Showing posts with label dream. Show all posts
Showing posts with label dream. Show all posts

Monday, August 22, 2016

What do Trump's promises reveal about his motives?

If there's one thing I've learned from the rise of Donald Trump, it's to trust my instincts more. I had a dream about a year ago that Trump would be the Republican nominee in 2016; after I woke up, I shrugged it off as a laughable fantasy. In early December (though the scenario had been in my head for a while) I wrote this post, where I mused about the possibility of Trump winning the nomination then suddenly announcing at the convention that it was all a giant practical joke. Even then, I was quick to add that I still saw his nomination as "unlikely."

A lot has already been written on how Trump managed to win the nomination, less about why pundits and others considered it so unlikely in the first place. Partly it was his lack of experience in political office, partly his extreme positions, partly his bucking of party orthodoxy, and partly his utter lack of support from the GOP establishment. All those are important factors, but there's another that especially had an effect on me. It goes back to my memories of an earlier presidential candidate you have probably never heard of: Mike Gravel.

Mike Gravel is a former U.S. Senator from Alaska who unsuccessfully sought both the Democratic and Libertarian Party nominations in 2008, nearly 30 years after the last time he held office. There are two things I remember most about him. One was his involvement in what has got to be the weirdest political ad of all time. The other was an interview he gave with a Jewish publication, where he declared that, if elected president, "I will bring peace between the Israelis and Palestinians and thereby diffuse the entire confrontation between the Islamic world and the West."

What struck me about this remark was its complete lack of qualification. He didn't say he was going to try to bring peace in the region, he said he was going to do it, full stop. And he assured us that not only would he singlehandedly solve this immensely complicated problem that has eluded generations of past presidents, but that doing so would all by itself diffuse "the entire confrontation between the Islamic world and the West." Did he also say something about giving everyone a pony?

In other words, it was a proto-Trumpian statement.

Why would he make a statement like this? At the time my thought was that it reflected his own cynical self-awareness of his marginal status. He could make the boldest and most far-reaching promises of what he'd achieve as president, secure in the knowledge he'd never be held to a single one of them. Candidates with a realistic path to the White House never talk that way. Despite the stereotype of politicians promising the moon before they're actually elected, serious candidates usually exercise at least some caution in their campaign pledges, because they know that when they don't ("Read my lips: no new taxes"), it can actually get them into trouble.

Donald Trump, alas, has blown that theory out of the water. In 2013, he said, "I don't think I'd be cutting Social Security and Medicare and Medicaid. I think what I do is make the country so rich, you wouldn't have to bother." He began his 2015 campaign promising not only that he'd build a wall across the US-Mexico border, but that Mexico would pay for it. In December one of his spokesman told the press that Trump was going to win 100%--yes, 100%--of the black vote. He has more recently downgraded that goal slightly: "And at the end of four years, I guarantee you that I will get over 95 percent of the African-American vote."

You'd think a candidate with his eyes set on the White House would avoid the sorts of statements that are very, very, very, very likely never to happen. That was a major reason why I didn't take Trump seriously when he first began running. It all struck me as a game--an exercise in provocation.

And what would be the purpose of the game? One popular conspiracy theory holds that he's a "Clinton plant," a candidate who got in the race with the secret intention of helping Clinton win. This theory provides a neat explanation for all his past heresies, not the least of which is his apparent support for Bill and Hillary Clinton in the past. In some versions of this theory, his run was part of some private deal he made with the Clintons, though what they could possibly have had to offer him is a deep mystery. In other versions, the Clintons aren't involved and it's just Trump's own personal attempt to screw with the populace. According to one Internet hoax, he told People magazine in 1998, "If I were to run, I'd run as a Republican. They're the dumbest group of voters in the country...I could lie and they'd still eat it up."

I have to admit that my (mostly facetious) post from December was expressing a variant on this theory. I never bought the notion that the Clintons were in on it, but I did at least flirt with the idea that he deliberately wanted to hurt the Republicans. And it's weird, because I'm not the sort of person usually tempted by conspiracy theories of any kind, least of all ones popular on the right. Yet there's just something about Trump that makes me think--makes a lot of people think--that he's somehow putting us all on, that it's all some kind of elaborate gag.

In the end, I do still believe he didn't enter the race with any intention of getting this far, that it was some kind of publicity stunt aimed at drumming up media attention he could use to funnel into some other venture. But now that he's here, there's no turning back, and whether he actually wants to be president or not, he definitely doesn't like the thought of being a looooooooooooooser. That we don't even need to speculate about.

Thursday, September 04, 2008

Design creating the designer

Given the achievements of theoretical physics in the last century, it can come as a shock to realize the amount of unbridled speculation in the field. The way Paul Davies presents the topic in his book The Goldilocks Enigma occasionally gives it the aura of classical mythology. For example, tell me the following account of the early universe doesn't sound like some primordial battle between a good and bad deity:
Whenever matter and antimatter mingle, they quickly annihilate in a burst of gamma rays.... So that presents a puzzle: how did the big bang make 1050 tons of matter without also making 1050 tons of antimatter?.... however it is done, the story of the origin of matter would go something like this. The heat radiation released after the big bang created copious quantities of both matter and antimatter, all mixed together, but containing a slight excess of matter. As the universe cooled, the antimatter would be totally destroyed by virtue of its being in intimate contact with matter, leaving unscathed the small residue of excess matter--about one part in a billion. (p. 105)
The coincidence of my coming upon this book just a few weeks after I wrote my post about pantheism, which covers similar ground, wasn't lost on me. Both deal with the question of why the dead universe around us seems uniquely suited for life. To rephrase the old conundrum, how come anyone's around to hear the tree make a sound?

