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Writing the Future: Computers in Science Fiction
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(This article, originally published in IEEE Computer, vol. 33, no. 1,
Jan. 2000, pp. 29-37, won an APEX 2000 award for
magazine writing.)
Kirk L. Kroeker & Jonathan Vos Post
Speculation about our future relationship to computers --
and to technology in general -- has been the province of science
fiction for at least a hundred years. But not all of that speculation has
been as optimistic as those in the computing profession might assume.
For example, in Harlan Ellison's chilling "I Have No
Mouth and I Must Scream,"1
three political superpowers construct vast subterranean computer complexes for
the purpose of waging global war. Instead of carrying out their commands,
the computers housed in these complexes grow indignant at the flaws the
humans have introduced into their systems. These self-repairing machines
eventually rebel against their creators and unite to destroy the entire
human race. Collectively calling itself AM -- as in "I think therefore I am"
-- the spiteful system preserves the last five people on the planet
and holds them prisoner so it can torment them endlessly.
While cautionary tales like this in science fiction are
plentiful and varied, the genre is also filled with more optimistic
speculation about computer technology that will help save time, improve
health, and generally benefit life as we know it. If we take a look at some
of this speculation -- both optimistic and pessimistic -- as if it were
prediction, it turns out that many science fiction authors have envisioned
the future as accurately as historians have chronicled the past.
Thirty years ago, for example, Fritz Leiber wrestled with
the implications of a computer some day beating humans at chess. In "The
64-Square Madhouse,"2
Leiber offers a fascinatingly detailed exposition of the first international
grandmaster tournament in which an electronic computing machine plays chess.
One of the most poignant elements of the story -- particularly in light of
Deep Blue's victory over Kasparov -- is Leiber's allusion to the grandmaster
Mikhail Botvinnik, Russian world champion for 13 years, who once said "Man
is limited, man gets tired, man's program changes very slowly. Computer not
tired, has great memory, is very fast."3
Of course fiction doesn't always come this close to
getting it right. Or perhaps in some cases we aren't far enough along to
tell. It remains to be seen, for example, whether certain golden-age science
fiction novelists of the 1920s and 1930s did a poor job of predicting
computer technology and its impact on our world. After all, many golden-age
authors envisioned that in our time we would be flying personal helicopters
built with vacuum-tube electronics. Of course we're not going to be basing a
design these days on vacuum tubes, but it might be too early to judge
whether we'll one day be flitting about in personal helicopters.
Prediction is difficult, goes the joke, especially when
it comes to the future. Yet science fiction authors have taken their
self-imposed charters seriously; they've tested countless technologies in
the virtual environments of their fiction.
Perhaps in this sense science fiction isn't all that different from plain
old product proposals and spec sheets that chart the effects of a new
technology on our lives. The main difference -- literary merits aside, of
course -- is the time it takes to move from product inception (the idea) to
production and adoption.
OUTTHINKING THE SMALL
Generally speaking, science fiction has adhered to a kind
of Moore's law of its own, with each successive generation of writers
attempting to outthink earlier generations' technologies in terms of both
form and function. Often, outdoing earlier fictions simply entailed
imagining a device smaller or more portable or with greater functionality --
exactly the kind of enhancements at the heart of competition in the
computing marketplace today. It wasn't until the birth of the space program,
however, that real-world researchers began to feel the pressure to do
likewise by making their electronics both smaller and lighter.
Fostered in part by the personal computing revolution, in
part by the military, and in part by the advancements in related fields,
computers have shrunk from multiton mainframe monsters of vacuum tubes and
relays to ten-pound desktops and two-ounce handhelds. How long can this
trend continue? Here is one forecast, the author of which may surprise you:
Miniaturization breakthroughs --
combined with the scaling benefits of the quantum transistor, the utility of
voice recognition, and novel human/machine interface technologies -- will
make the concept of a computer the size of a lapel pin a reality in the
early decades of the 21st century.
No, this isn't from the realm of speculative fiction;
it's from Texas Instruments' Web site.
Nobel Laureate Richard Feynman wrote in 1959 that physics
did not prevent devices, motors, and computers from being built, atom by
atom, at the molecular level.4
Feynman's basic idea was to build a microfactory that we would use to build an
even smaller factory, which in turn would make one even smaller until we
were able to access and manipulate the individual atom.
While we haven't yet realized Feynman's goal of an
atomic-level machine, we've been steadily moving in that direction for at
least 50 years. Perhaps signaling that move was John Mauchley and J. Presper
Eckert's top secret BINAC, delivered to the Pentagon in 1949 as a prototype
stellar navigation computer.5
From the warhead of a missile, it could look at the stars and compute locations
and trajectories.
