ParaHuman: Enhanced Human Perception and Augmented
Physics in Virtual Spaces.
By
Richard K. Merritt
Literary and cinematic science-fiction has long offered a
prescient glimpse into society's possible futures. Over the last several years
computer gaming, console gaming and computer art have added to this complex
network. It has been argued that recent advents in physics modeling, coupled with
socially challenging content, have increased the dynamism and viscerality of
experiences in virtual spaces.
The expanding computer game market (in 2001 U.S.
consumers spent 9.4 billion dollars on computer gaming hardware and software,
an increase of 43 percent from 2000) has challenged the market and cultural
dominance of the box-office. With this
challenge we see an increase interrelationship, a dynamic exchange, between
various forms of time-based narrative media. A chief focal point of these
changes in the computer art, gaming, cinematic and literary science fiction and
comic book media constellation, is the drive to augment and enhance human
physical and perceptual capabilities.
Inspired by the computational
aesthetics of physics modeling in computer and console games as well as the
dynamic content of comic books, cinema, and literary science fiction, individuals
have been exploring the limits of human physical abilities as well augmenting those abilities through artificial
means. With a keen eye to the aesthetics of virtual spaces(particularly
games),augmented human abilities and an awareness of sometimes challenging
content, humanity has been traversing the border between simulacra and the
material. Consider the following:
·
Are there inherent paradigms in physics modeling
that inspire real world duplication?
·
What cultural characteristics contribute to this?
·
How are aesthetic considerations made in virtual
spaces with respect to both physics modeling and challenging content?
·
What, if any, are the inherent dangers of this
amalgam of immersion, God-like powers, seduction and
technological advancement?