Physicists over the past few decades have discovered that many of the physical laws of the universe seem "just right" for the development of life. If the numbers had been slightly lower, or slightly higher, life as we know it could not have come to exist. I will mention just a few examples, because the topic is vast and has been covered thoroughly in numerous books:

1. If the neutron were slightly lighter, the proton would be unstable and atoms probably could not have formed. If it were slightly heavier, nuclear fusion would not be possible and stars could not have formed.

2. If gravity were slightly stronger, all stars would be giants with relatively brief lives. If it were slightly weaker, heavy elements necessary for planet formation would not have been produced.

3. If the nuclear resonance level of carbon were any different, our sun could not have produced high quantities of the element.

One must exercise caution when examining these apparent facts. Perhaps a very different sort of life, or lifelike phenomenon, would have emerged under other conditions. Perhaps we aren't exercising our imaginations enough. But examples like these have piled up, and so far they haven't gone away.

Like me, Davies isn't satisfied with the standard copout, "That's just the way the laws are, and if they weren't that way, we wouldn't be here to discuss it." To illustrate the flaw in this argument, he takes off from an idea in Carl Sagan's novel Contact. The number pi consists of decimal digits going on into infinity. The digits are completely arbitrary except for the fact that the number is derived from nature. Let's say you created a computer program displaying the number in binary, where a light pixel would represent one, and a dark pixel zero. Most likely, the screen would be flooded with meaningless "snow." You wouldn't expect to see a coherent image, such as a circle, much less a smiley face. But what if one did appear after just two minutes? Assuming the program wasn't rigged, the only conclusion most scientists would permit would be that it's just a freakish coincidence.

Davies explores several possible solutions to this dilemma. (I will deal with only a few of them here.) The most popular is the hypothesis of multiple universes. In an infinity of universes, some are bound to produce life. Those that don't will obviously go unnoticed. We're here simply because our universe is one that happened to have the right set of laws needed for our existence.

The multiverse hypothesis isn't purely ad hoc; it seems to follow from certain versions of the Big Bang theory, as well as from certain versions of quantum mechanics. But there are major problems with the hypothesis, as Davies explains. For starters, it is borderline untestable. It also seems to violate Occam's razor, the principle that theories should be as simple as possible. And it leaves unanswered the question of where the universe-generating mechanism came from.

One bizarre twist on this hypothesis bears mentioning. Davies quotes Oxford philosopher Nick Bostrom as saying, "There is a significant probability that you are living in [a] computer simulation. I mean this literally: if the simulation hypothesis is true, you exist in a virtual reality simulated in a computer built by some advanced civilisation. Your brain, too, is merely a part of that simulation."

That's just a modern variation on an age-old philosophical idea, but Bostrom makes a case for it based on the multiverse hypothesis. See if you can follow this. If countless universes exist, there are likely to be ones containing civilizations that have reached the point of creating simulated universes. Any civilization with that capacity is likely to exercise it numerous times. Therefore, there are likely to be more fake universes than real ones, and so, by the laws of probability, we are more likely to inhabit one of the fakes.

Davies has fun with this idea. If we're in a simulation, who is to say we aren't in a simulation-within-a-simulation? "Logically there is no end to this nested sequence.... The real universe could be lost amid an infinite regress of nested fakes. Or it may not even exist at all. Reality might consist of an infinite sequence of simulations, period" (p. 185).

As the saying goes, that way lies madness. Bostrom's argument has many holes, but the most basic is that the conclusion undermines the premises. If we live in a fake universe, how do we know the physical laws we have discovered--on which the multiverse hypothesis rests--accurately describe the reality outside the simulation?

Davies, in any case, prefers a one-universe model, but he still suspects that the seemingly life-friendly laws cannot be due to chance. He proposes that there must be something leading our universe in the direction of producing conscious, thinking beings like ourselves. What that something is, he leaves open, but he puts forward a series of related theories that he maintains are compatible with modern physics.

While I'm not sure I understood all the details, his basic idea is that conscious life itself, in the far future, somehow influences the early universe to produce life in the first place. The laws create life, and life creates the laws, in a sort of circular time-loop with no ultimate origin. I couldn't help thinking of the following Escher drawing:


Davies contrasts this idea with the classic grandfather paradox, where a time traveler kills an ancestor. He says it is more like a time traveler saving the life of a girl who will one day become the time traveler's mother. Davies insists that this scenario, while strange, does not create a paradox.

Actually, the scenario is called an "ontological paradox." One notable example I discussed on this blog is from the movie Somewhere in Time. A man receives an antique watch from an old lady. He later goes back in time and gives it to a young woman, who will become the old lady who gives it to his younger self--and so on, ad infinitum. The paradox is that the watch was never built by anyone, at any time. It just eternally exists, fully formed. Since Davies is as bothered as I am by the question of why anything exists, I would think he'd stay far away from such scenarios, which only compound the question.

Considering the difficulties with all these theories, why not accept the traditional idea of a creator God? Davies thinks this answer presents at least as many difficulties as the others. For one thing, did God choose to create the universe, or was it a necessary act that flowed from His very nature? Either possibility leads to additional questions. Also notice the problem with describing creation as an event in time--God exists outside of time, at least according to traditional religions.

