The Feng Shui of Virtual
Environments
ABSTRACT
Flow is a subtle but
important feature of virtual worlds design. Flow or blockage of flow belongs to
the aesthetic dimension of online virtual worlds. The study of flow goes beyond
the usual dichotomies of user / tool, subject / object. Examples from the
CyberForum series highlight four different aspects of flow in 3-D avatar worlds
currently deployed for online learning and conferencing. The implications of
flow suggest strategies for enhancing immersion in virtual worlds.
1. Introduction
Flow is a smooth,
unimpeded movement through space-time. It is an aesthetic quality of spatial
movement and occurs throughout the physical world. As conceived by Feng Shui
(“Water and Wind” management), everything in the universe consists of subtle
patterns of moving, flowing energy. Feng Shui sees the universe alive with
yin-yang pulsations. Without flow, the universe would be dead. On micro and
macro levels, energy currents continually balance and counter-balance one
another. As a Taoist sage put it, “We may take things at the moment to be solid,
but the universe is basically smoke and wind.”
Feng Shui is the art
of arrangement, of placing things in such a way as to enhance the flow of
energies and to minimize dissipation. Optimal flow for living organisms means
that the atmosphere feels like a spring breeze -- neither fast and vehement, nor
sluggish and stagnant. The quality of flow causes living beings to either
flourish or deteriorate. This paper argues that the art of placement applies to
the design of virtual environments just as it applies to the arrangement of the
physical world. Because space-time differs from the physical to the virtual, the
art of placement is not identical in both realms but the two branches of Feng
Shui share much in common. This paper explores four specific ways in which flow
applies to the aesthetic of virtual environments.
2. From Substances to
Worlds
Studying flow in
virtual environments requires an adjustment of thinking to a new way of looking
at things. We tend to look for substances, things rather than processes
supporting the substances. Software analysis often focuses on the user and the
user’s software tools. This subject-object way of looking at interface design
downplays the
Michael Heim,
Ph.D.
Digital Media
Faculty
Art Center College of
Design
Pasadena,
California
mheim@artcenter.edu
www.mheim.com
This was a keynote
presentation at VRST 2000, the ACM Symposium on Virtual Reality Software &
Technology on October 24, 2000 in Seoul, Korea.
study of flow. The
distinction of “user” and “user’s tools” opens a split between subject and
object, user and field of use. To study flow, the basic dichotomy of frontal
subject staring at target object must be undercut by the ontology of worlds. The
new way of looking is similar to the way in which scientists after Newton
revised their approach to studying physical phenomena. Newtonian physicists
could not see what we today call fluid dynamics and turbulence theory. It just
did not appear on their “radar screens.” (Radar deals with energy fields.) For
scientists to visualize and study fields of flow, there had to be an ontological
shift. Traditional science, still influenced by Aristotle, focused mainly on
substances or on the properties of substantial entities. The new sciences, on
the contrary, turned attention from substantial entities toward fields of energy
in which substances relate to one another. Theories of relationships and
configurations took precedence over theories of substantial entities. The
ontological paradigm of physical science had to shift so that new phenomena
could come to the fore. The study of flow in virtual environments must likewise
turn attention from the user-tools model or the content-delivery model and focus
on the interactive context in which the user is immersed.
Philosophy in the
20th century underwent a similar change. The focus shifted from ego-subjects and
object substances to the larger fields in which the individual egos and
substances could arise. Subject-object philosophies gave way to broader
understandings of the contexts in which substantial entities and psychological
subjects could arise. The central “problem of world,” as Heidegger formulated it
in 1927 (Being and Time), began to take precedence over studies of the
epistemological subjects and its fixated target objects. The notion of “world”
as a “context of relationships” (Heidegger’s Bewandniszusmmenhang)
emphasized the subject’s involvement in constructing networks to connect
entities, persons, and concrete projects. World is a construct that opens spaces
for event-based interactions and for further constructions. Within the spaces of
worlds arise activities that display various patterns of flow. Virtual worlds
with their communities and object-building powers portray an existential
understanding of reality, which was prepared several decades ago by 20th-century
philosophy. Network technology provides a test bed for experimenting with these
components of existence.
Another contribution
of 20th century philosophy to virtual worlds is the central importance of
process. Alfred North Whitehead (1861-1947) spearheaded process philosophy.
