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The Automated Environment
In this century, we have witnessed what may be the greatest revolution in history, in
which advances in science and technology have allowed us to push back the limits of human
existence. These advances have made it possible for us to overcome distance and physical
barriers so we can travel and communicate across the globe. They have slowed the aging
process and reduced suffering. And they have surrounded us with a slave technology of
computers and automation, that does many things for us we once did for ourselves.
One of the most remarkable of these changes is the way science and technology are
beginning to make it possible to control the basic elements of the physical environment.
We can genetically engineer life forms, for example, and we have moved atoms, one at a
time, in what some say are early efforts to manipulate the physical world at the atomic
level. We have even made an early and unexpected effort to use nature as a thinking
machine by turning DNA reactions in a test tube into a primitive computer in which the DNA
sequences served as computing symbols.
Inevitably, these (and other) advances are reshaping our perception of our selves and
our surroundings. The world now seems to have been reduced in size and a collective
humanity seems to have grown larger in comparison. After thousands of years in which we
were immersed in our environment, we are being lifted out and given a broader view, and we
are beginning to think of the world less as a cage or container and more as a tool or
media we can use to get what we want.
These developments are epitomized by the emerging industry of home automation, which
provides an example of our newfound ability to surround ourselves with an environment
under our control. People who live in automated or "smart" houses can manipulate
their dwelling space from a computer terminal. They can monitor or alter the status of
lights, temperature, locks and other functions by typing in commands. They can control
future events by setting certain features such as a radio or stove, to go on and off at
predetermined times. And they can look into different parts of the house with video
cameras that feed pictures to television screens.
In effect, the occupants of smart houses become sovereigns over their living space and
they begin to think of the house as a kind of technology slave. The computer terminal,
which can be as portable as a remote control or as ubiquitous as a converted telephone
keypad, becomes a magic wand, allowing them to manipulate events that are separated from
them in time and space. The computerized house becomes a giant Clapper: both an
ever-compliant companion and an extension of the occupant, expanding the ability to act,
sense and think.
On a much larger scale, humanity's "home" -- our physical environment -- is
similarly being automated and controlled, moving us toward a time when we will perceive
and manipulate events everywhere on the earth. Our surroundings are in the first stages of
being turned into a smart environment, a giant Clapper that caters to our needs and
desires.
Inevitably, these changes are bringing about a new kind of society, in which people
have advanced abilities to manipulate both the physical world and worlds of illusion.
Everything from the physical environment, and from the world of images or simulations,
becomes raw material, that we can appropriate and re-create in our own
image. We end
up living inside an artificial environment that caters to our desires, in which we
constantly manipulate technology in ways that expand our freedom and power, and allow us
to transcend many of the limits of existence. The computer scientist, manipulating images
to create virtual worlds, and the physical scientist, learning how to manipulate the
elements of this world, become archetypal figures of the age.
We can already see the beginnings of such a society -- permeated by computers,
automation and simulation -- in almost everything described in the book. We can see it in
those smart houses, where the same computers and television screens provide control over
both the actual house and imaginary worlds. We can see it in rain forest exhibits, where
an environment of nature and fabrication is monitored and run by computer; and in Disney
World, the model city, where we are constantly carried to and through a realm of fantasy,
by technology. If these are good predictors of the future, then we are entering an age in
which the house is a technology-slave; nature is a variation on the Lied Jungle,
manipulated by computer and augmented by simulation; and automated cities are made up of
material and electronic images (although, it is unlikely we will choose to make most
buildings into obviously themed environments that look like they were lifted out of comic
books.)
In this new environment, simulations will almost certainly be much like
"reality" and reality will develop many of the qualities of a virtual
environment. The material world will begin to seem less substantial, and more like an
environment of images that is open to our manipulations. The elements of our surroundings
will be ephemeralized: they will be lighter, miniaturized, more pliable and pervaded by
responsive computers, so our environment seems less like matter and more like an extension
of the mind that controls it. Our surroundings will include simulations of space in the
form of video screens and images, with which we will communicate with the world; it will
come to include computers that simulate human responses, and technologies that turn the
environment into an extension of our will. All of this, of course, is to some degree,
already taking place.
