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SCIENCE FICTION PROTOTYPING EDITOR BRIAN DAVID JOHNSON Intel; [email protected] COMPUTER 0018-9162/15/$31.00 © 2015 IEEE PUBLISHED BY THE IEEE COMPUTER SOCIETY MARCH 2015 97 F or the last seven years, I have worked alongside filmmakers in Hollywood, exploring the vast imaginative potential of digital creation. The ad- vances have been amazing. Virtual production tools, pioneered nearly six years ago by James Cameron in Avatar , are remaking the nature of work in film. Digi- tal creation, once fiercely removed from the day-to-day creative process, is now part of the hands-on workflow of directors, designers, and actors. Artists across the indus- try now step inside fully rendered virtual environments to plan and imagine their films. Actors perform as virtual characters and are finally and truly unbound from the limitations of their physical forms. Directors on set can see their stories’ physical and digital elements as they’re captured, and the familiar refrain of “we’ll fix it in post” is being replaced with “let’s try that again.” DIGITAL WORLDS Fully realized digital assets and responsive, rule-driven digital environments are upending how we plan and create everything from buildings and air- planes to cities and worksites. The tools used to create digital worlds and characters evolve to better meet the needs of the artists who use them. These tools, such as Dream- Works’ Apollo (www.screendaily. com/home/blogs/dreamworks -animation-unveils-apollo/5072353.article) or Disney’s Camera Capture System (www.awn.com/vfxworld/all -world-s-virtual-stage-disney-s-new-camera-capture -system) are achieving the kind of computational power needed to work fluidly and at the pace of the imagination of the person wielding them. Intel and the University of Southern California have been leveraging such tools, evolving virtual reality (VR) and augmented reality (AR) technologies to build digital worlds and explore new nar- rative experiences (see Figure 1). As these tools advance, the number of artists seeking and mastering them is growing exponentially. The modern motion picture camera is an example of digital creation. Its magic isn’t its reality, but its extra- reality. With it, artists, scientists, and advocates can easily express their ideas in genuinely new ways: A man can be- come a dragon. We can see 10 years of growth unfold in a city in seconds. New construction materials can be tested without breaking ground. Soldiers can develop their com- bat skills without risking their lives. Virtual Dystopia Tawny Schlieski, Intel Any sufficiently advanced technology is indistinguishable from magic evil. –adapted from Arthur C. Clarke

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SCIENCE FICTION PROTOTYPINGEDITOR BRIAN DAVID JOHNSON

Intel; [email protected]

C O M P U T E R 0 0 1 8 - 9 1 6 2 / 1 5 / $ 3 1 . 0 0 © 2 0 1 5 I E E E P U B L I S H E D B Y T H E I E E E C O M P U T E R S O C I E T Y M A R C H 2 0 1 5 97

Column Art Goes Here

For the last seven years, I have worked alongside filmmakers in Hollywood, exploring the vast imaginative potential of digital creation. The ad-vances have been amazing. Virtual production

tools, pioneered nearly six years ago by James Cameron in Avatar, are remaking the nature of work in film. Digi-tal creation, once fiercely removed from the day-to-day creative process, is now part of the hands-on workflow of directors, designers, and actors. Artists across the indus-try now step inside fully rendered virtual environments to plan and imagine their films. Actors perform as virtual characters and are finally and truly unbound from the limitations of their physical forms. Directors on set can see their stories’ physical and digital elements as they’re captured, and the familiar refrain of “we’ll fix it in post” is being replaced with “let’s try that again.”

DIGITAL WORLDSFully realized digital assets and responsive, rule-driven digital environments are upending how we plan and create

everything from buildings and air-planes to cities and worksites. The tools used to create digital worlds and characters evolve to better meet the needs of the artists who use them. These tools, such as Dream-Works’ Apollo (www.screendaily.c o m / h o m e/ b l o g s/d r e a m w o r k s

-animation-unveils-apollo/5072353.article) or Disney’s Camera Capture System (www.awn.com/vfxworld/all -world-s-virtual-stage-disney-s-new-camera-capture -system) are achieving the kind of computational power needed to work fluidly and at the pace of the imagination of the person wielding them. Intel and the University of Southern California have been leveraging such tools, evolving virtual reality (VR) and augmented reality (AR) technologies to build digital worlds and explore new nar-rative experiences (see Figure 1). As these tools advance, the number of artists seeking and mastering them is growing exponentially.