Whitehead’s The Concept of Nature (1920) and Process
and Reality (1929) placed ontological
priority on “actual occasions.” Continuing the philosophy of Leibniz, who
invented binary logic in 1666 and a prototype computer, Whitehead saw concrete
reality as dynamic process and conceived static entities as abstractions, real
only to the extent that static entities can embed themselves into actual
occasions. The notion of world as event-based and occasion-centered is important
for under
standing virtual
worlds. Where interactivity sharpens the edge of telepresent realities, we
locate the “substances” of virtual worlds in event-based interactions. As will
be described, the CyberForum@ArtCenter takes process seriously in fashioning
worlds as “aesthetic occasions.” The conclusion of this paper will draw further
conclusions about the priority of event units over static storage.
This model of
software as appropriated environment differs from the tool-user model. The
tool-user model describes non-immersive software or immersive software that
functions poorly. The difference between the two models parallels early
twentieth-century philosophy where the subject-object relationship broke down.
One of the strongest criticisms of the subject-object relationship appeared in
Being and Time (Heidegger, 1927), but other philosophers also attacked the
subject-object relationship (Dewey, James, Peirce). The critics attacked
subject-object dualism with a holistic notion of “world,” Umwelt (“surrounding
world”), or Life-World. The critics also attacked the passivity of the
epistemological subject that underlay the conventional subject-object model.
They noted the special abstract quality of passive observation, and they
highlighted the sensory involvement typically used by humans to engage actively
and pragmatically in daily processes. Philosophers like Whitehead argued that
the atomic structures of the universe are better described by process events
than by the substance ontology that underlies the subject-object relationship.
Quantum physics suggests that observers become participants in an interactive
process that constitutes the reality process (Whitehead). Attacks on the
subject-object relationship apply equally well to the user-tool model of
interface design. The attacks highlight two positive features: world and event.
Both world and event belong to the phenomenon of flow. But before turning to
examples of flow, let us look briefly at the reasons why the subject-object
relationship remains stubbornly ensconced in the culture of computers.
Computer history
since Leibniz conceived the computer / human connection as serving primarily
cognitive needs. The material basis of computing was information, which, like
numbers, has an abstract, non-material quality. Information, through the
universal machine, could absorb everything, perhaps even quality, into the realm
of numbers. Even where information is conceived as the rapid transmission of
electrons, as in mathematical information theory (Shannon), the computational
event remains essentially cognitive and its process essentially rational. The
roots of information theory (Russell and Whitehead) go back to Leibniz. For
Leibniz, the spatial realm belongs to the “lower” sensory functions, as was held
generally by 18th-century Rationalists. The spatial-sensory realm, Rationalists
believed, belongs to the affective-qualitative realm, which remains confused and
vague in contrast to the numeric measurements of analytical reasoning. Leibniz
borrowed a cognitive model from medieval theology where God’s knowledge provided
instantaneous access (Heidegger). Leib
niz’s God sees
“everything all at once simultaneously.” The universe exists on a fundamental
level as a body of information that essentially dispenses with - at least in
theory - any temporal unfolding. When the computer is regarded in this way as an
exclusively informational device, the underlying ideal is to provide all-at-once
knowledge without time lag, hesitation, or movement from one point to another.
The human affective experiences of dwelling, community, and ritual remain
outside the rationalist model, as do the experiences of hope, expectation,
hesitation, and surprise. These qualitative experiences belong to finite beings
who proceed step-by-step and who develop a spatial sense of where they are in a
specific place at a specific time. Where affective-qualitative experience is
regarded as secondary or non-essential to information design we see the
rationalist ideal still persisting in computer culture.
Spatial awareness
originates in early childhood and contains profound affective / qualitative
associations. Notions like near / far, higher / lower carry primal qualitative
information. This primal information became a highly sophisticated system when
elaborated by the ancient Chinese civilization that developed Feng Shui. In
fact, humans experience a “flow” of information and this flow has distinctive
qualities. Fluid dynamics is a property of space and time. The active design of
computer information space (virtual environments) is the design of spatial flow.
Ancient civilization developed an art of placement for enhancing and improving
the quality of energy flow through space. This art of Feng Shui (“Water &
Clouds”) redresses the imbalance of cognitive systems theory. Qualitative
associations stimulate a meta-informational feel that facilitates navigation
through virtual environments.
The past ten years
have seen the gradual projection of online 3-D “worlds” into the global network.
The projection of human telepresence - whether working with spatial information
or socializing in virtual communities - fits the model of “world.” Software
environments exert an encompassing effect on both the subjects and the objects
of activities. This concept of an encompassing horizon or world is the starting
point for the aesthetics of virtual environments. It suggests that each single
component of the virtual environment influences the overall field of activity in
such a way that the whole becomes a play of forces, a mutually concomitant
origination through a single dominant atmosphere. The interactivity of
individual subjects arises within this environmental field of aesthetic forces.