I think that such questions miss the point. God by definition is where rational inquiry ends. To believers, the purpose of belief is to transcend the rational in order to connect with the unfathomable. The usual response by scientists is that God, then, should remain forever outside of scientific discussions. To some extent, I agree. But when scientists are reduced to positing fake worlds within fake worlds, or self-created entities from an unexplainable time-loop, we are justified in wondering if the end has already been reached.

Wednesday, August 27, 2008

Why I love color (but not colorization)

Somebody recently created an online version of Raiders of the Lost Ark divided into fourteen chapters and made to resemble those old serials that were a big influence on the film. I'm unsurprised how good it looks in black-and-white. The movie's visual style has always struck me as owing a great debt to black-and-white movies. I think of that moment when a man's shadow appears behind Marion in the bar, and we know it's Indy because of the outline of the fedora.

I thought back to the 1980s when Ted Turner began colorizing numerous classics, causing an uproar among filmmakers and critics alike--including Siskel and Ebert, who described the process as "cultural butchery." Though the technical aspects of colorization improved over time, I agree that the process inherently detracts from a film. But Ebert went further and argued in an essay (titled "Why I Love Black and White" in his Movie Home Companion) that there was something special about black-and-white that color films could never capture.
Black and white movies present the deliberate absence of color. This makes them less realistic than color movies (for the real world is in color). They are more dreamlike, more pure, composed of shapes and forms and movements and light and shadow. Color films can simply be illuminated. Black and white films have to be lighted. With color, you can throw light in everywhere, and the colors will help the viewer determine one shape from another, and the foreground from the background. With black and white, everything would tend toward a shapeless blur if it were not for meticulous attention to light and shadow, which can actually create a world in which the lighting indicates a hierarchy of moral values.
Ebert stopped short of arguing that black-and-white was intrinsically superior. As he put it, "On a properly controlled palate, a color movie can be a thing of wonder." I think his point was simply that black-and-white pays special attention to elements that color ignores, and hence colorization inevitably mars a picture. But he never paused to ask why some viewers prefer color, other than force of habit.

Unlike Ebert, I grew up in the color era, though I watched many black-and-white movies as a kid. I appreciate black-and-white cinematography for all the reasons he mentions, and I agree that black-and-white films ideally should stay black-and-white. Yet on some level I find color more pleasing to the eye.

I know I'm not alone in this. For most people, I think, the beauty of the world involves the many colors our eyes can perceive. Think of flowers in a garden, or a deep blue sky on a sunny day, or a spectacular display of fireworks at night. Black-and-white objects can also have a simple beauty to them, but I thank God I am not colorblind.

I like color for much the same reason I prefer light over darkness, day over night. In fact, one of the striking things about the black-and-white Raiders was the difficulty in distinguishing night from day. A blue sky would end up looking overcast, and everything just seemed a lot darker than it did in the original film. Granted, it was an amateur's transformation of a color film, but black-and-white movies always make me feel like I'm entering a darker world than the one I inhabit. That's not necessarily a bad thing, but it begins to explain why many viewers today are turned off by black-and-white movies, thus stimulating the need for colorization.

It's a little like the dubbing of foreign films: it does hurt their quality, but it also makes them accessible to people who would otherwise not be inclined to watch them. I personally cringe at both dubbing and colorization, but I understand why others feel differently. It's the alteration that ruins it for me; I do not object to the fact that most films since the late 1960s have been shot in color. What the shift signifies, in my view, is not so much technological advancement as social change that has made the symbolism of color resonate more strongly than it did in the past.

Most black-and-white films in the modern period fall into one of the following categories: (1) experimental indie flicks, like Darren Aronofsky's Pi (2) period pieces, like The Man Who Wasn't There (3) films seeking to evoke older cinema, like Young Frankenstein.

Mixing black-and-white with color usually comes off as pretentious, though a few films through the ages have made great use of this effect. The most famous is, of course, Wizard of Oz. A recent example is the ultra-violent, noirish Sin City, where the black-and-white and color blend together so seamlessly you truly feel you've entered a bizarre alternate universe.

The convention of filming flashbacks in black-and-white was put to great use in 1998's American History X, where the protagonist's days as a racist skinhead are shown in black-and-white, and his life after he reforms is shown in color. The symbolism here is relevant, because the film suggests not only that he stops seeing the world in black and white, but even more that he stops seeing the world as divided into blacks and whites.

Earlier that same year, Pleasantville also used black-and-white to suggest both simplicity and racism. The film depicts two teens from the 1990s who get magically transported into a 1950s sitcom, and their modern behavior gradually causes other characters to acquire color. The town is scandalized by this development, and pretty soon we see a shop with the sign "No coloreds allowed." Color here represents all the aspects of modernity that '50s television tried to suppress, from racial integration to sexual liberation.

Despite Ebert's praise of the "dreamlike" qualities of black-and-white, it cannot show the full range of our dreams. A skilled filmmaker can exploit this limitation to great effect, but it's still a limitation, one that can never quite contain the nuances of our modern age. Black-and-white movies will always have their place, but for the most part they are the mark of an earlier, simpler era.

Monday, April 28, 2008

Lions and tigers and bears

A book I was reading a while back referred offhandedly to Frank Baum's conception of Oz as a dream. The writer must not have read Baum's book, where Dorothy's journey to Oz is never suggested to be a dream. That idea came from the 1939 film. It's striking that so many people remember The Wonderful Wizard of Oz, one of the most beloved stories of the twentieth century, through the famously interpretive screen adaptation.