The modern motion picture camera is an example of digital creation. Its magic isn’t its reality, but its extra- reality. With it, artists, scientists, and advocates can easily express their ideas in genuinely new ways: A man can be-come a dragon. We can see 10 years of growth unfold in a city in seconds. New construction materials can be tested without breaking ground. Soldiers can develop their com-bat skills without risking their lives.

Virtual DystopiaTawny Schlieski, Intel

Any sufficiently advanced technology is

indistinguishable from magic evil.

–adapted from Arthur C. Clarke

98 C O M P U T E R W W W . C O M P U T E R . O R G / C O M P U T E R

SCIENCE FICTION PROTOTYPING

WHO’S AFRAID OF VR?So why is there so much drama around virtual reality? Alongside skepticism about the viability of VR technology are concerns about the implications of its success. Many of these concerns emerge from the con� ation of VR and arti� cial or machine intelligence. The concept of the Singularity—the ex-istential threat to life on Earth posed by machine intelligence—is often tied to the emergence of robust vir-tual and augmented realities (www. 3 3 r d s q u a r e . c o m / 2 0 1 3/ 0 7/ n i c k-bost rom-on-e x i stent ia l-r i sk-a nd.html). This connection goes well beyond the 70,000 people who have watched Nick Bostrom’s “The End of Humanity” TED talk on YouTube (www.youtube.com/watch?v=P0Nf3TcMiHo).

For decades, artists have entan-gled AI with VR, lighting VR with the mythological � res of the likes of Icarus and Dr. Frankenstein. These stories are cautionary tales about the arro-gance of human ambition and the dan-ger that can come with trying to tran-scend natural or divine limitations: Icarus � ew too close to the sun. Fran-kenstein created life. Likewise, crazy AI machines enslaved humanity in the Wachowskis’ 1999 � lm The Matrix, and the Metaverse in Neal Stephen-son’s 1992 novel Snow Crash tempted humanity to turn on, tune in, and drop out of reality. It’s no wonder we don’t trust these tools. I don’t know about you, but I really don’t want to become a human battery.

If we look beyond the trappings of imagined and metaphorical VR, we’ll see a creative tool evolving

along a very di� erent path than what Stephenson and the Wachows-kis imagined. In fact, instead of marginalizing humans, these new tools empower an entirely new gen-eration of creators. Motion capture isn’t replacing actors—it’s giving them the ability to play roles they never could have imagined. Dig-ital worlds aren’t overtaking our

reality—they’re enabling artists to visualize both science and fantasy in entirely new ways.

While making the 2014 � lm In-terstellar, director Chris Nolan called on astrophysicist Kip Thorne to pro-vide guidance to help the special ef-fects company Double Negative cre-ate a black hole e� ect (www.wired.com/2014/10/astrophysics-interstellar-black-hole). After a year of work, a re-written render engine, and hundreds of terabytes of data, they created “a simulation of unprecedented accu-racy” that surprised artists and scien-tists alike. The computational power that Double Negative threw into that

black hole didn’t override the � nal ef-fect: it was simply a tool shared by art-ists and scientists that, like so many tools before it, utterly remade how we see the world.

Figure 1. Intel and the University of Southern California’s Leviathan Project, inspired by Scott Westerfeld’s novels, invited attendees of the 2014 International Consumer Electronics Show (CES) to step into a world where virtual whales fl y through human environments (http://vimeo.com/86141926).

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TAWNY SCHLIESKI is a research sci-entist at Intel. Contact her at [email protected].

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Selected CS articles and columns are also available for free at http://ComputingNow.computer.org.