university of hawaii...acknowledgements i would like to express my deep gratitude to the members of...

221
INFORIVIATION TO USERS This manuscript has been reproduced from the microfilm master. UMI films the text directly from the original or copy submitted. Thus, some thesis and dissertation copies are in typewriter face, while others may be from any type of computer printer. The quality of this reproduction is dependent upon the quality of the copy submitted. Broken or indistinct print, colored or poor quality illustrations and photographs, print bleedthrough, substandard margins, and improper alignment can adversely affect reproduction. In the unlikely event that the author did not SPoon UMI a complete manuscript and there are missing pages, these will be noted. Also, if unauthorized copyright material had to be removed, a note willindicate the deletion. Oversize materials (e.g., maps, drawings, charts) are reproduced by sectioning the original, beginning at the upper left-hand corner and continuing from left to right in equal sections with small overlaps. Each original is also photographed in one exposure and is included in reduced form at the back of the book. Photographs included in the original manuscript have been reproduced xerographically in this copy. Higher quality 6" x 9" black and white photographic prints are available for any photographs or illustrations appearing in this copy for an additional charge. Contact UMI directly to order. U·M·I Universitv Microfilms International A Bell & Howell Information Company 300 North Leeb Road. Ann Arbor. MI 48106-1346 USA 313761-4700 800521-0600

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Page 1: University of Hawaii...Acknowledgements I would like to express my deep gratitude to the members of my committee for their patience, unflagging support, and invaluable contributions

INFORIVIATION TO USERS

This manuscript has been reproduced from the microfilm master. UMI

films the text directly from the original or copy submitted. Thus, some

thesis and dissertation copies are in typewriter face, while others may

be from any type of computer printer.

The quality of this reproduction is dependent upon the quality of the

copy submitted. Broken or indistinct print, colored or poor quality

illustrations and photographs, print bleedthrough, substandard margins,

and improper alignment can adversely affect reproduction.

In the unlikely event that the author did not SPoon UMI a complete

manuscript and there are missing pages, these will be noted. Also, if

unauthorized copyright material had to be removed, a note will indicate

the deletion.

Oversize materials (e.g., maps, drawings, charts) are reproduced by

sectioning the original, beginning at the upper left-hand corner and

continuing from left to right in equal sections with small overlaps. Each

original is also photographed in one exposure and is included in

reduced form at the back of the book.

Photographs included in the original manuscript have been reproduced

xerographically in this copy. Higher quality 6" x 9" black and white

photographic prints are available for any photographs or illustrations

appearing in this copy for an additional charge. Contact UMI directly

to order.

U·M·IUniversitv Microfilms International

A Bell & Howell Information Company300 North Leeb Road. Ann Arbor. MI 48106-1346 USA

313761-4700 800521-0600

Page 2: University of Hawaii...Acknowledgements I would like to express my deep gratitude to the members of my committee for their patience, unflagging support, and invaluable contributions
Page 3: University of Hawaii...Acknowledgements I would like to express my deep gratitude to the members of my committee for their patience, unflagging support, and invaluable contributions

Order Number 9230502

The transformative computer and the play of mind

Macdonald, Colin Garth Read, Ph.D.

University of Hawaii, 1992

Copyright @1992 by Macdonald, Colin Garth Read. All rights reserved.

V-M-I300 N. Zceb Rd.Ann Arbor, MI 48106

Page 4: University of Hawaii...Acknowledgements I would like to express my deep gratitude to the members of my committee for their patience, unflagging support, and invaluable contributions
Page 5: University of Hawaii...Acknowledgements I would like to express my deep gratitude to the members of my committee for their patience, unflagging support, and invaluable contributions

TheTransformative

Computeran.d the

Play of Mind

A DISSERTATION SUBMITTED TO

THE GRADUATE DIVISION OF THE UNIVERSITI OF HAWAI'I

IN PARTIAL FULFILLMENT OF

THE REQUIREMENTS FOR THE DEGREE OF

DOcrOR OF PHILOSOPHY

IN PSYCHOLOGY

MAY 1992

By

Colin G. R. Macdonald

Dissertation Committee:

Samuel I. Shapiro, ChairmanAbe Arkoff

Walter NunokawaDavid M. SherrillDan]. Wedemeyer

Page 6: University of Hawaii...Acknowledgements I would like to express my deep gratitude to the members of my committee for their patience, unflagging support, and invaluable contributions

© 1992 by

Colin G. R. Macdonald

All rights reserved.

iii

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Dedication

This work is dedicated to two of my committee members-Edmund W. J. Faison

and Herbert B. Weaver-who died during the long course of its writing. Their zest for

life and their enthusiasm for giving freely of their time, energy, and knowledge will

always serve as an inspiration to me. Thoughtful, cultivated, and humane-they were

model academics and world citizens.

iv

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Acknowledgements

I would like to express my deep gratitude to the members of my committee for

their patience, unflagging support, and invaluable contributions throughout the creation

of this work. And in particular, I am grateful to Abe Arkoff for being there when I

needed him most, Walter Nunokawa for sharing his broad vision of psychology, David

Sherrill for his insightful editorial comments, Dan Wedemeyer for sparking my interest in

the personal computer, and especially to Sam Shapiro for being all that I could have

hoped for in a mentor and a friend.

I am thankful to Anne Lasko-Harvill, Andy Hertzfeld, Michael McGreevy,

Graham Nash, and Dave Winer for graciously answering my many questions and for

sharing their experiences with the computer. I am also indebted to David A. Clarke,

Donna Cox, R. Crumb, Philip E. Hardee, Patrick J. Lynch, Maxis Software, National

Center for Supercomputer Applications / University of Illinois Board of Trustees,

Michael L. Norman, Sonic Solutions, VPL Research, and Will Wright for permission to

use their graphics; without such creative visions, this work would be far less illuminating.

It would have been impossible for me to persevere without the comfort and

assistance of those closest and dearest to me: Mahala nui loa to my parents Jean and

Ruth Auclair for their unquestioning support, to Pudding for her warmth and

companionship, and to my wife Carol for her constant love and encouragement.

The computer hardware and software I used to produce this work also played a

crucial role in its development and execution. Accordingly, thanks are due to the many

people who produced the following-their creations provided me with a fertile,

boundless playground to create, explore, and reflect upon: Adobe Illustrator

(illustration), Photoshop (photo manipulation), Type Manager (font display), Goudy

Old Style (typeface), and Univcrs 56 and 76 (typefaces); Apple Macintosh Plus, SE, II,

v

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and IIci (computers); Apple Personal LaserWriter and LaserWriter Ilnt (printers); Canon

PS-IPU Color Laser Copier 500 (color printer); DcltaGraph (graphing); DeskScan

(scanning); EndNote Plus (bibliographic database); Exposure (screen capture), Hewlett

Packard Scan]et Plus (scanner), Inspiration (idea processor); MacRecorder and

SoundEh (sound digitizer and editor); MacWrite II (word processor); Mere 3 (idea

outliner); MicroNet SEi-IOO (hard drive); MicroPhone II (telecommunication software);

MultiTech MultiMoclem v32 (modem): Omnil'age (optical character recognition); On

Location (file manager); QuarkXPress (page layout); QuicKeys (macros); Retrospect

(backup software); Ruby Systems StarDrive 150TX (tape backup system); Sonar

Bookends (index creation); Suitcase II (font manager); Super Boomerang (file manager);

SuperPaint (illustration); Thunder 7 (spelling checker / thesaurus); TouchBASE (contact

database); Vantage (text editor); and WritcNow (word processor). All the trademarks

used throughout this work are the property of their respective owners.

vi

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Abstract

This study presents a broad-based conceptual analysis of human-computer

interactions from the perspective of play and transformation. Examples of computer play

and transformation are provided from art, science, simulation, virtual reality, and

education.

The spirit of play is an especially fitting and herrlstic conceptualization to adopt in

reflecting upon the use of computers. The computer can then be seen as an instrument

that allows for free movement within mental playing fields that have no fixed

boundaries: here, multiple, hybrid, even "inconceivable" games may be played and

alternate realities may be explored.

The computer is a device like no other-s-one that acts as a new kind of

psychological mirror, a metaphoric, electronic Rorschach inkblot for the user. The

computer can simulate any medium-real or otherwise-that we can imagine, and like

all media, it not only shapes the world but also shapes the user in a process of continual

interaction. Paradoxically, the computer's lack of character is its essential characteristic;

its characterlessness, the source of its transforrnative power. As a mctamedium, the

computer's representational and functional abilities are without precedent, influencing

not only our perception of the computer, but also our perception of ourselves. If we

consciously enter into our interactions with computers, the transformative effects made

possible through the mutual play of mind and computer will dramatically affect the

future of our society.

vii

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The Transformative Computer and the Play ofMind

ACKNOWLEDGEMENTS

ABsTRACT

LIST OF FIGURES

PREFACE

INTRODUCTION

AN EXTENDED

VIEW OF

COMPUTERS

AND THE MIND

.................................................. v

.................................................. vii

.................................................. xi

A Personal Note xiii

Chapter One. BACKGROUND

The Instrumentalversus the Subjective Computer 3

The ProteanTool 8

Second-OrderTechnological Effects I I

LookingToward the Future 16

Chapter Two. THE TRANSFORMATIVECOMPUTER

AND THE PLAY OF MIND

Meanings ofTransfonnation 2 I

Transformation and the Computer'sEssential Character 24

Meanings of Play 29

Homo Ludens (Man the Player) 32

viii

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EXCURSIONS INTO

VIRTUAL REALITY

Chapter Three. OVERVIEW

MajorThemes 37

OverviewofChapters 40

Chapter Four. MAINTAINING AND ENHANCING

THE ILLUSION

The Importance of the User Interface 46

Programmers asArtists 53

Chapter Five. SIMULATIONS

Living and Working in a Virtual World 57

Sculptingwith Electronic Clay 64

Writing 66

Visual Arts 68

Music 70

Science 72

Futures 75

Chapter Six. THE SIGNIFICANCEOF VIRTUALREALITY

Philosophical Questions 78

Virtual Reality and Real Issues 86

Chapter Seven. MIND QUESTIONS

Artificial rersus Synergetic Intelligence 90

Ways of Knowing 95

Big Thoughts, LittleThoughts 98

Wheels for the Mind 105

ix

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DISCUSSION AND

CONCLUSION

BIBLIOGRAPHY

INDEX

Chapter Eight. EDUCATION

Revolution in the Air I I I

Meta-Learning 116

Implementation Problems 128

Chapter Nine. CONCLUSION

Review , 134

Futures 138

Conclusion 141

................................................ 144

.................. , 175

x

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FIGURE

List ofFigures

r Increase in number of transistors on microprocessors .. 13

2 Hexadecimal eat's meow 27

3 Unmodified waveform ofeat's meow 27

4 Modified waveform of eat's meow 27

5 Graphic interface type-bar 50

6 Graphic interface image control 5 I

7 Development of a design based on "circleness'' 69

8 Digital reconstruction of sound 7 I

9 Computer simulation of supersonic jet flow 74

10 Computer-controlled stereoscopic goggles 81

r I VPL DataSuit™ , Goggles, and DataGlove™ •••..•... 83

r 2 Reality Built For Two™ •.•...................... 84

13 Whales - an interactive multimedia presentation 123

14 SimCity- a city planning simulation game 125

IS Students per computer in u.s. public schools 130

xi

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Preface

xii

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A Personal Note

Tools, like words. are lJTovisimud and ojJen-ended.What weplay with we always might create with.

- ROBIN HODGKIN, 1985, P.49

xiii

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M' .' Y earliest though" about cm~pu""were mostly negative m comical.

Only after years of exposure did I gradually begin to see computers in a

new light: powerful devices having the capacity to amplify both the good

and bad features of humanity. Computers still conjure up Orwellian images in me

sometimes, but now they usually represent a far more utopian picture. Computers give us

powerful new tools to think with, to question the nature of self and mind, and to shape

and guide our personal, professional and social lives in ways heretofore impossible. But

I'm getting ahead of myself. Let me begin with a short history of how my reactions to

computers evolved over time.

One evening in the late 1950S, my father, an executive for a large oil company,

brought home a letter of complaint (rom a man in Western Canada. The customer

claimed that he had paid his latest home fuel-oil heating bill, whereas the computer

records showed he still owed the company several hundred million dollars. Of course,

the customer was right. And although we laughed at the absurdity of the situation, the

error illustrated some of the difficulties that can emerge when people and machines

interact. The computer gave me my first true-life example of the contemporary cliche:

"To err is human, but it takes a computer to really screw things up."

A decade later, a friend of mine began working for a major computer firm as a

programmer on the night shift. Perhaps to convince people that computers no longer

made the kind of mistakes that happened at my father's company, the firm insisted that

its employees present a reassuring image of control, uniformity, and predictability to the

public. The employees were required to have short hair and wear white shirts, tics, and

dark suits. But the night shift was different. Although these employees were never quite

accepted by the company, their unkempt appearance was at least tolerated because they

were able to make the computers do things most of their day-shift counterparts could

only dream about doing.

xiv

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One day my friend told me about an unofficial project. He had programmed the

computer to play chess with him. This was not very unusual, even then, except for one

thing-he had programmed the computer to lose regularly when the two of them played.

Always testing the limits of social as well as computer systems, he provided the first

demonstration for me of a person trying to express superiority over a computer,

reaffirming he was in control of the machine and not the other way around.

Another decade passed and I found myself doing graphic design work for a small

software consulting company. The company used a microcomputer and spreadsheet

software to help a large local business manage a complex and laborious harvesting

operation. I began to appreciate some of the positive uses of computers. Convinced of

the computer's instrumental value, I bought one as soon as I could afford it. I plunged

eagerly into learning everything I could about its operation and soon became proficient

with my word processing and spreadsheet programs.

It was a "macro" utility program, however, that really captured my interest.

(Macro programs allow one to do the work of many keystrokes with just one or two

kcvstrokes.) I had many macro keys: some would automatically type my address at the

top center of a page and insert the date; others would transpose words or letters. The

feeling of power and control that came from such minimal effort was heady stuff.

I hadn't realized how computing had more generally insinuated itself into my life

until I noticed myself getting increasingly upset with the lack of control I had in

non-computer situations, such as driving on crowded streets. I longed for the

"real-world" equivalent of a macro key that in one swift, effortless act would take me

through a series of red lights and around slow-driving sightseers. And I was shocked at

the extent to which I had already internalized my newly found microworld. My shock

soon turned to fascination, however, when I realized there was much more to computing

xv

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than simply its instrumental aspectr. I was no longer only using the computer, I was

becoming transformed by it.

The present work reflects my continuing fascination with the subjective computer

and its implications for the play of mind.

xvi

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Section One Introduction

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Cha/Jter One Background

The Instrumental versus the Subjective Computer 3

The Protean Tool 8

Second-Order Technological Effects I I

Looking Toward the Future 16

2

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The Instrumental versus theSubjective Computer

Most considerations of the computer concentrate on the 'insrrumenwlcomputer, ' onwhat work the computer wiU do. Butmyfocus here ison

something different, on the 'subjective comJmter.' This is the HUlChine asitenters inw sacud life and J)sychologic(u development, the computer as itaffects the way we think, esJ)ecUdly the way we think about ourselves.

- SHERRYTURKLE, 1984, P. 13

3

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THE natural world has always had a profound effect on our physical and

psychological lives. Although this may seem to be a commonplace

proposition, because of its very pervasiveness, we arc constantly in danger of

losing sight of the environment and its effects. In Alan Kay's words, when we are

exposed to an environment for a prolonged period "It's the act of our nervous system to

try to normalize us to that medium in such a way that it disappears from view" (1988).

Or, as Marshall McLuhan put it: "I don't know who discovered water, but it wasn't a fish"

(in Kay, 1988).

This pattern of environmental myopia prevails unless either the environment or

our perspective of the environment changes suddenly. If the change is great enough, we

can break through the normalization-such as when an ecological catastrophe strikes or

when an artist shakes up our fixed point of view. Such times can afford an opportunity

for dramatic insight to occur.

Consciously or otherwise, the environment continues to hold sway over our lives.

It sets limits on what we physically can and cannot do. It molds and shapes our thinking

in a subtle interplay between the unique properties of the individual on one hand, and

those of the environment on the other. It provides models that simultaneously explain

and confound the meaning of ourselves and our universe.

From earliest times, however, we have attempted to exert our control over nature

through a wide variety of tools. Jerome Bruner goes so far as to state that we have taken

charge of our own evolution by inventing technologies that shape our environment

(1983). At first, because our tools provided us with little leverage, and were few in

number, the dominance of the natural world continued. But now we live in a world that

is increasingly of our own making. We have many powerful tools. Although the natural

world continues to influence us, an increasingly technological environment has

4

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altered the degree and quality of that influence, and, therefore, the environment's effect

upon us.

Nature alone was once responsible for determining our limits and opportunities:

Now, technology plays an ever-increasing role. And technology has largely supplanted

nature's function of providing the only models for understanding self and world.

But if the tempo and timbre of nature's influence shaped the particular quality of

its effects, what tune is technology now composing? And, is it technology alone, or our

perception of it, that determines the resulting effects? During the course of this work, I

will explore some answers to these questions.

Because we generally employ a tool to accomplish specific, utilitarian ends, our

attention is typically focused on the tool's use. Thus, typically, technology is merely an

instrument for achieving ends. But this view is both incomplete and misleading,

because, in using a technology, we can only experience the world with the technology

acting as an intermediary. It is as though we see the world through technology-tinted

glasses. Technology becomes the medium through which we experience the world and

ourselves. This subjective view of technology is crucial in gaining a better understanding

of its hidden power: "Technological environments are not merely passive containers of

people but are active processes that reshape people and other technologies alike"

(McLuhan, 1965, page preceding prologue).

Subjectivity colors our view whether we look outward or inward. David Bolter, for

example, states that technology both binds and separates us from the natural

environment: "The ability to make and use tools and the subtle capacity to communicate

through language have allowed men to live more comfortably in the world, but these

achievements have also impressed upon them their separation from nature" (1984, p. 9).

Peter McNeil echoes the sentiment that using technology may have unintended

psychological consequences; although many machines were originally designed for

5

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playful purposes, he says that they were also "the source of earlier reflections on the

nature of human beings and changed our ways of thinking about ourselves" (1985-1986,

p.Yoz},

Much has already been written about instrumental technology because it is for the

most part both intentional and visible. However, until recently, little has been written

about a given technology from a subjective perspective. Perhaps this is because the

subjective clements are lost in the periphery of our attention, if attended to at all. Or

perhaps the importance of the subjective elements is neglected or minimized because

they tend to fade from view after the technology has become an accepted part of the

environment.

The distinction between instrumental and subjective is often not as clear-cut in

real life because many of the subjective consequences derive from the instrumental use

and vice versa. Thus, while my main concern will focus on the subjective aspects of

computing, it will be necessary to include instrumental components as well.

Paul Saffo contends that it takes roughly thirty years for a major invention to

become a truly integral part of society, and, for the most part, this diffusion period is

independent of the kind of technology involved. According to Saffo's thesis, the first ten

years are usually spent employing the new technology as a direct replacement for the old.

The next ten reveal that this approach is not a particularly profitable one and new ways

and means of exploiting the unique properties of the technology are gradually

uncovered. Finally, the third decade brings full integration of the technology into the

society (1989a). Saffo believes that, with regard to computers, we are currently entering

the second of these three phases as "exotic concepts such as multimedia and information

refineries are finding their way into products, much to the puzzled delight of us all"

(P·270).

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If Saffo is correct, only a narrow window of opportunity exists for studying the

subjective aspects of computing before we become inured to them. This is unfortunate

because momentous changes are likely to occur in the third phase. As McLuhan says,

even though the shock of the new is gradually replaced by acceptance, as the transformed

perceptions of the community become fully integrated, "the real revolution is in this

later and prolonged phase of 'adjustment' of all personal and social life to the new model

of perception set up by the new technology" (1965, p, 23). Nevertheless, we are

fortunate to be in the period where we can at least witness and examine the foreshocks

of what may well prove to be one of the most dramatic technologically-inspired

revolutions in the history of civilization.

7

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The Protean Tool

The content of the computer iscdl other media; it isa metamedium.Thus by aPJ)lying McLuJum's rules to it, evemw:dly, aswe learn to fold

the cmnlrnter into our lives, what comes outof the compurer is likely to

have CIS great an impact onusas the Imming press did-maybe evenmore. Butinorder to understand what that means, we IULve to try to

look beymuI aU of the tllings that are being done nowbecause nearly

every idea that is now flourishing on the comlmter is sOlnething tbo:cmnes directly outof the old lnedia.

- ALAN KAY, 1988

8

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E·· ACH age has a "defining technology"-that is, one which captures and

transforms the philosophical, social, and intellectual climate of the day. The

computer now fulfills that function. It provides us with powerful metaphors for

viewing the world in much the same way that the potting wheel inspired the ancient

Greeks to think about creation; or later, the clockwork mechanism served as a model for

the orderly passage of the planets; and still later, the steam engine shaped and guided the

thoughts of its period. Bolter believes that the computer has become the current

defining technology because "it can reflect the versatility of the human mind as no

previous mechanism could do" (1984, p. 40).

Like Proteus, the Greek sea god who could take various shapes, the computer is

not restricted to one form or function. Indeed, this is one of the keys to its immense

power and significance. According to Kay, the computer is the first metamedium, that is,

"a medium that can dynamically simulate the details of any other medium, including

media that cannot exist physically" (1984, p. 59). As a metamedium, the computer's

representational and functional abilities are without precedent.

The computer essentially has no personality, no inherent function. It is like a

tabultt rasa, possessing only the potential to become many things through an

instruction-set (software) and a particular configuration of electronic and mechanical

components (hardware). The computer, therefore, is vastly different from traditional

technologies that have fixed identities and purposes. With no identity of its own, the

computer acts as a new kind of personal reflecting pool or mirror; a metaphoric,

electronic Rorschach inkblot for the user. This has important consequences, not only for

our perception of the computer, but also for our perception of ourselves.

Ted Nelson feels that, in part, the computer's blank nature has led to it being

misconstrued as only an impersonal, mathematical device. He reasons that its users'

personalities and predispositions are projected onto the computer, and that one such

9

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dominant image is of a machine that is "cold, immaculate, sterile, 'scientific,'

oppressive." As a result, those who reject the image often reject the computer as well,

while those who accept it further bolster the misperception (1987, p. C-3). Pamela

McCorduck agrees: "The computer is, in large pan, what we ourselves bring to it" (1985,

p. 110). These disparate perspectives suggest that there may be as many different kinds

of computers as there are people using them, and a multitude of subjective realities are

created and experienced through interacting with the computer.

In addition to the identity it gains through reflection, the computer takes form and

establishes its personality when software is loaded into it. It then becomes a particular

medium with the properties that are established by the nature of the program and

hardware combination. And each time new software is loaded into the computer, it

undergoes a magical metamorphosis and becomes a new device, a new mental medium.

Thus, at least in theory, the computer's uses and identity are limited only by the

imaginations of those using it.

We are left with a device that is like no other. One in which we see a reflection of

our personality; one that can simulate any medium-real or otherwise-that we can

imagine; and, like all media, one that not only shapes the world, but also shapes the user

in a continual process of dynamic interaction. We can therefore expect the effects of the

computer to be far more widespread, profound and personally compelling than those

produced by previous technologies.

10

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Second-Order Technological Effects

The/)hrase: 'Modem man confronts himselfalone' is assuming anever

greater validity in dlis age of rechnolo&'Y. In previous times man felt Withe confronted 1Ulture alone. Nature /)()pu!ared by creatures ofall kindswas (L domain existing according to its own laws, to which he hadsOlnehow wc.d..rzpt lUmself. In our age, however, welive ina world

which man ras changed so com/)/etely Wit inevery sphere-whether we

deal widl me wols ofdaily life, whether we eatfood which has beenprepared by Hwchines, or whether we cravel ina countryside radically

c/umged by171an-4.Ve are cdways meeting man-17U1de creations, so dwt

ina sense we meet only ourselves.- WERNER HEISENBERG, 1958/1970, P. 23

I I

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,,I T remains an astringent fact that the real risks of the new are not what we

expected and often cannot be perceived until after the trade is made"

(McCorduck, 1985, p. 50). In technological contexts, these unexpected

developments are known as second-order effects. They are largely unexpected because

technology spurs change by not only introducing new possibilities but also by

eliminating old ones. In addition, although the consequences of first-order effects are

direct, second-order effects are less amenable to forecasting because they are both

derivative and indirect (Mesthcne, 1968).

Nor are second-order effects rare. For example, modem plumbing is generally

more convenient and hygienic than the village pump, but the introduction of plumbing

dissolved the traditional social life that centered on a communal water source. Similarly,

although the automobile brought easy mobility, its adoption tended to destabilize

formerly close-knit communities, and the by-products of its internal combustion engine

polluted the air (Mesthene, 1968).

We can attempt to minimize negative second-order effects by rejecting a

technology outright as the Japanese did in the mid- 1500Swhen they banned firearms

from their society-a ban that lasted for three centuries (Saffo, 1989a). Or we can try to

configure technology to minimize what we believe are potential negative areas. In many

cases, however, we simply have no option-the technology is already available and in

widespread use. In these situations, the choice is clear: We must adopt a proactive stance

and try to shape the technology, and therefore our future, even if at this point success is

uncertain.

The problem of forecasting or dealing with second-order effects is more difficult

when the technology or its rate of adoption is changing exponentially. This has been the

case, for example, with automobiles and traffic congestion, environmental degradation

from pollutants. and resource depletion due to out-of-control population growth. It may

12

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well be that forecasting and coping with the computer's second-order effects will likewise

be difficult because of the rapid rate at which the computer is evolving and being

adopted.