Ironically, Baum disliked the "it was all a dream" convention in literature. (He must have turned in his grave in 1939.) I agree with him. It's a much overused device that has the smell of copout. I can understand its use in Alice in Wonderland, which deals with absurdity. But Oz, beyond being magical and impossible, is hardly absurd. Dorothy's adventures seem far too coherent to plausibly represent a dream. Therefore, why did the 1939 film work so well?

My theory is that it worked by largely ignoring the dream motif. Sure, it linked several characters in Oz to people Dorothy knew back in Kansas, none of them from the book. But once the movie reached Oz, it portrayed the book's events more or less faithfully.

Had the movie been made today, I don't think they'd have gotten it right. Modern movies--from the 1970s onward--are much more naturalistic than old ones. It's a prime reason for the decline of musicals. In recent musicals like Dreamgirls, there's a certain awkward, pretentious quality that didn't exist back in the 1930s, when audiences found nothing strange about seeing characters burst into song. That kind of casual surrealism doesn't jibe with the style of modern movies, which aim to evoke a feeling of reality. Acting is more understated, scenes more slow-paced. In this climate, movies about dreams try to approximate what dreams actually feel like, which is to say, fleeting and bizarre. This approach limits the possibilities in some ways while broadening them in others.

Many sitcoms have featured at least one episode in which a character is dreaming. The classic example is the "Twilo" episode of Dick Van Dyke, where Rob dreams of going to work and discovering that all his friends have turned into pod people, in a hilarious sendup of Invasion of the Body Snatchers.

But what works in a twenty-minute sitcom doesn't necessarily work in a feature-length film. The conceit of having a story take place almost entirely in a character's head has inspired some dreadful films. Two that come to mind are Give My Regards to Broad Street (1984) and Delirious (1991). The first is more or less an extended music video by Paul McCartney. The second is a spoof in which John Candy plays a soap writer who dreams he finds himself trapped inside a real-life version of his own show. In both films, the story becomes increasingly jumbled as it progresses, and the protagonist wakes up before he completes his mission. That's just what dreams are like, but what fun is there in watching a movie with those qualities?

The problem with using dreams as a basis for comedy is that comedy requires rules, and dreams have no rules. You can get a quick laugh out of the absurdity of a dream, but dwell too long on the conceit and it starts to become more strange than funny.

Nowadays, the more ambitious films about dreams tend to embrace the weird factor. Three that come to mind are the Spanish thriller Open Your Eyes (remade in the U.S. as Vanilla Sky), the David Lynch drama Mulholland Drive, and Richard Linklater's Waking Life. In all these films, we're led to suspect that a significant amount of what we see is a character's dream, but the extent of it is left tantalizingly ambiguous. These films greatly exploit the old philosophical conundrum that it's impossible to know for sure at any moment in our lives whether we're dreaming or not.

Exploring that kind of dilemma would have tanked The Wizard of Oz. Unlike modern movies on dreams, it retained a straightforward approach to the storytelling. Because it wasn't bound by the belief that a movie about dreaming must display dreamlike qualities, it didn't try to alter the story to fit a preconceived idea of what dreams are like. This kept the essence of the story intact even as the dream motif gave the story an added psychological dimension, a balancing act that today's movies have forgotten how to achieve.

Saturday, March 01, 2008

Entertainment about entertainment

Vivian Vande Velde's science fiction novels User Unfriendly and Heir Apparent brought back memories of the computer adventure games I used to play as a kid. I enjoyed even pure text adventures better than arcade-style action games, because of the unique mixture of creativity and logic required to win them. I will briefly discuss these games before reviewing Vande Velde's two books.

When I first began playing Infocom's text adventures at age nine, I felt hopeless without the clue books that came with the software. In Hitchhiker's Guide to the Galaxy, for example, Mr. Prosser would have his bulldozer in front of my house, and no matter what I typed into the command prompt, he would demolish the house. So I consulted the clue book, which told me the solution: "Lie down in front of the bulldozer." It makes sense, if you think about it. Prosser won't kill to get his job done. But I simply didn't consider that possibility--partly because I lacked experience or cleverness, partly because I had never read the Douglas Adams novel on which the game was based.

Beyond Infocom, most text adventures did not come with clue books. But they helped prepare me for games like The Legend of Zelda that are part arcade-style action, part strategic adventure. With or without graphics, computer adventures all have the same basic setup. They can have any storyline, though they are traditionally magic tales featuring kings and castles and wizards and dragons. You always make your way through some kind of complex setting and collect various objects in your path. Figuring out the solutions to problems usually involves trial and error. Find a piece of cotton? Try throwing it, or eating it, or sticking it in your ear.

How well do science fiction books fare in portraying these sorts of games? A few weeks ago, I discussed Killobyte, Piers Anthony's 1993 novel about characters who become trapped in a role-playing VR game. I decided to dig up a particular young adult book with a similar plot, Vivian Vande Velde's User Unfriendly, which I first read in 1992. I remembered very little about it other than that I enjoyed it.

The gaming machine in this novel actually places you into REM sleep and hooks directly to your brain to make you think you're in the virtual setting. The session lasts no longer than an hour, but feels like five days. You can see, hear, smell, feel, and taste your surroundings. You're able to experience pain, and you must eat and sleep in the course of your journey. You are provided with new memories and skills, corresponding to the character you occupy.