BINAC signaled a general change in the spirit of design.
Successful miniaturization efforts like BINAC fed back into science fiction
to the extent that key authors began to explore, even to a greater degree
than in the first half of the century, the implications of miniaturization.
In 1958, Isaac Asimov described a handheld programmable
calculator -- multicolored for civilians and blue-steel for the military.6
In terms of hardware and software, Asimov's story flawlessly described the kind
of calculators we use today. The calculator, you'll recall, made it to
market about 20 years later. But why didn't Asimov make his calculator even
smaller? Why didn't he embed it in a pen or in a necklace?
Computer scientist David H. Levy identifies the
ergonomic threshold
as the point at which we move from electronic-limited miniaturization to
interface-limited miniaturization.7
In other words, there will be a point in the future when we'll be able to pack
just about any computing feature we want into a very small form factor, but
when we reduce the dimensions of a device beyond a certain point, it becomes
difficult to use.
After all, the dimensions of the human body require
certain interfaces. Working around these requirements takes not only a great
deal of imagination, but almost always a breakthrough in technology.
Eliminating keyboard-based input from laptops, for example, enabled an
entire generation of PDAs that rely primarily on various kinds of
handwriting recognition technology for entering and retrieving information.
Reducing the size of this generation of PDAs will likely require reliable
voice recognition and voice synthesis technology.
PORTABLE FUSION
Early science fiction maintained an erroneous but very
popular idea about miniaturization that was based on a literal
interpretation of the Bohr atom metaphor -- where the atomic nucleus is
actually a sun and the electrons circling it are the planets. Quite a few
authors in the first half of the twentieth century toyed with the idea that
if you could shrink yourself to a small enough size, you would find people
on those planets whose atoms are themselves solar systems, and so on, ad
infinitum.
We've come to understand, of course, that such a
continuum isn't all that likely and that we might even eventually reach the
limits of the kind of miniaturization described by Moore's law. After all,
continuing to shrink active electronic components on computer chips is
already running into quantum problems.
Quantum computing holds the key to computers that are
exponentially faster than conventional computers for certain problems. A
phenomenon known as
quantum parallelism allows exponentially many such computations to take
place simultaneously, thus vastly increasing the speed of computation.
Unfortunately, the development of a practical quantum computer still seems
far away.
Meanwhile, science fiction has taken on the quantum
issue, with one story even suggesting a storage system based on "notched
quanta." We don't know how to "notch" quanta, but since quantum computing is
just now beginning to emerge, it might very well be shortsighted to believe
that computer scientists 20 years from now won't scoff at our idea that we
are approaching the limits of miniaturization and speed.
Consider that in 1959 Howard Fast described technologies
that we're capable of producing today but that in the late 1950s sounded
impossible (if not ludicrous) to most people. In his classic story "The
Martian Shop,"8
Fast described a calculator endowed with speech recognition capabilities. He
also described a miniature music box with a vast repertoire of recorded
music -- not unlike a small CD or MP3 player -- and a fusion-powered
outboard motor. Forty years after publication, the first two of these three
have become reality. Using a fusion-powered
outboard motor -- or a nuclear-powered car for that matter -- will require
more than a revolutionary breakthrough, but it's still too early to tell
whether or not it's at all possible.
COMIC-STRIP STRATEGIES
Robert A. Heinlein -- science fiction author and inventor
of the waterbed-- worked in the 1940s on pressure suit technology for the US
Navy; this work led almost directly to the development of space suits. But
some 21 years before Armstrong and Aldrin even walked on the moon, Heinlein
published a short story in which an astronaut experiences a problem with his
oxygen; by looking at a small device attached to his belt, the astronaut
confirms that the oxygen content in his blood has fallen.9
Such a device might not seem all that impressive to us
today, particularly since, in the past 20 or 30 years, portable medical
devices like this have become commonplace technologies in popular media like
TV and film. Each generation of Star Trek doctors, for example, uses similar
devices. But Heinlein was among the first writers to describe a device based
on the idea of real-time biofeedback. And now,
wearable computers -- including biofeedback devices nearly as sophisticated
as Heinlein's -- have clearly passed from technological speculation and
science fiction into real-world use. Millions of people grew up with the
comic-strip character Dick Tracy, who used a two-way wristwatch radio. Over
the decades, he upgraded his wrist gadgetry to be capable of receiving a
video signal. At the November 1999 Comdex, Hewlett-Packard's CEO Carly
Fiorina announced to an enthusiastic Las Vegas audience that HP would be
collaborating with Swatch to manufacture watches with wireless Internet
connectivity. It is of course difficult -- if
not impossible -- to establish a causal relationship between science fiction
and real-world technology, unless we consider the names we give our
technology, which often come directly from science fiction. We've taken
"cyberspace" from the work of William Gibson, "robot" from Karel Capek,
"robotics" from Isaac Asimov, hacker-created "worm programs" from John
Brunner, and a term from Star Trek, "borg," which is used by today's
aficionados of wearable computing devices. But beyond names, it is fairly
safe to suggest that just as early science fiction popularized the notion of
space travel -- and made it much easier to fund a very expensive space
program --science fiction also made popular the idea that our most useful
tools could be both portable and intelligent.