To better appreciate the exponential rate of change occurring in the computer's

capabilities, Christopher Evans offered an analogy with the advances made in post-World

War II automobile manufacturing. He points out that if the same degree of change had

occurred in the automobile industry, a Rolls-Royce would today cost only $2.75, and "it

would do three million miles to the gallon, and it would deliver enough power to drive

the Queen Elizabeth II. And, if you were interested in miniaturization, you could place

half a dozen of them

Number of Transistors on Motorola's68000 Family Microprocessors

Numtler ofTransistors

1,200,000

1,000,000

800,000

600,000

400,000

200,000

1979 1981 1983 1985Year

1987 1989

on a pinhead" (1979,

p. 77). Surprisingly,

this rate of change

has not diminished

since Evans' 1979

analogy. An

example of one such

exponential change

is shown in Figure I

-in this case, the

number of transistors

on successive

versions of a single

microprocessor

during the lastFIGURE 1 - Increase in number of transistors on Motorola's 68000 familyof microprocessors. Source: MacWEEK,April 4, 1989 decade. Recent

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product announcements indicate that similar trends will continue at least into the near

future.

The computer's diffusion rate into society is also impressive. Few people in the

1940S and early 1950S were able to realize how widespread computer use would become

in later years. Raymond Nickerson (1982a) quotes authorities who then believed that a

dozen computers would be sufficient for all the computing needs of the United States,

and that Great Britain's present and future calculations could be done on just three

digital computers. As late as 1984, Bolter noted that "most laymen have never been in

the same room as a computer (except for electronic games and the ubiquitous pocket

calculator)" (1984, p. 6). Just four years later, however, a Gallup poll found that personal

computers occupied well over 16million American homes (based on figures in Bowen,

1988), and in the following year, Jerry Pournelle (1989) reported that 50,000 personal

computers were being sold each day.

Not only are computers changing and being accepted at an accelerated pace, but

the intensity with which they are now being used is also increasing at an extraordinary

rate. Stewart Cheifet, host of the Public Broadcasting System program, The Compurer

Chronicles, reported that the computer center at Los Alamos performs more calculations

in 24 hours than were performed by all of humankind prior to 1970 (December 22, 1987

broadcast). Clearly, the computer is dramatically changing both the face and nature of

our environment.

Forecasting possible unintended environmental effects is particularly difficult

when a shaping technology is being used simultaneously with increasing intensity and

while undergoing rapid development and adoption. Still, the task of trying to envision

such change is crucial because the consequences are potentially so profound. This is

especially true in the case of the computer because, much more so than previous

technologies, the computer's speed of operation and breadth of application have exposed

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our culture to potentially destabilizing forces (Minsky, 1985). For better or worse, the

complex interrelationships within modem society-social, economic, and political-arc

becoming thoroughly interwoven with computer-based technology.

IS

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LookingToward the Future

Man and his extensions constitute one interrelated system. It is amistake of the greatest magnitude wact as though manwere one thing

and his house or his cities, his technology or his language were something

else. Because of the interrelationships between man and his extensions,it behooves u.s w pay much more attention W wluzt kinds ofextensions

wecrC(lte, notonly for ourselves butfor others for whom they may be ill

suited. Therelation.shiP of man whis extensons issimply acontinuation and a specicdized fann of the relationship oforganisms in

general to their environment. However, when anorgan or process

becomes extended, evolution s!1Ceds upat such arate that it is lx)ssiblefor the extension wtake over.... This iswhm Norbert Wiener was

talking about when he foresaw dangers in the computer, a specicdizedextension of part ofman's brain. Because extension.s are numb (andoften dumb as well), it is necessary w build feedlxtek (researcn) inwthem sothat wecan know what is happening, particularly in regard wextensions that mold or substitute for the natural environment.

- EDWARDHALL, 1969, P. 188

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P=iil1flOll1ll2~HERE is a growing awareness that environments are active and not passive

media, that "manandhis environment partici!){lte in molding each other" (Hall,

1969, p. 4). At the same time, the concept of what constitutes an

environment has expanded from a restricted view of only the natural world to a view

that includes technologies such as the printing press and the computer.

This new, increasingly human-made environment changes our basic feelings about

the world and ourselves so that "today they are largely determined by modem science

and technology" (Heisenberg, 1970, p. 7). This, in tum, prompts philosophers such as

Don Ihde to ask: "If we take up dwelling among machines, what does this do to our

self-interpretation?" (1983, p. 10). The answer to Ihde's question depends in part on the

nature of the particular machine or technology involved.

In addition to raising philosophical questions concerning the nature of self,

technological adoption often gives rise to unforeseen subjective consequences.

McCorduck (1985) points out one such powerful example of this process: "The alphabet

didn't just release the Greeks from having to memorize tiresome syllabaries; it freed them

to think about things that nobody without a powerful system of writing could have

thought about" (p, 39).

What then will the consequences be of adopting a computer-based technology, one

that can simulate all other media? If our past experience with books and the alphabet is

any guide, the dramatic changes that occurred were shaped in part by the qualities of

those two technologies, "butalso (Iccording to the values of the culture thatproduced each

tool" (McCorduck, 1985, p. 30, italics added).

Thus, the consequences of what we bring to the computing experience may be as

important as what the computer brings to us. Before the role of computers becomes too

deeply entrenched in society and our personal lives, is it not prudent to pay attention to

17

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both of t'icse elements? We are still in a position to affect the kind of future we arc

creating for ourselves.

18

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Section Two An Extended Viewof Computersand the Mind

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ChalJter Two The Transformative Computer and thePlay of Mind

Meanings of Transformation 2 I

Transformation and the Computer's Essential Character .... 24

Meanings of Play 29

Homo Ludcns (Man the Player) 32

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Meanings of Transformation

Technology cawlyzes changes notonly in wlUlt we do butin how wethink. Itcfumges /leo/lle's (IWareness of themselves, ofoneanother, oftheir relationship with the world.

- SHERRY TURKLE, 1984, P. 13

21

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TEC HNO LO GY changes or helps transform something from one existing state

into another, presumably, more desirable state. Thus, the instrumental

function of technology is essentially transformative in nature. Transformative

means having the faculty of transforming or tending to transform; to transform means to

change the form of, to change into another shape or form, to metamorphose, or to

change in character or condition (Oxford English Dictionory, 1933). In short, something

that is transformativc has the ability or tendency to change the essential qualities of an

object or situation.

The previous chapter outlined how technology can also be viewed from a

subjective perspective. It follows that technological transformation has subjective

consequences as well. The dual nature of technological transformation that Turkle

describes, that is, both objective and subjective, is fundamental to the current work.

Although the transformations that the computer precipitates will vary, as Saffo

(1989a) pointed out, the three-step process of technological transformation does not

itself vary. Because some of the elements of the process appear to recur regardless of the

technology involved, it is instructive to look at past examples so that we can at least

anticipate the general direction in which computer transformations may be headed.

When a new technology is first introduced, it is typically used and viewed in terms

of existing familiar technologics (Mcl.uhan, 1965). Linda Caporael and Warrcn

Thorngatc (1984) illustrate this principle by noting that when the printing press was

initially introduced, books were printed with the copyists' marks included-as they had

been in hand-produced manuscripts-even though the marks were completely

unnecessary by that time. Similar examples of this phenomenon can be seen in

references to the "horseless carriage" and "moving pictures" earlier in this century. New

technology seems to ease into our consciousness in the guise of the old.

22

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Once a technology is accepted, it begins to assert its unique qualities and the

transforrnativc process begins. In her book, ThePrinting Press (!S an Agent of Clumge,

Elizabeth Eisenstein (1979) contends that the popularization of printed materials in the

Fifteenth and Sixteenth Centuries contributed to a fundamental change in the way

people thought. Like McLuhan, she believes that the impact of a message is determined

both by its content and by the form of the medium used to convey it. In the case of

printing, at least some of the transforrnative effects were due to changes in the way books

were designed; instead of scribal conventions, mass-printed books introduced new

standards such as regular page numbering, punctuation, and indexing. The regularity,

uniformity, and repeatability that these new techniques brought not only encouraged but

demanded an accompanying intellectual adaptation to the new print environment.

Jonathan Miller describes a final element in the pattern of technological

transformation-the subtle but profound psychological effects that accompany the

internalization of a new technology: We have become so familiar with the form of

printed works that we no longer think about "the elaborate mental concessions that have

to be made before we can accept and understand a message couched in serial phonetic

symbols" (197 I, p. 7)·

Transformation, then, is intimately linked to the process of technological

development. But what kinds of transformation are likely in the new computer

environments, and what input might we have in shaping them?

23

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Transformation and the Computer'sEssential Character

We usw:dly mink ofnUlchines as devices for changing energy from one

form to anomer or for accmn/JUshing work in the process. In tbe CClse of

com/Juting nUlchi1JeS, enerl,'Y fTansfornultion isonly incident(d. The

computer is designed to transform information structures-not energy.

It lTUmi/JU[mes symboL~-not forces. In its beJUiViar, it is more

Clludogous to a person thinking man to a /Jerson doing physiCClI work.

- RAY/vIONDNICKERSON, 1982B, P. 234

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As the computer becomes increasingly established in our culture, its essential

character will help mold the kind of transformations that occur. It will

leave its imprint on the new societal and individual mental environments it

creates. Although in the previous chapter it was claimed that the computer has no basic

character-that unlike other devices it is "perfectly blank" (Nelson, 1987)-

paradoxically, the computer's lack of character is its essential characteristic; its

characterlcssncss is one of the prime reasons for its transformative power. The reason for

this will soon become apparent.

Like all other technologies, the computer transforms. Because of its unique

(norrlcharacter, however, the environments the computer creates arc qualitatively and

quantitatively different. How can lack of character be character, and what sort of

bearing docs this have on transformation? By looking at the computer from different

perspectives, perhaps its "characterless character" can be brought into better focus and

the relationship to the quality of its transformations made more manifest.

One such perspective affords us a view into the inner workings of the computer.

The computer differs from traditional technologies in that it transforms symbols, not

energy (N ickerson, 1982b). Furthermore, the symbols it manipulates can be entirely

arbitrary. The computer's internal bits and bytes can symbolize sounds or words or

pictures or processes, or they can represent total nonsense-to the computer, they are all

alike. Indeed, the computer regards the world in remarkably simple and clear terms: a

series of ones and zeroes, gates open or closed. The computer makes no other judgments

or discriminations. At least in this respect, its perspective is similar to that of the

ancient Taoist sage, Chuang Tzu: "Great knowledge sees all in one. Small knowledge

breaks down into the many" (Merton, 1965, p. 40). Where "all is one" there can be no

discrimination, and without discriminations one is able to act free from the

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preconceptions and entanglements that come with established norms. Such is the

character of the Taoist sage.

The computer, of course, has no knowledge, much less is it a Taoist sage. The

computer does not see "all in one," but it does see everything as either one or zero. The

computer's discriminations and entanglements are minimal. Certainly they are far less

than the fixed identities and functions of traditional technologies. The computer can

therefore perform with remarkable freedom; its scope of action is boundless. The

computer's functions are not constrained by traditional expectations; its transformations

are nut restricted to conventional realities. The character of the computer remains

characterless.

Another perspective on the computer emphasizes its function as an instrument

interacting with the outer world. Here the transforrnative process is bi-directional, with

material from the outside world converted into binary code (zeroes and ones), and

subsequently reconverted into configurations tangible to human beings. At each step,

the kind of transformation that the information undergoes may range in degree and

subtlety, but the computer's malleable character remains constant. A personal example

may clarify this process.

Recently, I decided to replace my computer's normal "beep" sound (the sound it

uses to alert me that some action requires my attention) with the sound of my cat

meowing. In order to do this, I first recorded her cry with a conventional tape recorder

and then, through a combination of hardware and software, converted the sound into

digital form. Because I had actually recorded a series of her cries, I wanted to edit them

down to a single one that appealed the most to me. First, however, I had to examine the

series and to do so entailed converting the digital information back into a form that I

could comprehend.

26

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7E6C 5C50 6A74 7084 95ABAA80 6063 7380 7B76 808E928C 8078 6062 6780 90887977 889C 9279 6E7E 8F918481 8580 6F64 6076 7579889F AA9E 7F67 6080 83777281 9699 8A80 8280 6A5A6C80 7E6C 7494 A894 736E889B 907B 7C85 8073 71756E64 6B80 9AA6 908A 7E7B7E7E 7B7A 7080 8075 71809082 6E60 7E7F 6F72 8EM9376 7680 9380 6072 80807880 887E 6A60 8296 9B9C

FIGURE 2 - Hexadecimal meow

One transformation yielded the (hexadecimal)

numbers shown in Figure 2. This is actually only a

partial representation of the meows, and it goes beyond

my limited understanding of computer languages. In

any event, it bears no immediate resemblance to either

my cat or her meow. However, upon further

manipulation, the digital code produced the image that

is shown in Figure 3. This at least appeared to parallel

the amplitude and pacing of her cries, and when I

instructed the computer to "play" the picture, its speaker produced sounds that closely

approximated the cries. I selected the most appropriate sound and manipulated its

picture-each

l.r.. 1~ i: ~:

? 't'"V . y~'

FIGURES 3 & 4 - Unmodified and modified waveforms of a est's meow

manipulation

accompanied by a

corresponding

change in the quality

of the sound

produced-until the

picture looked like

the one in Figure 4

and the meow was most appealing to me. I then replaced the old beep with the newly

produced meow sound.

The point is not so much that my computer now sounds like a cat, but that the

form the computer rakes and presents to the world can be arbitrarily determined by the

person using it. The nature of the computer allows, even encourages, this kind of

unfettered, playful transformation to take place.

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The second point of the example is that, although the computer's transformations

produced a reasonably accurate model of the original sound, it was still not the original

sound itself. Furthermore, no matter how refined the computer's representational

capabilities become in the future, the representations will never be the things they

represent. As Gregory Bateson (1972) and others (e.g., Korzvbski, 1948) have put it,

there is a distinction between a map and its territory.

On one hand, as computer systems become more sophisticated, the line that

separates things we traditionally hold to be real and those that merely mimic reality may

become muddied. The psychological, social, economic, even legal ramifications of this

situation should give even the most jaded computer user pause for thought. On the

other hand, because a representation need not conform to the dictates of a

physically-based reality, it can be much more flexible in the forms we wish for it to take.

Given the computer's transformative, malleable nature, the question arises: What

attitude is most useful for approaching the computer and what effect does our attitude

have on the way we experience the computer?

28

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Meanings of Play

Man only /)/ays when he is in the fullest sense of die word a hU17wnbeing, and he isonly fuUy (L human being when he plays.

- FRIEDRICH SCHILLER, 1801/1967, P. 107

29

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TH E nature of the new computer environments plays a large part in

determining what kinds of activities are possible or encouraged in them-but

so do our attitudes. Since the process of interaction is a dynamic one, our

outlook and actions not only help determine how we approach environments, but also

contribute to shaping those environments. In tum, this creates new environments that

elicit new behavior, expectations, feelings, and so on.

Bearing this in mind, is there a perspective that not only captures the nature of the

computer and the transformations and the environments it helps to create, but also

provides an appropriate open frame of mind to assume when interacting with the

computer?

The preceding discourse sought to articulate how the computer is essentially

flexible and symbolic; how its transformations allow for relatively easy exploration of

possibilities; how the worlds it creates are at once a part of, but also removed from, the

normal, everyday world. I would like to propose, therefore, that the spirit of play is an

especially fitting and heuristic conceptualization to adopt in thinking about and using

the computer.

Why play? Because, to my mind, the tenor and richness of play's meanings match

those of the computer. Among the many definitions of play (Oxford English Dictio11{lry,

1933) are several that seem to especially capture the computer's essence:

• to move, revolve, or oscillate freely (usually within a definite space)

• enjoyment, pleasure, joy, delight

Gl a mimic representation of some action or story, as a spectacle upon the stage, etc.

• performance on a musical instrument

• to practice, perform, do (some action); to ply, exercise (a craft)

• play with: To amuse oneself with, sport with

When each one of these definitions is applied to the computer, we can more clearly see

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different aspects of the device emerging, in particular-we can begin to see more clear! y

its subjective as well as instrumental clements.

A play-based perspective of the computer docs color our view in a particular way,

but it also provides a more open framework conducive to insight and one that is in

keeping with the computer's malleable character.

The importance of perspective cannot be overemphasized. Nickerson (1986)

reports that people's attitudes toward computers influence their subsequent

performance-those with negative attitudes learned to use them less efficiently on

specific tasks than did those with positive attitudes. At the very least, the positive

feelings of pleasure, joy, and delight that are inherent in a playful attitude might lead

toward better use of computers. However, perspective is also important because it

modifies the kind of interactions that can take place. Hy Day notes that play "is

motivated by an interaction of the conditions of the player with those of the

environment. The environment must contain clements conducive to an interchange

with elements in the motivational state of the individual" (1984, p. 58).

By viewing the computer in terms of play, our relationship with it is transformed.

We can recognize and experience it as an instrument that allows for free movement

within defined boundaries; as a device that can be played much like a musical

instrument; as an environment where pleasurable, playful activity and "mimic

representation" can take place. During the course of this work, I will provide examples

of the computer's playful aspects in action, and further explore and advocate the

heuristic value of the concept of play in computing.

3 1

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Homo Ludens (Man the Player)

I want wargue dult !)sychologists are still too a!lt wacce!>t r1Je dichowmyr1Je Victori(ms set u!) ofwork versus play. In his Hard Times, Dickens

gave r1Je definitive picture of the awful Victorian school where Mr.

Grad[.,rrind ground facts into his poor !mpils. Play was sin. The goodchild worked all die time. Dickens did notcriticise Mr. Grodgrind for

drowing wosharf) a distinction between work and !)lay bemuse, forGradgrind, there ought w beno!)lay at (dl. Dickens acce!)ted, nobly,like most Victori{ms, dult work was one thing and !)lay (L7wmer... . Ithasbeen argued that onereason for r1Je Victori{m accent on work was tba:industry needed wl)ersuade r1Je labor force that it JuuJ. w worh its gutsout. Anything else W(LS immoral.

Since Dickens, r1Je industrial world has changed.... In S01ne areas ofwork, itseems much harder wjustify r1Je rigid division between work

and play. Doing r1Je same UlSk month after month on a orr assemblyline may be work but what about writing computer programmes? Or

running a small business you like? Or doing psychology?

- DAVID COHEN, 1987, P. IO

J2

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ART H UR Koestler argued that many definitions of play are problematic

because of their circularity. They characterize playas detached from serious

aims and ends yet, "'What are serious aims and ends?' the answer is obvious:

those which are not playful" (1964, p. 5 ro). Koestler's observation exposes a widely held

negative bias against play in our culture. However, play has not historically been

regarded negatively, nor is a negative view necessarily shared by other cultures, or even

by all people in our own culture.

According to Bruner, for example, traditional cultures arc marked by a gradual

transition from the play activities of childhood to the "real" work of adults. He quotes

Tumball's report that in pygmy society the transition occurs "so gradually that they

hardly notice the changes at first, for even when they are proud and famous hunters their

life is still full of fun and laughter" (1976, p. 59). In contrast, Bruner states that as

technological societies become more developed, the transition between play and work

becomes increasingly abrupt. Furthermore, he claims that the so-called Puritan work

ethic produced a sharp distinction between the activities of young and old-the "works

of the adult" and the "play of babes" (p. 59).

This division is still very much in evidence. Robert Neale comments that often

the cultural orientation towards work found in many of the developed countries in the

West is that play is less significant than other activity and a diversion from "the real

business of life" (1969, p. 12). The negative view of play is ironic because there is an

increasingly widely held belief among theorists that play is not only important in its own

right, but also is a significant contribution to such areas as social growth, creativity,

learning, and psychological health (Bruner, 1976; Levine, 1984; McLuhan, 1964).

johan Huizinga's (1950) seminal work, Homo Ludens, is a well-known work

emphasizing the importance of play in social growth. Citing evidence based from a

broad variety of disciplines and historical periods, Huizinga demonstrated that play is

33

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central to the development of civilization; that culture is actually the embodiment of

play, the means by which "society expresses its interpretation of life and the world,"

(p. 46); and that civilization is impossible without the spirit of play present.

Huizinga does not see playas a diminished form of seriousness. On the contrary:

Play is of a higher order than seriousness because the former can easily include the latter,

whereas "seriousness seeks to exclude play" (p. 45). Huizinga's conception of play is an

important one because it can help change our attitudes toward various activities.

Because play does not preclude serious endeavors, any activity, including work, can be

treated as play (Crandell, 1983; Cohen, 1987; Csikszentmihalvi, I975a, 1987). The

attitude that accompanies true play is earnest and not frivolous; it lessens neither the

quality of the activity nor its results. Indeed, Karl and Jeanette Menninger note that

quite the opposite situation may be true: "Some of the best work in the world today is

done by people who make little distinction between work and play, people for whom all

work is play" (1942, p. 188).

Play can also be important more generally for psychological well-being. For

example, McLuhan (1964) considers play to be one route to achieving the integral

person that is lost in the "workaday world;" and Robert Neale (1969) views playas an

expression of inner harmony. In education, too, play is taking on new significance.

Shcllie-Helane Levine goes so far as to suggest that "play may be considered the

paradigm of learning" (1984, p. 105). Bruner (1976) has a similar position, explaining

that play provides a reduced-risk environment where exploration of behavior and ideas is

encouraged.

Nevertheless, a negative image of play is unfortunately still widespread. At the

Wico Chemical Corporation in New Jersey, a senior executive revealed that "actual

policy fostered and promulgated by top management is based on the opinion that

34

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computers are 'toys' that only tend to keep honest people (rom doing real work" (Nelson,

1989, p. 76).

An important implication of the present work is to demonstrate how misguided

and shortsighted negative attitudes towards play can be in the computer-work

environment. Given the protean flexibility of computers, they can indeed be toys, and

because they are a reflection of the attitudes we bring to them, it is also possible that

they could keep "honest people (rom doing real work." However, the same negative

comments could also be directed at pencils because they can be used (or doodling, or at

telephones because they can be used (or frivolous conversation. That computers can be

used (or trivial tasks, docs not preclude their being used (or worthwhile activities. Unlike

any previous technology, computers can open our eyes more vividly to the potential for

play, and, thereby, have a heretofore unmatched capability of contributing to a positive

work-play symbiosis.

The recognition that the computer can be a transformarive device and an

environment for play can productively extend the conventional view of computers. The

computer provides us with new waysof looking at ourselves and of examining the play of

mind. As Marvin Minsky (1985) has pointed out, regardless of the ultimate validity of

the comparison, the potential to learn about both mind and computer by their mutual

study is too great to ignore.

35

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Chapte: Three Overview

Major Themes 37

Overview of Chapters 40

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Major Themes

Pers01ud com/Juters origiludly entered ourlives for SfJecific, ifoften

mundane pur/Joses: s{n-eadsheets, word !n-ocessing, databases. BUUlS

time {xlSSed, the little boxes have In-oven a deft inversion of the old

S(Lying: 'When you have a hammer, everything looks like (( lULil.' Theinfinitely muwble persoTwl com{mk?T eLm become a hammer rJwt fits

every nail.

- MICHAEL ROGERS, 1989B, P. 27

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SEVERA L major themes recur throughout this work: the computer's protean

quality; its ability to transform both its user and the environments it creates;

and, its relationship to the play of mind. Collectively, these themes reflect not

only the current state of human-computer relations, but they can suggest new ways we

can interact with the computer.

This work rests heavily on an environmental perspective. In this view,

environments are regarded as active media that transform our thoughts, and, in turn, are

transformed by them. In this context, the computer can be seen as merely another entry

in a long line of technologies that have helped create and shape our environment and

thinking. But the computer is unique in the history of technologies. The peculiar

properties of the computer invest it with transformative powers that are of a different

kind and magnitude than those of previous technologies. We can learn much from past

experiences with technologies, but we are coursing through largely uncharted waters

with computer technology. It is imperative, therefore, that we understand more deeply

the nature and development of computers so that we can better nurture their positive

effects and minimize their negative ones.

Conventional technologies have fixed identities and purposes. A hammer, for

example, is excellent for pounding nails into wood, but, because it makes an exceedingly

poor writing instrument, we tend to restrict our thoughts about it to those connected

with pounding. Similarly, the mental environments created by other conventional

technologies are also relatively fixed; it is as though the technologies produce a tightly

circumscribed playing field in which we are the players and on which only a particular

game may be played.

The computer, however, has a protean nature. Having no fixed identity, the

computer can produce environments that bend, twist, re-form, and create to suit the

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user. The computer's mental playing fields have no hxcd boundaries, and within their

compass, multiple, hybrid, even "inconceivable" games can be played.

39

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Overview of Chapters

Since the invention ofJmnring, Eutotea« culture has valued the sense of

sight over that of touch. AfteraU, seeing is believing. Seeing encourages

mudysis, theory, andmet£IJJhysics, all of which have flourished for the

last several centuries. But the cmnJmter. ..encourages a JJrag71wtic

aJJJJroach to the JJroblems [humankind] encounters. The notion of

grasJJing a jJroblem, of trying outsolutions by manipulating a 'solution

sJJace, , challenges the JJrill'wcy of theoretiwl, visual an(l/ysis .... [The

comJJUter simulation] method of trial anderror resembles nothing so

much as die craftsman resting his work by lwnd, feeling for the desired

shaJJe.