That almost makes the technology in Killobyte sound primitive by comparison. It brings to mind Orson Scott Card's warning to novice sci-fi writers about presenting an extraordinary invention without considering other uses it might have. If one hour can be made to seem like five days, then (doing the math) three days can be made to seem like an entire year. Such a device could in effect greatly prolong a person's life--or at least provide a little extra time for reflection.

As for the implanted memories, if a computer can do that, what need is there for school (much less Jeopardy)? Just hook your brain to a machine, which will feed you all the information you need to know.

Needless to say, the book does not deal with any of those possibilities.

The narrator is Arvin, an eighth-grader who enters the game along with several of his friends. One of his challenges is figuring out which of his friends appear as which characters. His mom is also playing, much to his chagrin. I may have missed it, but I didn't catch what she thought of the fact that they're using a pirated version of the software.

Vande Velde's greatest strength is her attention to detail. She has plotted out the game in great depth. She structures the book in numerous short chapters that end in cliffhangers, as the characters encounter wizards, elves, trolls, orcs, goblins, and dragons, not to mention enchanted boots, sand hands, and giant rat zombies. The book kept me reading, with its fun blend of excitement and humor. (One example of the latter involves a dwarf who feels compelled to recite his entire genealogy any time someone asks his name.)

But the book compares poorly with Killobyte, which spent many pages in the real world, fleshing out its two main characters. User Unfriendly begins in the game itself and stays there until the very last few pages, without any flashbacks along the way. There are more than a half-dozen characters, all vaguely drawn. Arvin comes off as a typical teenager, embarrassed in front of his mom, eager to prove himself before his peers.

In Killobyte, the characters weren't just trying to win the game but were literally fighting for their lives. The stakes are lower in User Unfriendly. Because the game is pirated, some bugs and glitches appear, and the kids cannot exit the game prematurely. But the book bases a great deal of its plot around our vicarious experience of the game rather than anything more urgent.

The game itself is lacking in the qualities of computer adventures I mentioned before. Most of the time, the kids seem to be winging it, and their successes feel arbitrary. Again, Killobyte does a better job on this front, which is doubly impressive since Piers Anthony admits to having very little gaming experience.

In 2002, Vande Velde published Heir Apparent, about another game from the same company. It is narrated by a fourteen-year old girl named Giannine, who was a relatively minor character in the first book. It makes no mention of the events in User Unfriendly, and it may take place earlier. The front, inside, and back cover do not mention the older book at all.

Vande Velde writes on her website that she does not consider Heir Apparent a sequel, just a story taking place in the same universe. I have another theory. I think she was attempting to do User Unfriendly over again, but better. If so, she has succeeded. It improves on User Unfriendly in all the areas I mentioned.

For the first time, we get to see the world these kids occupy when they remove their VR helmets. In the first chapter, we encounter a robotic bus driver and a tiny, genetically engineered dragon. The setting can't be too far in the future, however, for we also see conventional-looking email, Windows Freecell, and a $50.00 gift certificate enabling Giannine to play a VR game of her choice. (By the time all this advanced technology exists, wouldn't fifty bucks be pocket change? Never mind.) She chooses a medieval fantasy about a peasant girl who becomes king. The session will last thirty minutes but will feel like three days. The catch is that any time her character dies, she will have to start over from the beginning, which she can do indefinitely.

That reminds me of the old Atari game Pitfall II. Possibly compensating for the fact that the original Pitfall was almost unwinnable, Pitfall II was made literally unlosable. Any time you'd get hit by an enemy, you'd merely be transported back to the last red cross you touched. The only way to end the game without winning was by turning off the computer. In the VR game depicted in Heir Apparent, however, you cannot just turn off the machine, or leave it sitting and come back to it later. You're stuck until you win the game or a technician pulls you out. That's practically asking for trouble.

The trouble comes in the form of an activist group called Citizens to Protect Our Children, or CPOC (pronounced "sea pock"), who feel that VR games are corrupting the youth. To show just how concerned they are for the children's welfare, they break into the arcade and sabotage the equipment. The problem is, Giannine is already hooked up to the game.

A technician briefly enters the virtual world to inform her that if they detach the equipment, she may suffer brain damage. But if she stays hooked up for too long, her brain will surely fry. All she has to do is win the damn game--and avoid getting killed too many times.

Easier said than done. The game is set up so that that there are many ways to succeed, and a lot more ways to fail. At first, it seems that every time she stumbles, a character pulls out a knife and slaughters her. Then she finds herself back on the sheep farm at the beginning, where she has to do the whole game over again. This aspect of the novel has an intriguing Groundhog Day vibe to it, as she meets the same characters in a host of different situations that change depending on all the little choices she makes.

There is, for example, a boy caught by guards who claim he stole a deer. The evidence is lacking, and Giannine has no desire to sanction the boy's execution, even though he is only computer-generated. But if she simply frees him, more problems will occur.

The technician gives her only two clues on how to win the game: find a magic ring, and keep a weird, mystic nun away from Kenric, one of Giannine's three half-brothers vying for the throne. (The nun, who seems to worship Oneness rather than God, is made nondenominational by the game's manufacturer so as "not to offend anyone.") Among the many challenges she faces is a knight who will chop her head off if she does not create a poem he likes. The poem can be absolutely inane, so long as it's original.

Unlike User Unfriendly, she is the only real person in the game--the rest of the characters are computer-generated. But they all have personalities, and they seem able to carry on nuanced, naturalistic conversations. I presume they're simply responding to cues in her speech, but the effect is quite convincing.