The notion of
atmosphere makes a good starting point for reflecting on the flow of virtual
environments. The first-person movement through 3-D space is a natural starting
point for studying flow. Most design considerations of virtual-worlds begin with
navigation issues and how individual users move from point A to point B in
virtual space. Let us look first at flow as the flow of navigation.
3. Navigation and
Flow
Terms like
“fly-through” or “walk-through” often describe the process of first-person
navigation in 3-D software. The terms suggest rapid movement as passage from
place to place, sometimes suggesting a feeling of optimal flow. The feeling
depends on physical hand-eye coordination and the controls for adjusting
dimensional viewpoints as the graphics are updated. Physical coordination can be
heightened by high-end virtual reality gear that connects navigation with other
organic processes, such as respiration (OSMOSE by Char Davies)
or the flapping of arms like wings (Placeholder by Laurel
and Strickland). As the organic process coordinates with the graphics, the sense
of immersion in the 3-D scene deepens. Here the flow metaphor encompasses the
user’s navigational tools. In a similar way, game software supports joystick,
mouse, or keyboard maneuvering through 3-D space and the whole feedback process
effects a tunnel-like flow. Navigational flow depends both on objective
conditions inscribed in the software and hardware as well as on subjective
conditions, such as acquired dexterity and the expectations aroused by
pre-conditioning through narrative, documentation, booklets, movies,
word-of-mouth, etcetera. Many issues arise for optimizing navigation, such as:
avatar self-perception (first or third person), avatar movement speed related to
hand speed, and the general viewpoints along the axes allowed by the software.
Though these issues are important for virtual environments, our attempt here is
to widen the awareness of flow rather than explore issues of navigation. The
general feeling of “flow” is the starting point for observing other types of
flow because navigational flow is an elementary, first-person experience of
flow. We need to look beyond navigation for the deeper layers of flow.
4. Beyond
Navigation
A deeper kind of
flow in 3-D space is related to navigational flow but it goes beyond user
maneuvers. This broader meaning for flow includes the atmospherics of 3-D space
as well as the interactive events that charge space with affective qualities and
collective meaning. Atmospherics and collective events can create the kind of
flow denoted by the terms “spirit of place” and “ritual.” The atmospherics of
interactive space relates to the aesthetics and psychological architecture of
software. Both atmospherics and ritual flow pertain to navigation but they
belong to a broader, deeper, and subtler dimension of experience than to the
coordination of user’s body movements with on-screen maneuvers. This deeper
dimension of flow appears only after lengthy study and experiment with
interactive environments in their many variants. While the deeper dimensions of
flow depends on functional navigation and on directly observable phenomena, the
study of flow belongs to the qualitative aesthetics of interactive environments.
To study this dimension is to enter the realm where
technology and art
converge.
Virtual environments
attach information to human perception, specifically to the human perception of
multi-dimensional spaces. If the attachment is strong, then the human perceiver
does not notice the environment as an external “thing” standing over against the
perceiver. In other words, a successful virtual environment resembles actual
physical environments insofar as the physical environment becomes a background
field or surrounding context to support subconscious and conscious activities.
“Environment” as a term comes from the notion of “surrounding” (environs) the
perceiver rather than standing over against the perceiver as an “ob-ject”
(Latin: “thrown in front of”). The term “environment” suggests a surrounding
backdrop rather than a foreground object. A good virtual environment, therefore,
is not an object seen in and for itself but the environment blends into the
user’s activities. From the viewpoint of the user, the environment flows
smoothly around the uses to which the participant puts it. Instead of the
subject-object relationship, the successful virtual environment creates a
relationship in which participants swim through information as skilled athletes
move through the liquid element of water. The attention of the user is not
focused on “this tool out here.” Rather, the attention is wrapped by a fluid
medium that calls for participatory involvement. As the user configures and
customizes software tools, the tools themselves cease to be “designed tools” and
become increasingly “tools for designing.” The subject of knowledge (the user)
and the object studied tend to merge through usage and customization. Through
deepening involvement, the participant fades out as a “user” or detached
tool-wielder and increasingly adapts to the environment as participant. The
environment becomes “my own.”
5. Virtual Reality
Laboratory
The deeper dimension
of flow became apparent during the past few years in experiments by the virtual
worlds team at Art Center College of Design in Pasadena, California. The team
began building and hosting online events in order to experiment with virtual
world design. The team wanted to experiment with large-scale multi-user worlds
that already enjoy flourishing communities. The three universes found most
congenial for these experiments are: ActiveWorlds (www.activeworlds.com),
CyberTown (www.cybertown.com), and Eduverse (www.activeworlds.com/edu). Two of
these universes use the ActiveWorlds browser for displaying 3-D avatar worlds
(based a subset of Criterion Software’s Renderware), while CyberTown uses a VRML
browser (modified by Blaxxun, Inc.). These universes are “fish tank VR” or
“worlds in windows.” What fosters community in these 3-D browsers is the ability
users have to construct and then share their virtual environment with other
avatars (graphic
representations of
online visitors).