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TH E computer interface is the window through which we peer to view the

computer-mediated panorama, and the role of the interface in establishing

this view is detailed in Chapter 4, Mainwining andEnlULncing the Illusion. To

the extent that the view is an unobstructed one, an illusion is established whereby the

interface disappears from consciousness and one's actions appear to directly control the

virtual reality. The interface, therefore, is crucial, because for most people "what is

presented to one's senses is one's computer" (Kay, 1984, p. 54). A poorly designed

interface draws attention to itself and away from the simulated world, or permits only

clumsy interaction with that world. The artists who are ultimately responsible for

creating this illusion are computer programmers. Their job is twofold: to tailor the

unformed potential of the computer into shapes that provide an appropriate fit for the

computer user, and to provide tools that leverage the power of the computer. Like

craftspeople using conventional technologies, they are tool makers, but with an

important difference-the programmers' tool is a tool for the mind.

The protean nature of the computer allows for an infinite number of simulated

environments to be realized. Often these environments mimic real forms, such as frames

from a motion picture, or an artist's canvas, or a laboratory instrument monitoring an

experiment. Simulated environments, however, are not subject to the same dictates as

ordinary, physically-based reality; they are limited only by the hardware and software

used, and by the needs, desires, and skills of the person engaged in using the computer.

There is no inherent reason why simulated environments need to be restricted to

mirroring conventional experience. Indeed, there are often compelling reasons why

unconventional experiences should be simulated and explored-particularly considering

the free play and safe boundaries provided by a virtual world. In Chapter 5, Simulations,

a sampling of ways in which computers are currently being used to create and investigate

new worlds is provided.

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Virtual reality is one of the terrains opened to exploration by computer

technology. Virtual reality's topography can manifest itself in forms based on either

synthetic models, or real models such as the surface of distant planets, city landscapes, or

our own bodies. It is virtual, because as [aron Lanier explains, it exists "only as an

electronic representation, which has no other concrete existence. It's as if it were there

even if it isn't" (Heilbrun & Stacks, 1989, p. I IO). But is something that is "virtual"

actually real? On what basis do we judge the reality of something? Furthermore, if we

immerse ourselves in virtual worlds for prolonged periods of time, do our reactions to

conventional realities become transformed? Like so many technological effects, the

consequences of virtual reality are double-edged. In Chapter 6, The Significance of

Virtual Reality, some of the philosophical and other issues that virtual reality provokes are

outlined.

In 1943, John von Neumann--one of the computer's early developers-wrote a

paper about the then-current EDVAC computer. Inspired by other contemporary

researchers who had described the brain's activity in terms of "logical calculus," von

Neumann compared the computer to the human brain, neurons, and nervous system

(Shurkin, 1984). Inevitably, further comparisons have been made between the workings

of the human mind and the computer. Some investigators, such as Minsky (1985), have

argued that these comparisons will prove fruitful, regardless of their ultimate validity;

whereas others, such as McNeil, are less optimistic, and believe that in the future, the

brain-as-computer analogy "will appear as dated and quaint as Descartes hydraulic

fountain figures appear to us today" (1985-1986, p. I05). The ongoing comparisons

between mind and computer as well as the computer's ability to enhance mental power

and efficiency are discussed in Chapter 7, Mind Questions.

In an educational context, computers have the capability to let our imaginations

soar, to create environments that encourage learning by doing rather than by

42

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memorizing, and to transform the teacher's role from an information provider to a

learning coach. Yet the promise of an educational revolution is far from being realized.

Philip Elmer-DeWitt laments: "There is a growing sense among educators and parents

that as an educational cure-all, the computer has fizzled" (1991, p. 48). In Chapter 8,

Education, the prospects for a revolution in education are discussed, including Seymour

Papcrt's Logo experiments, the concept of learning to learn, and why the much-needed

and hoped for transformation of the educational system has yet to materialize.

The final chapter consists of a review of the major themes that have coursed

through this work, an outline of future directions that computer environments may take,

and a discussion of the validity of the current perspective about the transformative

computer and the play of mind.

43

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Section Three Excursions intoVirtual Reality

44

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Chapter Four Maintaining and Enhancing the Illusion

The Importance of the User Interface 46

Programmers as Artists 53

45

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The Importance of the User Interface

An ituajoce is not merely a visucu display-in fact, it's possible w IuLVe

an nuetioce with no visual disphy at aU. A hwrum interface is tlv: sum

ofaU communication between the compurer and the user. It's wlult

presents inforlJ1mwn to the user andoccepts infannation from the user.

lt's whmc!Ctue/Uy puts the comfJUter's power uuo the user's hmuis.

- ApPLE CmlPUTER, INC., 1987, P. XI

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T'., HE environment affects our thinking in many ways, and our technological

environment is currently undergoing momentous change. According to John

Carroll and Mary Beth Rosson (1987), the prime driving force behind this

environmental upheaval can be found in the rapid and widespread growth of

information processing technologies such as the computer. As these technologies spread,

they build up landmarks that reflect the ability of tools to enhance our mental powers; at

the same time, the spread of information processing technologies erodes landmarks that

once reflected the ability of tools to enhance our physical powers.

The present work has painted a similar picture: the computer can be viewed as a

vehicle for extending the reach of the mind, and as the use of the computer becomes

more widespread, we can expect far-reaching cognitive consequences. But the computer,

like any medium, does more than merely extend the power of the mind, it also helps

shape and color the mind using the computer. The process of extending, shaping, and

coloring is a function of how we use and perceive the computer as well as its inherent

nature. In previous chapters, the unique nature of the computer was discussed: in future

chapters, some of the ways computer use relates to the play of mind will be discussed.

The focus of the present chapter is the importance of the user interface, the factors that

lie behind the design of the user interface, and how the user interface affects our

perception of the computer and our interactions with it.

The user interface is that part of a computer system which receives and presents

information to the user. Because the value of any single component is tied to its

integration with the overall system, it would be unfair and misleading to designate some

parts of a computer system as more important than others. Nevertheless, when we

consider that "what is presented to one's senses isone's computer" (Kay, 1987, p. 54), it

becomes clear that the interface plays a central role in determining the kind and quality

of thought and interaction that the computer encourages, or even allows.

47

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We tend to think of the user interface as consisting of a combination of hardware

(usually a cathode-ray screen and a keyboard or mouse) and software (typically the

computer operating system and programs), but the particular manner in which an

interface is expressed does not have to follow this formula. As will be discussed in

Chapter 6, The Signifimnce ofVirnwl Reality, user interfaces can depart radically from

current norms. It is also highly probable that in the future interfaces will bear little

resemblance to those with which we are now familiar because present-day interfaces are

overly complex and limiting. Nicholas Negroponte, director of MIT's Media Lab, and a

critic of many current interfaces, calls them "poor, sensory-deprived, and hard to use" (in

Darrow, 1989, p, 17). To remedy this situation, Negropontc suggests that interfaces

should include features common to interpersonal communications, features such as body

and facial gestures, direction of gaze, speech, and even knowledge of the communicant's

style. Any improvements to interface design that will extend the reach of our minds and

allow for freer play of thinking should be sought and encouraged.

Current interfaces in usc are the culmination of many factors, some economic,

others psychological, and still others, the result of historic inertia. For example, until

recently the cost of employing sophisticated graphic user interfaces had been judged too

high for mass-market computer production. However, as hardware costs continue to drop

and computer power rises, the economic factors that have held back innovative interface

design and implementation should diminish. Interface development has also been

hobbled by incomplete or competing theories of human learning. Consequently,

without adequate learning theories to guide them, designers seeking easier to use and

more powerful interfaces have followed a largely hit-or-miss course. We can only hope

that as the need for more complete and unified theories of learning mounts, researchers

will be able to respond with more definitive knowledge in this area. Nickerson (1986)

comments that we still know less about the limitations and capabilities of humans than

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we do about our machines, even though the latter can be quite complicated and are

evolving rapidly. Fortunately, the present situation is not without hope, for although

more sophisticated computer design demands more from learning theorists, the computer

also offers a means for better reflecting upon and understanding our minds (Minsky,

1985; Papert, 1980; Turkle, 1984).

Nearly thirty years ago.]. C. R. Licklider and Welden Clark, two pioneers in

interface issues, observed that because computer programs operate covertly we have

difficulty understanding them the way we do familiar mechanisms "the moving parts of

which we can see and touch" (1962, p. 118). A computer interface is intended to

demystify the operation of the computer, leverage its potential power, and make the

computer's power accessible to the user. The interface can do this by creating an illusion

that the user is directly controlling the computer, although in reality the interface is

actually interceding on the user's behalf. To put it another way, the view into the virtual

reality of the computer appears to the user as clear and unobstructed. By means of this

illusion the interface is able to present a mythic world in which the user can make

reasonable guesses about the system's present or future actions and requirements (Kay,

1984). Thus, a well designed interface allows the user to tap the power of the computer

without being either overwhelmed or mystified by it. However, as with any illusion, the

interface is subject to misinterpretation. Nevertheless, the art and science of crafting

interfaces is best directed towards robust illusions that encourage our imaginations to

soar.

Metaphors can be valuable building blocks in constructing the interface illusion

(Halasz & Moran, 1982). By drawing parallels between known objects, situations, and

actions in the non-computer world, and between unknown ones in the computer world,

metaphors rely on the user's prior experiences to make using the computer easier and

faster. One popular metaphorical device is the graphic user interface. Graphic symbols

49

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can condense a great deal of meaning into a small space, but their power depends on the

ability of the user to recognize the intended metaphor. More specifically, the

effectiveness of icon-driven interfaces depends on the ability of the user to discover what

an icon symbolizes, then to establish a mental link of that symbol to some action, and

finally, to recall the symbol-link in future sessions. The quality of the analogy drawn

between the icon and that which it symbolizes determines the ease with which the link is

first established and subsequently used (Hemenway, 1982).

Examples of graphic interfaces are shown in Figures 5 and 6. The function and

operation of the graphic device in Figure 5 is very similar to its real-world counterpart:

the margin and tab setting bar of a manual typewriter. In this case, however, the device

controls the format of the words on my computer screen as I type with a word processing

program. Learning to format words with this interface is easy and rapid because the

graphic metaphor is so direct.

0 1 2 3 4 :5 6 7 e.....rml[!!)~

.R.l.t;vt 1I18[i][!] 1~1=122§Xi®1

M.",ph>" can b. valUI bl. building blocks In COnfttut:Ul'g 1halnlMhal tl hulen (Hal ... &. McrraIl, 1981).

Bydn"'irg psral lels betwe9n I:oownsitulltionsuri actiCll\5lntho. non<ompuUlr world, aM unl:rownoIl!!s In lhe

computer world, rretaphnrs rel yon the user's prior experiences to rnaI<e using and Ieamlng tie computer both

FIGURE 5 - Example ofa Graphic Interface element used in a computer word processor, Notethe close correspondence to a manual typewriter's margin and tab setting bar.

On the other hand, the graphic elements exhibited in Figure 6 have fewer

connections to real-world devices, but the operation of the slider bars (c.g., the controls

to the right of "Brightness" and "Contrast") is similar to conventional slide controls

(i.e., moving the control to the left creates the opposite effect of moving it to the right).

More importantly, the controls invite experimentation and respond quickly to "what

happens if?" actions-both important criteria in the design of intelligent interfaces

(jayarman, Lee, & Konopasek, 1982). The prompt feedback of consequences not only

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sr an To: -·--1 Tiff File

Imag e TyPe :I:=;2~5~6~-L=e=lle=:I=:'&=ra==y=\=(a"'le=~1np\olution: [foo~To\-~ilii;:Tt~i:ioJ

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FIGURE 6 - Example of a Graphic Interface (atleft) thathasrelatively littlecorrespondence with a real-world device. Still, its operation can be easilylearnedthrough experimentation and rapid feedback of visual cues. Notethe effect that moving the Brightness and Contrast slider bars has on thedisplayof thestatue.

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encourages learning and experimentation, but also helps to maintain the illusion that

the user is directly controlling the on-screen actions (Kay, 1984). At the same time,

flexibility of thought and action is encouraged because relatively little effort is required

to produce a wide variety of results. This latter idea will be more fully explored in

Chapter s, SimulMions.

Although metaphors with direct links to real-world objects or actions simplify

learning and using a system, the metaphors may also prevent the system and the system

user from going beyond that which already exists. Because of these restrictions, Randall

Smith (1987) suggests that interfaces should have a mixture of metaphors and what he

terms "magical" elements, that is, design elements for which there are no ready parallels.

Magical elements, although perhaps harder to learn, give an interface more power and

features because the interface is not tied to the limitations of the known world and

allows the user to tap the potent free play of the computer world.

Ted Nelson is another person with concerns about the constraining nature of

purely metaphoric interfaces, especially the metaphor of computer-screen-as-paper: "This

paper paradigm... permeates today's world. But the notion of paper-a two-dimensional,

sequential relation of facts and ideas-is one of the things most holding back software

design and human progress" (1987, p. [)....27). Indeed, computer interfaces appear to be

at a stage of development similar to that of "horseless carriages" and "motion pictures."

The dilemma is that we need to cast the computer in comfortable and familiar images,

partly because it makes the new medium easier to comprehend and accept, partly

because we do not yet know what other images are possible, and partly because we are

afraid to let go of the known; but at the same time we need to be set free from the

constraints of the familiar and to create new images that capture the full potential of the

computer. This can only happen if we design interfaces that are robust and imaginative.

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Programmers as Artists

There's an incredible, rigorous, technical element to [programming},which I Uke beCCtuse you haue to do very precise dunking. On the otherhand, it has a wildly creative side where the boundaries of imaginmion

are the only real Umication. The 17Utrriage of those two elements is wlultl7wl<es /n-ogramming unique.

- ANDY HERTZFELD, IN LAMMERS, 1986, P. 259-260

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To break free from limiting concepts of what a computer should do or how it

should appear will require fresh vision. However, as Steve Gibson (1989b)

points out, the question of how computers should operate is one of the most

difficult we can pose because those who have been seduced by what he terms the "dark

side of the silicon" have lost the ability to see the computer through beginners' eyes. As

a result, those with jaded vision unwittingly accept and defend norms that may be in

need of major overhaul. Novice users, on the other hand, may possess the required naive

insight but lack the skills needed to put their observations into practice.

A rather special individual is required: an individual who can both look at

computer design with a free imagination and who has the technical skills required to

bend and shape it into a form that others can use: What is required is a

programmer-artist or an artist-programmer.

Not surprisingly, the creative process that a programmer experiences has certain

qualities in common with other creative artists. For example, Charles Simonvi, head of

the Application Software Group at Microsoft, describes how he approaches

programming: "The first step in programming is imagining .... In this initial stage, I use

paper and pencil. I just doodle, I don't write code ... because the real picture is in my

mind" (in Lammers, 1986, p. IS). John Warnock, developer of the PostScript

programming language, regards programming as another kind of writing in which ideas

and concepts are interwoven in such a way that they cause other people to think in new

and exciting ways (in Lammers, 1986).

Most programmers, however, would probably agree that the act of programming

has more in common with activities such as architectural design than it does with

creation in the fine arts. In essence, programming is a problem-solving activity, but as in

architecture or mathematics or graphic design, the task is to solve the problem in an

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artistic, elegant fashion. Thus, an unusually demanding set of skills must be brought to

bear in the art of programming.

Concerning these skills, Nickerson reports that programming may appeal to some

types of people more than others-especially to those with "certain cognitive styles or

predilections for logically structured approaches to problem solving" (1986, p. 265). He

suggests that this speculation is worth more study because furthering our knowledge of

the cognitive styles and personalities of successful programmers could shed light on

factors that are relevant to a broad range of general problem-solving skills.

The central task for programmers is to harness the power of the computer, that is,

to craft the meta-tool into a particular and usable form. The form, in tum, is a function

of the problem at hand and the skill and artistry of the programmer.

Some problems are born of the personal needs of the programmer and are solved

primarily to satisfy those needs; different problems are solved in response to the needs of

other people. In any case, current program design philosophy holds that the

development of interactive systems should be an iterative process requiring sustained

interaction with prospective users (Rosson, Maass, & KeIlog, 1987). There are practical

reasons for this approach, such as the benefits to be gained from multiple and external

perspectives, and the increased thoroughness of testing made possible through such a

system, but note that play-in this case, interplay-is incorporated into the design

process and continues throughout the life of the program.

John Sachs, author of the program Lotus 1-2-3, perhaps captured the essence of

computers and programming best when he commented: "Certainly they're tools. That's

what I say objectively. But they're also toys; they're fun" (Lammers, 1986, p. 173). The

seemingly paradoxical nature of the computer-which allows for tools to be fun and for

programmers to be artists-creates an environment in which traditional boundaries are

transformed and the imagination inspired to play more freely.

55

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Cha[)ter Five Simulations

Living and Working in a Virtual World 57

Sculpting with Electronic Clay 64

Writing 66

Visual Arts 68

Music " 70

Science 72

Futures 75

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Living and Working in a Virtual World

Inonerather fey sense, everything (l PCdoes is simulation. Those dotty

letters on the screen are really srcmd-ins for the fully fanned ones you

grew u!) with .... At that level, granted, simulation isn't (l terribly useful

conapt. Butconsider: the microcom!mter's greatest CwvcLnwge is the!XJwer it gives the user to more orless ectSily mold a model of the !inal

/Yrodllct tho: he orshe really wants .. .. Simulation lets yousee for

yourself.

- STEPHEN MANES, 1987, P. 93

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FRO M earliest recorded time, in a myriad forms, simulations have played a major

role in human lives. The people who created the cave paintings in Lascaux,

France went to considerable lengths to produce symbolic representations of their

world at least 15,000--20,000 years ago. The purpose of the paintings is still unknown.

Perhaps they were designed to record previous animal kills, or to have magical influence

over parts of the environment, or to serve other ends of which we are currently unaware.

With respect to the present work, the intended function of the paintings matters less

than that they provide us with strong and graphic evidence of an ancient human desire

to engage in simulation.

Much later, some 2,200 years ago, Qin Shi Huang Di, the First Emperor of China,

commissioned a far more ambitious simulation, one which required 36 years of

construction and the combined efforts of 700,000 men and women. Near the ancient

capital city of Xian, the workers produced what has been described as "one of the most

magnificent and significant archaeological finds in this century" (Chen, 1989, p. 1I).

This elaborate tomb site contains over 7,000 life-size, individually featured terra-cotta

warriors and horses, a remarkably detailed relief map of the known world (complete with

artificial rivers of running mercury), a copper dome depicting the heavens, and other

artifacts (McGreevy, 1989a). To ensure that the Emperor might continue to enjoy his

life in familiar surroundings even after his death, the workers endeavored to capture the

essence of the real world in the simulated world of the tomb site. If nothing else, this

grand project-with its enormous commitment of material resources, its immense scope,

and its unflagging attention to detail-provides another striking example of the high

value people in earlier times have placed upon simulations.

Although the cave paintings and tomb site are separated by a great time span and

are vastly different creations in scale and content, still they share elements common to

all simulations. In particular, they share a capacity for incorporating static and dynamic

58

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modeling. Simulations can be used to record ideas, objects, situations, or processes, but

they can also be used to manipulate, control, or understand that which they model.

Whether the simulation fully realizes this capacity and uses both kinds of modeling or

just one kind depends partl yon the purpose and sophistication of the simulation and

partly on the designer or user.

The nature of the tools used in the creation of the simulation and presentation

strongly influences the qualities that define the simulation. This relationship is

especially significant in computer simulation, because, as stressed earlier, the computer's

unique nature sets it apart from all other tools. A computer-based simulation can be

expected to differ from conventional simulations much like the computer differs from

conventional tools. Moreover, the simulation should be designed to exploit the unique

nature of the computer.

One emerging view (e.g., Kay, 1984, 1988) of the computer's exceptional nature is

that of the computer as a metamedium. Seen in this light, the computer is equally

well-suited to either static or dynamic simulations because the computer can assume

whatever form is necessary to create or present a particular simulation.

Nevertheless, for two reasons, the emphasis in this chapter will be on dynamic

simulation. First, static simulation can be thought of as a restricted and special case of

dynamic simulation. Thus, a focus on dynamic simulation will ultimately produce a

more far-reaching and comprehensive perspective than would one based on static

simulation. Second, the dynamic aspects of simulation reflect the theme of

play-whether in the form of interplay, performance, case of modification, or dramatic

exposition.

In addition to its characterization as a metamcdium, the computer has been

described as a manipulator of symbols (Bolter, 1984; Gassce, 1987; McCorduck, 1985;

Minsky, 1985; Nickerson, 1982b, 1986). This is an accurate description of the

59

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computer's method of operation and the perspective is an important one for appreciating

the role of play in computer simulation, but this description, like the mctamcdium

orientation, is limited.

Some of the limitations of the environmental (rnetamedium ) and functional

(symbol-manipulation) perspectives can be overcome by synthesizing the two views into

a perspective from which the computer is seen as a metarncdium in which the

manipulation of (usually) binary symbols takes place. This new, synthesized view can

guide us through a brief examination of the limited relationship of symbols and

simulations, an exploration that might lead us to a richer understanding of the broad

relation between symbols, computer simulations, and the play of mind.

Simulations consist of collections of symbols that represent limited, but

fundamental, aspects of real or imagined worlds. The key elements are the symbolic and

fundamental nature of simulations, because, taken together, these elements invest

simulations with the potential for broad application and power. The secondary clements

of the description, chiefly those concerning the real versus the imagined, suggest other

important issues. One of these issues is that our conception of conventional reality can

be expanded by the increased exposure to real and imagined realities that simulation

brings. Another issue is that such exposure may well sharpen our awareness of the

factors we habitually rely on to test for reality.

Symbols arc the building blocks of simulations. This accounts, in part, for the

broad power of simulations, because simulations can model anything that can be

symbolized-a virtually unlimited domain. In addition, the use of symbols frees

simulations from many of the natural constraints of conventional, non-symbolic-reality;

such constraints typically involve safety, economic, physical, or psychological concerns.

Thus, for those who engage in the simulation, the substitution of the symbolic for

the actual that takes place in the creation and presentation of simulations is

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accompanied by the transformation of real into largely symbolic risks. These symbolic

risks have much less power to economically, physically, or psychologically restrain and

intimidate than do the real risks of conventional environments. Thus, again, the

environment of the simulation becomes conducive to free play.

Symbols help produce the surrogate reality of the simulation by extracting and

emphasizing only certain aspects of that which is symbolized. In rum, the reduced

complexity of the simulation increases its comprehensibility and ease of manipulation,

and therefore its utility. Here, again, the characteristics of simulation contribute toward

nurturing the play of mind.

Two additional issues emerge, however, in the process of reducing detail-rich

reality to relatively detail-impoverished simulation. The first issue has a positive

orientation and concerns the limited degree to which conventional reality may be

captured in the simulation. Here, the simulation is intentionally decoupled from direct

correspondence with the familiar and known, and, instead, presents wholly separate

realities that have little or no connection with traditional reality. In some situations,

especially those in which the accuracy of the simulation is of paramount concern, this

decoupling may be undesirable, but it need not always be so. Stephen Levy reflects that,

regardless of its faithfulness to external reality, the internal reality of the simulation may

be just as valid, engaging, and instructive as that of the external world: "Simulations are

real things in and of themselves" (1990, p. 54). Freed from the bounds of conventional

reality, the simulation can help extend and transform the ways in which we interact with

the world of our perception. Some examples and implications of these newly forged

realities will be discussed in Chapter 6, TheSignificance ofVircual Realit».

The second issue also concerns the limited degree to which conventional reality is

captured in the simulation, but in this case, the dominant orientation is a negative one.

Here, the objective is to create a reasonably authentic representation of the external

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world, though for a variety of reasons, that goal is not met, For example, who, or what,

determines which aspects of some reality are fundamental and which arc peripheral? In

some situations, the simulation designer may even intentionally bias the simulation in

order to produce personally desirable, though conventionally incorrect, results. As a

consequence, if the symbols and their interrelationships do not accurately represent

fundamental conditions, then faulty conclusions may be drawn, and any actions taken

on the basis of the simulation's reality will be inappropriate when applied to the external

world.

Apart from the deliberate skewing of symbolic reality, poor selection or

implementation of the symbols used in the simulation can produce problematic

distortions. Furthermore, regardless of the quality of the selection and implementation

process, the simulation necessarily differs from that which it simulates because details are

omitted in the process of creating the simulation. A tradeoff always exists between the

verisimilitude and comprehensibility of a simulation (Levy, 1990)' but how many details

can be trimmed away before the simulation loses connection with its reality or the

connection becomes grossly deformed? We rerum to the observation cited earlier by

Bateson (1972) and Korzvbski (1948) that the map is not the territory it describes. Any

simulation must cultivate an awareness and sensitivity to this distinction.

Symbol use is so important that Bruner ( 1968) views it as the essence of being

human. More broadly, the foundation of a culture is based on the use of shared symbols.

Familiarity, though, may breed a lack of awareness. We are so accustomed to using

symbols to construct and engage in simulations that we can lose our consciousness of the

process.

If conventional symbol use in simulations is so elemental and pervasive, however,

what more can the computer contribute to social and individual thought? This-the

environment created by computer simulation, with its greatly reduced level of

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constraints, complexity, and risks, is one that lends itself to easy exploration and

manipulation. These conditions, in tum, foster an enhanced play of mind and offer the

possibility of transforming the ways we have traditionally thought and acted.

The computer complements our natural symbol-manipulating abilities, but it also

extends and amplifies those abilities throughout the broad domain created by the

computer's mctamedium character. Also, the ability of the computer simulation to make

imaginary situations tangible, and, as a result, easier for others to share and manipulate

in a relatively unambiguous fashion, provides capabilities beyond those of our

imaginations (McGreevy, 1989a). The pervasiveness of these broadly shared simulations

can be expected to increase dramatically as the computer becomes more ubiquitous and

powerful in society.