One way or another, I enjoyed the book much more than User Unfriendly. The game is still not much like the computer adventures I remember as a kid. It's ten times better! Maybe that's the point of books like these, to depict games we wish we could play, but which exist only in the author's wildest imagination.

Monday, February 11, 2008

VR dreams

I've always been intrigued by how we refer to present-day technology using the names of far more advanced devices from science fiction. Real holograms do not look like solid objects, real robots do not have human-like personalities, and real spaceships do not visit faraway planets. Rarely is the human tendency toward hyperbole captured in science fiction itself, one exception being the "star destroyers" in Star Wars.

Virtual reality is an astounding example of the phenomenon. I first started hearing the term in the early 1990s, referring to machines placed over your entire head, sending imagery to the inner walls to make you feel like you're in a different world. I'm surprised this technology never caught on, and I'm disappointed that I've never had a chance to try it. Nowadays, the Internet has produced computer-generated alternate worlds like Second Life, but they're still presented through the flat screen of a monitor. They aren't like the VR that has been invented, let alone the VR in science fiction, where you enter a three-dimensional, fully sensory environment that feels the same as traversing the real world, even though you may be lying on a chair in your basement the whole time.

I was having those thoughts the other day as I reread Piers Anthony's 1993 novel Killobyte. It's the best of the dozen or so novels I've read by Anthony, though that isn't saying much, considering he's written over a hundred more. His books, while wickedly imaginative, have not generally had a lasting impact on me. I recognized in Killobyte many of the elements from his other books, including bizarre sexual scenarios, and the incorporation of medieval fantasy into a futuristic setting. (The sex scenes in his books have generated controversy, since children constitute a large chunk of his audience. In fifth grade, I almost did a book report on an Anthony novel in which an android has an affair with a female unicorn who can shape-shift into human form but still has heat cycles. I chose Charles De Lint's Jack the Giant Killer instead.)

The creativity of this book is accompanied by a page-turning quality that he claims he got from Robert Heinlein's The Puppet Masters. There are also some astonishingly realistic chapters, including a painfully vivid depiction of a girl suffering from diabetes. These qualities are important, because virtual-world stories often get so caught up in world creation that the story just sits there. (That was a problem with the dreadfully dull 2000 movie The Cell.) Not so with Killobyte: the complex VR game conceived in the book is intriguing enough to keep us reading, before the book turns into a slam-bang thriller.

In Killobyte, players are hooked up to a machine that not only simulates a range of sensations, from pain to sex, but also responds to brain signals to move a player's character in the virtual world. The only way to exit the game and return to the real world is by selecting that option from a menu that appears within the virtual world. Otherwise, you're stuck, like someone unable to wake up from a dream. (I doubt I'm giving away too much of the plot, since virtually all stories of this kind have the characters getting trapped inside the virtual world.) The game itself is pretty much traditional RPG, but it involves sophisticated voice recognition, artificial intelligence, and simulated sex so convincing it can work for a paraplegic who has lost that function in the real world.

It's amusing to read the book now, for there's no direct mention of the Internet, and all the players connect to the game's network using telephone modems. That's hardly surprising. Anthony apparently wrote the book in 1991, when the World Wide Web had only just been invented, and when the term "Internet" was still techno-jargon. He did not specify when the book was supposed to take place, and for all intents and purposes it felt very much like the present. He was optimistic that the technology described in the book was not far off: "I suspect we shall have games very like this in the next decade or so" (p. 308).

That this hasn't happened should give us pause. Science fiction hasn't forgotten: the popularity of The Matrix and its sequels proves that it's still in the public mind. And I have heard that inventors are on the brink of creating machines that respond to brain signals. But we aren't close to inventing virtual-world machines that effectively trap a user inside them, like an electronically simulated dream. The question is whether we will create such machines--or, more importantly, why.

Friday, October 19, 2007

How Roy Orbison changed my life

The ability to compose music is, I'm convinced, something you're born with. The tricky part is learning what to do with the compositions. That takes knowledge and practice.

I remember composing songs as a child without even trying. For example, I once had a nightmare about some creature trying to push me down the steps, and it sang, in a tune I distinctly remember, "So you have to fall downstairs." Later, I made up tunes on a Casio synthesizer I still have.

But my songs were lacking in a quality I didn't then understand. Each one was just an isolated sequence of notes, without being organized into anything larger. Aside from the dream, only one of my songs had lyrics, but it consisted of nothing more than one verse and a chorus. I somehow didn't realize that it needed something more to be complete.

The day that all changed was around the time Roy Orbison's posthumous hit "You Got It" was released. I'm still not quite sure what it was about this seemingly ordinary pop song that changed my entire musical outlook.

I first heard the song on VH1. I wanted to hear it again but didn't get a chance for several months. When it finally aired on the radio while I was listening one night in my bedroom, I was extremely excited, and I listened to the song closely.

For the first time in my life, I became conscious of song structure. The song had three distinct sections, which I later learned were called verse, pre-chorus, and chorus. It went through these sections twice, then it had a side part I later learned was called a bridge, then it returned to the pre-chorus. This arrangement wasn't unique or original, but having never paid attention to structure before, I found it clever.

I began to dissect other songs. I discovered that most rock and pop songs fall into one of just a few common structures. "You Got It" has one of the more complex ones, originating perhaps in the 1960s.

