Title: Virtual Tourism and Tours of Duty in Tactical Iraqi and Virtual Iraq
1Virtual Tourism and Tours of Duty in Tactical
Iraqi and Virtual Iraq
- Elizabeth Losh
- University of California, Irvine
2Military Users and VR
- More accustomed to bulky gear and wearing
specialized goggles. - More familiar with navigating a screen
environment that represents local real-world
topography. - More habituated to displays with functions that
can reshape landmarks and terrain.
3A Rhetorical History in Classical Rome
According to a famous narrative by Cicero, the
Method of Loci originated in a personal disaster
that took place in the life of the rhetorician
Simonides of Ceos, who then created artificial
memory.
4The Palace of Memory
- Memory was one of the five canons of classical
rhetoric, although it is often considered less
important in the era of computing technologies. - The Method of Loci orients a rhetorical subject
in a 3-D environment to create particular mental
associations while moving through sequences of
discrete scenes. - The contemporary research of Yates and Carruthers
attempts to relegitimize these cultural practices.
5Abbey Memory System
- Johannes Romberch, Congestorium Artificiose
Memorie, 1533
6Paradise as Artificial Memory
- Cosmas Rossellius, Thesaurus Artificiosae
Memoriae, 1579
7Is Memory Obsolete?
- For much of the twentieth century memory was
devalued in the canon of rhetoric, and invention
was lauded. - Now, with ubiquitous computing and powerful
search engines, is the construction of organic
memory of any continuing importance?
8Wong and Storkerson
- In virtual environments, however, associative
processes of cognition could assert their
importance again.
9The Reverse Memory Palace
- Making Environments to Suit Rhetoric
- Michael Heim on Avatecture in
- the CyberForum_at_ArtsCenter that also uses the work
of W.S. Mitchell
10The Human Terrain
- Policy analyst Max Boot in an editorial in The
Los Angeles Times - The FlatWorld mixed reality facility at USCs ICT
-
11Tactical Iraqi
12A Pre-History of Tactical Iraqi
The Center for Advanced Research in Technology
for Education (CARTE) at the Information Sciences
Institute of the University of Southern
California previously authored a range of
imaginative but seemingly disconnected distance
learning initiatives that featured computer
generated animated agents, software capable of
expressive speech analysis and synthesis, and
programs organized around the presentation of
pedagogical drama.
13Mission Game
14Skill Builder
15Arcade Game
16What are the core problems that Tactical Iraqi is
designed to solve?
- A chronic shortage of Arabic speakers among
military personnel - A combat environment in ambiguous urban warfare
settings of occupation and reconstruction - A resistance to classroom language instruction in
the planned population of learners
17Social and Perceptual Realism
What common rituals make us more likely to
identify a given situation as realistic? Alison
McMahan How does the agora function in digital
spaces?
(The agora is the environmental bubble in which
social exchange and mutual appropriation is
permissible according to Ostwald.)
18A Pre-History of Embodied Language Learning
Georgi Lozanov Suggestology and Suggestopedia
19Constraining Transgressive Play
- James Paul Gee has argued that there are
pedagogical benefits to challenging the norms of
explicit instruction in situated learning
contexts. - Yet military videogames generally punish
transgressive play and limit exploration of the
virtual environment, to such an extent that human
subjects at first avoided the game space of
Tactical Iraqi entirely or cheated to reach the
ostensible rewarded objective.
20The Commercial Market for Language-Learning
Software
The Living Language series models norms of
politeness in which interactions are highly
regulated and proprietary rights to the physical
space is not contested.
21Knock and Talk Missions
- How do soldiers learn to follow very different
rhetorical rules? - How is personal space negotiated?
- How do strategies and tactics differ?
- Is there a role for politeness?
22Positive and Negative Face
- Brown and Levinson recommend negative politeness
as the safer course. - Yet military missions may necessarily constrain
the spatial freedom of others during
interrogation, search, or arrest.
23Virtual Tourism
- What are the effects of architectural pastiche?
- How is the area of game play constrained?
24Virtual Iraq
25 A HMD exposure therapy simulation that uses
digital assets from other ISI/ICT projects
and Full Spectrum Warrior. The object of the
simulation is to allow the patient to create
personal narratives about real-life traumatic
events that foster psychic integration rather
than the symptomology or dissociation of PTSD.
Some versions of the simulation use a motion
platform and/or scent release device.
26A Pre-History of Virtual Iraq
- Brain injured patients or stroke victims need
spatial cues to reacquire particular cognitive
associations. - A modern form of the method of loci operates by
rebuilding intellectual function by fostering
interaction with the virtual environment.
27Telemedicine
- Rehabilitation and training in virtual
environments - for amputees, spinal injury patients, the blind,
- and the developmentally disabled.