So far, my discussion of the concept of computer simulations and its relationship to

the play of mind has been rather abstract; I will now discuss several concrete ways in

which computers are being used to create and display simulations. A comprehensive

survey of computer simulations is not intended-it would be too unwieldy and would

soon be out of date. Rather, the examples are designed to give a sense of the potentially

broad application of computer simulation.

By examining computer simulation from general perspectives and through a

variety of concrete examples, I hope to clarify further the ability of the transformative

computer to enhance the play of mind.

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Sculpting with Electronic Clay

The comjluter isat once (L llUmijrn[mOT of symbols andclay for the mind

wslutjle.

- JEAN-LoUIS GASStE, 1987, P. I

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WH ILE simulation can take place on a purely noetic level, such as during

dreams or intentional imagery, it often involves the transformation of

ideas into more tangible form. In the past, this has frequently been

accomplished with common clay, but now, computer-mediated simulation has taken the

literal form and process of sculpting with clay and replaced it with metaphoric, electronic

clay for the mind.

An example of this dramatic transformation can be found in a project sponsored by

General Motors at MIT's Media Lab. There, researchers hope that holograms

(three-dimensional photographic images), similar to those they are now creating with

computers, will eventually replace the clay models General Motors currently uses to

make mock-ups of its proposed automobiles. This development foreshadows much more

than a normal change of modeling materials, for as Stewart Brand observes, traditional

automobile design methods are expensive and time consuming-factors that constrain

the play of mind and lead to conservative, non-optimal design practices (1987). Large

investments of time, money, effort, or psychological risk tend to reduce one's willingness

to abandon work already underway and to face the prospect of beginning anew (Brand,

1987). However, computer simulations, such as the MIT holograms, lower investment

barriers. This, in tum, creates one of the axes on which computer-enhanced creativity

revolves, because as the tools for greater flexibility are strengthened and the

disincentives for flexible thinking are simultaneously reduced, the playful mind naturally

emerges.

The intent of General Motors to replace old techniques with new ones is driven

not so much by a desire to appear modern as by a desire to reap the benefits accruing

from the greater flexibility that computer simulation provides. Similar motivation, no

doubt, underlies much of the adoption of computer simulation methods that will now be

discussed.

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Writing

Stephen Manes' comment that, "Those dotty letters on the screen are really

stand-ins for the fully formed ones you grew up with" (1987, p. 93), reveals something

that is particularly germane here. namely, that computer simulation can use symbols of

symbols in its expression. In effect, this produces a double abstraction that not only

increases the malleability of the expression, but also compounds the leverage gained

through the use of symbols. For example, the on-screen letterfonns (symbols) of a

computer display represent traditional print-based letters (other symbols), but the former

can be manipulated with far more ease than can the latter with their base in traditional

media. And, although changing the characteristics of on-screen letterforms-such as

their typeface, size, or style-is a relatively easy but largely inconsequential matter for

the writer, the same ease of modification, when applied to changing the order of the

letters or the words and phrases they form, is anything but trivial.

Words and phrases committed to paper are charged with an inertia that resists

change; the larger the aggregation of words, the greater the collective inertia. Imagine,

for example, the process of editing a long manuscript: typographic errors must be

corrected, sentences rewritten for heightened clarity, and sections moved for greater

cohesion. Each of these changes ordinarily requires all the subsequent material to be

transcribed again. This is a cumbersome, time-consuming, and largely redundant process

that is antithetical to the play of words.

Compare this situation to editing the same manuscript in the electronic

environment of computer simulation. Although the same changes are called for, only

the text needing change requires attention, the remainder automatically adjusts itself to

the newly revised text so that no re-transcription is necessary. Because the words and

phrases are merely representations with no mass, the time and effort needed for revision

is minimized: The link between thought and expression becomes freer and more playful.

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Robert Sckular (1985) concurs with this assessment, and notes that a major

advantage for the writer comes from the ease of engaging in "what if' experiments in the

simulation. Others, such as the well-known novelist, Tom Clancy, agree. Clancy feels

that the arduous task of retyping-necessitated by any change in a paper-based

manuscript, regardless of importance-prevents the writer from attending to "little

housekeeping things you'd like to do, like moving a paragraph around or inserting a new

thought or character" (in Hurwood, 1986, p. 171). Clancy's indictment illustrates one of

the ways in which the high psychological cost of revision in traditional writing methods

discourages play. But because similar changes are easy to perform on the computer, the

play of words is encouraged.

Writing, like other creative activities, is an iterative process. That is, the creator

enters into an ongoing, evolving interplay between ideas and the expression of those

ideas. The fluid nature of computer simulation allows it to mimic this tentative,

trial-and-error method of composing thoughts and words. Moreover, Sekular (citing

research conducted by Flower and Hayes) points out that because writers frequently do

not have their ideas fully formed when they commit them to paper or an electronic

screen, any improvement in the method of arranging and rearranging those ideas may

also "make it easier to find out what we think" (1985, p. 42). The computer clearly

provides an improved method and potential to enhance the presentation of thoughts as

well as transform and clarify thinking.

Although the power to freely manipulate words and phrases is generally a positive

one, it is also possible that this very freedom may encourage a method of writing that is

more unrestrained and sloppy than truly playful. Under these conditions, writing of poor

quality is likely to result. More generally, the computer amplifies our ability to take

improper as well as proper actions.

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Accordingly, the errors that occur in word processing, such as "the repetition of

words or word sequences; the garbling of a segment of text as a result of the insertion of a

word sequence in an inappropriate place; the dislocation of entire paragraphs; [and] the

appearance in the text of a reminder to oneself to fix or add something" (Nickerson,

1986, p. 166) are the combined products of leverage gained through simulation and

carelessness on the part of the writer. Although it is true that such errors arc less likely

to occur when a typewriter is used for writing, it is not because the typewriter is an

inherently superior writing instrument; it is because the typewriter is a less powerful tool,

and with less capacity to make mistakes, fewer mistakes will be made. The solution,

however, is not to reject a powerful device for its imprudent use-this would also deny

benefitting from the real advantages that come from using the computer as a writing

tool. A writer would be better served by first developing an awareness of both the

creative possibilities and pitfalls the computer's power allows, and then developing

strategies to deal with each. Nevertheless, the computer's equally novel creative

implications-positive and negative-must certainly be acknowledged.

Visual Arts"Design is not the description of what is, it is exploration of what might be"

(Mitchell, 1990, p. 5). With any journey into the unknown, the artist faces the prospect

of many false starts and dead ends before reaching a desirable destination. Ideally, the

time and effort expended along the path to consummation should be minimized, but the

ability to freely explore all promising avenues should be maximized. In this respect, the

processes and problems faced by an artist are not much different from those faced by a

writer. According to Carl Rogers (1959), the creative processes underlying painting,

composing, developing scientific theories, and any number of other similar activities are

fundamentally the same.

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It should come as no surprise, therefore, that by capitalizing on many of the same

properties of computer simulation previously outlined, the computer user can reduce the

risks and costs of exploration in the field of art as easily as in the art of writing.

The creative process generally follows one of two paths: from broad and undctailed

to limited and particular (Lc., top-down), or from narrow and specific to wide-ranging

and comprehensive (i.c., bottom-up). In practice, using one method does not preclude

using the other, and the two are often employed at different times in the same creative

work. Therefore, to fully encourage creativity, the ideal medium should accommodate

both the top-down and bottom-up approaches with equal facility. The computer has the

potential to do this because the symbols used in

computer simulation can carry as much or as little detail

as circumstance requires. Furthermore, the amount of

detail carried by the symbols can be arbitrarily changed

without necessarily changing the basic attributes of the

symbol.

For example, Figure 7 exhibits the development of

a simple design as it was created on the computer using a

top-down approach. The top figure shows an object that

possessesonly the attribute of "cirdeness"-no other

particulars have as yet been established. The middle

figure shows the same circle-with its size and outline

now tentatively determined. but no interior color or

pattern has been chosen. Finally, the bottom figure

shows the circle with the outline eliminated and an

interior pattern specified. Throughout the designFIGURE 7 - Development of adesign based on "Circleness" process, the idea of "circlcness" was retained and

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elaborated upon until a desirable design was achieved. Even though the symbolic

representation of the circle gained more precision and specificity, it remained possible to

redefine or eliminate any of the particulars at any stage of development. Moreover, as

with word processing, modifying one aspect of a design does not force the artist to

recreate all the other elements. The flexibility of the simulation not only allows but

encourages playful experimentation with ideas and the indulging of one's artistic

curiosity (Bolognese, 1988).

The exploration of ideas, words, and images made possible by computer simulation

extends to moving images as well. Computerized film editing systems that allow one to

shuffle the scenes of a movie about like a pack of playing cards have been developed at

The DrOw. Works, an affiliate of Lucasfilm Ltd., and at MIT's Media Lab (Brand, 1987;

Lammers, 1988). Instead of cutting, arranging, and pasting actual bits of filmstock, these

systems permit the editor to assemble the simulated film, experiment with different

combinations until a pleasing performance is achieved, and finally, cut the actual film

according to the template established through simulation. The same properties of

computer simulation that benefit the writer can profit the visual artist as well.

MusicThe symbols of the computer simulation can take many forms. Just as my eat's

meows (see p. 27), Stephen Manes' letters (p. 59), or George Lucas' films can be

represented and manipulated in the symbolic world of a simulation before they take

conventional form again, so, too, can voices and instruments.

When asked how the computer affected his creative abilities, Graham Nash, of the

music group Crosby, Stills & Nasi», claimed that the computer did more than merely

extend his abilities, it transformed the nature of the music his group was able to create

(Nash, 1988). He went on to explain that there is a mechanical limit to the number of

times voices can be combined and overdubbed (the process of recording voices and

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instruments with those already recorded) using traditional, analogue-based recording

techniques. On the other hand, digital-based techniques allow the members of his group

to sing with their previously recorded vocals as many times as they desire without any

degradation in quality. In tum, this permitted the group to create harmonies and vocal

patterns which before they had only been able to hear in their mind's car. Now the

group is able to fully create what it can imagine.

Because symbols do not have to be tied directly to the minutiae and restrictions of

everyday reality, simulations provide the opportunity to go beyond normal experience.

Also, because symbols can be reintegrated into normal experience-such as when music

is first converted into digital symbols and then back into analog form-the advantages

gained through simulation can be shared and enjoyed.

The variable relationship between the symbol and that which it symbolizes is

illustrated in Figure 8. The top graphic shows a waveform created from a recording of a

vocal performance after it has been converted into digital form. Unfortunately, the

recording is marred by two clicks and a dropout (indicated by the two spikes and flat

portion in the center of the graph). In order to rescue the otherwise ruined performance,

~12.865 12.87 12.875

o.o~~-0.05

-0.1---...-'--------,------.------

12.855 12.86

o~ /\ •

-0.05 VI \f12.855 12.86 12.865 12.87 12.875

FIGURE 8 - "Before" and "after" examples of a vocal recording-each example depicting the vocalas a waveform. The upper illustration shows two clicks and a dropout in the center portion of thegraph. In the lower illustration, the area below the grey bar shows the portion of the waveform after itwas digitally reconstructed. Reproduced with permission, Sonic Solutions.

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the waveform is visually inspected to determine the exact area needing remediation.

Then, by employing artificial intelligence techniques, computer software can be used to

sample the areas adjacent to the clicks, and thereby digitally reconstruct the flawed area

so that it has qualities similar to those of the surrounding area (Wright, 1989). Finally,

the modified waveform is transferred to a tape recorder where it can be played back and

auditioned in a normal manner.

The variable nature of symbols is brought to light in several ways in this example.

First, the original analog sound is symbolized and transformed so that it now has visual

properties that can be examined. Second, the symbols of the damaged waveform section

are modified to resemble those of intact portions of the waveform. Third, the symbols

are transformed back into the analog form of conventional vocals. At each step the

reality of the situation is fluid and open to change because the symbols upon which the

simulation is based are malleable and transformative by nature.

Using the same principles, simulated instruments can be created which are

virtually indistinguishable from the original (Morrow, 1989), or which combine the

qualities of several instruments, or which have little or no resemblance to any existing

instrument. The result is that the musician is able to create and combine sounds,

unfettered by the fixed properties of traditional instruments. By exploring and

expanding these new possibilities the boundaries of imagination can be extended.

ScienceSimulations allow scientists, as well as writers, artists, and musicians, to externalize

their thoughts and manipulate them in ways too difficult to explore internally in their

minds (Bcnzon, 1985). The availability of simulation is important for the scientist

because the variables being explored are frequently too large or small, or too fast or slow

moving to comprehend by using conventional methods (Boyd, 1991). Computer

simulation allows scientists La create models of physical reality on a comprehensible

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human scale, thus making the model amenable to examination, testing, and

understanding.

As early as the I940s, John von Neumann, a principal in the Manhattan Project

and one of the developers of the ENIAC computer, was interested in creating models of

complex phenomena such as global weather patterns or the turbulence associated with

explosions in order to better understand them. Although the usc of models to

understand complex phenomena is a conceptually sound one, the task of performing the

immense number of calculations needed to produce meaningful results in a practical time

period has generally exceeded human capabilities (Rheingold, I985). However, with the

arrival of ever more powerful and efficient computers this situation is beginning to

change.

Supercomputers, massive parallel processing computers, and powerful computer

workstations now have sufficient capacities to process highly complex models of the

physical world, but the products of such processing can also be problematic because these

simulations often produce billions of numbers (Elison, I990). The result is a morass of

data so large and unwieldy as to be incomprehensible. One solution to this difficulty may

be found in the computer's capability for generating scientific visualization, the process

whereby abstract data are transformed into meaningful visual representations. It is not

simply that the process can create compelling images, the process makes the data-and

hence, the underlying reality-comprehensible because one's "visual apprehension is far

more acute than is his or her ability to assimilate the same information expressed only as

numerical data" (Cox, I990, p. z r ). One might sayan old dictum has been updated-a

picture is now worth a billion numbers.

Figure 9 illustrates portions of one such scientific visualization: an animated

sequence of the nonlinear growth of a kink instability in a Mach 3 supersonic jet flow.

Only a hint of the richness of detail contained in the original can be presented in the

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'!i$" .. J

I---....J_I~~t -.~I .[C~

I"~FIGURE 9 - Vertically compressed sequence of images from a supercomputer simulation of kinkinstabilities in a Mach 3 supersonic jet flow. Principal investigators: Michael L. Norman, Philip E.Hardee, David A. Clarke, Visualization: Donna Cox. Reproduced with permission. © 1989 NationalCenter for Supercomputer Applications / University of Illinois Board of Trustees

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figure; and more unfortunately, meaning is sacrificed when the image is presented as a

series of still images rather than as a single moving one. Scientific visualizations can aid

data comprehension by going beyond the simple plotting of data at discrete points in

time to showing representations that change dynamically through time. To grasp the

difference between this approach and traditional methods, imagine a number of frames

from a motion picture printed in a book; now imagine the same images but shown in full

motion on a theater screen. The addition of time as an integral part of the presentation

enhances our understanding by giving another dimension of meaning to the data.

Scientific visualization allows complex phenomena to be examined from a variety

of new perspectives. For example, the rate of change of simulated processes can be

varied according to the investigator's wishes. Fast-moving events can be slowed down to

examine detail, while slow-moving events can be speeded up to reveal unfolding

processes. Such flexibility can provide the investigator with alternate perspectives in

time. Similarly, three-dimensional images can be rotated and spun about in various

positions so that the problem under question can be spatially examined from different

perspectives. In each of the preceding examples, the situation being explored can be

presented in whatever constellation is most conducive to promoting greater

understanding.

Futures

Although the future cannot be predicted with certainty, the sophisticated

computer models of the physical world now being developed make it increasingly feasible

to envision a variety of possible futures, to choose from among them, and to work

towards their implementation. As Kay puts it, by using such simulations you can "taste

the future before you swallow it" (Jones, 1983, p. 55). The simulation's capability

enables us to develop public policy and actions based on possible future outcomes to a

degree heretofore impossible. With such powerful tools at our disposal, the responsibility

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now rests with humankind to look beyond current limitations, and to begin to remake

our world in the vision of the best that is possible tomorrow (Seymour, 1987).

The play in space, time, and representation made possible through computer

simulation provides us with unprecedented opportunity for new ways of thinking about

the world and our relationship to it, as it is now and as it might become. By providing us

with fresh perspectives and capabilities to reflect upon in both the arts and sciences, the

computer enables us to begin shaping new visions of the future.

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Chapter Six The Significance of Virtual Reality

Philosophical Questions 78

Virtual Reality and Real Issues 86

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Philosophical Questions

Ann Lasko 1uu1 transfonned herself ituo a lobster. An interestingexJ)erience, J)erhaps, but she found itdisconcerting w JuLVe to control a

large tail and very strange notw JuLVe a head.... Lasko was deeJ)ly

immersed in learning how w control her StTange new body TheMacinwsh screen was her mirror-except dUlt instead ofseeing herselfas a human, she was looking ather reflection as a lobster. When sheraised her ann, the lobster on the screen rctised its forelimb. When sheopened and closed her hand in a grasJ)ing motion, the lobster's claw 011

the screen mimicked the action. With the help ofa body suit shedesigned herself, Lasko was able w sUJ) outof the world asshe knew itand, for a while, exJ)erience the virtual reaUty ofa lobster.

- PRISCILLA BURGESS, 1988, P. 38

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"you feel as though you really (Ire in a cartoon," That's how Ann

Lasko-Harvill (1989) describes the sensation of being inside one of her

virtual realities. Yet her characterization of that world's cartoon-like

quality is far from negative. She describes the experience as having an unusual, but

nevertheless real quality-a feeling that "You've gone to Toon Town, rather than 'this

isn't real because it looks like a cartoon.''' As one of the pioneers in the emerging field

of virtual reality and a frequent voyager to virtual worlds, she intimately knows about

their peculiar but convincing nature. Like other travelers to less metaphoric lands, her

voyages bring her fresh perspectives, not only about her destinations but also about her

point of origin. Harvill's observations suggest far-reaching questions about our

conception of the fundamental nature of reality. To better appreciate why virtual reality

can shed new light on conventional reality, I will first outline what virtual reality is and

how it is created.

Virtual reality capitalizes upon the computer's simulation abiliries, and extends

both the scope and quality of those abilities such that the environments which are

created can be actively explored by one or more individuals. These created

environments are characterized as "virtually" real because they are perceived as real by

the participant. To be thoroughly convincing, virtual reality may have little or no

correspondence with the norms or limits of conventional reality. Virtual reality relies on

matching basic human perceptual traits with a combination of sophisticated

computer-based hardware and software to create a personal interactive environment that

envelops the participant and captures his or her mind.

Michael McGreevy, Principal Engineer at NASA'S Ames Research Center, explains

that one of the significant differences between simulations that are viewed on an

ordinary computer screen and those that are experienced in virtual reality is that

although the former is "no better than a window," the latter "allows you to go through

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that window and be completely immersed in the spatial data" (I989b). In effect, virtual

reality systems allow us to create internal mental dramas, and the systems then provide

the technical means to externalize the "plays of the mind" for further manipulation or

exploration.

The ability to immerse oneself in a simulated environment and then to physically

interact with that environment as though it were real, is central to the concept of virtual

reality. How then do virtual reality systems create an environment in which disbelief

can be suspended and in which convincing novel realities can be created!

Film-makers and viewers appreciate the dramatic power inherent in

larger-than-life images. Imagine, for example, the difference in visual impact between

watching a motion picture from the first row of a movie theater compared to doing so

from the last row. James Foley notes: "Displays that fill the visual field give the observer

a sense of being part of the scene rather than on the outside looking in" (1987, p. 129).

Unfortunately, most present-day computers have video displays that subtend a visual

angle considerably less than the actual boundaries of the visual field of the viewer.

Consequently they fail to produce the sensation of "being part of the scene" (Foley,

1987).

Some virtual reality systems, however, arc now capable of using the film-maker's

angle-of-view and size-of-image methods to advantage in creating compelling simulated

visual environments. One such system, outlined in Figure 10, involves the usc of

stereoscopic goggles (called Eyef'honcs) and a sophisticated sensing mechanism that

monitors the motion and position of the goggles. The goggles contain two small color

video displays-one for each eye-that exhibit suitably offset views of the same

computer-generated scene. Because the goggles' display screens are so close to each eye,

their relative size is large and the viewer's visual field is filled. Also, the goggles'

stereoscopic feature mimics normal human vision and heightens the realistic, "you are

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~ ~Left~

COMPUTER

COMPUTER

FIGURE 10 - Computer-driven stereoscopic display gogglesas used in the virtual realitysystemcreatedby VPL Research, Inc.

there" sensation for the wearer. Finally, the motion detector sends its co-ordinate data to

two computers where the information is interpreted, processed, and then sent back to

the displays so that any changes in head position are reflected in images appropriate to

that movement. As the position of the user's head changes, the views seen in the goggles

change accordingly.

In this system, virtual reality uses methods that parallel those of our eyes and brain,

but there is an important difference: the goggles' display is not restricted to images of

conventional reality. Instead, the display's images are closer to those of internal imagery,

unrestrained by logic, rational thought, or the laws of physics.

If the scope of virtual reality was confined to an individual observing a compelling

series of images it would not be very different than the experience of a visit to the local

cinema or playhouse. However, virtual reality departs significantly from these situations

by allowing an individual to take an active role in the environment being witnessed.

Part of this capability can be to have the direction of one's gaze control the scene one is

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seeing, but the capabilities of virtual reality go beyond this to include virtual senses of

touch, motion, and hearing, as well as actions that correspond to these senses.

One of the prominent devices used for simulating the sense of touch and for

producing virtual grasping action is the DataGlove. Like the Eycl'honcs, the DataGlove

uses a motion and position sensor to determine co-ordinate information. Flexion sensors

on the glove gather information about the degree and kind of flex the gloved hand is

producing. Together, the position and flexion information is sent to a computer for

processing and then back to the goggles where it produces a three-dimensional image of

a virtual hand on the displays. This virtual hand can pick up or manipulate virtual

objects in the simulated environment according to the real movements of the person

wearing the glove. Furthermore, the tactile sensations that would normally accompany

real grasping actions are produced in the DataGlove by tiny vibrators located in the

fingers. When these tactile feedback devices vibrate, they give the wearer the illusory

sensation that a real object has been touched or grasped.

More sophisticated feedback mechanisms are now being developed. These will

include simulated sensations of an object's tactile substance, that is, sensations

appropriate to the resistance level of an object.

An individual wearing the stereoscopic goggles, DataGlove, and a DataSuit

(in effect, a full-body variation of the DatafIlovc) is shown in Figure I I. The DataSuit

allows the individual's entire body movements to be monitored in much the same way

that the DataGlove monitors the position and movements of a hand. And similar to the

DaraGlove. the information the DataSuit produces is computer-processed and then sent

to the goggles for display. In concert, this suite of devices provides a convincing base for

experiencing virtual realities.

Let us now look more closely at how the virtual realities are initially created. The

world that appears in the goggles-and through which the participant travels and

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..~.........•~..: ,~

,"::J~~.

FIGURE 11- VPL DataSuit with stereoscopic gogglesand DataGloves. Reproduced withpermission,© VPL Research 1991.

manipulates objects-typically

has its origin in one of three

places: (a) an environment

that exists and is currently

being monitored; (b) an

environment that exists but

that was previously monitored;

and finally, (c) an environment

that exists solely in database

form (i.e., a totally synthetic,

constructed environment).

Various combinations of these

three sources of information

are possible. For example, the

virtual world could be

composed of a real room, a

chair that was in the room

yesterday, and a synthesized lobster (such as the example in the introductory quotation

to this chapter). Regardless of origin, each part is filtered through the computer, and the

specific form and physical qualities that are manifested can be arbitrarily manipulated.

Thus, the malleability of the computer has an integral part in creating the virtual

realities that give expression to free play.

Virtual reality allows environments to be arbitrarily formed and represented.

These environments can have their own special laws of physics and causality that shape

the flow of events in the virtual world. Virtual reality also allows a participant's

representation to be arbirrarily chosen. As Jaron Lanier notes, individuals can choose to

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be depicted in virtual worlds in any number of ways, human or otherwise: "You might

very well be a mountain range or a galaxy or a pebble on the floor. Or a piano" (Lanier,

in Heilbrun & Stacks, p. 110). Even the real actions of the participant can have varying

degrees and kinds of correspondence with those of the virtual representation. Lanier

illustrates some of the more fanciful examples: "With a saxophone you'll be able to play

cities and dancing lights, and you'll be able to play the herding of buffaloes made of

crystal, and you'll be able to play your own body and change yourself as you play"

(p. 110). Clearly, our conventional concepts about the nature of reality will come into

question when Lanier's visions are more fully realized.

Virtual worlds need not be the sale creation of an individual, nor does the same

virtual world need to be consistent among those creating and experiencing it. While

one participant in a shared reality might see a scene similar to that in Figure 12, another

participant might see something quite different. For example, Scott Fisher, principal

investigator for NASA's Human Factors Research Division, has created a virtual reality

FIGURE 12 - Reality Built For Two: a shared virtual environment. Reproduced with permission,e VPL Research 1991.

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that can be shared by up to six people. However, the reality experienced by those

participants is vastly different because each person is given a split personality so that

"Person A may choose to appear as a dog in the eyes of person B, a dog biscuit in the eyes

of person c, and so on" (Wright, 1987, p. 10). In one sense, this use of virtual reality

reflects the subjective, highly personal, nature of reality with which we are more familiar.