I went back to the Casio and created an instrumental piece with three sections, plus a bridge. It was my first composition that felt in any way complete. Over the next year, I composed numerous other songs, most of which I can still play.

I was twelve back then. I would have expected my interest in dissecting songs to fade after a while. But to this day whenever I hear a new song, determining its structure is part of the listening experience. Songs with unconventional structures always intrigue me.

Early rock 'n' roll generally stuck to very simple structures--either verse-chorus with no bridge, or verse-bridge with no chorus. The songs tended to be around two minutes long, and when a song was longer, it was usually because of more verses or a slower tempo, not because of greater complexity. The increase in structural complexity in rock music was gradual, probably peaking around the late 1960s when popular rock bands like the Beatles and the Moody Blues experimented and broke out of the radio format that demanded songs of no longer than three minutes. This was the era of long songs, sometimes a result of arbitrary repetition (as in "Hey Jude"), other times due to unusually intricate structures (as in "Stairway to Heaven").

Still, rock and pop have continued to confine themselves to familiar formulas, with only particular genres such as heavy metal and progressive rock seeking to emulate the complexity of classical music and jazz. On rare occasion, a pop song will attempt a more ambitious structure, as in Madonna's surprisingly multi-layered hit "Like a Prayer."

Structure has a significant effect on the feel of a song, even if most listeners aren't conscious of it. The wrong structure can hurt a song even if the music is good. A case in point is Rush's "Roll the Bones" (the video of which can be seen here). It is the perfect example of a good musical idea ruined by structural overkill.

The chorus is great. But the song takes nearly a minute and a half to reach it, and the verse and pre-chorus that precede it sound like they come from a totally different song. It's as if the songwriter felt he needed to fill something into that time slot, so he grafted on the leftovers from an earlier composition.

But that's only the first problem. The song came out in 1991, when it was common for a pop song to include a "rap" verse, and Rush bowed to this trend. In the video, the rapping is done by a silly-looking animated skeleton, which appears after three minutes of live action. The rapping ends and the song cuts to a solo, where we think it's going to return to the chorus. But no--it goes back to the rapping skeleton for another minute! Finally, it returns to the chorus, and the song ends, clocking in at five-and-a-half minutes, pretty much ensuring its exclusion from mainstream pop radio.

The skeleton's monologue includes lines like "Gonna kick some gluteus max," along with a series of similarly cheesy puns and rhymes. This section seems especially incongruous next to the song's earlier lyrics, which were serious and contemplative. The song lacks cohesion: it's like a bunch of spare parts thrown together. Maybe they were rushing to meet a deadline, no pun intended.

What Rush probably should have done is made the chorus the entire song, and abandoned the verse and pre-chorus sections, not to mention the rapping. One-part songs aren't common in progressive rock, but even Rush has done them, as in their 1977 song "Closer to the Heart." There's nothing wrong with a song having many sections, but they should complement each other rather than sounding like appendages. It's hard to explain why some songs do this correctly, while others don't. But you know it when you hear it.

I can only speculate why an understanding of structure helped me learn to compose properly. Deciding which structure to use for a particular song is not an exact science. I suspect that many musicians just pick one that "feels right," without giving the matter much thought. But for me the music itself always came easily, and all I needed to learn was how to organize it into something coherent. And for that I have Roy Orbison to thank.

Wednesday, August 22, 2007

Interpreting dreams

According to popular dream interpretation manuals, if you dream about a cat, that means you are thinking about female sexuality. Parrots in dreams, on the other hand, symbolize gossip, or that "a message is being conveyed to you," or that "someone is being repetitive or even mocking you." I mention all this because I had lots of cat dreams as a child, and plenty of parrot dreams as a teenager. Of course, the fact that I've been around cats since I was four, and acquired a cockatiel when I was older, has nothing to do with it.

Never do these manuals stop to consider that dreams might be based on memories of daytime experiences. They always start from the assumption that all concrete objects are metaphors for suppressed emotions and anxieties, often of a sexual nature. Where they get these explanations I have no idea. It all sounds to me like a rather clichéd attempt to apply literary analysis (with Freudian overtones) to dream narratives.

Still, it's curious that some dreams seem so widespread. For example, lots of people report dreaming about accidentally going outside without clothing. Other common dreams include flying, or falling, or having one's teeth fall out, or facing an exam after having forgotten to come to class the entire semester. If dreams are particular to individuals, why are some of the most absurd ones nearly universal?

My personal theory is that dreams depict events that we expect might happen based on our life experiences. Many dreams consist of little more than distorted memories mixed together. Whenever I dream about an experience I've never had, I get the sense that my dreaming mind believes it could happen. There are things I desire which I never dream about, because I don't expect them to happen. Thus, I'm inclined to reject Freud's theory of dreams as wish fulfillment, even though I know he would argue that my subconscious mind suppresses my true desires.

An important mechanism in dreams is exaggeration. I once dreamt I was visiting a friend who in real life has one cat, but in the dream had five. I've also had dreams in which my own pets spoke English--not just my parrot, but my cats as well. I believe this reflects the way I anthropomorphize animals, thinking of them in such human terms that I practically expect them to talk. Only common sense (which I lack during sleep) makes me know better.

What about nightmares? How do they fit my theory? The answer is that when we're anxious about something, some part of us expects it to happen. That explains the feeling of inevitability in nightmares, nicely captured in The Wizard of Oz when the lion appears as soon as Dorothy begins worrying about "lions and tigers and bears." Those dreams in which we triumph over scary things, as Dorothy ultimately does, reflect our confidence.

