If we want to empathise, we must always question who really ‘benefits’ from our ‘empathy’. But VR empathy machines, especially slick UN-sponsored empathy productions built to milk donations from millionaires at Davos, definitely do not foster any type of critical reflection. To quote Wendy H. K. Chun’s excellent talk at Weird Reality: if you ‘walk in someone else’s shoes then you’ve taken their shoes’.8 If you won’t believe someone’s pain unless they wrap an expensive 360 video around you, then perhaps you don’t actually care about their pain. I think empathy machine apologists are lying to themselves. The ‘embodied’ ‘transparent immediacy’ of virtual reality (or much less, 360 video) does not obliterate political divisions. Even a culturally advanced medium like books can barely chip away at the problem, so VR definitely can not. In this political sense, VR can’t actually offer any embodiment, transparency or immediacy to anyone. At best, VR can only offer the illusion of empathy.
Why isn’t VR as good as music videos were in the 80s? This week people went wild over an AR recreation of A-ha’s “Take on me.” It’s a technical achievement but not a creative one. A creative achievement would be to this moment what “Take on me” was in 1984. Something doesn’t need to be technically advanced to capture people’s imaginations as that video did, but I don’t see any entry points in the industry or attempts to nurture that kind of talent. VR/AR is ad-tech. Everything built in studios (except for experimental projects from independent artists) is advertising something. That empathy stuff? That’s advertising for nonprofits. But mostly VR is advertising itself. While MTV was advertising musicians, the scale and creative freedom meant that it launched careers for people like Michel Gondry, Antoine Fuqua, David Fincher, Spike Jonze, Jonathan Dayton and Valerie Faris, etc. A band from a town like Louisville or Tampa could get in touch with a local filmmaker and collaborate on a project and hope that 120 Minutes picks it up. There were entry points like that. And the audience was eager to see something experimental. But a VR audience is primed to have something like a rollercoaster experience, rather than an encounter with the unexpected. The same slimy shapeshifter entrepreneurs that could just as well build martech or chatbots went and colonized the VR space because they have a built in excuse that it took film “fifty years before Orson Wells.” Imagine that. A blank check and a deadline in fifty years.
As we go into this future without screens, we must pay attention to the context that our ‘innovations’ shall be set in: we have been witnessing the loudest voices on the internet, in the media, & in politics screaming for alienation vs communication, enclosure vs openness, fear vs curiosity. In the light of recent events, I cannot help but admit I have been somewhat troubled by how narrowly we have been approaching our work, even we — even this very group of people that calls themselves innovators & explorers. Our work is never just entertainment or marketing or science or technology, we are, in fact, creating culture.
For the last decade, Taylor and her renters have been visited by all kinds of mysterious trouble. They’ve been accused of being identity thieves, spammers, scammers and fraudsters. They’ve gotten visited by FBI agents, federal marshals, IRS collectors, ambulances searching for suicidal veterans, and police officers searching for runaway children. They’ve found people scrounging around in their barn. The renters have been doxxed, their names and addresses posted on the internet by vigilantes. Once, someone left a broken toilet in the driveway as a strange, indefinite threat. As any geography nerd knows, the precise center of the United States is in northern Kansas, near the Nebraska border. Technically, the latitudinal and longitudinal coordinates of the center spot are 39°50′N 98°35′W. In digital maps, that number is an ugly one: 39.8333333,-98.585522. So back in 2002, when MaxMind was first choosing the default point on its digital map for the center of the U.S., it decided to clean up the measurements and go with a simpler, nearby latitude and longitude: 38°N 97°W or 38.0000,-97.0000. As a result, for the last 14 years, every time MaxMind’s database has been queried about the location of an IP address in the United States it can’t identify, it has spit out the default location of a spot two hours away from the geographic center of the country. This happens a lot: 5,000 companies rely on MaxMind’s IP mapping information, and in all, there are now over 600 million IP addresses associated with that default coordinate. If any of those IP addresses are used by a scammer, or a computer thief, or a suicidal person contacting a help line, MaxMind’s database places them at the same spot: 38.0000,-97.0000. Which happens to be in the front yard of Joyce Taylor’s house.
Some people identify the birth of virtual reality in rudimentary Victorian “stereoscopes,” the first 3D picture viewers. Others might point to any sort of out-of-body experience. But to most, VR as we know it was created by a handful of pioneers in the 1950s and 1960s. In 1962, after years of work, filmmaker Mort Heilig patented what might be the first true VR system: the Sensorama, an arcade-style cabinet with a 3D display, vibrating seat, and scent producer. Heilig imagined it as one in a line of products for the “cinema of the future,”
And so it is with Jaron Lanier and the ideology he helped create, Web 2.0 futurism, digital utopianism, which he now calls “digital Maoism,” indicting “internet intellectuals,” accusing giants like Facebook and Google of being “spy agencies.” Lanier was one of the creators of our current digital reality and now he wants to subvert the “hive mind,” as the web world’s been called, before it engulfs us all, destroys political discourse, economic stability, the dignity of personhood and leads to “social catastrophe.”