But the use of virtual reality forces us to examine more intensely the basis on which our

conception of conventional reality rests by making explicit the requirements for creating

convincing artificial realities. By examining this framework we can regain some of the

awareness we have lost of our own mental environments.

Although the primary goal of current virtual reality research is to produce a

thoroughly convincing simulated environment, virtual reality is also important, as Foley

proposes, because the researchers' eventual product may have more profound

consequences than mere mimicry would suggest. Indeed, the importance of virtual

reality may lie in its ability "to go beyond reality itself, by modeling in concrete form

abstract entities such as mathematical equations and by enabling users to surmount

problems of scale in manipulating atoms and galaxies alike" (1987, p. 128). The greatest

significance of virtual reality may well be its ability to extend and enhance the playing

field of the mind.

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Virtual Reality and Real Issues

All that we see ar seemIs bue (L dream within (L dream.

- EDGAR ALLAN POE, 1915, P. 18

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MIKE and Nancy Samuels write in their book, Seeing With the Mind's Eye,

that when people use their eyes to see they "take for granted the f"ct that

the objects they perceive are real and separate from them." Yet, when

they see with their mind's eye, they "accredit little importance to these inner events,

even to the point of denying that the experiences are real" (1975, p. 5). This schism is

widespread in our culture: external, physical objects are real; internal, mental objects are

not. As we move further into an age that is becoming increasingly dominated by an

electronic environment, however, the issue of what is real and what is an illusion will

become more clouded, more fascinating, and more pressing. What happens to the

touchstones of our reality when space, time, and causality become infinitely malleable, or

when we can create our own personal realities more and more convincingly?

Some Western societies and many Non-Western cultures recognize that reality

includes a wider spectrum than only conventional physical and external reality. Even

within our own scientific culture, there is a growing recognition that conventional

reality is more of a convenient hermeneutic construct than an absolute state. Perhaps

the popularization of virtual realities will hasten this realization by others; the

arbitrariness and deliberate construction of virtual reality can dramatically highlight the

often limited and unconscious views we have of conventional reality.

Virtual reality also has the potential to directly increase our appreciation of an

expanded view of reality. Whether immersed in virtual environments or in dream

images, when the mind is released from the constraints that accompany mundane reality,

it is set free to play, to explore, to invent, to expand.

Despite the possible benefits, there are also pitfalls that might accompany the

widespread adoption of virtual realities. Lanier feels concerned that if virtual reality is

used in the same way as television-that is, as a passive, isolating medium-then the

consequences will be severe: "My view is that that would be so dangerous, it would ... end

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human culture. It would basically grind creative thought to a halt" (Wright, 1987,

p. 10). And, as Robert Wright reasons, the other roughly analogous technologies that

have been used to create virtual realities in our culture-namely, television and a variety

of drugs-have not been used wisely by a substantial portion of the population (1987).

Imagine the effects of a more engrossing, wide-ranging, and powerful technology

available in the future by computer-based virtual reality systems-the public outcry and

near universal alarm that greeted the videogame craze of the early 1980s might be

dwarfed by comparison.

Despite the risks involved in furthering the exploration of virtual realities,

substantial rewards beckon. And sometimes those rewards lie closer to home than we

might expect. Lanier is convinced that his travels through virtual reality have

heightened both his awareness and appreciation of conventional reality in a way that was

previously impossible (Heilbrun & Stacks, 1989). The dramatic contrast posed between

a wholly synthetic but endlessly flexible virtual world, and the natural but more

constrained conventional world, invites comparisons and revelations. In leaming to

recognize and contrast virtual versus conventional reality, we have an opportunity to

more deeply understand the nature of personal and socially-constructed realities.

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Cnatner Seven Mind Questions

Artificial versus Synergetic Intelligence 90

Ways of Knowing 95

Big Thoughts, Little Thoughts 98

Wheels for the Mind l05

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Artificial versus Synergetic Intelligence

For the immediate future, the issue of whether machines can become

intelligent is less important tlu11l1eaming to deal with adevice tha: can

become whatever weclearly inUlgine it w be.- HOWARD RHEINGOLD, 1985, P. IS

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PEO PLE have long sought to define the boundary that divides the human from

the mechanical. Through legends, literature, and mechanical devices, we have

variously been drawn to, or repulsed by, entities whose outward form or actions

approach that boundary. According to Joe Sanders, a shift from ease to anxiety occurs

when our creations appear to have assumed fundamental human qualities, especially that

of our "independent, seeking consciousness" (1982, p. 167). These perceived

transgressions bring into question the quintcsscntialncss of our presumed fundamental

human qualities.

Today, as the spectre of a new wave of artificial creations arises-creations whose

intelligence may rival or even surpass our own-some vexing issues come back to haunt

us. If the attributes that once characterized us as uniquely human no longer apply, what

will distinguish us from the rest of the natural world? What place will remain solely for

us? Underscoring the pervasiveness of these uncertainties in our society is their

recurrence and exploitation in contemporary popular media. For example, concerns

have found expression in the guise of powerful computers that, by virtue of their superior

intelligence, seek to overwhelm humans (e.g., the science-fiction films 2001: A Stoce

Odyssey (Kubrick, 1968) and Colossus: The Forbin Project (Chase, 1970)).

Set against this background the term artificial intelligence may be a poor one to

employ; the expression is too emotionally charged and can too easily suggest an

encroachment by the computer on human self-identity. In addition, artificial

intelligence suggests an intelligence that can exist independently of humans. James

Chesebro and Donald Bonsall (1989) point out that some people view thinking

machines as frightening and unnatural. Considering the already established negative

connotations, using the term artificial intelligence will Iikclv do little to alleviate

underlying fears, much less foster a more positive orientation toward the computer. A

new, less pejorative term might promote a new and better orientation.

9 1

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Mindful of the important role that semantics plays in human perception, Bolter

(1984) has chosen to describe the intellectual exchange between people and computers

in terms of synthesis rather than artifice, integration rather than separation. Bolter's

perspective allows us to see more clearly the synergetic nature of human-computer

interactions. In keeping with the spirit of the present work, an orientation based on

synthesis recognizes that through interaction and integration the computer can extend,

amplify, and transform human abilities. It is through such actions that the

transformative computer fosters the play of mind.

In contrast to an artificial perspective, an orientation based on synthesis might

well increase our sense of humanity. The synthesis orientation allows us to emphasize

those qualities that reaffirm our uniqueness as humans-for example, our capabilities for

insight, empathy, intuition, and wonder. And simultaneously, the synthesis orientation

allows us to de-emphasize those qualities and abilities that are not uniquely human,

especially those abilities that find superior expression in the computer-for example,

information storage and processing speed.

The artificial perspective complements perceptions of the computer as a machine,

whereas the synthesis perspective parallels another set of perceptions-those of the

computer as a tool. Of what significance are these contrasting perceptions! Machines are

set in action by people, but once they begin to perform their tasks they often need little

or no human intervention. Tools differ dramatically from machines both in their

character and method of operation because tools are neither self-sufficient nor

autonomous. Instead, tools require the skills and guidance of people to achieve some end.

Machines therefore tend to undermine our sense of humanity because they remove

us from contact with our environment and minimize the importance of human operators

and human abilities; tools on the other hand tend to reinforce our sense of humanity

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because they require interplay with our environment and thereby stress the contributions

of human operators and human abilities.

When viewing the computer from the tool and synthesis perspective, therefore, a

markedly different set of expectations is raised than when viewing the computer from

the machine and artificial perspective. These expectations in turn further color and

shape our beliefs about the computer and our interactions with it.

There are, of course, many valid conceptions regarding computer intelligence and

the uses to which such intelligence can be put. Nickerson (1986) has proposed that

among the reasons that lie behind our desire to develop intelligent machines are these:

to meet the intellectual challenge to produce them; to learn more about human

intelligence by comparing and contrasting it to machine intelligence; and to expand the

range of technological leverage to include the realm of the intellect.

The first reason requires little elaboration. Our innate inquisitiveness and desire

to test our limits will surely find ample challenge in the attempt to create an intelligent

machine. If the simple motivation behind many endeavors-lito see if it can be done" or

"because it is there"-has proved sufficiently compelling to justify lesser ventures,

undoubtedly such motivation is more than sufficient to take up the computer challenge.

Some researchers, however, maintain that the second reason-to learn from the

comparison between human and machine intelligence-may be of prime importance in

developing intelligent machines. Minsky, for one, proposes that because our current

understanding of computer capabilities is limited, so too is our understanding of our

thinking processes. He suggests that by developing advanced computational theories we

may better comprehend the workings of the mind (1985). Hockcnos (1985) echoes that

when he states that artificial intelligence programs can function as explanations of basic

cognitive processes. There is merit in these and similar positions, particularly to the

extent that they provoke discussion about human intelligence. But the value of the

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mind-as-computer analogy is dependent upon the degree to which it captures the

essential qualities of that which it models. McNeil (1985-1986) argues that although

the computational model of the brain (i.e., a model based on the assumption that the

brain works in a fashion similar to that of the digital computer) is somewhat useful, the

analogy ultimately fails because it docs not adequately capture the essence of

consciousness. Moreover, he feels that the attempt to understand the mind as a digital

computer is "too simplistic" and exposes it as merely another analogue "in a long line of

mechanical analogues for the human being" (p. 105). If McNeil's position is correct,

then the mind-as-computer model will Iikely be overshadowed and replaced as new and

more robust models are developed which rely on as-yet-undetermined analogies.

The last of Nickerson's reasons-expanding the range of technological leverage to

include the realm of the intellect-may well have long-term practical value.

Additionally, the goal of increasing intellectual leverage has great relevance to the

emphasis in the present work upon the computer's potential to extend and transform

human abilities.

The key to our relationship with the computer lies in a synergetic coupling of

human and computer in which the strengths of one offset the weaknesses of the other.

By developing an attitude that encourages this kind of close interplay, Licklider's goal,

although stated more than thirty years ago, to create a partnership that will "think as no

human brain has ever thought" (1960, p. 4), may yet be realized.

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Ways of Knowing

We will come w think of letmling and thinking and understanding not(IS

mysterious, single, s/Jecifll processes, but(IS entire worlds of ways to

represent and t/'ansfann ide(lS.

- MARVIN MINSKY, 1985, PP. 42-43

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BRUN ER proposes that we use three overlapping systems for knowing and

understanding our world (1966, 1968, 1983): first, cnactive representation, or

representation through action and movement (such as learning to tic a

shoelace); second, iconic representation, or representation through imagery and other

perceptual organization (such as pictograrns): and third, symbolic representation, or

representation through symbols and logical propositions (such as mathematical

formulae). The three systems are not mutually exclusive, rather they vary in dominance

with different people, stages of human development, and task environments.

Each system relies on a unique approach to understanding reality, and

consequently each provides a singular perspective from which one can translate

experience into more comprehensible form. Frequently, however, the view provided by a

single perspective is not as complete, nor as illuminating, as that provided by multiple

perspectives based in each of the representational systems. Bruner suggests, therefore,

that to advance further in knowing, understanding, and ultimately mastering a field of

interest, progressive exploration by means of all three systems is often necessary (1983).

The representational systems provide distinctive platforms upon which

correspondingly distinctive models of experiences can be constructed, and through

which examination and manipulation of the experiences can take place. It could be

argued, though, that the models go beyond merely permitting examination and

manipulation-they may actually encourage such actions by virtue of two

complementary conditions: on one hand, cognitive and intellectual mastery is itself

inherently rewarding (Bruner, 1968); on the other hand, the models provide the

necessary tools to achieve that mastery. Thus, the environment of the knowledge

systems is one that furnishes not only a boundless set of desirable ends, but also a full

complement of appropriate means. Together, these conditions provide fertile ground for

intellectual exploration.

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The comprehensive nature of the combined systems ensures that models can be

designed to represent any area of knowledge. At the same time, the disparate

representational qualities of the systems allow models to be designed that are suitable for

virtually all people. As Bruner notes: "There is an appropriate version of any skill or

knowledge that may be imparted at whatever age one wishes ...however preparatory the

version may be" (1968, p. 35). Our systems, it seems, can have individual utility and

far-reaching applicability-but are some media more capable of expressing the system

models than are others?

If a particular medium is to enhance, or simply make possible, a person's ability to

come to know and understand something, then ideally that medium should be able to

express any of Bruner's systems with ease and proficiency. The computer is one such

medium. Indeed, because of its unique nature, the computer may be the only medium

that is capable of easily and proficiently expressing each of Bruner's representational

systems. Whereas other media are more fixed in nature and therefore ill-suited for

actualizing certain models, the Protean, malleable, and mctamedium nature of the

computer allows it to self-metamorphose into whatever medium is required to realize a

particular system and model.

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Big Thoughts, Little Thoughts

I amfirwlly convinced dwt a psychology of mind cannever be free ofa

f)hilosophy ofmind.... It isnotVUlt a knowledge of the philosOf)hy of

mind wiU guide us to our dawor the design of expernnenrs. Rather, I

think, it will guard tiS against the triviality into which weare likely to

stumble when we narrow ourfocus to do this study, dUlt experiment, or

offer ulis adler theory.- JEROME BRUNER, 1983, PP. 129-130

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AdiScussion of a topic as broad as that of creativity must necessarily be

severely restricted in the current work. Furthermore, the topic of creativity

is unavoidably mired in conceptual problems because currently there is no

single, widely accepted definition of what constitutes creativity. Harold Anderson

describes the search for an external evaluation criterion as "bewildering, confusing and

baffling" (1959, p. 260).

Notwithstanding bewilderment, confusion, and bafllcment, the failure to agree

upon a single definition or criterion may yet be seen in a positive light, in that some

regard the search for simple theories of the mind-including creativity-to be

misdirected. Minsky, for one, cautions that the complexity of the subject matter ensures

that psychology can never be as straightforward a science as that of physics, for example,

and that the search for simple theories of the mind would necessarily "miss most of the

big picture" (1986, p. 322).

Still, for pragmatic or philosophical reasons, the search for uncomplicated answers

goes on. In simplest terms, most researchers have confined their efforts to one of four

major areas: the creative product, person, environment, or process (Taylor, 1988).

Within these discrete domains, however, there is still considerable debate as to which

criteria are appropriate. For example, while there is general agreement that the creative

product should be novel, no agreement exists on the degree of novelty required for the

product to be deemed truly creative.

In addition to being novel, the creative product must generally be relevant because

the function of novelty is to allow the response, in whatever form, to address the unique

demands of the situation. These demands may be conventional problems, in which case,

creativity can be seen as ordinary problem-solving with the products serving as solutions.

Or, the demands may be existential in nature, and creativity can be seen as

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problem-solving in the sense that life is viewed as a series of problems or opportunities

that call for novel and appropriate solutions.

The issue of the product's novelty and relevance also presents difficulties for the

researcher. On one hand, as Carl Rogers notes, genuinely significant creations are likely

to be seen initially as "erroneous, bad, or foolish" (1959, p. 73). This is so because in

part the more radical the departure from traditional norms, the fewer benchmarks remain

to establish the product's worth. Without such familiar and comforting reference points,

reliable and valid evaluation of a highly creative product becomes difficult. Yet, docs the

difficulty of the judgement process have any bearing on the degree of creativity

expressed? If creativity is absolute, then a person or product can be creative even in the

face of considerable opinion to the contrary.

On the other hand, some researchers-among them, Mihaly Csikszentmihalvi

(1988) and Howard Gardner (1988)-take a relativistic position and hold that creativity

is not absolute, nor can it be confirmed without social agreement or historical context.

According to this position, the judged worth of a creative endeavor may vary over time

and with changing tastes. Csikszcnrmihalvi (1988) cites Rembrandt as an example of

this latter situation: during his lifetime, Rembrandt's works were considered less

significant than those of his fellow Amsterdam artist, Jan Licvcns; now Rembrandt is

considered one of the greatest painters of all time (Seadler, 1975) and Lievens is barely

remembered. The lack of agreement on such fundamental issues as the absolute or

relative nature of creativity highlights another of the conceptual problems confronting

creativity researchers.

Some theorists concentrate on the person. A person-centered orientation

typically has as its focus the cognitive or personality characteristics or special events that

shape a person's development (Tardif & Sternberg, 1988). Accordingly, researchers such

as Calvin Taylor (1988) and Donald MacKinnon (1961), have repeatedly studied these

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quantitative and qualitative dimensions by using as their subjects those people

conventionally thought of as exhibiting a high degree of creativity such as artists, poets,

musicians, architects, and scientists.

Other theorists take a broader view of the creative person and include people who

simply live their lives in a creative fashion. In this context, Eric Fromm defines

creativity as "the ability to see (or be aware) and to respond" (1959, p. 44)' Similarly,

Abraham Maslow maintains that although creativity is often associated with special

talents, it need not be. Rather, creativity can be evidenced as "self-actualizing

creativity" in which a person is able to resolve dichotomies into unities, and to perceive

freely without Q priori expectations (Maslow, 1959).

Another area of creativity research has been the field or environment in which

creativity takes place. Does the field support or hinder creative endeavors? Frank

Andrews' research (1975) indicates that creative ability and innovative output arc

unrelated, and so he concludes that environment is the controlling factor in creative

output. According to Andrews, a "favorable" environment permits the greatest

expression of a person's abilities, while an "unfavorable" environment stifles such

expression. It may be, as Beth Hennessey and Teresa Amabile (1988) suggest, that the

nature of the environment, or more precisely, one's perception of that nature, affects

motivational levels, and this in tum affects the degree of creative behavior likely to be

displayed.

The fourth area of interest for researchers has been the creative process. For the

Greeks, creativity was powered by divine intervention. For Freud, creativity was driven

by the conflicts of the unconscious. For Gcstaltists, creativity was a "reconstruction of

geswlcs" (Kneller, 1965, p. 27)' Although there has been disagreement over the source of

its power, researchers have described a number of relatively common features of the

creative process. Among the cited features are these: the discovery of new and

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unexpected relations between formerly unrelated things (Taylor, 1988); an ability or

willingness to see things with fresh eyes (Barron, 1988); "effective surprise" or the

reordering of common experience so that the experience is perceived in uncommon ways

(Bruner, 1962); constant redefinition of parts or the whole of a problem (Kneller, 1965);

being sensitive to and acting upon gaps, or poorly structured conditions (Torrance,

1988); and the application of images of wide scope to particular situations (Gruber, in

Gardner, 1981).

In contrast to the reductionist method that separates the person from the process.

product, and environment, some theorists have adopted a more dynamic and

encompassing stance in their study of creativity. For example, Carol Rogers' approach

integrates components which are often left separate in other theories, so that in Roger's

view creativity can be seen as "the emergence in action of a novel relational product,

growing out of the uniqueness of the individual on the one hand, and the materials,

events, people, or circumstances of...Iife on the other" (1959, p. 7d. More recently,

Csikszcnrmihalyi (1988) has argued for a holistic position, noting that because of their

mutual interaction and interdependence the effects of the person, product, and

environment cannot reasonably be separated from each other.

This is not to say that a rcductionist approach is without merit-Gardner (1988),

for example, acknowledges that the methodological tools of reductionism arc more

rigorous than those of holism. Nevertheless, he prefers the more encompassing view

provided by the holistic approach because this prospect allows creativity to be seen in its

"full level of complexity" (p. 299).

Current definitions of creativity represent a wide range of theoretical

viewpoints-sufficiently wide that one is tempted to conclude that they expose their

framers' beliefs, prejudices, and orientations as much as they say anything truly definitive

about creativity. It appears that the broad range of definitions is an implicit recognition

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that creativity "defies precise definition" (Torrance, 1988). Perhaps, as Minsky suggests.

devising a simple, concise definition of creativity is challenging because the

phenomenon may simply not be simple (1986). Or, perhaps, the variety of definitions

reflects the arbitrary nature of attempting to create a narrow definition of a broad and

perhaps inherently ambiguous phenomenon-one that has been described as so

encompassing as to be "central to all of psychology... [reaching] out to philosophy, the

arts and humanities, the natural sciences, and human affairs generally" (Barron, 1988,

P·79)·

Given this brief overview of the meaning of creativity, questions that spring to

mind are: "What role, if any, can the computer play in creativity! Can the computer

enhance existing creativity, or can the computer reveal creative ability that was formerly

unnoticed!"

One position, expressed by Ezra Shapiro, is that although tools can be invented to

"make it easier for the artist to be creative," tools are nevertheless incapable of

enhancing creativity because "creativity cannot be enhanced; it's either there or it isn't"

(1990, p. 30). According to Douglas Hofsradrer, however, creative thought is not as

exceptional as Shapiro claims but rather is an essential part of all human thought (1982).

In other words, creativity "is there" not just for artists but for everybody. Just as tools em

be developed to make it easier for artists to be creative, they can also be developed to

make it easier for everyone to be creative.

If computers are to playa significant role in propagating creativity, the more

inclusive holistic view of creativity, as exemplified by Rogers and Hofstadtcr, wiII first

have to become more widely adopted. As long as creativity is viewed as the sole

province of special beings such as writers, painters, and musicians, viewpoints such as

Shapiro's are likely to prevail, and tools that might otherwise enhance the thoughts and

efforts of many will be unnecessarily confined to a small elite.

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The realization that creativity is not limited to either specially talented people or

to "big thoughts" alone is an important prerequisite, but to bring forth creativity, more is

required. Rccognizing the worth of creativity is perhaps just as nccessarv-s-with

worthiness comes both increased internal motivation to be creative and external

approval to express that creativity. Finally, having access to an environment that is

favorable to creative expression is vital.

As Hennessey and Amabile (1988) have noted, perception can play an important

role in determining if an environment is thought of as being favorable to creative

expression or not; regardless of its true nature, if an environment is perceived as being

hostile to creativity, then creativity will be discouraged. Thus, both the perception of

creativity and the means of its expression become important considerations in how the

computer's potential role in creativity is to emerge.

The computer, as a metamedium, is ideally qualified for enhancing creative

thought and expression, but only to the degree that the computer is perceived as bcing a

favorable medium. Thus, the appropriate question is no longer "Can the computer

enhance creativity?" but rather, "Can the computer be re-envisioncd as an appropriate

medium for creative expression?" The current work is one such attempt to redefine the

computer as an instrument especially well-suited to enhance the free play of mind.

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Wheels for the Mind

I will not think it intellectual sloth w subcontract w the nUlchine those

tiLSks the nUlchine can dobetter if that frees me w go and do other things,wclimb !)erha!)s wahigher level of undersumding, which gives me still

further leverage.- PAMELA MCCORDUCK, 1985, P. 50

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BEG IN N IN G in the early 1950s, a few people, among them Douglas Engclbart

and]. C. R. Licklider, began to envision the computer in a revolutionary way.

Until that time, computers were regarded by many as mysterious devices,

dedicated to performing mathematical calculations, and removed from conventional

day-to-day life (Rheingold, 1985). The visionaries, however, foresaw new possibilities in

the computer. In their conception the computer could be used to "enhance the most

crcative aspects of human intelligence-for everybody, not just the technocognosccnti"

(Rheingold, 1985, p. IS)' In effect, the visionaries were proposing a democratization of

computing.

It is difficult, in retrospect, to appreciate fully the innovativeness of their

revolutionary conception because the personal computer has now become so

commonplace. But the vision of a computer technology applied to the great and small

problems of individuals and society, has yet to be fully grasped and implemented.

Engclbart's focus was not on technology per sc, but on how technology could

augment human intellectual abilities-that is, increase a person's ability to approach,

comprehend, and derive solutions to complex problems (Engclbart, 1963). As part of an

elaborate augmentation system, Engelhart recognized that the computer was radically

different from previous technologies in that the quantitative changes the computer

introduced into interactions were frequently so great as to produce qualitative changes as

well (Engelbart & Hooper, 1988). These capabilities meant that the computer could

playa crucial role in the continuing development of the human intellect by making the

automation of external symbol manipulation possible (Engelhart, 1963). Such

automation, as is now found commonly in word processing and data analysis

applications, allows an individual to continuously harness creative thought and more

easily integrate and update an evolving record of complex ideas (Engelbart, 1963).

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In a similar vein, others (c.g., Bruner, 1968; Hall, 1959; Raben, 1985) have noted

that just as the lever and pulley have amplified and extended the power of our bodies, so

certain technologies can amplify and extend the power of our minds. As conventional

wheels once brought new efficiency to human locomotion, now the computer provides

us with electronic wheels for the mind-wheels that can expand our mental abilities and

present us with new areas for investigation and exploration.

Although our minds are remarkably able in many respects, our minds are not

particularly proficient in comprehending complicated systems and processes, in

assimilating large amounts of data, or in tracing through convoluted problems. The

computer, on the other hand, is well-suited to each of these tasks. By offsetting

weaknesses such as those just mentioned with the computer's strengths, we can solve

formerly intractable problems, and by delegating tedious, menial activities to the

computer, we can free our minds to address other issues.

One of the fi.rst to highlight the capability of the computer to increase our mental

power and efficiency wasJ. C. R. Licklider. While a psychology professor at MIT during

the 1950S and 1960s, like many of his contemporaries, Licklider perceived that he was

spending disproportionate amounts of his time uncovering, collating, and analyzing

information rather than thinking about the meaning of the information. Moreover, he

found that he was selecting the projects he chose to pursue "by considerations of clerical

feasibility, not intellectual capacity" (Licklider, 1960, p. 6). Licklider concluded that

much of his work could be more effi.ciently performed by devices like the computer, thus

leaving him free to concentrate on the parts of his research for which he was more

especially suited. What Licklider proposed though was not a separation of person and

computer along functional lines, but instead a tight interaction between the two so that

both the mind and computer could each go beyond their former limits. The result of this

coupling "might help us to speculate, build and study models, choose between

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alternatives, and search for meaningful patterns in collections of information"

(Rhcingold, 1985, p. 15).