The two basic types
of building in these worlds differ in the amount of skill and time required:
additive building and authoring building. Additive building re-configures
already-existing models and requires navigation skills and familiarity with the
software. Good additive building also requires familiarity with community
psychology and a grasp of avatar activities. Authoring building has further
requirements, such as skill with 3-D modeling packages like 3-D Studio MAX
(Kinetix), Truespace (Caligari), or Blender (NaN). Good authoring also requires
basic knowledge of Renderware scripting (RWX format), inverse kinematics, and
motion sequencing in LifeForms (Credo Interactive). Textures must be produced
and modified in Photoshop and then applied as static textures or as animated
frames. The authoring team must create object models, avatars, sounds,
sequences, background textures and then compress them for importing into the
world. The models are then organized in-world and configured as in additive
building. The finished world can then be opened for further additive building or
for other more restricted levels of interactive access.
Authoring worlds in
these universes can be complex and daunting. The virtual worlds team at Art
Center chose to author and host in these universes for two reasons: freedom and
community. These universes offer a great deal of freedom with a minimum of
interference (more interference in Cybertown than in Activeworlds). Besides
freedom, the universes offer opportunities for hosting real-time interactive
events accessible anywhere on the globe with a PC and Internet connection. The
ease of access means that experiments can host public-access events to test
experiences in fully interactive 3-D worlds. Unlike MOOs or MUDs, the designers
can engage users in 3-D visual information with direct http links and web cams.
Unlike the pseudo 3-D of The Palace, avatars can walk around and interact with
objects or animations. Unlike rule-based games like HomeWorld or Quake, authors
can enjoy a freedom of concept that opens the interactive tunnel of gaming into
broader uses of imagination.
Art Center
observations about flow in virtual worlds came after one year of additive
building and two years of authoring and hosting events. Additive building began
in 1997, and authoring building began in 1998. By the end of 1999, the team
began hosting a series of interactive events, which came to be known as
CyberForum@ArtCenter. The purpose of CyberForum is to explore virtual worlds as
meeting places for the exchange of ideas. The ideas come from books under study
by the team, and the invited CyberForum speakers are authors who have written
books. Many of the books are about virtual reality and cyberspace theory. The
following observations about flow spring from these chat interactions in avatar
worlds where an author meets with a panel of five or six readers who ask
questions about the ideas in the presence of another twenty or more avatars who
also participate in the interactive
chat. While the five
or six avatars on the panel arrive prepared for the discussion, the other
participating avatars have open invitations to the events via email lists which
spread rapidly through the Net. To date, the Forum has conducted seventeen
events. Each event was planned weeks in advance, and each event was analyzed for
weeks afterwards using chat logs, screen shots, and video captures. Two classes
at Art Center revolve around the CyberForum: Virtual Worlds Design and Virtual
Worlds Theory, both classes supported by the Digital Media Department. Graduate
students in the classes write extensive analyses of the events, and at least one
student has done an M.F.A. on virtual worlds.
6. Aspects of Flow
Many aspects of flow
affect events in the CyberForum. Issues of flow first appeared when the Forum
ran up against stops or blockages in the flow. These blocks became a problem to
be solved by the team. Over time, the team found ways to re-establish flow in
problem areas, which then confirmed the initial intuition that this or that
aspect of virtual environments held important issues of flow. To manage this
paper, we will look at four aspects of flow:
o flow of words with
visuals
o flow of
atmospherics
o flow of group
dynamics
o flow of virtual with
physical architecture (avatecture)
First comes the
description of the blockage, then follows a strategy we tried for loosening the
blockage and re-establishing flow. The strategies may not be the sole solutions
for a particular aspect of flow, but each solution seemed to enhance the
subsequent CyberForum activities. To illustrate aspects of flow, this paper uses
images from actual CyberForum events. The images come from screen grabs that
convey only static points in time, which fail to convey the flow of virtual
environments. Log files from all CyberForum events exist online
(www.mheim.com/cyberforum), and there are also some video files from our worlds
and avatar interactions, but this paper will rely on words and images to suggest
each aspect of the flow strategy.
7. Atmospheric Flow
The team first
noticed the need to develop flow aesthetics during the online convention
“Avatars 1999” in October of that year. “Avatars ‘99” was the first fully online
world conference dedicated to avatar worlds, while Avatars 1998 was held
partially
physical spaces.
