Real people in virtual worlds: a viral update?

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The idea of real people interacting in virtual worlds has been a staple of SF writing at least since the 1980s. There have been networked multi-player games at least since the 1970s, and of course such games have become a big deal in recent years. And more and more, the meetings that I'm involved in have some or all participants joining via internet-based virtual meeting software, like Skype, Zoom, Chime, etc.

Those services have started to add a few VR-ish features, like Zoom's "Virtual Background" — here's me in the woods:

Or at sea:

And the virtual background can be a video as well as a still picture.

But so far, this is a trick that applies to an individual participant's video panel — the popular virtual-meeting applications don't yet have a way for  a group to hold their discussion in a shared virtual space, as in current video games or applications like vrchat.

And when participants' avatars (realistic or otherwise) can sit or move in a shared space, with appropriate directional audio and so on, we'll be able to have virtual seminars, virtual workshops, virtual corridor conversations — and most important, virtual dinner parties!

One positive outcome of the growing panic over COVID-19 will be to hasten the deployment of these technologies.

Update — Zoom also allows "large meetings" with up to 1,000 participants, for an extra charge, so that large classes and conference sessions are in principle possible. I haven't tried this feature, but there's no reason in principle for it not to work.

Update 2 — See "Minecraft Penn" (4/5/2020). And for a more modern virtual encounter space, see Mozilla's Hubs, whose social scene construction tool is, of course, Spoke.



13 Comments

  1. mg said,

    March 6, 2020 @ 10:46 am

    This year's Conference on Retroviruses and Opportunistic Infections (CROI – the big AIDS/HIV conference of each year) just announced at the last minute that the conference will now be virtual.
    http://www.croiconference.org/march-6-2020-important-croi-update

  2. Jerry Friedman said,

    March 6, 2020 @ 12:27 pm

    The earliest story I know of in which real people interact in a technological virtual world is "He Who Shapes", by Roger Zelazny, published in 1965, in which the interaction was designed for psychotherapy. It was a favorite of my youth—I don't know whether I dare to reread it. Anyway, I'm not saying virtual reality was a staple of SF back then, and I'm fully prepared for the antedating.

    Speaking of multi-player games, the first thing we see the therapist doing is treating someone who's immersed in a fantasy world, though not a game.

  3. Steve Morrison said,

    March 6, 2020 @ 2:08 pm

    Arthur C. Clarke had virtual reality games called “sagas” in his 1956 novel The City and the Stars.

  4. Gregory Kusnick said,

    March 6, 2020 @ 2:53 pm

    Wikipedia lists VR-themed stories going back to the 1930s.

    Even Gibson's notion of a virtual space inhabited by outlaw hackers was anticipated by Vernor Vinge in True Names (1981) and by John M. Ford in Web of Angels (1980).

  5. Viseguy said,

    March 6, 2020 @ 6:30 pm

    I shall henceforth think of you as Obi-Wan Liberman. (Which is pretty much what I've thought of you heretofore.)

  6. Julian said,

    March 7, 2020 @ 12:24 pm

    Waiting for the virtual peripatetic philosophy discussion while strolling around the stoa at Athens. Wearing virtual togas, of course.

  7. Jerry Friedman said,

    March 8, 2020 @ 9:35 pm

    Steve Morrison and Gregory Kusnick: Thanks for the additional VR stories. I've read The City and the Stars, but that was a long time ago.

  8. KeithB said,

    March 11, 2020 @ 10:06 am

    There is also Bradbury's "The Veldt" though the interaction was not all that virtual. 8^)

  9. Henry Morgan said,

    March 12, 2020 @ 11:34 pm

    I am also Waiting for the debate of virtual peripatetic theory while strolling around in Athens ' stoa of example sporting virtual togas.

  10. Andrew (not the same one) said,

    March 13, 2020 @ 10:27 am

    Jerry: Virtual worlds play an important part in the work of Neal Stephenson: first Snow Crash (mentioned at the Wikipedia page which Gregory Kusnick links), then Reamde, and most recently Fall: or, Dodge in Hell (which is a sequel to Reamde, among other things).

  11. Ivan Ivonovich said,

    March 15, 2020 @ 12:40 pm

    " There have been networked multi-player games at least since the 1970s, and of course such games have become a big deal in recent years. And more and more, the meetings that I'm involved in have some or all participants joining via internet-based virtual meeting software, like Skype, Zoom, Chime, etc."

    I am curious if an extended isolation because of the coronavirus will make virtual friends the norm in the future.

  12. Ivan said,

    March 15, 2020 @ 12:57 pm

    " There have been networked multi-player games at least since the 1970s, and of course such games have become a big deal in recent years. And more and more, the meetings that I'm involved in have some or all participants joining via internet-based virtual meeting software, like Skype, Zoom, Chime, etc."

    I am curious if an extended isolation because of the coronavirus will make virtual friends the norm in the future.

  13. Ivan Ivonovich said,

    March 15, 2020 @ 1:16 pm

    Ivan Ivonovich

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