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Defying Reality
Cover of Defying Reality
Defying Reality
The Inside Story of the Virtual Reality Revolution
Borrow Borrow
A fascinating exploration of the history, development, and future of virtual reality, a technology with world-changing potential, written by award-winning journalist and author David Ewalt, stemming from his 2015 Forbes cover story about the Oculus Rift and its creator Palmer Luckey.
You’ve heard about virtual reality, seen the new gadgets, and read about how VR will be the next big thing. But you probably haven’t yet realized the extent to which this technology will change the way we live. We used to be bound to a physical reality, but new immersive computer simulations allow us to escape our homes and bodies. Suddenly anyone can see what it’s like to stand on the peak of Mount Everest. A person who can’t walk can experience a marathon from the perspective of an Olympic champion. And why stop there? Become a dragon and fly through the universe. But it’s not only about spectacle. Virtual and augmented reality will impact nearly every aspect of our lives—commerce, medicine, politics—the applications are infinite.
It may sound like science fiction, but this vision of the future drives billions of dollars in business and is a top priority for such companies as Facebook, Google, and Sony. Yet little is known about the history of these technologies. In Defying Reality, David M. Ewalt traces the story from ancient amphitheaters to Cold War military laboratories, through decades of hype and failure, to a nineteen-year-old video game aficionado who made the impossible possible. Ewalt looks at how businesses are already using this tech to revolutionize the world around us, and what we can expect in the future. Writing for a mainstream audience as well as for technology enthusiasts, Ewalt offers a unique perspective on VR. With firsthand accounts and on-the-ground reporting, Defying Reality shows how virtual reality will change our work, our play, and the way we relate to one another.
A fascinating exploration of the history, development, and future of virtual reality, a technology with world-changing potential, written by award-winning journalist and author David Ewalt, stemming from his 2015 Forbes cover story about the Oculus Rift and its creator Palmer Luckey.
You’ve heard about virtual reality, seen the new gadgets, and read about how VR will be the next big thing. But you probably haven’t yet realized the extent to which this technology will change the way we live. We used to be bound to a physical reality, but new immersive computer simulations allow us to escape our homes and bodies. Suddenly anyone can see what it’s like to stand on the peak of Mount Everest. A person who can’t walk can experience a marathon from the perspective of an Olympic champion. And why stop there? Become a dragon and fly through the universe. But it’s not only about spectacle. Virtual and augmented reality will impact nearly every aspect of our lives—commerce, medicine, politics—the applications are infinite.
It may sound like science fiction, but this vision of the future drives billions of dollars in business and is a top priority for such companies as Facebook, Google, and Sony. Yet little is known about the history of these technologies. In Defying Reality, David M. Ewalt traces the story from ancient amphitheaters to Cold War military laboratories, through decades of hype and failure, to a nineteen-year-old video game aficionado who made the impossible possible. Ewalt looks at how businesses are already using this tech to revolutionize the world around us, and what we can expect in the future. Writing for a mainstream audience as well as for technology enthusiasts, Ewalt offers a unique perspective on VR. With firsthand accounts and on-the-ground reporting, Defying Reality shows how virtual reality will change our work, our play, and the way we relate to one another.
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  • From the book

    Chapter 1

     

    Pygmalion's Spectacles

     

    There is a unicorn in a cavern under an ancient forest in France. I've seen it myself, even though it wasn't really there; I've stood in front of it, even though its home is a place where no one can go.

     

    The unicorn is painted on the wall of Lascaux Cave, a subterranean complex in the VŽzre Valley, about two hours' drive east of Bordeaux. Seventeen thousand years ago, some of the first modern humans in Europe decorated the caverns with hundreds of images of animals, symbols, and abstract shapes. In 1940, it was rediscovered by a group of teenagers and became one of the most famous archaeological sites in the world.

     

    For decades following the discovery, countless tourists flocked to Lascaux. Henri Breuil, a French priest and archaeologist who was one of the first researchers to study the caves, called it the Sistine Chapel of prehistory; after artist Pablo Picasso saw the paintings, he lamented that his entire generation of revolutionary artists had "invented nothing new." But the ancient drawings were fragile, and the presence of so many visitors took a toll. In 1963, the French government banned the public and locked the doors.

     

    Fortunately, technology allows a modern tourist to sneak inside. Lascaux comes to life in 360-degree videos and virtual reality tours; I'd seen photos of the caves and studied their paintings in college, but it took seeing that unicorn in VR to really understand the place. Even though the French government has built detailed replicas of the caves for people to visit, the virtual version makes for a better trip-it's appropriately claustrophobic and free from the distracting presence of other tourists.

