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More amazing to VR enthusiasts is the technology's ability to provide access to places the human body can't go, granting new perspectives on old problems much in the way that systems math provides planners with new outlooks on currents that don't follow the discovered patterns.

Warren Robinett, manager of the Head-Mounted Display Project at the University of North Carolina, explains how the strength of VR is that it allows the user to experience the inside of a cell, an anthill, or the shape of a galaxy:

''Virtual reality will prove to be a more compelling fantasy world than Nintendo, but even so, the real power of the head-mounted display is that it can help you perceive the real world in ways that were previously impossible. To see the invisible, to travel at the speed of light, to shrink yourself into microscopic worlds, to relive experiences – these are the powers that the head-mounted display offers you. Though it sounds like science fiction today, tomorrow it will seem as commonplace as talking on the telephone.''

One of these still fictional interface ideas is called ''wireheading.'' This is a new branch of computer technology where designers envision creating hardware that wires the computer directly to the brain. The user literally plugs wires into his own head, or has a microchip and transmitter surgically implanted inside the skull. Most realistic visions of wireheading involve as-yet univented biological engineering techniques where brain cells would be coaxed to link themselves to computer chips, or where organic matter would be grafted onto computer chips which could then be attached to a person's nerve endings. This "wetware,'' as science fiction writers call it, would provide a direct, physical interface between a human nervous system on one side, and computer hardware on the other. The computer technology for such an interface is here; the understanding of the human nervous system is not.

Although Jaron Lanier's company is working on ''nerve chip'' that would communicate directly with the brain, he's still convinced that the five senses provide the best avenues for interface.

There's no difference between the brain and the sense organs. The body is a continuity. Perception begins in the retina. Mind and body are one. You have this situation where millions of years of evolution have created this creature. What is this creature aside from the way it interfaces with the rest of creation? And how do you interface? Through the sense organs! So the sense organs are almost a better defining point than any other spot in the creature. They're central to identity and define our mode of being. We're visual, tactile, audio creatures. The whole notion of bypassing the senses is sort of like throwing away the actual treasure.''

Still, the philosophical implications of a world beyond the five senses are irresistible, and have drawn into the ring many worthy contenders to compete for the title of VR spokesperson. The most vibrant is probably Timothy Leary, whose ride on the crest of the VR wave has brought him back on the scene with the zeal of John the Baptist preparing the way for Christ, or a Harvard psychology professor preparing the intelligentsia for LSD.

''Just as the fish donned skin to walk the earth, and man donned a space suit to walk in space, we'll now don cyber suits to walk in Cyberia. In ten years most of our daily operations, occupational, educational, and recreational, will transpire in Cyberia. Each of us will be linked in thrilling cyber exchanges with many others whom we may never meet in person. Face-to-face interactions will be reserved for special, intimate, precious, sacramentalized events.''

Leary sees VR as an empowerment of the individual against the brainwashing forces of industrial slavedriving and imperialist expansion:

''By the year 2000, the I.C. (inner city) kid will slip on the EyePhone, don a form-fitting computer suit, and start inhabiting electronic environments either self-designed or pulled up from menus. At 9:00 a.m. she and her friend in Tokyo will meet in an electronic simulation of Malibu Beach for a flirtatious moment. At 9:30 a.m. she will meet her biology teacher in an electronic simulation of the heart for a hands-on `you are there' tutorial trip down the circulatory system. At 10:00 a.m. she'll be walking around medieval Verona with members of her English literature seminar to act out a scene from Romeo and Juliet. At 11:00 A.M. she'll walk onto an electronic tennis court for a couple of sets with her pal in Managua. At noon, she'll take off her cyberwear and enjoy a sensual, tasty lunch with her family in their nonelectronic kitchen.''

What was that part about Malibu Beach – the flirtatious moment? Sex, in VR? Lanier readily admits that VR can provide a reality built for two: ''It's usually kind of shocking how harmonious it is, this exposure of a collective energy between people. And so a similar thing would happen in a virtual world, where there's a bunch of people in it, and they're all making changes at once. These collective changes will emerge, which might be sort of like the Jungian level of virtual reality.'' Users will literally "see'' what the other means. Lanier's trick answer to the question of sex is, ''I think everything in virtual reality is sexual. It's eroticizing every moment, because it's all, like, creative.'' But that answer doesn't satisfy true cyber fetishists. If a cyber suit with full tactile stimulation is possible, then so should be cyber sex! A conversation about teledildonics, as it's been called, gets VR enthusiasts quite heated up.

Loading Worlds

We're at Bryan Hughes's house, headquarters of the Renaissance Foundation, a group dedicated to fostering the growth of the VR interface for artists and educators. Bryan has just unpacked some crates from Chris Krauskopf at Intel, which include a computer, a VR system designed by Eric Gullichsen called Sense8, and the prototype of a new kind of helmet-goggles combination. As Bryan searches through the crates for an important piece of connective hardware, the rest of us, who have been invited to try out the potentially consumer-grade VR, muse on the possibilities of virtual sex.

Dan, an architecture student at Berkeley with a penchant for ''smart drugs,'' begins. "They're working on something called `smart skin,' which is kind of a rubber for your whole body that you slip into, and with gel and electrodes it can register all your body movements and at the same time feed back to you any skin sensations it wants you to feel. If you pick up a virtual cup, it will send back to you the feeling of the texture of the cup, the weight, everything.''

''So this skin could also imitate the feeling of ... ?'' I venture.

''A girl,'' answers Harding, a graphic designer who makes hand-outs, T-shirts, and flyers for many of the acid house clubs in the Bay Area. "It would go like this: you either screw your computer, or screw someone else by modem. If you do your computer, you just call some girl out of its memory. Your cyber suit'll take you there. If you do it the phone-sex way, the girl – or guy or anything out there, actually – there could be a guy who's virtual identity is a girl or a spider even–''

''You could look like – be anyone you wanted–'' Dan chimes in. "And then–''

Harding nods. ''Every command you give the computer as a movement of your body is translated onto her suit as a touch or whatever, then back to your suit for the way her body feels, the way she reacts, and so on.''