MECHANICAL COMPUTING
Before there were electronic computers, there were
mechanical calculating devices: technologies (like the abacus) designed to
save people time. One of the most elaborate of such devices was Charles
Babbage's unfinished calculating machine, which he called the Difference
Engine; this device is often credited as being the most important
nineteenth-century ancestor of the computer.
Science fiction authors, particularly in the 1920s and
1930s, drew conclusions from Babbage's work and created in their fiction
elaborately designed androids driven by mechanical brains. It wasn't until
roughly the middle of the twentieth century that the Babbage computing model
gave way to electronic computing, well after the development of huge
mechanical integrators in the 1930s and 1940s, most notably built at MIT
under Vannevar Bush. But what if Charles Babbage had finished his work? What
if mechanical computers actually brought about the computer revolution a
century early?
One of the provinces of science fiction -- and in this
case what some would instead call speculative fiction -- is alternate
history, an extended indulgence in what-if scenarios. So what if Babbage had
actually finished his machine? One answer to this question is The
Difference Engine, a novel by William Gibson and Bruce Sterling10
in which the British empire by 1855 controls the entire world through
cybersurveillance. In addition to portraying an
entire age driven by a science that never happened, Gibson and Sterling
indulge in speculation about how this change might have affected
twentieth-century ideas. For example, a punch-card program proves Kurt
Godel's theory 80 years early -- that every language complex enough to
include arithmetic contains statements that are completely impossible to
prove or disprove. And John Keats, unable to make a living from poetry,
becomes the leading Royal Society kinetropist -- essentially a director of
computer-generated special effects. Even though
the mechanical computing model eventually gave way to electronic computing,
Babbage's ideas -- coupled, no doubt, with all the fiction written about
androids with mechanical brains -- inspired creations like the animatronic
automata that amusement parks like Disneyland use for entertainment.
Disney's first fully automated show was the tiki room, which opened in 1963
with more than 225 animatronic creatures. Of all the automata at Disneyland,
though, perhaps most familiar is the mechanical Abraham Lincoln, which even
inspired a Philip K. Dick novel.
EXAGGERATED ERROR
While it is almost always easy to see the benefits of a
new technology, it isn't always easy to foresee the dangers. We generally
consider automotive transportation a necessity, for example, but we don't
often consider that if there were no automobiles there would also be no
automotive-related injuries. The same might also be said of the Space
Shuttle program.
It would be fairly easy to counter these observations by
suggesting that these technologies also save
lives. On the surface, automotive technology enables ambulances and fire
engines to bring aid much more quickly than earlier technologies allowed;
and the space shuttle program, it could easily be argued, generates a great
deal of research that will no doubt eventually be used to enhance our
quality of life. Science fiction authors as early as Mary Shelley have dealt
with hard trade-offs like these in their fiction, often attempting to
anticipate the dangers of a new technology before it is even invented.
Echoing Shelley's method in
Frankenstein, twentieth-century science fiction authors dealing with
the issue of technology running amok often exaggerate computer glitches to
warn of the potentially unforeseen ills of computing technology. For
instance, in Ambrose Bierce's "Moxon's Master," a chess-playing robot loses
its temper upon being beaten at a game and murders Moxon, the robot's
creator.11
Frederic Brown's "Answer," a story so famous as to have passed into modern
folklore, describes the birth of the first supercomputer.12
When asked "Is there a God?" the computer answers "Yes, now there is,"
and kills his creator when he goes for the plug.
Frank Herbert's "Bu-Sab" stories13
describe ways of keeping computers from making government too
efficient. In Herbert's imagined future, computerization has accelerated the
pace of government so that computers automatically pass and amend laws in a
matter of minutes. The speed of government is so fast that no human can
possibly understand or keep pace with the legal system. So government
saboteurs deliberately introduce bugs to slow things down, even
assassinating those who stand in their way.