     

    It's also a particularly fitting way to visit, because Lascaux may be the oldest example in human history of an attempt to create a virtual world. You'd never know it from looking at photographs, but when you stand inside the caves-virtually or in person-the intention is clear. Just like VR headsets block the real world from view, the caverns separate a visitor from the forest above. Instead of drawing with pixels on a screen, the cave artists used pigment on rock walls. Lascaux's creators used the topography of the caverns to create immersion: a chamber decorated with sketches of wild horses isn't just a jumble of drawings, but a herd that surrounds the viewer. They used perspective tricks to make the illustrations seem three-dimensional: the body of an ox is presented in profile, but its head is turned to face the viewer. And they used the shape of the rock to give their art depth and shape; for example, a twist in a wall makes a deer appear to turn away as it dashes around a corner.

     

    No one knows why the people who created the caves went to so much trouble. Perhaps the goal was to enthrall the viewer in order to teach them something, like an Upper Paleolithic version of a flashy how-to video on YouTube: As writer and technology expert Howard Rheingold suggests, "subterranean cyberspaces" like Lascaux may have served to "imprint information on the minds of the first technologists." Or maybe the caves were immersive entertainment, an attempt to tell a story in the most realistic way possible, to convey the excitement of hunting without the risk of getting gored or trampled.

     

    In the millennia after the cavemen left their caves, increasingly advanced civilizations created increasingly sophisticated immersive entertainment. Around 2,500 years ago, the ancient Greeks built their own VR viewers out of wood, stone, and marble-the word theater comes from the Greek verb...

Reviews-
  • Kirkus

    May 15, 2018
    An introduction to the future of virtual reality during the time of its "most explosive period of growth."Artificial intelligence may preoccupy computer experts, but virtual reality is the true next big thing according to this enthusiastic and convincing account by technology journalist Ewalt (Of Dice and Men: The Story of Dungeons and Dragons and the People Who Play It, 2013), a contributing editor to Forbes and special projects editor for Reuters. Reviewing recent advances, the author adds that it's only a matter of time before a digital headset, gloves, and suit become as essential to a modern house as a modem. Connected to a computer or smartphone, the wearer takes part in a scenario simulating a realistic experience. "This technology could allow us to escape the bodies we're born with and the geographies that confine us," writes Ewalt. "It could allow us to experience the impossible, to do the unthinkable." Those who assume that only adolescents yearn for an alternate world will reconsider after reading the author's capsule history of the arts, from the 20,000-year-old Lascaux cave drawings through Greek drama, Renaissance painting, photography, and the movies. Virtual reality is yet another technical improvement, however dramatic. The 1970s brought primitive head-mounted displays. By 1990, commercial applications appeared, and "the hype was on" with rhapsodic media announcements of the VR revolution. Sadly, inadequate 20th-century computer power produced clunky, only mildly enchanting devices, and VR shared the late '90s dot-com crash. Yet progress continues, and the past five years have seen spectacularly immersive VR products and games, with VR movies just around the corner, along with a new crop of billionaires.It's too early to proclaim a revolution, but Ewalt interviews entrepreneurs and brilliant nerds, tries their inventions, and leaves beguiled readers in no doubt that something wonderful is in the works.

    COPYRIGHT(2018) Kirkus Reviews, ALL RIGHTS RESERVED.

  • Publisher's Weekly

    July 2, 2018
    Forbes contributing editor Ewalt (Of Dice and Men) charts the history of virtual reality and projects the future of the technology in this solid overview. Ewalt builds a strong case that one day virtual reality will be as ubiquitous as television and upend a wide variety of industries in addition to entertainment, such as retail and health care. The bulk of the book focuses on the Oculus Rift VR headset and explains why it has endured while attempts by tech companies such as Sony, Google, and HTC haven’t found large audiences for a mix of reasons related to timing and design. Basing his account on interviews with Oculus founder and former CEO Palmer Luckey, Ewalt discusses Luckey’s childhood interest in video game systems and science fiction movies, and how those influenced his early prototypes. The descriptions of the breadth of VR experiences—fantastic environments, films, pornography—will draw readers in. This breezy foray into an emerging technology is like a beach book for tech enthusiasts—it’s quick and never dull.

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Defying Reality
The Inside Story of the Virtual Reality Revolution
David M. Ewalt
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