Licklider's insight remains a guiding vision for other researchers today. For

example, David Andersen (1985) proposes that our understanding and comprehension is

overwhelmed by the dynamism and Byzantine complexity of systems such as social

systems. With the increased power and efficiency that the computer can bring to our

thinking however, Andersen believes that problems with a multiplicity of interrelated

elements, such as are found in social planning, may become more manageable.

In some situations, the computer may transform the subject matter into a form

more easily grasped by a human being. In these cases, our mental powers have not been

so much enhanced as has our mental environment been made simpler and more

compatible with our normal cognitive abilities. For example, McCorduck (1985) points

to the impossibility of interpreting the enormous volume of data produced by a

compound axial tomographic (CAT) scanner; yet the computer is able to transform the

data into images whose information can then be easily grasped. Furthermore, the

discrete image slices produced by the computer can be stacked, much like slices of bread,

so that they can be tilted, rotated, and otherwise manipulated to provide the investigator

with even more encompassing and comprehensible information.

Because the computer is able to assume many of the clerical, routine tasks that

normally require our attention, it can free our minds from mechanical constraint. As

Gassce puts it, the computer "leaves people's minds free for other tasks ... [and] opens up a

wider range of possibilities" (1987, p. 71-72).

As early as 1962, Licklider and Clark recognized that the computer-generated

graphic display of mathematical information could enhance one's ability to recognize the

consequences of modifying basic assumptions and formulations (1962). If Licklider and

Clark had been forced to manually create the graphic information by traditional means

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alternate assumptions may have remained untested or they may have tested far fewer

formulations. The theme of enhanced abilities making possible more thorough

investigations is one that recurs throughout the field of computer-enhanced thinking.

When the creative impulses of researchers are restrained by mechanical considerations,

fewer ideas are likely to be brought forth for examination and possible reformulation.

The conventional world. constrained by mechanical considerations, also restrains the

play of mind, whereas the virtual world of the computer, largely unfettered by

conventional concerns, can make such play both more likely and more productive.

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Ch(L!ltcr Eight Education

Revolution in the Air I 1 1

Meta-Learning 116

Implementation Problems 128

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Revolution in the Air

1began w see how children who had learned w prO&>ram com/lUteTS

could use very concrete com/JuteT models w think about dlinking and to

/e(Lm about /e(Lrning and in sodoing, enlumce their powers (!S

/JsychologisLS and (!S e/JistemologisLS.

- SEYMOUR PAPERT, 1980, P. 23

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ON E of the more noteworthy elements in a radical new vision of the usc of

computers in education is Logo (Roszak, 1986), a computer programming

language created by Seymour Papert and described in his book Mindstrmns

(1980). Although Logo has received generally favorable reviews (Bodie, 1987; Hamner

& Hawley, 1988; OTA, 1988), it has not been without its critics (Jan Hawkins, in Hassett,

1984) who fail to find a significant correlation between the use of Logo and

pre-established cognitive objectives such as general planning skills (Lepper, 1985).

Papcrt's response to such criticism is instructive. He asserts that many of the

critics-and even some of the supporters-arc engaging in technocentric thinking and

that their analyses reflect this orientation at the expense of the broader cultural

perspective that Papert feels is more appropriate (1987). (In technocentric thinking,

technological objects play pivotal roles wherever they are found.)

According to Papert, those employing technocentric thinking regard the computer

as though it were the treatment condition in a controlled experimental design. That is,

they think of the computer as an object that can be abstracted from a more general

context and then by comparison with a control condition they attempt to establish the

specific consequences of the computer presence. Papert however maintains that the

treatment method is unsuitable for determining the effects of either the computer or

Logo because neither is designed to act directly on thinking or to perform in isolation.

Instead, he contends that the computer and Logo act indirectly on our thinking and

function only as elements in a larger matrix of interacting, interdependent processes that

are embedded in a particular culture (1987).

Moreover, Papert believes that if the computer is employed to a significant degree

in a learning environment, then it is unreasonable to expect that all else in that

environment can be held constant. Too many variables arc likely to change to satisfy

those intent on maintaining strict control. Yet if the computer's introduction to the

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schools is minimized so that control can be maintained, then little of any consequence

can be expected to ensue there (1987). In either case, the experimental versus control

method is artificially prone to indicating failure in experiments involving computers and

learning (Papcrt, 1987).

Nor is Papert alone in his objections to the use of standardized assessment

techniques of computer-based technologies in the schools. The u.s. Congress, Office of

Technology Assessment (OTA) has also voiced concerns over the validity of standardized

tests in general, and their predictive validity in particular, noting that such tests "are not

indicators of long-run effects of interactive technologies on higher order analytical and

language skills" (1988, p. 42).

Because of the limitations of the tcchnoccntnc-trcatrncnt orientation, Papert

proposes that when applying and evaluating technology there should be a radical shift

from a technocentric orientation to one that is more subjective and cultural. He takes a

strong position that technology docs not manifest itself independent of the peculiarities

of the culture in which it is found, but is rather perceived, transformed, and actualized in

terms of the surrounding culture. From this standpoint, to ignore or downplay the

influence of the culture is to ignore one of the prime clements in technology's

expression.

Papert's observations about the subjective and cultural nature of Logo echo a

similar theme that recurs throughout this work-the need to be mindful of the subjective

computer. This is not to say that viewing Logo or the computer from a subjective point

of view precludes one from simultaneously viewing them from an instrumental point of

view-indeed it is often difficult, if not impractical, to thoroughly isolate the two views.

Nevertheless, an orientation toward one perspective will markedly encourage different

approaches, expectations, and consequences than will an orientation toward the other

perspective. By focusing our attention on the subjective qualities of Logo and the

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computer we may come to comprehend and to influence the impact of each to a degree

not otherwise possible.

Although Logo is typically described as a computer programming language,

Paperr's perception of his creation is quite different. He portrays Logo not in

instrumental, but in environmental terms-as "a cognitive space where people will

work, live for a while, and move around" (Papert, 1987, p. 28). It is the unique nature

of this cognitive space, as defined by its feature-set and programming tools, that

distinguishes Logo from other programming languages. Logo's features and tools

create an environment in which the individual can test, build, invent, explore, and

even make mistakes in subject areas as disparate, for example, as reptilian biology

(Papert, in Rogers, 1991) and differential equations (Kay, 1988). This active and

exploratory environment is not only intentional, but the natural outgrowth of Logo's

design philosophy, for Logo honors and embodies the educational premise that we

learn best when we are most actively involved in the learning process.

Bruner has said that to know how something is put together "is worth a

thousand facts about it" (1982, p. 182). By making formal concepts concrete, Logo

allows us to discover how a myriad of things are put together, and in so doing can

enhance our knowledge and understanding of a range of subjects.

Conversely, by using Logo, we can also discover how numerous things are not

put together. This happens because to program in Logo one often discovers that

before a program will function as anticipated it must be 'debugged,' which is largely a

trial-and-error process of studying what happened, understanding what went wrong,

and then attempting to resolve the difficulty (Papcrt, 1980). Bolter (1984) believes

the trial-and-error debugging style of problem-solving may lead to a method of

thinking, which although different from the logical and analytical methods valued in

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the past, may prove to be equally creative and better suited to the age of the

computer.

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Meta,Learning

Few teachers JUlVe found ways to eXJlloit the en(mnous jJotential which

intemaive technologies offer. Use in most cases is adftJlted to thecurriculum at Jumd and the teLu:her's existing teLu:hing methods.

Teachers «re JUSt beginning to understand the computer's lXJtentifll for

helJling students solve problems, think for themselves, andcollttlxnme

with OUIeTstudents. The computer am help shift the tecu:her's role from

eduattion disJJenser to c()(u:h, guiding and e11£ouraging ead: student to

become an((ctive J)((rticiJl((J1t in his or her own leCLnling.

- OFf'lCE OF TECHNOLOGY ASSESSMENT, 1988, P. 87

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AT the heart of education lies an important question of purpose. Should the

mission of educators be to require students to memorize facts or to teach

them methods of learning! If memorization is to be the focus, then how are

students to deal with the escalating rate at which new facts now supplant old ones! Even

within those fields in which obsolescence of information is not of vital concern, the task

of gathering and making sense of a rapidly increasing body of information may still be

problematic. Today, the amount of information in print doubles every eight years, and in

the future this dizzying pace is expected to accelerate still more (Hey, 1991). Little

wonder that the futurist, John Naisbitt, has described the difficulty now confronting our

society as one of"drowning in information but starvling] for knowledge" (Pournelle,

Coping with the schism between an overabundance of raw, unformed data and the

simultaneous paucity of knowledge is one of the fundamental challenges facing

education today. Although memorization of facts is likely to continue to be a necessary

part of education, memorization alone will be an insufficient objective. The problems of

obsolescence and of expanding bodies of information demand that students learn to be

able to search out and organize facts meaningfully.

If educators are to concentrate on the task of imparting techniques of learning

(i.c., meta-learning), then what methods are currently available! Some methods, such as

the method of inquiry inspired by Socratic dialogue, have been available for thousands of

years, while others such as the interplay between student and computer are more recent.

The focus of this chapter will be on the latter method-c-one which many researchers

(Cook, 1988; Frischcr, 1988; Hooper, 1988; Scarola, 1985; Schank & Minsky, 1985)

believe may enhance the ability to memorize facts as well as foster and develop

understanding and knowledge.

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One of the earliest functions of the computer in the classroom was to administer

drill and practice sessions in a method called computer-assisted instruction (CAl).

Originally provided through terminals connected to remote mainframe computers and

now through microcomputers in the classroom, CAl has a number of potential advantages

over traditional instructional methods (Lepper, 1985; Lepper & Gurtner, 1989)' Among

the advantages cited by Mark Lepper and [can-Luc Gurtner (1989) are these:

e the rate of learning is controlled by the student

e there is immediate feedback of results to the student

• the interaction between the student and computer is conducted in private

o the presentation of material can be dynamically adjusted to the needs of the student

o the instructional method requires the active involvement of the student

• the computer remains patient and non-judgmental during the instructional process

To what degree has CAl lived up to its promise during the past thirty years of its

implementation? In some cases the benefits have been impressive. For example,

Elmer-Dewitt (199 I) cites a University of Michigan study in which students using

computers gained the equivalent of three months' additional instruction per school year.

The OTA has reported other similarly noteworthy findings (1988).

At the same time, although CAl has been investigated more thoroughly than has

any other computer-based instructional application, the OTA has described the overall

results from assessment studies as equivocal (1988). It is not that the studies have

pointed to unfavorable results-s-indecd, the results have generally been positive about

CAl-but the affirmations have often been counterbalanced by methodological concerns

(OTA, 1988). For example, in some investigations the students who received CAl did so

in addition to the instruction received by the control group: consequently, the two

groups were not directly comparable in either their instruction time or content exposure.

Other methodological issues detailed by the OTA include non-random selection of group

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members, unmatched attrition of group members, and variance in significant teacher

attributes (1988).

Methodological objections notwithstanding, CAl may yet prove to be a potent

technique. One meta-investigation of CAl research reports showed that even after the

flawed studies were removed from consideration, the positive effects of CAl-raising

achievement, motivation, and attention span levels-remained (OTA, 1988).

Whether the efficacy of CAl will be conclusively established by further study

remains to be discovered. Nor is it known if Papcrt's (1988) objections to the use of

controlled experimental designs in educational research will be considered and acted

upon. What does seem certain is that because of their importance, the issues of efficacy

and methodology warrant more thorough exploration in the future.

CAl was the first implementation of a computer-based instructional application

because in large part more sophisticated applications would have overburdened the

abilities of then-current computers. In addition, as Jeff Angus (1989) explains, the

people who originally determined the uses of the computer did not generally choose

those tasks hest managed by the computer, but rather those tasks most easily managed.

Fortunately, during the past thirty years the capabilities of computer hardware and

software have improved dramatically, and over the same period attitudes have started to

metamorphose so that now the computer is seen less as a substitute for older technologies

and more as an entirely new technology with unique properties. These two

developments-increased power and transformed attitudes-together offer the real

possibility that fresh visions for classroom instruction may emerge.

According to Nickerson (1986), the magnitude of change in hardware and

software abilities has caused some researchers to reconsider their negative assessments of

the computer. Whereas these researchers once considered commonly held educational

expectations for the computer to be overly optimistic, they now acknowledge that the

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expectations erred only in terms of timing. Furthermore, researchers currently believe

the impact of the computer in education will eventually "be very great indeed"

(Nickerson, 1986, p. 333).

CAl is still being employed in the schools, but now other computer-based systems,

such as intelligent computer-assisted instruction (ICAI), interactive multimedia,

simulation, and computer networks, are being added to the pool of available methods.

ICAI is similar to traditional CAl but addresses some of the shortcomings of the

latter, primarily through a more refined form of interplay between the person and

computer. For example, in traditional CAl individualized instruction meant only that the

student could proceed at a self-determined pace (Frischcr, 1988), but in ICAI both the

pacing and the tasks can be dynamically tailored to address the strengths and weaknesses

of the particular student (Angus, 1989). Frequently, ICAI systems also incorporate

feature-sets derived from learning and problem-solving studies. These features allow ICAI

to transcend the limits of basic drill and practice to include instruction on, and

augmentation of, general learning skills and self-awareness of cognitive processes

(meta-learning and meta-cognition).

One such "intelligent" feature of ICAI is the audit trail. Audit trails are

contemporaneous, computer-generated records of students' work that allow examination

and evaluation of one's own learning and problem-solving strategies as well as those of

other students (OTA, 1988). By using audit trails and other intelligent features in ICAI

students can reflect on and improve their thinking skills and procedures.

Certain schools, including those of the San Francisco Unified School District, are

beginning to explore some of the computer's newfound potential. Angus (1989) reports

that the school district has implemented a new education plan featuring several

complementary goals: to concentrate on the interactive capabilities of the computer, to

use the computer as a broad-based thinking tool, to extend the bounds of traditional

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instruction rather than replicate old forms. and to develop higher-order thinking skills

through computer usc. The plan might well serve as a model for others to emulate

because each of the clements is designed to maximize the contributions made possible by

the computer's unique characteristics. By taking advantage of these characteristics. the

drafters of the plan hope to create entirely new avenues for teaching and learning.

The pairing of powerful personal computers and sophisticated software has also

made interactive multimedia a viable instructional method in the schools. Conrade Jaffe

and Patrick Lynch have characterized multimedia as "merely a mix of audio-visual

techniques" (1989. p. 10), in contrast to hypermedia which they describe as "a highly

integrated electronic environment allowing a user to peruse a very large assembly of

electronically linked information consisting of real-time moving color video images,

sound, text, and electronically searchable data" (p. 10); however, the true differences

between the two forms of media may be more semantic than significant. In practice,

multimedia can comprise much more than a melange of sound and light, and hypertext

much less than the elaborate environment described by Jaffe and Lynch. As the term is

used in the current work, interactive multimedia matches the scope and complexity of

modem hypermedia and the two terms can be thought of as synonymous.

Multimedia is not new to the classroom-television and motion picture films have

been in use there for many years-but the interactive capacity that the computer brings

to multimedia represents a significant departure from previous standards. For example,

Peter Cook (1988) observes that the interactivity of computer-based multimedia lies in

sharp contrast to the passivity of television, and Adeline Naiman remarks that in

addition to dispensing prepared information, interactivitv puts "the learner in charge of

the learning process" (198sa, p. 35)·

Opportunities for creating new educational products made possible by the active

nature and learner-based focus of interactive multimedia will almost certainly arise, but

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interactive multimedia may also bring about new waysof teaching, learning, and even

thinking (Ambron, 1988). Thomas Anderson (1988), an interactive multimedia

designer for the Public Broadcasting System, notes that interactive learning materials

require a different foundation from that of traditional educational materials: models

based on learning, not teaching. As Anderson explains, teaching-based models assume

that the individual is compelled to use the educational materials, but learning-based

models have no such assumptions. Instead, learning materials must be sufficiently

engaging in their own right to attract and hold the interest of the potential user.

Although much human learning is derived from non-text sources, Jaffe and Lynch

(1989) assert that the emphasis in schools has remained on text-based materials.

McCorduck (1985), however, believes the capabilities of interactive multimedia may

expand the range of acceptable media used in research and teaching from the current

near-exclusive reliance on text to include sound and graphics. As significant as this

development might be, perhaps even more important is the resulting convergence and

synergistic coupling of formerly separate media. According to the OTA such convergence

will enable radically new and powerful tools for teaching and learning to be developed

( 1988).

One multimedia presentation, Whdes, isdepicted in Figure 13. Although a static

page cannot do justice to either the quality or elaborateness of its execution, this

presentation incorporates full-color still and motion pictures, sound, and textual

information-whatever media or sensory channels allow for the truest, fullest expression

of a particular item of interest. In addition, the presentation can be explored in any

order by simply pointing to an item. In some cases, such an action triggers the display of

a motion picture: for example, whales feeding, socializing, or swimming. In other cases,

selecting an item invokes the playback of digitized sounds or audio commentary. In still

other cases, making a selection reveals additional menus of topics.

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. .. .ANATOMY OF 'Il'

ITUMPBACKWI.' -.'

.,-,'

.• c.•J" ..':

.,1t- "" •

~--~-~~~~t:;;;1M ,

," :

. ,.',

. " . '" ", . . .

.9~_.··~.··

HumpbackAnatomy

The Environment and Food

Social Interactions and Breeding

A Relative - The Right Whale

A Natura! Hazard - The Orca

Interactions with Man

FIGURE 13 - Whales, an interactive multimedia presentation featuring integrated text, sound, still,and motion picture studies of the humpback whale. Selecting the Contents button in the top displaycauses the TableofContents buttons to be shown in the bottom display; selecting any of these buttonstriggers further actions. Reproduced with permission, @ 7989 Patrick J. Lynch. All rights reserved.

12 3

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Widely available computer-based technology allows the users of presentations such

as Wludes to quickly access and play back any combination of as many as 54,000 still or

motion images contained on a laser videodisc (Jaffe & Lynch, 1989). If a CD-ROM player

and disk are also used in the presentation, then the amount of material that can be

accessed and viewed by the user increases by the equivalent of 270,000 pages of textual

material (O'Brien, 1989). In a conventional linear presentation of the same material,

the task of sifting through and making sense of this quantity of information would be

daunting. Interactive multimedia, however, places the student in the center of the

learning process and allows the student to develop dynamic cross-relations between the

constituent parts, thus imbuing them with interest and meaning (Anderson, 1988).

Interactive multimedia allows the user to explore presentations based on the user's

interest rather than the linear proximity of the presentation's elements.

Many of the same benefits that can be derived from simulations in

non-educational surroundings can also be obtained in the classroom: simulations permit

us to investigate real and imagined environments with comparative safety, ease, and

economy (Nickerson, 1986). Although Steve Jobs acknowledges that highly complex

simulations are currently beyond the abilities of personal computers, the latter are now

sufficiently powerful to produce moderately complex simulations (in Sprecher, I987b).

According to Jobs, however, personal computers will soon be able to provide students

with simulated linear accelerators, DNA labs, and a host of other opportunities that would

not otherwise be possible.

Figure 14 depicts three views of SimCity, a powerful city planning simulation that

embodies what Brenda Laurel terms a 'first-person' simulation (in Rheingold, 1985).

First-person simulations place the individual in an active role as the protagonist in a

personally customized drama. In SimCity, the user is free to choose from among several

different cities-some real and others fictitious-and then determine such variables as

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FIGURE 14 - SimCity - a city planning simulation game.Figure above shows a detailed view of the effects of urbanblight in Detroit's residential, commercial, and industrialareas, circa 1972. Figures at right show an overview ofthe city's land values (top) and crime rate (bottom).Reproduced with permission. © 1989 Maxis Software,Will Wright. All rights reserved.

residential, commercial, and industrial

development, transportation network locations,

tax rates, and budget allocations for fire and

police departments. The consequences of these

decisions are displayed in dynamic, ever-changing

schematic form as simulated time passes. For

example, pollution levels increase with excessive

industrialization and automobile traffic; as the

resulting quality of city life declines, so do

12 5

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property values and tax revenues; in tum, crime rates may rise, thus straining law

enforcement budgets. By assuming control of the elements that shape a city, the user can

experience and better appreciate the often conflicting forces which contribute to a city's

growth or decline. Although SimCity is marketed as a game, the simulation is designed

on the principles which govern real city planning, and many of the computer algorithms

that control the game's flow are likewise based on professional standards.

Computer simulations facilitate our understanding-whether of physical events or

social processes or whatever else is being simulated-by allowing us to directly

manipulate and to witness the consequences of our actions.

The computer also provides new and powerful tools for education in the form of

computer-mediated communication. Peter and Trudy [ohnson-Lenz have observed that

although conventional learning communities provide the opportunity for discussion

"among people with diverse perspectives who seek common understanding" ( 1989,

p. IO)., the members of these communities must generally share a single geographic

location, if only for temporary gatherings. On the other hand, because on-line

communities are not restricted to a single physical locale, communities can now be

composed of people who share common interests or goals rather than geographic

proximity.

Computer-mediated communication offers other advantages for those wishing to

exchange information. For example, the asynchronous nature of on-line communication

can collapse the barriers of space and time because asynchronous communication reduces

or eliminates the traditional imperatives of geographic convenience and shared working

hours among potential collaborators. For long-distance collaborators, there are other

positive intellectual rewards. Students can now participate in group projects with

students from other schools, regardless of the size or location of their respective schools.

The OTA (1988) rep..irts that on-line communities of students and teachers, sharing

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information and experiences across distances both near and far, can end years of

classroom isolation and permit students to become participants in a broader educational

community.

Computer-mediated communication has the potential to not only reduce the

isolation of the classroom, but also the isolation of information. Bruner ( I 966) notes

that by storing information in computer-accessible form, on-line societies of scholars can

retrieve timely information that was previously inert, discrete, and often out of date. For

ordinary citizens too, democracy and freedom are best served by the availability of

information to all citizens.

As Alan Perlis has observed, the computer is the ideal tool for "making and

manipulating models of the world we live in, would like to live in, could live in, [or]

can't live in" (in McCorduck, 1985, p. 89). The increased play that the computer makes

possible through simulations, interactive multimedia, and on-line communication allows

us to more closely examine and understand the minutiae of everyday life while it allows

us to simultaneously expand our horizons. From such play, greater wisdom and

knowledge may soon follow.

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Implementation Problems

TcxkLY's cktssrooms typically resemble their anceswrs of50 years ago

more closely than operating rooms orbusiness offices resemble their

1938lJersions.- OFFICE OF TECHNOLOGY ASSESSMENT, 1988. P. 3

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IN 1980, only 3 I ,000 computers intended for instructional purposes were in

American schools (Nickerson, 1986); by 1991 that number had increased to nearly

2.7 million (Elmer-Dewitt, 199r). And as Figure 15 indicates, there has been an

actual decrease in the number of students that have to share a given computer. However,

the ratio of students to computers is still far too high for the computer to be considered a

personal device such as, for example, we generally consider a book or pencil to be

personal. Moreover, the OTA has reported that decreasing the ratio to three students to

each computer would represent an enormous increase in instructional materials

expenditures (1988).

Among students who use the computer, the usage rate is very low-about an hour

per week (OTA, 1988). Without an ongoing and intense involvement with the computer,

can we reasonably expect students to become proficient with the computer? Much less

can this limited exposure be adequate to explore the extensive capabilities of the

computer?

Also troubling is the inequitable distribution and application of computer

technology across different schools, age levels, and socio-economic groups. The OTA

(1988) found that students in poorer school districts have less access to computer

facilities than do those in richer districts; in addition, low-achieving students are likely

to be assigned more drill and practice with the computer than are high-achieving

students. When computer equipment is available in the schools it is likely to be crude,

low-powered, and out-of-date compared with typical office computer equipment.

Furthermore, the OTA asserts that because educational computers generally have much

less power and lower screen resolutions than office computers, educational computers

"cannot accommodate the latest developments in software" (1988. p. 37) which call for

more sophisticated computer capabilities.

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Average Number of Students PerComputerin U.S. Public Schools, 1983-91

Number ofStudents

perComputer

90

80

70

60

50

40

30

20

10

1983 1984 1985 1986 1987 1988 1989 1990 1991

Year

FIGURE 15 - Trend lines illustrating the decreasing number of students per computer in U.S. publicschools for the period 1983-1987. Source: Adapted from Eimer-DeWitt, 1991, p. 48; U.S. Congress,Office of Technology Assessment, 1988, p. 34.

13°

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The problems of hardware scarcity and obsolescence must be overcome, but a

hardware-based solution alone is insufficient. Teachers must be thoroughly trained,

hardware and software must be properly maintained, and all the elements of a

computer-enhanced education system must be well-integrated if such a system is to be

optimally successful (OTA, 1988). Unfortunately, the current situation is not promising.

On the average only half the nation's K-I 2 teachers have ever used a computer and only

one-third have received even as much as 10 hours of computer training (OTA, 1988).

How can teachers be expected to teach what they themselves haven't learned?

In order for the computer to have a serious impact in the nation's schools, many

educators believe the schools must first undergo major structural improvements,

otherwise "no significant changes can be made, with or without technology R&D" (OTA,

1988, p. 179). Alan November (1989) proposes that among the structural changes that

need to be made are increasing the role of students in defining problems, providing more

opportunities for teamwork and contributions to the community, reducing requirements

for rote memorization, and changing the role of teachers to that of facilitators.