As for the dreams where we walk outside without clothes, I suspect that they stem from our anxiety over relying on habit to get through daily routines. Most of the time when we dress ourselves, we aren't thinking about the activity at all. Just as we're occasionally forgetful with other habitual activities, it is semi-plausible (and I believe it has happened) that someone might forget to put on a vital piece of clothing. In the embellished world of a dream, that fear translates into reality.

As it stands, scientists now believe that REM sleep (the period in which most of our dreams occur) serves a memory-related function. It almost appears as if we're not meant to remember any of our dreams. We experience a kind of amnesia upon awakening, in which we quickly forget what we were dreaming about, unless we make a special effort to remember.

There are people who claim never to dream, but scientists assert that everybody dreams. Some people just don't remember. How do scientists know? In the sleep experiments of the 1950s which revolutionized the field, all the subjects, even those who initially denied ever dreaming, ended up reporting dreams at the moment the researchers awoke them from REM sleep.

The study of dreams presents many scientific difficulties. If a person says, "I dreamt I was a dog last night," we have to take his word for it. It's like basing our testimony on an amnesia patient who was the only witness to an event. We know that dreams don't occur in physical reality, but how can we verify that they occur at all? How do we know, as scientists currently believe, that they are hallucinatory experiences that occur in real time during REM sleep?

The 1950s researchers would awake sleepers who had just gone through a REM cycle (detected with an electroencephalogram) and ask them to approximate how long their dream had lasted. The scientists found a positive correlation between the length of the dream reported and the length of the REM cycle observed. They also studied the effects of external stimuli on dreams. In one case, a scientist dripped water down a subject's back thirty seconds before waking him. The subject reported having dreamt about singing at an opera, when molten wax suddenly began dripping from the ceiling.

The best book on dreaming I've read is J. Allan Hobson's 1988 The Dreaming Brain, which includes a remarkable amount of scientific information (much of which went over my head) as well as a theory that ties these observations together with stunning simplicity. The book is one of a kind: most books on dreaming focus either on the subjective aspects (and usually wind up sounding hokey and unscientific) or purely on the scientific observations (which are too limited to tell us much about the subjective state of dreaming). Hobson finds a middle ground where he is able to quantify the characteristics of dreaming and correlate them with the findings of neurobiology and sleep research.

I learned from this book that the portions of our brain governing movement and sight are activated during REM sleep. Hobson proposes that the ultimate source of dream sensation--which seems to be predominantly visual and motor--is physical rather than psychological. It is no wonder that dream sensations feel largely involuntary. As Hobson puts it, "we seldom have the experience of willing the movements that occur in dreams, but instead experience a sense of compelled or involuntary motor activity over which we have little or sometimes no control. This contrast is particularly and strikingly sharp in those dreams in which motor activity becomes a central part of the plot: for example, when one attempts to escape from a pursuer" (p. 171). This also helps explain the sensation of rapid movement we frequently experience during dreams. If we're anxious, we perceive that we're falling; otherwise, we may perceive that we're flying.

Since the sensations are physiological in origin, Freud was wrong: dreams are not messages from our subconscious (or from anywhere else, for that matter). But here's the catch: our thought reflections, which help organize the sensations into a narrative, infuse the dream with meaning. This meaning, according to Hobson, is usually transparent rather than oblique:
The activated brain-mind does its best to attribute meaning to the internally generated signals. It is this synthetic effort that gives our dreams their impressive thematic coherence: dream plots remain remarkably intact despite their orientational disorganization. And it may be that their symbolic, prophetic character arises from the integrative strain of this synthetic effort. The brain-mind may need to call upon its deepest myths to find a narrative frame that can contain the data. Hence, one can continue to interpret dreams metaphorically, and even in terms of the dynamically repressed unconscious, if one so chooses. But such a practice is no longer either necessary or sufficient as an explanation of either the origin or the nature of dreaming. (p. 214)
A recent dream of mine exemplifies this discrepancy. I dreamt that people's faces kept turning into non-digital clocks. Interpreting this dream reveals the different possible ways of answering the question "Why did I have this dream?" It could have been that I had been walking around in the early morning and glanced at a non-digital clock on the wall; the image stayed in my mind so that when I conjured up images of people's faces, my memory of the clock came back to me. Dreams are good at finding analogies. But the dream may also have reflected my feelings over my grandfather's recent death, an event that has made me think lately about how life is finite. In the dream, I expressed this feeling by seeing people as ticking clocks.

Symbolic dreams of this kind are probably a function of the individual dreamer, rather than an expression of universal mythic archetypes. People who have symbolic dreams are probably symbolic thinkers; concrete individuals will tend to dream in concrete terms. Still, human dreams might have a lot to do with why we exhibit more creativity than other species. The biochemist Otto Loewi claimed that the experiment which led him to the postulations of chemical neutrotransmission--and earned him a Nobel Prize--occurred to him in a dream, and Robert Louis Stevenson based his story "Dr. Jekyll and Mr. Hyde" on a dream.

The important point is that our reactions to dream sensations prove just as important as the sensations themselves in establishing the dream "plot." This is not to suggest that dreams have no meaning. They certainly do, but according to Hobson, the meaning is usually more transparent than both Freudians and mystics would believe. Don't waste your money on a pseudoscientific dream manual; most likely, you are your own best dream manual.