation.  The hyperreal can perhaps be seen as the swan song of
 the historical project known as "man": a desperate bid for
 transcendence in the dying days of male hegemony in which the
 masculine subject imagines himself disappearing down a "shimmering
 highway" paved with microchips.

 Paradoxically, however, it is at the point where the virtual most
 completely approximates the physical world, when VR seems to
 collapse the distinction between the sign and the referent, that it
 illuminates difference.  At the asymptotic limit of representation,
 VR breaks free of the gravitational pull of the actual and opens a
 new space for the imagination.  The difference:  Where the
 *hyperreal* is constituted by the play of surfaces, by a paralytic
 fascination with exteriority, the *virtual* offers images with
 depth, images which one can enter, explore, and, perhaps most
 importantly, with which one can interact.  The virtual is thoroughly
 interior.  Unlike cinema, for example, or the photograph, the
 virtual takes you inside spaces, lets you be surrounded.  But its
 depth is not that of the absolute ground which guaranteed the
 sovereignty of the real; VR's depth is self-reflexively fictional,
 tentative, open to change and adaptation.
                                                                    [l. 294]
 For Jaron Lanier, a software designer widely considered the "guru"
 of VR, the virtual constitutes a "post-symbolic" order.  The empire
 of the sign collapses when one no longer requires words, numbers,
 keyboards, and screens.  Extrapolating from his early efforts to
 create a computer language that replaced alpha-numeric strings with
 pictograms, Lanier sees the virtual as a means by which people can
 regain a kind of immediate relation to their work.  "Information is
 alienated experience," Lanier claims, but when people are no longer
 divided from their tasks by a screen, and can, in effect, enter into
 the realm where the work is performed, alienation gives way to
 visceral experience.  "When you make a program and send it to
 somebody else," Lanier told an interviewer in 1985, "especially if
 that program is an interactive simulation, it as if you are making a
 new world, a fusion of the symbolic and natural elements.  Instead
 of communicating symbols like letters, numbers and pictures . . . you
 are creating miniature universes that have their own internal
 mysteries to be discovered" (quoted in Rheingold, 159).

 The interactive nature of VR is at the heart of Lanier's vision of
 post-symbolic communication.  Tele-presence, the ability to project
 a virtual body and sense of self to any location connected to a
 telephone line, allows people separated by even the greatest of
 distances to meet and collaborate in a virtual space.  Moreover,
 because cyberspace is eminently malleable, the meeting place itself
 may become the means by which we communicate with one another.
 Lanier's company, VPL Research, for example, recently conducted a
 demonstration called "Day Care World."  Two architects, one in
 Houston, and the other in San Francisco, donned cyberspace suits,
 sensor-fitted leotards which turn the entire body into a remote
 input device.  The architects telecommuted to VPL's headquarters in
 Redwood City, California, where they met inside a computer to design
 a daycare centre with virtual imaging tools.  Upon completion, they
 were able to "reduce" their simulated size to that of a child in
 order to better understand the problems the building's future
 occupants might have with their design.
                                                                  [l. 330]
 VR returns representation to the body at the very moment that it
 frees us from it.  In the realm of the virtual, one communicates
 again with the inflections of voice, the subtleties of facial
 expressions and the dramatics of hand gestures.  In offering us
 alternative bodies, it offers us alternative body languages.

 The utopian impulses which atrophied in the age of the hyperreal, in
 the age of our mute transfixion before the sign, are revived in the
 age of the virtual.  The literature of its enthusiasts beckons us to
 a land of digital milk and honey:

        Only a tradition bound to the precious object as
        commodity would find problematic the replacement of
        'reality' by a 'simulacra of simulations' . . .
        Moralistic critics of the simulacrum accuse us of
        living in a dream world.  We respond with Montaigne
        that to abandon life for a dream is to price it
        exactly at its worth.  And anyway, when life is a
        dream there's no need for sleeping. (Youngblood,
        15-16)

 Others, noting VR's relation to the military apparatus and its
 potential as a kind of electronic opiate for the masses, are less
 enthusiastic.  Kevin Robins, for example, argues this "cynical
 substitution of simulation for reality can only superficially
 overcome the alienation of our social existence; our pain will
 return to haunt us as nightmares the more we seek refuge in the
 'dream' of virtual reality" (114).
                                                               [l. 359]
 The portentous fears of critics like Robins, or films like
 _The Lawnmower Man_ (in which VR is responsible for transforming an
 innocent simpleton into a Nietzschean *Ubermensch* with homicidal
 tendencies --and a Christ complex to boot) are expressions of a kind
 of panic, a panic arising from loss of the comforting assurance of
 the real, from the desire to return to the certainties of the
 symbolic.  What these fears overlook, or attempt to repress, is the
 simple fact that it is too late to go back to some putative "real
 true world"; we already live, and perhaps have always lived, in the
 virtual.  When computer graphics programmer Alvy Ray Smith proclaims
 that "reality is 80 million polygons per second" (quoted in
 Rheingold, 168), he is making more than a statement about the amount
 of pictorial information required to simulate the look and feel of a
 physical object.  He is telling us something we have always secretly
 suspected: that reality is an effect, a historically, socially, even
 technologically determined means of regulating and representing
 experience.

 Virtual reality technology is already being used to help
 bio-chemists at the University of North Carolina discover new
 molecular combinations.  American surgeons can practice on virtual
 cadavers.  Japanese consumers can choose their kitchen cabinets in a
 virtual mock-up of their own homes.  This past summer, "Virtuality"
 arcade games have shown up in shopping malls, dance clubs and
 exhibitions across North America.  For fifty dollars, you can pit
 your wits against a gun-slinging cyborg.  And the French consortium
 which now owns Lanier's company, VPL Research, has already announced
 the opening of the first virtual reality theatres.

 The virtual is here.  The issue now is whether we allow it to remain
 the province of the techno-military apparatus and the vertically
 integrated entertainment corporations, or whether, like the personal
 computer, it can be appropriated to the task of dismantling the
 structures of "Truth" which would pin us to some "Authorised King
 James Version" of The Real.  Leibniz was right: the actual world is
 but one room in the unnumbered halls of the multi-verse.  And from
 this crucial insight we must find our own way to the apex, to the
 uppermost hall of the pyramid.  There we shall knock on the door and
 wait to see who answers.
                                                              [l. 399]

                         Works Cited

Baudrillard, Jean. Simulations. Trans. Paul Foss et. al. New
    York: Semiotext(e), 1983.

Eliot, T. S. "The Love Song of J. Alfred Prufrock." _The Waste Land
    and Other Poems_. London: Faber & Faber, 1988. 9-14.

Leibniz, Gottfried Wilhelm. _Theodicy_. Trans. E.M. Huggard.
    London: Routledge & Kegan Paul, 1952.

Rheingold, Howard. _Virtual Reality_. New York: Simon & Schuster,
    1992.

Robins, Kevin. "The Virtual Unconscious in Post-Photography."
    _Science as Culture_. 3, no. 14 (1992): 99-115

Thompson, Stephen L. "The Big Picture." _Air & Space_. (April/May
    1987): 75-83.

Wooley, Benjamin. _Virtual Worlds_. Oxford: Blackwell, 1992.

Youngblood, Gene. "The New Renaissance: Art, Science and the
    Universal Machine." _The Computer Revolution and the Arts_. Ed.
    R.L. Loveless. Tampa: University of Florida Press, 1989.
    8-20.
--------       C. J. Keep                 -------
--------       Queen's University         -------
--------       [email protected]     -------

                              ((END))