This second approach first arose in collaboration with architects at the
Hollywood architectural firm PUSH (Christophe Cornubert). The collaboration
involved designing a 40,000 square-foot theater performance center for Denmark.
Suffice it to say that the physical structure is highly configurable, and the
building has an online avatar component that endows rooms with significance
through performance rituals. Besides establishing an Internet presence, the
avatar worlds are focused inside the structure, including a Trimension Reality
Room that projects Internet space onto a 24-foot concave screen. Theater becomes
participatory through distributed computing. The “spirit of the places” is
conjured and re-configured through avatar performances. The pools and eddies in
the usage flow of physical spaces are either stirred or concentrated through
electronic events.
Avatecture then
creates the “smart building” - not in the sense of a domineering, data-gathering
Big Brother but in the sense of a building interlaced with human spontaneity.
The “smart building” keeps human intelligence in the loop. In conjunction with
avatar worlds, human beings affect the building configuration through
shaman-like invocations and performance. Too often a theology of the machine
omits human beings in favor of automated cybernetic control. By their
fantastical nature, avatar rituals inject playful human spontaneity into the
ever-changing needs of dwelling in physical structures. The physical spaces are
animated and re-animated as needs change. The animation projects the indwelling
of human spirit, sharing the original breath that animates. The term avatar
originally came from the Sanskrit word meaning “to come down into,” as when the
god Krishna takes human form and appears to Arjuna in the Bhagavad-Gita.
Avatecture is the human descent into graphical worlds that connect physical
structures to global networking and dynamic configurations.
11. Implications of
Flow
We have examined
several meanings of flow in virtual environments: atmospheric, textual-visual,
group dynamism, and physical-virtual architecture. In practice, of course, these
flows must themselves flow as one. They must create a single intense event. Flow
is about energy fluctuations, and energy has degrees of intensity. The more
intense the event, the more immersive is the occasion, and vice versa. Flow must
be shaped so it leads to intensity. The intense event cannot be fully captured
in a sequential script or in a log file with pictures. Log files are souvenirs
of something that has already existed primarily as an occasion. Despite the
Western predilection for substances and permanence, the virtual worlds team must
accept the passing, changing, flowing nature of actual occasions. By accepting
the flow, the virtual worlds team regains the power of actual experiences in a
culture that increasingly receives
its realities in
pre-packaged formulas. The gain of experiential intensity differs from but does
not cancel out the more Apollonian written word with its lengthy books and
literate thinking. In fact, CyberForum shows that the book is augmented and
complemented by avatar occasions.
One of the
implications of flow, then, is that the unit of intelligibility and of value
shifts. Instead of the sacred book, the event comes to foreground. Instead of
information, the event receives priority. We misconstrue the Internet if we
think of it as a vast information library or system of information. The Internet
is also a test bed of new life forms like avatars. And avatars come to life
through interactive events. The event combines literacy and playful sociality in
a series of meaning-conferring events that imprint themselves as memories
through their visual strength and topical cogency.
In avatar worlds,
aesthetics becomes indistinguishable from environment. Avatar environments are
constructed worlds, constructed with varying degrees of critical and aesthetic
self-awareness. Ontology here becomes inseparable from aesthetics, which is to
say that we exist in avatar worlds according to the choices we make in
conjunction with the choices of software designers. Because software is indeed
soft, we exist online as fungible, malleable, dynamic forms. We are not simply
“interface users” who are given “tools” that exist apart from what we do with
them. Nor does the software designer wield complete control over what a virtual
world is or can become. Instead, users and tools shape each other to make a
holistic totality. Just as we arrange our “desktops” to suit tasks at hand,
opening and changing windows, installing or deleting components, combining or
moving digital elements of our work, so too virtual worlds fuse participation
and creation. Once we grasp the dynamism of the flow between user, software, and
programmer, we see another higher order of flow, a meta-condition that is
extraordinary creative process evolving within us at this moment in history.
Acknowledgements
Members of the
CyberForum team who have contributed over several academic terms to the Forum
include: Tobey Crockett, Tom Mancuso, Simon Niedenthal, Matthew Sloly, and
Christina Valentine. The team has developed worlds in accd-2 (Activeworlds),
ACCD and VWD (Eduverse).
Bruce Damer, Director
of the Contact Consortium organized Avatars ‘97, ‘98, ‘99, and 2000, Bonnie
DeVarco at the University of California, Santa Cruz, and Margaret Corbit at the
Theory Center of Cornell University organized the VLearn 2000 conference.
Selected
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