Finally, in Fritz Leiber's "A Bad Day for Sales,"14
a vending robot named Robbie is baffled by the start of atomic war, signaled by
an airburst above New York's Times Square. Robbie is incapable of dispensing
water to the thirsty burn victims who can't slip coins into his coin slot.
In this image of technology (not running amok so much as) missing the mark,
Leiber anticipates a question regarding technology that nearly everyone ever
frustrated by a computing device has asked: Why doesn't it work?
Computing technology seems to invite a different level of
expectation than other technologies. The way we've defined computing -- that
it should be life-enhancing, time-saving, reliable, simple, and adaptable --
doesn't make allowance for problems like system crashes or hardware
malfunctions. Problems like this tend to annoy us, especially when we can at
least imagine creating devices that either repair themselves or don't fail
in the first place. From no other class of tool do we expect so much, which
is likely why we feel anxiety at Robbie's plight. Had his creators
anticipated an emergency situation like nuclear war, he might have been able
to help.
There are almost countless examples like these that
address some of the potential problems with the technology we're developing
now and will be developing in the future. You needn't look very far to find
science fiction in the first part of the century that anticipated problems
like Y2K and computer viruses.
FAITH IN MACHINERY
"Faith in machinery," wrote Matthew Arnold in Culture
and Anarchy
in 1869,15
"is our besetting danger." The first coherent vision of a world transformed
into a future run entirely by computers -- dramatically illustrating
Arnold's argument -- may have been E.M. Forster's "The Machine Stops,"
published in 1909,16
in which people basically become hive creatures in a worldwide city run by a
massive machine:
No one confessed the Machine was out of
hand. Year by year it was served with increased efficiency and decreased
intelligence. The better a man knew his own duties upon it, the less he
understood the duties of his neighbor, and in all the world there was not
one who understood the monster as a whole. Those master brains had perished.
They had left full directions, it is true, and their successors had each of
them mastered a portion of those directions. But humanity, in its desire for
comfort, had over-reached itself. It had explored the riches of nature too
far. Quietly and complacently, it was sinking into decadence, and progress
had come to mean the progress of the Machine.
Eventually, goes Forster's story, in this world where
people are fed, clothed, and housed by the Machine, and never see each other
face to face (but only through two-way video), the system collapses.
In Arthur C. Clarke's classic novel
The City and the Stars,17
published in the 1950s, we see a similar idea fleshed out. People live in an
enclosed city run by a machine called the Central Computer. Unlike Forster's
more primitive technology, the Central Computer materializes everything out
of its memory banks, including consumer items, human inhabitants, and the
physical form of the city itself. Here, once
again, technology has done too well, and a dependent humanity is trapped in
a prison of its own construction, having developed a fear of the world
outside the city. And here too they enjoy only virtual experiences --
lifelike fantasies induced by the computer to create real-world illusions.
Clarke names the city Diaspar, as if to suggest that when humanity
surrenders its will to technology, and loses itself in an artificial world
of its own creation, it is in a kind of Diaspora, a state of exile, from the
world and from itself.
CONCLUSION
The quality of any prediction about the future -- whether
cautionary like Forster's and Clarke's or promotional like golden-age
fiction's -- depends on the agenda of the person making the prediction. As
such, science fiction will likely never perfectly predict the future of
technology. Attempting to do so, however, is only one of several goals
science fiction authors typically admit to targeting.
References
1. H. Ellison, "I Have No Mouth and I Must Scream," Galaxy,
1967. 2. F. Leiber, "The
64-Square Madhouse," If, May 1962. 3. J.V. Post,
"Cybernetic War," Omni, May 1979, pp. 44-104.
4.
R. Feynman, "There's Plenty of Room at the Bottom,"
Engineering and Science, Feb. 1960. 5. N. Stern, "The BINAC: A
Controversial Milestone," From ENIAC to UNIVAC: An Appraisal of the
Eckert-Mauchly Computers, Digital Press, Bedford, Mass., 1981, pp.
116-136. 6. I. Asimov, "A Feeling
of Power," If, Feb. 1958. 7. D.H. Levy,
"Portable Product Miniaturization and the Ergonomic Threshold," MIT doctoral
dissertation, Cambridge, Mass., Sept. 1997.
8.