Although the computer still holds out the potential for an improved school system,

as with any technology, the computer can never operate independently of the culture in

which it operates. Without broad-based, long-term support, the computer-inspired

revolution in the schools is likely to fail to live up to its promise in the schools. If the

computer revolution is to succeed, then the vision of the computer as a transformative

device, capable of inspiring and enabling the play of mind, will first have to capture our

imagination.

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Section Four Discussion andConclusion

1.3 2

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Cha!Jter Nine Conclusion

Review 134

Futures 138

Conclusion 14I

I33

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Review

As comlnaers continue to get cheaper, easier to use, and accessible wmore lJeolJle, they hnve an increasing effect on the falrric ofour milWs.Just as the evolutiml of the 01J1JOsoble thumb and the interlock ofhand,eye, and brain Juwe sJu11Jed the develolnnent of our species, the compurer

is (dready shalJing the development of the mind. It isnot(IS slJecijicaUyimlJOTWnt that we use a s/Jreadsheet or 17wintnin a datalxlSe as Wit weutilize itas apersonal extension of the mind-strengthening the breadth,scolJe, and clarity of that mind.

- JOHN ANDERSON, 1985, P. 28

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1flJZ~~II'IIl!;lHE fertile arena encompassed by the transformativc computer and the play of

mind is a rapidly expanding one. This growth provides a wealth of material to

reflect upon and to write about, but the speed and magnitude of the expansion

also produce some vexing problems for the researcher. For example, the task of keeping

up-to-date with the trends and events in the computer area becomes evermore

challenging. My own experience conducting the present research and writing about it

suggests the increase in material relevant to this study matches or exceeds the

information doubling rate described by Kenneth Hey (1991) in the previous chapter.

Because of the rate at which information develops, the need to limit the scope of a

work such as this becomes steadily more pressing. Questions invariably arise such as

"Where to leave off?" "What to omit?" "How much detail to include at the expense of

broad coverage?"

Some of the problems in the development rate of information that the computer

helps to create can, of course, also be resolved with the aid of the computer. For

example, I use my computer to keep abreast of late-breaking computer news by

maintaining frequent contact with an on-line community of computer users,

programmers, and other computer professionals. The on-line electronic card catalogs of

the State of Hawai'i and of the University of Hawai'i libraries allow me to determine the

availability of books without many of the time frustrations involved in physically going

to the libraries. And so that I can more easily access and organize the otherwise

overwhelming amount of information potentially related to this work, I subscribe to

electronic indexing and database services.

Other problems, however, are not so easily solved by the computer. Matters of

inclusion and exclusion, and of detail and breadth, for example, must be decided more by

subjective determinations or the exigencies of the situation than by technological

capabilities. With the understanding that some subject areas would necessarily be

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covered less deeply than preferred, a decision was made to provide a broad overview in

this work. In part, this decision was based on the premise that the protean nature of the

computer could be more fully revealed through a broad coverage than by a narrower

focus. In part, the wide-ranging approach used was intended to create a framework to

guide future investigation of the transformative computer and the play of mind. I hope

that future investigations will indeed emerge and provide additional observations and

details to produce a still more richly detailed composite picture.

Mark Lepper has stated that we are in the very early stages of a

technologically-inspired revolution which may prove to be "more sweeping and

significant than any other technological advance in the last 200 years" (1985, p. I).

Leading this advance on our society, senses, and intellects, is the computer. Described

variously as the Proteus of machines (Bolter, 1984), a universal tool (Rheingold, 1985),

and a metamedium (Kay, 1984), the computer's remarkable utility is the result of its

characterless character and its unique capabilities for simulation. Lacking a fixed

identity the computer stands ready to be transformed into whatever guise we wish it to

assume.

As the computer becomes more commonplace and its uses more inclusive, the

computer begins to take on many of the qualities of an environment. Although

environments have often been thought of as passive containers, there is a growing

appreciation that environments actively shape our actions, thoughts, and perceptions

(McLuhan & Fiore, 1967; Wiesner, in Nickerson, 1986). The computer-as an

environment for the mind-has the potential to effect far more profound change than

might be suggested by its instrumental properties alone.

The more we are exposed to a particular environment, the more that environment

tends to slip from conscious awareness as we gradually internalize the qualities of the

environment (Kay, 1988). If we are to study the environment created by the computer,

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we must do so before it too slips from view. If, in addition, we hope to influence and

shape the computer environment, we must determine which qualities arc appropriate

and worth promoting. For a variety of reasons outlined in the present work, the spirit of

play seems an especially fitting and heuristic conceptualization to adopt in thinking

about the computer and using it.

Viewing the computer in playful terms transforms the nature of our relationship to

it: We have a new playmate. We can see in the computer an instrument that allows for

free movement within defined boundaries; a device that can be played much like a

musical instrument; and an environment where pleasurable, playful activity and

dramatic presentation can take place.

Although the developed countries of the West have generally regarded play in a

negative light, there is growing evidence among theorists that play is culturally, socially,

and psychologically important and beneficial. Through examples drawn from fields as

diverse as automobile design and film editing, virtual reality, and education, this work

has attempted to suggest the positive potential for play in the computer environment.

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Futures

As the l1wchine and the motorcar relecLSed the horse and /Jrojected itonwr:he plane ofenrermmmenr, so does ouumuuiot: with men. We aresuddenly dlreatened widl a liberation that wxes our innerresources of

self-employment and il1wgilwtive participation in society. This would

seem to be me fate dun calls men to the role ofartists in society.

- MARSHALLMcLuHAN, 1964, P. 358

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MACROTECHNOLOGY to nanotechnology: in less than fifty years the

computer has shrunk from a device weighing thirty tons and occupying a

30 by 50 foot room (McCorduck, 1985) to one frequently weighing less

than five pounds and fitting easily in a small briefcase. Some researchers have predicted

that within two decades computers will be so small that thousands of billions of them,

equivalent in power to today's personal computers, will fit into a teaspoon (Clarkson,

If molecular-sized computers become a reality, then the computer may do more

than insinuate itself into our lives, the computer may actually infiltrate our bodies. One

suggested use for these extremely small computers is to supervise the repair of damage

and disease on a cellular level inside the human body (Clarkson, 1989). Decreased size

and increased portability may mean that the computer will become an even more

personal device, capable of a broader range of play. It is possible, however, that the

anticipated quantitative changes in scale may also produce qualitative changes in

human-computer interactions.

On the other hand, if the computer, regardless of size, begins to function with

minimal human intervention, then the potential for human-computer interplay will be

severely diminished. If the computer is to reinforce our sense of humanity, then it is

important that we hold the elements ofhuman-eomputer interaction in high regard.

One emerging trend that points to the possibility of increased play in the computer

environment is the development of the agent, that is, a piece of programming code that

acts directly on behalf of the user. In the future, for example, agents might be expected

to perform such routine tasks as scanning for incoming electronic mail which matches

criteria already established by the intended recipient (Warner, 1988). Similarly, agents

that "know" the preferences of a user might one day cull information from news and

other electronic sources to create entirely personalized newspapers (Brand, 1987). In

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academic surroundings, computer agents could assume the role of traditional assistants,

enabling far greater productivity for the researcher. Although a far more distant

capability, for certain types of research such as those dealing primarily with meaning and

ideas, a computer agent (academic doppel-ganger) could even act as an intellectual

extension and mirror for the researcher.

Using a computer agent as a surrogate would benefit the researcher by reducing

errors often encountered when working with a conventional assistant. The computer

agent would be immune to errors arising from differing priorities and intentions, or

miscommunication.

The computer has heretofore been regarded as a readily identifiable multipurpose

device, but Nickerson reports an ongoing "blurring of the distinction between computers

and other devices as microprocessors become standard components in major vehicles,

factory and office equipment, household appliances and personal articles" (N ickerson,

1986, p. 55). The transformation of formerly inert and unresponsive objects into

computer-enhanced devices may bring the same potential for play to their users that has

already been brought to users of conventional computers.

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Conclusion

It is clear dULt the conquest of the materilll worlJ has caused the organic

and spiritlwl worlJ to fall behind, sometimes into a/most comJJ/ete

oblivion. Inorder tobuilJ a really newand better worlJ, more

narmonious forms oftnogress mustbe (u:hieved. \Ve mustapJJ/y our

achievemaus and our knowledge of the materia/ worlJ toresearch into

ourbiological and JJsycllOlogiccu (u:tivities inorder to builJ the world of

the future .. .. No world canbe built on the basis of materi£tl J:rrogress

{done. We mustsUJ)J)leJnent our material gains witha deeJJer

understanding of the mind and spirit.

- ROBERTFORBES, 1950, P. 329

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IN her analysis of the role played by the printing press in precipitating change in

Western Europe, Eisenstein cautioned against the doctrines of monocausality,

reductionism, and technological determinism. In her view, although the printing

press contributed much to the changes that began to sweep across Europe in the

Fifteenth and Sixteenth Centuries, the printing press was not the sole force behind such

transformation (1979). Indeed, no single agent can be expected to effect large-scale

change independent of the culture and of other technologies. A similar cautionary note

should now be applied to this study of the computer.

Although the computer may well inspire a revolution similar in scope and

importance to that described by Eisenstein, the exact nature of the revolution will be

determined, on one hand by the capabilities of the computer, and on the other hand by

the manner in which we choose to perceive and use the computer.

We may, for example, choose to envision the computer in ways that arc

economically expedient but socially and psychologically deleterious. Mike Cooley notes

that because an increasing number of office and manufacturing tasks arc now conducted

with the aid of the computer, the possibility exists for extreme forms of worker

observation and control. Cooley argues that this ability can lead to a new and powerful

form ofTaylorism where "the stopwatch and its modem computer-based successors are

the Bible" (1987, p. 36). However intended, Cooley's comments are not an indictment

of the computer, but of the people who envision and use the computer as an oppressive

taskmaster. His remarks serve to illustrate one of the central tenets of this work: the

computer will become whatever we make of it.

The computer revolution is here to stay, and undoubtedly we will continue to

transform the computer. What transformations will we choose to make? And what

transformations will the computer make in us?

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If the computer revolution is to benefit humankind, it behooves us to first examine

and evaluate our beliefs and values before continuing to mechanically transform the

computer in our existing image. I have proposed in this work that a play-based attitude

is the most productive one for our approaching, experiencing, and transforming the

computer. If we choose to consciously enter into our interactions with computers, the

transformative effects made possible through the mutual play of mind and computer will

dramatically affect the future of our society.

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Index

Agent, computer, 139-140, 142

Alphabet, second-order effects of, 17

Amabile, Teresa, 101, 104

Ambron, Sue ann, 122

Ames Research Center, NASA, 79

Amplify, power of computer to, xiv, 63, 67,

92, 1°7

Amsterdam, 100

Analog recordings, 71-72

Analogies

automobile and computer

development, 13

brain-as-computer, 42,94

used in computer-interface, 50

Andersen, David, ro8

Anderson, Harold, 99

Anderson, John, 134

Anderson, Thomas, 122

Andrews, Frank, 101

Angus, Jeff, 119-120

Apple Computer, Inc" 46

Apprehension, visual, 7}

Arbitrary nature of computer symbols, 25,

27,69,8},87

Architects used in creativity studies, 101

Architectural design and computer

programming compared, 54

Archaeological discovery. See Xian

Artificial

creations and self-perception, 91

intelligence, 72,90-93. See also

Synergetic intelligence

reality, 85. See also Virtual reality

rivers of mercury, 58

Artists

ability to see clearly, 4

and automation, I}8

compared to programmers, 54

creative process of, 68

creativity enhanced through computer

use, 70, 103

Lievens and Rembrandt, 100

used in creativity studies, 101

Artist-programmer, 41,53--55

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Atoms, manipulating in virtual reality, 85

Attitudes

toward computer and play, 28,34-35,

94, 143

Attributes

of circleness, 69

fundamental human, 9 I

of teachers, 119

Audit trail in leAl, 120

Automobile. See also Horseless carriage

design, 65, 137

manufacturing, 13

mobility, 12

second-order effects of, 12

Barron, Frank, 102-103

Bateson, Gregory, 28, 62

Beep sound, customized, 26-27

Benzon, Bill, 72

Bias

against play, 33

in simulation design, 62

Binary code, 26, 60

Bits, used in computer representation, 25

Bodie, john, 112

Bolognese, Don, 70

Bolter, David, 5, 9, 14,40,59,92,114,

136

Books

as agents of change, 17, 23

copyists' marks in, 22

determining availability of, 135

limited representational abilities of, 75

as personal objects, 129

treated as manuscripts, 22

Bottom-up approach to creativity, 69

Boundaries

dividing human from machine, 91

extended through computer use, 31,

38-39,41,53,55,72,137

Boyd, Robert, 72

Brain

compared to computer, 42, 94

computer as extension of, 16

interlock with hand and eye, 134

methods used in virtual reality, 81

Brand, Stewart, 65, 70, 140

Bruner, jerome, 4,33-34,62,96-98, 102,

107, 114, 127

Buffalo, virtual, 84

Burgess, Priscilla, 78

Bytes, used in computer representation, 25

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CAl (Computer assisted instruction),

I 18-120. See also ICAl

Calculations, ability of computer to

perform massive, 14, 73, 106

Calculus, logical, 42

Caporacl, Linnda, 22

Carriage, horseless, 22, 52. See also

Automobile

Carroll, John, 47

Cartoon-like quality of virtual reality, 79

CAT scan (Compound axial

tomograph), 108

Cat's meow

hexadecimal and modified, 26-27,7°

Catastrophe, ecological, 4

Cathode-ray screen, as interface, 48

Cave paintings, 58

CD-ROM

storage capacity of, 124

use in multimedia, 124

Character

of computer, 8-10, 24-26, 30-31,

38-39,59-60,62-63,97,121,136

essential human, 91

of machine and tools, 92

of simulation, 61

of Taoist sage, 26

Chcifet, Stewart, 14

Chen, Ching-chih, 58

Chess, computer programmed to lose

playing, xv

Childhood play and work, 32-33

China

First Emperor of, 58

Xian tomb site, 58

Chronicles, The Computer, 14

Chuang Tzu (Taoist sage), 25-26

Cinema, compared to virtual reality, 8 I

See also Motion pictures

Circleness, illustration of concept, 69

Civilization, contribution of play to, 34

Clancy, Tom, 67

Clark, David, 74

Clark, Welden, 49, 108

Clarkson, Mark, 139

Clay

electronic, 64

as sculpting medium, 65

Clockwork mechanism, as defining

technology, 9

Coach, teacher as, 43, 116

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Code

computer, 26-27, 139

method of writing computer, 54

Cognitive

characteristics in theories of

creativity, 100

consequences of computer usc, 47,

108-1°9,120, 124

mastery, 96-97

objectives and Logo, I 12

processes explained, 93-94

space and Logo, I 14

styles for programming, 55

Cohen, David, 32, 34

Colossus: The Forbin Project, 91

Compound axial tomograph

(CAT scan), 108

Computer

assisted instruction (CAl / ICAI),

II8-I20

character of, 8-10, 24-26, 30-3 I,

38-39,59-60,62-63,97,121,136

as defining technology, 9

in education. See Education

-enhanced, 65,1°9,131,140

-gcncrated, 80,108,120

interface, 41, 46-52

-rnediated, 41,65,126-127

as mind, 94

number of

in homes, 14

in schools, 129

operation, demvstified, 49

-processed information, 82

programs, 10,32,43,48-49,54-55,

93, I I I-I 14

projected need for, 14

screen -as-paper, 52

symbols, arbitrary nature of, 25,27,

69,83,87

and virtual reality. See Virtual reality

Computer Chronicles, The, 14

Computerized

film editing systems, 70

research assistants, 140

Cook, Peter, 117,121

Cooley, Mike, 142

Copyists' marks in books and

manuscripts, 22

Cox, Donna, 73-74

Crandell, Michael, 34

178

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Creation

Greek view of, 9

man-made, 11,91

of personal realities, 87-88

Creativity

bonum-up approach to, 69

and computer programming, 53-54

dead ends in creative process, 68

definitions and discussion of, 99-104

enhanced through computer use,

65-76, 106, loB

relation to play, 33

top-down approach to, 69

Crosby, David. See Crosby, Stills & Nash

Crosby, Stills & Nash, 70

Csikszentmihalvi, Mihaly, 34, 100, 102

Cues, visual interface, 5 I

Culture

bias against play, 33

destabilizing effects of technology

on, 15

effect of computer on, 25,131

as embodiment of play, 34

founded in shared symbol usc, 62

positive regard for play, 33

technology shaped by values of, 17,

113, 142

view of computer, I I 2- I 13

view of reality, 87

Curiosity, artistic, 70

Darrow, Barbara, 48

Data

analysis, 106,

comprehending and managing large

amounts of, 73, 75, 78-79,

I07-1OB, 117, 121

Database, 37, 83,134-135

DataGlove, 82-83

DataSuit, 82-83

Day, Hy, 31

Defining technology, definition and

examples of, 9

Definitions

of creativity, 99-103

of defining technology, 9

of first-order effects, 12

of hyperrncdia, 121

of play, 30, 33

of second-order effects, 12

of tcchnocentrism, 112

of transformation, 22

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Degradation

of environment, 12

of sound in recording process, 7 I

Demystification of computer operation, 49

Descartes, Rene, 42

Design

automobile, 65,137

book, transformative effects of, 23

computer interface, 4 1,47-52

computer simulation, 59, 61-62

computer software, 52, 54-55, 114

conservative practices, 65

experimental, 112, 119

multimedia, 122

visual arts, 68-70

Developed countries, attitudes toward

play, 33

Development

of civilization, 34

of computer, 42, 73

of computer interfaces, 48-52

of computer programs. See Computer

programs

human, 134

industrial, 125

intellectual, 96, 106-108, 12 I, 134

psychological, 3

technological, and transformation, 23

Dichotomy between work and play, 32

Dickens, Charles, 32

Diffusion rate

of computer, 14

of technology, 6

Digital

computer. See Computer

conversion and manipulation of

sound, 26-27, 71

Disbelief, suspension of, 80

Display, visual, 46, 80-82, 66, 108, 122

Distinction between

computer and microprocessor

controlled devices, 140

instrumental and subjective

computer, 5-6

map and territory, 28, 62

work and play, 32-35

Distortions inherent in simulation, 62

Diversion, playas, 33

Division between work and play, 32-33

DNA laboratory, simulated, 124

Dog, virtual, 85

Dominance of natural world, 4

180

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Doppel-ganger, computer agent as, 140

Doubling rate of print-based

. {' .'uuonuauon, 117

Drama

as first-person simulation, 125

internal.Bo

as play, 30

Dreams

and intentional imagery, 65

as virtual reality 86-87

Driving, lack of control, xv

Droid Works, The, 70

Drugs, unwise use of, 88

Dubbing. See Overdubbing

EDVAC (computer), 42

ENIAC (computer), 73

Ecological catastrophe, 4

Economic

expediency in envisioning

computer, 142

factors in interface design, 48

freedom in simulations, 60-61

ramifications of blurred reality, 28

Editing

film, 70,3 I?

sound.uti

181

text, 66

Education

CAl and ICAI in, Ir8-I20

computers in, 42-43, 116-127,

computer-mediated communication

in, I26-127

implementation problems of computer

in, 129-131

importance of play in, 34

Logo in, 1 12-II 5

multimedia in, 121-124

simulations in, 124-126

Effectiveness of icon-drive interfaces, 50

Efficiency

enhancing mental, 42

gained through technology, 1°7-108

Effort, increased flexibility from reduced,

52,65-66,68

Eisenstein, Elizabeth, 23, 142

Electronic

card catalog, 135

environment, 87, 121

games, 14

indexing, 135

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Electronic (continued)

mail, 139

representation, 42, 66-76, I 2 I

Rorschach inkblot, 9

wheels for the mind, I07

Elizabeth II, Queen (ship), 13

Elison, Richard, 73

Elmer-Dewitt, Philip, 43, JI8, 129, 130

Empathy, as human quality, 92

Emperor Qin Shi Huang Di, 58

Energy transformation, 24-25

Engelbart, Douglas, I06

Engine

internal combustion, 12

steam, 9

Enhancing

creativity, I03-104, I06

mental abilities, 42, 47, 63, 65, 67, 85,

I06, I08-I09, 117

physical abilities, 47

understanding, 75, I 14

Environment

computer, 14, 23, 25, }<f-3 I, 35, 38,

4 1-43,47,55,61-63,66,79-85,

87, I2I, 124, 136-137' 139

degradation of 12

effects of, 4-5,14, 16-17, 38, 47, 99,

IOI-I02, 104, 136

learning, I I2, I 14

losing sight of, 4, 6, 136

mental, 25,38,85, ro8, 136

natural, 4-5, 16-17, 9 I, I09, 141

and play, 3I, 35, 38, 42, 6I, 137, 139

print, 23

reduced-risk, 34

shaping of, 4, 58

technological, 4-5, I I, I 7, 21, JO, 32,

4 I,47,49,92-93

Equations, mathematical, 85, 114

Error

computer billing, xiv

trial-and-, 40,67, I 14

typographic, 66, 68

Ethic, Puritan work, 33

Europe

change in Western, 142

culture, 40

Evans, Christopher, 13

Evolution

controlled by technology, 4, 16

of opposable thumb and interlock of

hand, eye, and brain, 134

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Experimentation

in simulations, 41, 50-52,67, 70

and testing of Logo, I I 2-I I 3, I I9

Exploration

design and, 68-69

encouraged and made possible by

computer, 3°,42,62-63,69-76,

79-85,87,107, II4, 122-126

encouraged and made possible by

play, 34

Explosions, modelling by computer, 73

Exponential rate of change in computer

capabilities, I2-13

Extending human abilities, I6, 47-48,61,

63,7°,72,79,85,92,94, 107, 134,

14°

External

evaluation of creativity, 99

reality, 61-62,87

Externalizing thoughts through

simulations, 72,80, 106

EyePhones, 80-83

Eye(s)

seeing with fresh, 54, I02

mind's 87

Facts

and knowledge, I14

memorization of, I I7

Feedback, 16, 50-5 I ,82, I 18

Film. See also Motion pictures

2001: A Spoce Odyssey, 91

Colossus: The Forbin Project, 9I

computerized editing, 70, 9 I, 137

in multimedia, 121

techniques, 80

Fiore, Quentin, 136

Firearms, banning of, I2

First-order effects. See also Second-order

effects; Technology

definition and examples of, 12

Fisher, Scott, 84

Flexibility

of computer, 28,3°,35,52,65,7°,75,

88

of thought and actions, 65, 70

Flexion sensors, 82

Floor, virtual, 84

Foley, James, 80, 85

Forbes, Robert, 14 I

Fen-hin Project, Colossus: The, 91

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Forecasting second-order effects, difficulty

of, 12-14

Foreshocks of computer-inspired

revolution, 7

Frames, motion picture, 4I, 75

Freud, Sigmund, 101

Frischer, Bernard, I 17, 120

Fromm, Eric, 101

Functional

abilities of computer, 9, 26

orientation, 59-60, I07

Fundamental qualities

of conventional reality, 79

of humans, 91

of simulations, 60-62

Futures

of computer, 139-140

simulating and crafting of possible,

75-76

Galaxies, virtual, 84

Gallup poll, estimate of computers in

homes, 14

Games, computer, 14, 124-126. See also

Videogarnc craze

Gardner, Howard, 100, I02

Gassee, Jean-Louis, 59,64, 108

General Motors, 65

Geographic proximity and interest

communities, 126

Gestalt conception of creativity, IOI

Gibson, Steve, 54

Glove. See DateGlove

God (Proteus), 9

Goggles. See EyePhones

Gradgrind. See Hard Times

Graphic

design, 54, 68-70

display of information, 108

interface, 48-5 I

Great Britain, 14

Greek

alphabet, 17

sea god (Proteus), 9

conception of creativity, 101

Gruber, Howard, 102

Gurtner, [can-Luc, 118

Halasz, Frank, 49

Hall, Edward T., 16-17, 107

Hamner, Brent, I 12

Hand

interlock of eye, brain, and, 134

in virtual reality, 82

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Hand-produced manuscripts, 22

Hard Times (Dickens), 32

Hardee, Philip E., 74

Hardware, 9-10,26,41,48,79, II9, 131

Harvill, Ann Lasko, 79

Hassett, ] ames, I I 2

Hawkins, Jan, I 12

Hawley, Toni, I 12

Hayes, Brian, 67

Heilbrun, Adam, 42, 84, 88

Heisenberg, Werner, I I, 17

Hemenway, Kathleen, 50

Hennessey, Beth, 101, 104

Hermeneutic construct of reality, 87

Hcrtzfeld, Andy, 53

Heuristic conceptualization, playas,

30-3 1,137

Hexadecimal, eat's meow, 27

Hey, Kenneth, 117, 135

Hockcnos, Warren, 93

Hodgkin, Robin, xiii

Hofstadter, Douglas, !O3

Holograms, used in modelling, 65

Homo Ludens (Huizinga), 20, 32-33

Hooper, Kristina, 106, I 17

Horseless carriage, 22,52. See also

Automobile

Huizinga, johan, 33-34

Human

abilities, 92-94

fundamental qualities, 91-92

intelligence, 91, 93,1°3,106

Human-computer relations, 38, 45,92,

94, 139

Human-made environments, 17

Hurwood, Bernhardt (Woody), 67

Hydraulic fountain figures, 42

Hypermedia. See also Interactive

multimedia

definition of, 121

Hypertext, 121

ICAI (Intelligent Computer Assisted

Instruction), 120. See also CAl

Icon-driven interface, 50

Iconic representation, 96

Ideas

encouraged through play, 34

recorded, refined and transformed in

computer simulations, 59, 65, 67,

69-76, 106, 108-109, 124-126

I8S

Page 205: University of Hawaii...Acknowledgements I would like to express my deep gratitude to the members of my committee for their patience, unflagging support, and invaluable contributions

Identities of traditional technologies and

computer, 9-10,26,38, 136

Ihde, Don, 17

Illusion of computer interface, 41,49,52,

Imagery

to aid knowledge and

understanding, 96

intentional, 65

Images

CAT scan, 108

of computer, xiv, 8-9,5 2 , 143

exploration of, 68-75

motion picture, 70, 121-124

photographic, 65

of play, 29-35

serial display of, 73-75, 81

virtual. See Virtual reality

Imagination

unrestrained by computer, 42,55, 72

Indexing of books, effects brought on

by, 23

Indirect effects of technology. See

Second-order effects

Industrial

development in simulation, 125

world, changes in, 32

Industry, automobile, 13

Inertia of words on paper, 66

Information

digitized, 26-27,66-76

doubling rate of print-based, 1I 7, 135

drowning in, 1 17

electronically linked, 121-122. See

also Interactive multimedia

exchange, computer-mediated,

126-127

expressed visually and numerically,

advantages of, 73

obsolescence of, 117

presented by interface, 46-47

processing technology, 47

provider, 43

refineries, 6

storage capacities of CD-ROM disk and

laser videodisc, 124

transformed by computer, 24, 26, 108

used to create virtual reality, 80--85

Inkblot, See Rorschach Inkblot

Insight

encouraged through play, 31

environmentally provoked, 4

as human quality, 92

186

Page 206: University of Hawaii...Acknowledgements I would like to express my deep gratitude to the members of my committee for their patience, unflagging support, and invaluable contributions

Instruction. See CAli lCAI

Instrumental. See aIso Subjective

computer, xv-xvi, j, 6, T 13-1 14, 136

technology, 5-7, 22

Intellectual

adapt ion to environment, 23

augmenta tion, 106- I 09

mastery and exploration, 96

Intelligence, artificial. See Artificial

intelligence; Synergetic intelligence

Intelligent computer assisted instruction.

