#+TITLE: VR or not VR #+author: screwlisp With ZhenHouseZhenBonkwave I've been focused on VR. So wikipedia tells me, VR refers to when computer displays are placed basically covering one's eyes. I guess this idea is an appealing shortcut to cyberspace. If you block out all your vision that is not your computer screen, our visual processing will just be working upon the computer screen: Then we can appeal to the sorts of things our brain's vision processing does for verisimilitude. VR which simply involves travelling to another world gets other mnemonic names such as desktop VR (imagine an MMO roleplaying game or the lambdaMOOverse) and our perception of uncomputerised space gets called real life, which seems pretty clearly to be a virtual reality, if a relatively poor one (why is my view of a low resolution LCD display of an unpleasant bill notice so high resolution, who is it that made this implementation decision). Cyberia, which I've been reading, is interested in VR: But the focus is often on the headset and gesture controls, and a rather unappealing and male discussion of Having Sex With The Machine. There's the well-known illusion that people perceive themselves as being the driver of a body-mecha, sitting in a cockpit and looking out through the eyes-windscreen. On one hand this seems insightful, that one is interfacing with a complex and oft times unreliable machine one has very incomplete control over or access to: Reality being a virtual reality game. On the other hand, this seems to lend itself to a category error: Imagining that if we build a prosthetic body, attach a video feed from its eyes to our body's eyes, and flail its arms using our arms' gestures as a control, this means in some different way that we are in a VR. This seems like a wild and disappointing misapprehension of VR. My attraction to lambdaMOO shows a little of what is important about and for VR: The ability to @dig a room, @desc here as "my room, @dig nw,northwest to a-hallway ... The power of @createion at each of ours' fingertips. I guess there isn't a great way to monetise people getting to share and delight in their own art, and others': I think this is the underlying struggle through World of Warcraft style online games, and MEAT corporation's virtualisation of chaining employees to their desks and selling their eyes to capitalist ne'er-do-wells. This description counterintuitively implies that emacs is first and foremost a VR: rmoo/lambdaMOO providing a domain specific language for an internetworked physical creation shared with others over decades of time. A running lisp image is a VR: But on its own not as sophisticated as emacs. The MIT CADR or interlisp are much better VRs, reaping the returns of holism. Common lisp with McCLIM clim2 starts to do well. Starting out with a sophisticated 3D game world filled with gopher-browsing terminals, jns' Eternal game engine takes the highlights of VR development since the 80s: To this I think accessible programmability, with an emphasis on building and sharing physical surroundings with and for sharing with others is the defining power of VR. One idea I have is to write an Eternal backend to clim2. (Aside, the way the clim2 standard works has two parts: The lisp user's experience of it, which is translated to the middleware, and the middleware's connection onto different backends).