This artificial environment will be the ultimate extension of the progress of
civilization. Civilization, after all, has always been about using nature as a raw
material to create products and an environment that expands our safety, our comfort and
our possibilities.
Inside this new kind of environment, an effort will be made, not only for machines to
do everything for us, but also to bring everything to us, with transportation,
communications and simulation. In effect, this artificial environment will be modeled
after the buffet, in which all the world is laid before us for our choosing. Television,
grocery stores, newspapers, malls, theme parks, encyclopedias, art museums, and so on, all
carry out this basic function, offering us collections of information, fantasies, food,
products and culture, from many places. The occupant of the automated house, able to see
everything; communicate with everyone; order or invent anything, all from a computer
screen, is the ultimate extension of these new abilities.
This new environment will vastly extend our power -- so long as we control it -- but we
will also have to depend on it, and we will find ourselves living inside it. Hence, the
dual image, in which technology becomes both a form of power, and a potential prison.
We can foresee many of the opportunities and dangers in this new society by looking at
science fiction -- including the science fiction found in theme parks, video games and
virtual realities -- which reveals what is on the collective mind of contemporary culture
when it comes to the subject of technology. In one of science fiction's most frequently
repeated warnings, it portrays these automated environments of the future as infantilizing
their inhabitants by constantly catering to them, inducing a set of characteristics
commonly associated with narcissistic personalities. Humanity, or a race much like our
own, is shown becoming helpless and both practically and emotionally dependent on
simulation and technology. Not infrequently, these same technologies are depicted as
trapping humanity in an artificial world in which people are isolated from nature and from
the natural process of birth, aging and death.
We can trace these ideas at least from the early science fiction story, "The
Machine Stops," by E. M. Forster, through more contemporary works such as Logan's
Run and the original Star Trek series. All have the same message: what looks
like a paradise of technology can turn out to be a cage in which we lose touch with both
the world and ourselves. As in all the science fiction works that portray characters lost
in imaginary worlds, here, too, the protagonists have to break out of their technological
cocoon to become whole again.
Science fiction portrays about a half dozen basic dangers such as this, which form what
can be thought of as the central mythology of the age when it comes to the issue of
technology. A second danger it portrays is that we might misuse technology to undermine
some aspect of physical reality. Many of the contemporary romance stories described in the
book involve this idea, sending audiences and players into exotic worlds to rescue some
aspect of reality from being destroyed. One can see this theme in Back to the Future...The
Ride, described earlier, in which the audience goes on a time travel journey to save the
the world as they know it and stop history from being changed. And we can see it in the
Lied Jungle, where visitors go for a journey through another exotic place, where they are
implored to save the order of nature from being destroyed.
Not surprisingly, symbolic arenas such as these are being used to act out one of the
central anxieties of the age, namely our fear that technology poses a danger to the world
and to "reality." They are much like rituals, in which we pretend to enjoy the
new freedom from the limits of physical reality made possible by technology, while we
reassure ourselves that we can master the danger posed to reality by these same
technologies.
Ultimately, these symbolic arenas pose the same question that recurs throughout
this book: what kind of people will we become? Are we strong enough to use technology as a
tool of progress, rather than a tool of destruction and regression?
Everything from the physical environment, and from the world of images or simulations,
becomes raw material, that we can appropriate and re-create in our own
image. We end
up living inside an artificial environment that caters to our desires, in which we
constantly manipulate technology in ways that expand our freedom and power, and allow us
to transcend many of the limits of existence. The computer scientist, manipulating images
to create virtual worlds, and the physical scientist, learning how to manipulate the
elements of this world, become archetypal figures of the age.
The
Age of Simulation

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