See lCAl; CAl

Interaction. See also Simulation; Virtual

reality

human-computer, xiv, 10,26,30-31,

38,41,47,55,92-93,106-1°9,

lI2-II5, lI8, 120,139,143

Interactive

environments, 79

systems, 55

technologies, 1 13, II 6

Interactive multimedia, 120-124, 127

Interfaces, 41, 46-52

design criteria, 50

expanded conception of, 48

Internal combustion engine, 12

Interpersonal communications, features

common to, 48

Interplay, 4, 55, 59, 67, 92-94, I I7, I20,

139

Interrelated systems, 15-16, 108

Intuition, as human quality, 92

Invention

diffusion rate of, 6-7

of printing, 40

Iterative processes, 55, 67

Jaffe, Conrade, I21-122, 124

Japanese ban of firearms, 12

[ayarman, Sundaresan, 50

Jet flow, kink instabilities of, 74

Jobs, Steven, 124

[ohnson-Lenz, Peter and Trudy, 126

Joy, and relation to play, 30-31

Kay, Alan, 4,8-9,41,47,49,52,59,75,

114,136

Kellog, Wendy, 55

Keyboard, as interface, 48

Kink instabilities of jet flow, 74

Kneller, George, 101-102

Knowing, ways of, 94-97, 114-115

Knowledge

enhancing, 118-127

Page 207: University of Hawaii...Acknowledgements I would like to express my deep gratitude to the members of my committee for their patience, unflagging support, and invaluable contributions

Know ledge (continued)

sees all in one, 25

Koestler, Arthur, 33

Konopasck, Milos, 50

Korzybski, Alfred, 28, 62

Lammers, Susan, 53-55,70

Languages, programming, 54, I 12-114

Lanier, jaron, 42, 83-84, 87-88

Lascaux, France, 58

Lasko, Anne, 78. See also Harvill, Anne

Laurel, Brenda, 124

Learning, 95. See also CAl; leAl

communities, 126-127

environments created by computer,

42-43

and interactive multimedia, 121-124

to learn (meta-learning), 43, I I I,

I 14- I 17, 120

methods of, 96-97

play important to, 33-35

and simulation, 124- 126

theories of, and interface design,

48-5 2

Legal ramifications of blurred reality, 28

Lepper, Mark R., Il2, II8, 136

Letterforms, 66

Letters, simulated on-screen, 57, 66,7°

Levine, Shellie-Hclanc, 33-34

Levy, Steven, 61-62

Licklider, J. C. R., 49, 94, ro6-ro8

Lievens, Jan, 100

Limits

of conventional recording process,

70-7 1

of current world view, 75-76,87

of environmental and metamedium

perspectives, 6o

of humans and machines, 48-49, 107

imposed by environment, 4-5

self-imposed limits of computer

conceptualization, 53

of simulation environment, 41, 60-63

of virtual reality, 79

Linear accelerator, simulated, 124

Links, between symbol and action in

interface, 50, 52

Lobster, virtual, 78, 83

Logical

methods valued in past, I 14

propositions, understanding

through,96

188

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Logical calculus, brain activity described

as, 42

Logo (programming language), 43, I In,

112-114

criticism of, I 12

Los Alamos, NM, 14

Lotus 1-2-3 (John Sachs), 55

Lucas, George, 70

Lucasfilm Ltd., 70

Ludens, Homo. See Homo Ludens

Lynch, Patrick, ].,123

MIT, I 07

MIT Media Lab, 48, 65,70

Maass, Susanne, 55

MacKinnon, Donald, 100

M(lcWeek, 13

Machines. See (lisa Instrumental;

Subjective

compared to computer, 24

compared to tools, 92-93

influence on self-perception, I I, 17

intelligent, 90-93

Macintosh computer, 78

Macro, utility program, xv

Magical

clements of interface, 52

influence over environment, 58

Malleable

character of computer, 26, 28, 31,87,

97

character of simulation, 72

Manes, Stephen, 57, 66, 70

Manhattan Project, 73

Manuscripts

compared to early printed books, 2:'

electronic preparation of, 66-67

Map

relief,58

distinction between territory and, 28,

62

Maslow, Abraham, 101

Mass-printing

repeatability and uniformity of, 23

Material world, contrasted with spiritual

WOrld,I4 1

Maxis Software, 125

McCorduck, Pamela, 10, 12, 17,59,105,

108,122, 127,139

McGreevy, Michael, 58, 63, 79

McLuhan, Marshall, 4-5,7-8,22-23,

33-34, 136, 138

McNeil, Paul,s, 42, 94

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Mechanical

analogues for humans, 94

lx.undarv separating human from, 91

minds freed from, 108-109

Mechanism, clockwork, as defining

technology, 9

Media. See (lisa Hypermedia; Interactive

multimedia

shaping nature of, 17, 23, 38

Media Lab, MIT, 48, 65, 70

Memorization

Greeks freed from by alphabet, 17

need for, in schools, 117, 131

Menninger, Karl and Jeanette, 34

Mental

concessions required by technological

adoption, 23

drama, virtual reality as, 80

powers enhanced by computer, 42,47,

107-108

environment, computer as, 10,25,

Meow, eat's, 26-27, 70

Mercury, rivers of, 58

Merton, Thomas, 25

Mesthcne, Emmanuel, 12

Meta-cognition, 120

Meta-learning, 43, I II, 114-117, 120

Meta-tool, computer 2~, 55

Metamedium, computer as, 8-10,17,47,

59-60,63,69,97, 104,136

Metaphor

defining technology as, 9

in interface design, 49-50, 52

Microworlds of computer, xv

Microcomputer, 37, 57,78, 106. See also

Computer; Macintosh; PC

Microprocessor, 13, 140

Microsoft Corporation, 54

Miller, Jonathan, 23

Mind

and computer compared, 9,41-42,

93--94

extended and shaped by computer,

47-49,64,72-76,91-94,97,

105-109, 134, 136

play of, and computer, 38, 60-63, 64,

80,85,87, 104,13 1, 135-136,143

Mindstonns (Papcrt), I 12

Minsky, Marvin, 15,35,42,49,59,93,95,

99,102,117

Mirror, computer as, 9,41,78,140

Page 210: University of Hawaii...Acknowledgements I would like to express my deep gratitude to the members of my committee for their patience, unflagging support, and invaluable contributions

Misinterpretation of interface, 49

Mitchell, William, 68

Mobility, brought on by automobile, 12

Mock-ups in automobile design, 65

Model

computer, 28, 59-60, 65, 72-73, 75,

94,97, 107-109, 111, 127

environment as, 4

technology as, 5, 9

virtual reality as, 42, 85

Modification, ease of, with computer, 59,

66, 70, 108-109

Molecular-sized computers, 139

Money, as inhibiting factor in

experimentation, 65

Moran, Thomas, 49

Morrow, George, 72

Motion detector, in virtual reality, 81

Motion pictures

in classrooms, 121

editing, 70

in multimedia, 122-123

simulated, 4 I, 74

viewing, 74, 80

Motorola microprocessors, 13

Mountain range, virtual, 84

Mouse, as interface, 48

Movies. See Motion pictures

Multimedia. See Interactive multimedia

Music, 70-72

Musical instruments and play, 30-31, 137

Musicians

and simulations, 70-72

used in creativity studies, 101

viewed as creative artists, 103

Myopia, environmental, 4

Mythic world, 49

NASA,79,84

Naiman, Adeline, 121

Naisbitt, John, I I 7

Nanotechnology, 139

Nash, Graham, 70

National Center for Supercomputer

Applications (NCSA), 74

Neale, Robert, 33-34

Negroponte, Nicholas, 48

Nelson, Ted, 9, 25,34-35, 52

Nervous system, computer compared

to,4 2

Neumann.john von, 42,73

Neurons, computer compared to, 42

Page 211: University of Hawaii...Acknowledgements I would like to express my deep gratitude to the members of my committee for their patience, unflagging support, and invaluable contributions

Nickerson, Raymond, 14,24-25,31,48,

55,59,68,93-94,119-120,124,129,

136, 14°

1940S

projections of computer use, 14

von Neumann's vision for the

computer, 42, 73

195°5

projections of computer use, 14

revisioning the computer, ro6-I07

1980s, vidcogame craze of, 88

Norman, Michael, 74

November, Alan, 131

Numerical data, difficulty in

comprehending, 73

O'Brien, Bill, 124

OTA (Office of Technology Assessment),

112-113, lI8-120, 122, 127, 129-131

Orwellian images of computer, xiv

Overdubbing vocals and instruments, 70

PC(personal computer), 37, 57, I06. See

also Computer; Microcomputer

Painters, viewed as creative artists, 103

Painting

cave, 58

creative process underlying, 68

Paper

based words, inertia of, 66-67

computer screen as, 52

Papert, Seymour, 43, 49, 110-114, 119

Paradigm of learning, playas, 34

Paradoxical nature of computer, 25, 55

Passive nature of television, 87

Pencil

frivolous use of, 35

as personal device, 129

Perception

of computer and effects, 9-10,47,

9 1-93, I04, 119

of environment and effects, 101, I04,

136

of technology and effects, 5, 7

Perlis, Alan, 127

Person-centered orientation, 100

Physical

basis of reality, 28, 4 I, 72, 87

constraints, 60-61, 126, 135

limits imposed by environment, 4

world, models of, 72-76,83

Physics

compared to psychology, 99

Page 212: University of Hawaii...Acknowledgements I would like to express my deep gratitude to the members of my committee for their patience, unflagging support, and invaluable contributions

Physics (continued)

virtual reality unconstrained by laws

of, 81,83

Piano, virtual, 84

Play, 29-35

based attitudes, 31,143

and creation, xiii

definitions of, 30, 33

dichotomy between work and, 32-33

as diversion, 33

as expression of inner harmony, 34

and learning, 34, 127

of mind and computer, xvi, 30-3 1, 35,

38-39,41,43,47-48,52,55,

59-76,78-85,92,94,104,

106-1°9,127,131,136-137,

139-140,143

negative image of, 34-35, 137

Plumbing, second-order effects of, 12

Pocket calculator, 14

Poe, Edgar Allan, 86

Politics, relation to technology, 15

Poll, Gallup, 14

Pollution

as second-order effect, 12

in simulation, 125

193

Popular media, computer in, 91

Postscript (programming language), 54

Potting wheel, as defining technology, 9

Pournelle, Jerry, 14, 117

Printed information, doubling rate of, I 17

Printing press

effects of, 8, 23,40, 142

emulating copyists, 22

as environment, 17,23

Printing Press asan Agentof Clumge. The

(Eisenstein), 23

Proactive stance in shaping technology, 12

Problem-solving, 54-55, 99-100, 114, 120

Program, computer. See Computer

programs

Programmer, computer, xiv-xv, 41,53-55,

112-115,135. See also Computer

programs

Protean nature of computer, 8-10,35,

37-39,41,97, 136. Seealso

Metamediurn; Universal tool

Proteus (sea god), 9, 136

Proximity, communities formed through,

124, 126

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Psychological

consequences of technological

adoption, 5, 23, 28, 142

development, 3-4

health and play, 33-34, 137

mirror, computer as, vii

restraint, 60-61,65,67

Psychology, of mind, 98-99, 103, I I I

Public Broadcasting System, 14, 122

Pump, village, 12

Puritan work ethic, 33

Pygmy society, play in, 33

Qin Shi Huang Oi, 58

Queen Elizabeth II (ship), 13

Raben, Joseph, 107

Rate

of computer use in schools, 129

of crime in simulation, 125

of learning in CAl, 118

of print information increase, I 17

of technological adoption, 12-14

Reactions

to computer, evolution of, xiv

to conventional reality, 42

Reality. See also Virtual reality

194

conventional, 26,28,41-42,50-52,

60-62,7 1-73,79,81,84-85,

87-88

determination of, 42, 85

subjective, 10,85

understanding, 96

Reconstruction

of gestalts, 101

of sound, 71-72

Recording

ideas, 106

problem-solving strategies, 120

sounds and music, 26, 70-71

Reduced-risk environment, 34, 61, 63, 69

Refineries, information, 6

Rembrandt van Rijn, 100

Repeatability, feature of mass printing, 23

Representation

computer, 9, 28

for knowledge and understanding,

96-97

playas, 30-31

symbolic, 70

in virtual reality, 42, 83-84

visual, 73-75

Page 214: University of Hawaii...Acknowledgements I would like to express my deep gratitude to the members of my committee for their patience, unflagging support, and invaluable contributions

Resistance of object, feedback mechanism

required for, 82

Resource depletion, 12

Restraints, of conventional reality, 61

Retyping. See Word processing

Revision, ease of with computer, 66-67

Rheingold, Howard, 73,9°,106,108,124,

136

Risk

psychological, 65

reduced,34,61,63,69

Rivers of mercury, 58

Rogers, Carl, 68, 100, 102-103

Rogers, Michael, 37

Rogers, Tony, 114

Rolls-Royce, 13

Rorschach inkblot, computer as, 9

Rosson, Mary Beth, 47, 55

Roszak, Theodore, I 12

Sachs, John, 55

Safety, of simulations, 60, 124

Saffo, Paul, 6-7, 12,22

Samuels, Mike and Nancy, 87

Sanders, Joe, 91

San Francisco Unified School District, 120

Saxophone, virtual, 84

Scarola, Robert, I I 7

Schank, Roger, I 17

Schiller, Friedrich, 29

Schoolvja, 1I8, 120, 129,131

Science

influence on world view, 17

simulation in, 72-75

Science-fiction films. See 2001: A Space

Odyssey; Colossus: The Forbin Project

Scribal conventions

contrasted with mass-printing, 23

Sculpting, 64-65

Seadler, Dee, 100

Second-order effects, definition and

examples of, 11-15, 17,21-23,25.

See also First-order effects; Technology

Sekular, Robert, 67

Self

amuse, in play, 30

awareness, 120

confronting, I I

questioning nature of, xiv, 17,91-94

transformation, 78, 83-85

understanding, 5

Self-actualizing, and creativity, 101

195

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Scnsef s)

of presence in virtual reality, 80

of hearing, motion, sight, or touch, 40,

82,122

of humanity, 90,139

unused in computer interface, 48

Sensors used in virtual reality systems

flexion, 82

motion and position, 80

Seriousness

compared to play, 33-34

Shaping quality. See also Second-order

effects; Transformation

of attitudes and culture, 12, 17,30-31,

47,93, 136- 137

of computer, xiv, 9-10,14-15,17-18,

25-26,3°,38,76, 126, 134

of environment, 4-5, 17, 83, 136

of technology, 4-5, 9, 16,21-23

Shapiro, Ezra, I03

Shurkin, Joel, 42

Sight, valued over sense of touch, 40

SimCity (Will Wrighr), 124-126

Simonyi, Charles, 54

Simulation. See aLso Virtual reality

distortions inherent in, 61-62

facilitating understanding, 40,72-75,

119, 124-127

faithfulness to reality, 61

of media and environments, 9-10, 17,

41,57-63,65-76,79-80,85,136

Sin, play regarded as 32

Skills

analytic and language, 113

general learning and thinking,

120-121

general planning, and Logo, I 12

problem-solving, 54-55, 99-100, 114,

120

needed by programmers, 53-55

required for tool usc, 92

Smith, Randall, 52

Social

context of creativity, 100

control of technology, 12

integration of technology, 6-7

life

computer and, 3

technology and, 7

processes and computer, 108, 126

ramifications of blurred reality, 28

Socially-constructed reality, 88

Page 216: University of Hawaii...Acknowledgements I would like to express my deep gratitude to the members of my committee for their patience, unflagging support, and invaluable contributions

Society

diffusion of computer into, 14-15, 17,

63

effect of computer on, 25,62, 106, 136

effect of technology on, 9, 12. See

also Second-order effects

and information overload, I 17

of on-line scholars, 127

and play, 33,137

pygmy, 33

testing limits of, xv

views of humanity, 91

views of reality, 87-S8

Socratic dialogue, as method of

learning, I 17

Software. See also Computer programs

advances in, 119, 12 r , 129

defining character of computer, 9-10,

48

design, 52-55

used in virtual reality, 79

Sonic Solutions, 71

Sound

degraded in recording, 71

manipulating, 26-28, 70-72

in multimedia, 12I-I 24

Space. See also 2001: A Space Odyssey

cognitive, 114

play within defined, 30, 76

and time

barriers of, 126

reality of, 87

Speech as an interface element, 48

Spirit of play, vi, 30, 34, 137

Spiritual world, contrasted with material

WOrld,14 I

Sport, as play, 30

Spreadsheet, xv, 37, 134

Sprecher, ]crrv, 124

Stacks, Barbara, 42, 84, 88

Stand-ins, and symbolic nature of

computer, 57,66

Steam engine, as defining technology, 9

Stereoscopic goggles, 80-83

Sterile, computer viewed as, 10

Sternberg, Robert, 100

Stills, Stephen. See Crosby, Stills & Nash

Strategies, problem-solving, 120

Subjective. See also Instrumental

computer, 3, 6-7, 9-10 , 17-18, 22- 23,

25-26,30-3 I, 113-114

reality, 85

197

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Subjective (continued)

technology, 5-7, 17, 22-23, 113

Supercomputer, 73-74

Supersonic jet flow, simulation of, 74

Surprise, as creative attribute, 102

Surrogate

reality of simulation, 61

computer agent as, 140

Suspension of disbelief, 80

Symbolic

nature of computer, 24-25, 28, 30,

49-50,59-64,66,69-72,106

nature of printed material, 23

representation of world, 58, 96

Synergetic intelligence, 91-94. See oiso

Artificial intelligence

Synthetic basis of virtual reality, 42, 83, 88

Tabula Rasa, computer as, 9

Tactile qualities in virtual reality, 82

Tail, virtual lobster, 78

Taoist sage, 25-26. See aIsa Chuang Tzu

Tardif, Twila, 100

Taylor, Calvin, 99-101

Taylorism, electronic, 142

Teachers

experience with computers, 131

new role of, 43, II6-1 I 7, 119

Technocentrism, definition and examples

of, 112-113

Technology. See also First- and

Second-order effects; Tcchnocentrisrn

destabilizing force of, 12, 15, 142

defining, 9

environment and, 4, 38, 47

instrumental versus subjective, 5-7,

22, 142

relation to play, 33

and thought, ra6-I07

and view of world, 5, 21

Television

in schools, passive nature of, 121

misuse of, compared to virtual

reality, 87-88

Territory, distinction between map and,

28,62

Testing

assumptions, 107-108, 114

for reality factors used, 60

limits, xiv, 93

models of physical world, 72-73

Page 218: University of Hawaii...Acknowledgements I would like to express my deep gratitude to the members of my committee for their patience, unflagging support, and invaluable contributions

Testing (continued)

standardized, 113

work by hand, 40

Text

in multimedia, 121-124

revision, time consuming nature of, 66

word processing of, 66-68

Thorngate, Warren, 22

Thought

computer and, xiv, 3, 9, 24, 38,47-48,

52,54,66-67,69-76,91-95,

105-109, I I I-II7, 120,140

disincentives for flexible, 65

environment and, 4, 38, 47

human processes, 96-97

machines capable of, 91

technology and, 4-5,17,21,23,38

Three-dimensional images,

computer-generated, 65, 75,82

hlols

compared to machines, 92-93

effect of culture on, 17

instrumental and subjective, 5-6, I I,

59

open-ended nature of, xiii

programming, I 14

protean. See Protean

to think with, xiv, 41, 47, 65,103,120

used to exert control over nature, 4

Toon Town, 79

Top-down approach to creativity, 69

Torrance, E. Paul, 102

Touch

sight valued more than, 40

virtual sense of, 82

Touchstones of reality, 87

Traffic congestion, 12, 126

Traits, perceptual and virtual reality, 79

Transformation

and computers, xvi, 3, 6-7, 9-10,

17-18,24-28,35,38,47,60-61,

63,78,92,94-95,108,134,137,

142-143

definition of, 22

and technology, 4-7,16-17,21-23

Transistors on microprocessors, number

of,I3

Treatment condition, 1 12

Trial-and-error process, 4°,67, 114

Turkle, Sherry, 3,21-22,49

Two-dimensional limitations of paper, 52

2001: A S/)OCC Odyssey, 91

199

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Typewriter

as model for interface, 50

as writing tool, 68

Typographic errors and writing, 66

Unified learning theories, 48

Uniformity of print environment, 23

Unintended technological effects,s, 12,

14, 17· See aIso Second-order effects

United States. See aIso OTA

number of computers

in homes, 14

in schools, 129

projected computer needs of, 14

computer to student ratio in public

schools, 129-130

Universal tool, computer as, 136. See aIso

Protean

University of Hawai'i library, 135

University of Illinois Board of Trustees, 74

University of Michigan study, I 18

User interface, 46-52. See aIso Computer

interface; Interface

VPL Research, Inc., 8 I, 83-84. See also

DataGlove, DataSuit, Eycl'honcs

Values

cultural, 17, 143

instrumental, of computer, xv

of property in simulation, 125-126

Vibrators (in Datat.Ilove), 82

Victorian view of work and play, 32

Video

display of computer, 46, 80

images in interactive multimedia, 12 I

Videodisc, storage capacity of, 124

Videogamc craze of 1980S, 88

Village water pump, 12

Virtual Reality, 42, 48, 57, 78-88

cartoon-like quality of, 79

compared to cinema, 81

dreams as, 86-87

and physics, 8 I, 83

possible misuse of, 87-88

tactile qualities in, 82

Visual

analysis, 40

arts,68-70

cues of interface, 5 I

display, 46, 72-73

environments, 80

Visualization, scientific, 73-75

Voices, recording and manipulation of,

70-72

200

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von Neumann, John, 42,73

Voyages and fresh perceptions, 79

Warner, Edward, 140

Warnock, John, 54

Warriors, terra-cotta, 58

Water pump, village, 12

Water, (nonjdiscoverv by fish, 4, 12

Waveforms, acoustic, manipulation of, 27,

71-72

Weather, modelling by computer, 73

Western

Canada, xiv

Europe and effectsof printing

press, 142

view of reality, 87

view of work and play, 33,137

Wheels

for mind, l0S, 107

potting, as defining technology, 9

Wico Chemical Corporation, 34

Wicner, Norbert, 16

Wiesner, Jerome, 136

Window

computer interface as, 41

virtual, 78-79

Wisdom through play, 127

Word processing, xv, 37, 106

advantages of, 66-68

disadvantages of, 68

Words

symbolized by computer, 25

as tools, xiii

Work

of adults, compared to play of

children, 35

collaborative, 126-127

computers and, 3,35, 107

contrasted with computer play, 35

dichotomy between play and, 32

Logo and, 114

macro programs and, xv

physical, compared with

intellectual, 24

as play, 34

-plav symbiosis, 35

Puritan ethic, 33

unwillingness to abandon, 65

Victorian view of, versus play, 32

in virtual world, 57

Westem view of, 33

Workers in Xian, China, 58

201

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Workings

inner, of computer, 25

of mind and computer, 42, 93-94

Workstations, computer, 73

World

micro, xv

modelling the, 73, 75, 127

myrhic.ao

natural, 4-5, 17,91,109,141

relief map of, 58

technological.z--y, II, 17, 21,}0, 32,

4 1,49

view and defining technology, 9

virtual, 41-42, 48-52, 57-58, 60-62,

78-85,87-88,109

Wright, Michael, 72

Wright, Robert, 85, 88

Wright, Will, 125

Writers, viewed as creative artists, 103

Writing. See also Word processing

computer programs, 32,54

system of Greeks, 17

Xian, China, 58

202