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1 Perception and VR MONT 104S, Spring 2008 Session 18 Discussion of "The Matrix"
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The Matrix How does "The Matrix" relate to perception and VR?
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3 Perception What we see depends on the input our sensory systems receive. Before taking the pill: The "real world" is actually a virtual reality created by machines.
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4 The Real "Real world" After taking the pill, Neo learns to use his real senses to discern the real real world.
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5 Bypassing the Senses? The virtual world of the matrix is created by bypassing the senses (e.g. eyes) and feeding electrical input directly to the nervous system. Is this plausible?
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6 There is no spoon In the matrix, illusions are generated by using one's mind to alter the programs that generate the scene. We have examined visual illusions that are "mistakes" made by our brain.
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7 Virtual Reality The virtual reality of "The Matrix" is detailed and realistic. In it, people Perceive the virtual world with all their senses Interact with objects and other people Can change the laws of nature by thinking. How does current technology relate to each of these? Perception: Computer graphics, headsets Interaction: Data gloves, online multiplayer games and VR sites, AI Bending spoons: Recent research allows monkeys with electronic brain implants to move a cursor on a screen by thinking (Taylor et al., Science, 2002)
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8 Questions for Discussion 1.If the VR world of the matrix were possible, how would you know you were living in a VR world? 2.If you can't tell, does it matter? (Corollary: Which pill would you take?) 3.If you know you are in a virtual world, is it OK to alter how you deal with others?
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9 Virtual Reality and Behavior How does Neo's behavior change once he knows he's in a virtual world? Can virtual reality change our behavior? Bailenson found: People with taller avatars bargain more aggressively than people given shorter avatars. This effect lasted into the real world, after the virtual reality session. People with good looking avatars chose more attractive people on a mock-dating website after a virtual reality session. Can the look of your avatar change your sense of yourself?
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10 Avatars and Behavior Subjects who watch their avatar run on a treadmill are more active the next day. Will a person be encouraged to exercise if they see their avatar lose weight as they exercise? Will a person who sees an aged picture of themselves be more likely to save for retirement? How can people's behavior be manipulated by digital techniques (e.g. morphing a picture of a candidate with their own image)?
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11 Discussion Do we interact with one another differently online (or in virtual reality) than in person? As avatars? (e.g. in role playing games, like "Runescape" or "Second life") In online social networking sites? (e.g. myspace, facebook) In email or IM (instant messaging)? How can we test this? Do the effects of virtual reality linger--and affect our behavior in the real world? After playing video games? After playing a role playing game? After conversing through IM?
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