28Virtual Classroom
- Albert Skip Rizzo
- ADHD Children
29Virtual World Trade Center
- Cornell and the University of Washington
30Virtual Vietnam
- Jarrell Pair and researchers at Georgia Tech
31Virtual Bus Bombing
- Tamar Weiss, University of Haifa
32The Spatialization of Memory in the work of Jacki
Morie
- The Memory Stairs
-
DarkCon
33The Rhetoric of WalkingMichel de Certeau
Ian Bogost, the figure of the flaneur, and the
concept of Procedural Rhetoric
34Differences
- Tactical Iraqi is a game, and Virtual Iraq is a
simulation. - Tactical Iraqi has pedagogical goals, and Virtual
Iraq has therapeutic ones. - Tactical Iraqi uses third-person perspective, and
Virtual Iraq uses first-person. - Tactical Iraqi rapidly switches contexts, and
Virtual Iraq is immersive.
35Similarities
- Both programs recreate segments of the landscape,
built environment, and population of Iraq in 3-D
worlds. - Both are developed by teams in close physical
proximity under the auspices of the same
university. - Both require a high degree of trust from
user-participants. - Both use off-the-shelf game technology that has
had a history in the consumer market. - Both have attracted considerable news coverage in
the mainstream media. - Both connect memory development to discrete
scenes in digital experience.
36Showing pervasive problems being solved could
potentially create political spectacles
- The shortage of Arabic speakers
- Post-Traumatic Stress Disorder among the veteran
population - The difficulty of locating improvised explosive
devices
Ambush! from BBS, another DARWARS project
37Mainstream Media Coverage
- Tactical Iraqi
- Newsweek
- USA Today
- The Los Angeles Times
- The New York Times
- National Geographic
- Forbes
- BBC
- National Public Radio
- ABC News
- Virtual Iraq
- BBC
- National Public Radio
- CNN
- ABC
- CBS
- Reuters
- Newsweek
- The Washington Post
- The Los Angeles Times
38Is there a rhetorical function to making
training, language-learning, or therapy visible
to the public?Regardless of the intentions of
their creators, are policy-makers motivated to
fund projects that show intractable problems
being tackled regardless of their efficacy?If
audiences for broadcast media in the general
public do not participate in interactive
experiences do they have any opportunity for
ideological critique?
39Slavoj iek Welcome to the Desert of the Real
- By using the film The Matrix as an analogy,
iek argues that until the attacks of September
11th, the U.S. was shielded by an artificial but
ideologically comforting socio-economic,
political, and cultural virtual reality
environment that separated it from the violence
and privation of the rest of the world.
40 - If there is any symbolism in the collapse of
the WTC towers, it is not so much the
old-fashioned notion of the center of financial
capitalism, but, rather, the notion that the two
WTC towers stood for the center of the VIRTUAL
capitalism, of financial speculations
disconnected from the sphere of material
production. The shattering impact of the bombings
can only be accounted for only against the
background of the borderline which today
separates the digitalized First World from the
Third World desert of the Real.
41 -
- Ironically, since those attacks, government
agencies have created even more VREs so that
games and simulations can safely model military
and public health situations of crisis. - When the consequences of error are so high, VRE
simulation would seem to create a logical testing
ground for purposive action.
42 - In particular, a number of Virtual Iraqs were
to have been recreated these included plans to
construct a digital replica of the looted
National Museum in Baghdad. -
- Yet the portability of digital assets poses
challenges to designers state-side who are not
cleared for secure access to certain photographic
reference materials, such as those from the Green
Zone.
43Making Things Public
44Taxpayer-Funded Games as Public Property
-
- Scientific laboratories, technical
institutions, marketplaces, churches and temples,
financial trading rooms, Internet forums,
ecological disputes without forgetting the very
shape of the museum inside which we gather all
those membra disjecta are just some of the
forums and agoras in which we speak, vote,
decide, are decided upon, prove, are being
convinced. - Bruno Latour
45Summation Whats unsettling about these games
and simulations?
- The Palace of Memory is actually underutilized.
- Interaction with the spatial environment is
highly regulated. - Secondary audiences can only experience the
spatial environment passively. - The danger of creating political spectacles is
not acknowledged. - Virtuality creates an ideological alienation
effect.
46Acknowledgements
- My thanks to Lewis Johnson of the
Information Sciences Institute for allowing me to
interview him about this project and for access
to his published studies, game scripts, character
descriptions, and personal reflections in several
follow up e-mail exchanges. I am also very
grateful to Albert Skip Rizzo of the Institute
for Creative Technologies, who permitted an
extensive interview allowed me to use the system
twice and shared his rich archive of digital
files that demonstrate virtual reality exposure
techniques and clinical findings.
47What isnt here about Tactical Iraqi . . .
- A critique of its assumptions about the identity
position of the user, particularly in regard to
nationality, class, sexuality, and gender. - An exploration of the cryptohistory of the games
development and its migration from face to
trust to etiquette as the core explanatory
narrative. - An analysis of the debate in the game development
community about working on a military-funded
videogame by looking at competing philosophies of
instrumentalism.
48My e-mail and web addresses
- lizlosh_at_uci.edu
- http//eee.uci.edu/faculty/losh
- http//www.virtualpolitik.org
- http//www.digitalrhetoric.org