H. Fast, "The Martian Shop," The Magazine of Fantasy & Science Fiction,
Nov. 1959. 9. R.A. Heinlein,
"Nothing Ever Happens on the Moon," Boy's Life,
April-May 1949. 10. W. Gibson and B. Sterling, The Difference Engine,
Bantam, New York, 1991. 11. A. Bierce, "Moxon's Master,"
The Complete Short Stories, E.J. Hopkins, ed., Doubleday, New York,
1970. 12. F. Brown, "Answer,"
The Best of Frederic Brown, Ballantine, New York, 1977. 13. F. Herbert,
"The Tactful Saboteur," Galaxy, Oct. 1964.
14.
F. Leiber, "A Bad Day for Sales," Galaxy,
July 1953. 15. M. Arnold, Culture and Anarchy, Yale Univ. Press,
New Haven, Conn., 1994. 16. E.M. Forster, "The Machine Stops," The
Machine Stops and Other Stories, R. Mengham, ed., Trafalgar Square,
London, 1998. 17. A.C. Clarke, The
City and the Stars, Signet, New York, 1957.
SIDEBARS FROM THE ARTICLE:
Digital Angels
In modern philosophy from Descartes to the present,
you'll often see medieval theologians mocked for their zealous interest in
minutia; many wrote huge volumes dedicated to questions so speculative as to
be rhetorical art rather than anything else. A prime example: How many
angels can dance on the head of a pin?
Since the spiritual realm was to a medieval theologian
what the atomic realm is to a twentieth-century scientist, it's not hard to
suggest that these theologians were speculating about the same realm as
today's scientists. What both perspectives amount to is a powerful urge to
understand the world beyond human sight. After all, one of the richest
traditions of speculative fiction is medieval theology.
The more we have seen in the microworld, the more we've
been able to create smaller and smaller tools to help us look even further.
When it comes to computers, it has taken us a while to catch up to some of
the technologies that writers have been toying with in their fiction for a
hundred years. In this sense, though, science fiction functions just like a
microscope: It's an imaginative tool that helps focus scientists on all the
interesting possibilities that miniaturization makes available. Without
science fiction, we might never have gone from Eckert and Mauchly's 1946
ENIAC, a computer that filled a large room and weighed 50 tons, to much more
powerful computers that have the distinct advantage of being able to fit
into the palm of your hand. And it is also
highly likely that without science fiction -- almost single-handedly
responsible for putting geek and chic in the same sentence -- we never
would have been able to see the possibility of incorporating electronic
tools into our attire. While wearable junkies (like MIT's Thad Starner and
Josh Weaver) can network in at least two senses, seeing someone walk around
with one eye only a few centimeters from a miniature computer screen still
looks a little bizarre.
It's more than likely, however, that it won't be long
before fashion shows like the one depicted here become the norm rather than
the exception. After all, each sleek new technology that has already been
adopted as a kind of fashion statement -- like small digital phones or
featherweight MP3 players -- has had to move gradually from bizarre to
normal. This trend will likely continue, which means that wearables like
those worn by Starner and Weaver will become as much a fashion norm as
Levi's jeans. This trend will be aided and accelerated by technologies that
not only make these small systems smaller still, but also work more
effectively than the technology they're replacing.
One tool that does just that is this pair of glasses
created by MIT and Micro-Optical. These glasses house a tiny color video
display that is generated in the glasses' temple piece and projected to a
small mirror embedded in the lens. This mirror reflects the image directly
into the eye. Unlike the first generation of bulky screens that completely
covered one eye, this miniature display isn't obtrusive. Just as many houses
built now are wired for high-speed data access, eyewear stores will soon be
stocking video-ready frames. It seems that
science fiction authors often visit the ideas entertained by medieval
mystics -- more often than coincidence alone would allow. Plenty of authors'
characters break through to another reality that they describe only with the
language of theology. Given this phenomenon, it shouldn't seem all that
strange that we in the twentieth century have begun to explore the
possibilities of technologies like quantum computing and neural networking.
Might not these pursuits just be another way of asking how many angels can
dance on the head of a pin?
Future Transport
Although Richard Trevithick built the first practical
steam locomotive in 1804, the railroad revolution had to wait 21 years until
the opening of the Stockton-Darlington railway before it could begin its
rapid expansion across Europe and the US. But by the end of the century,
railroads were nearly everywhere and having a powerful effect on people's
lives. Understandably, then, the speculative writers of the late nineteenth
and early twentieth centuries should find the future of transportation one
of their most inspiring themes. The internal
combustion engine and Henry Ford's 1909 Model-T fueled the imaginative fires
of authors who envisioned a day when we'd all have our own automobiles;
beyond ground transportation, writers from Jules Verne forward imagined
personal air transportation machines so consistently and vividly that such
vehicles moved from possibility to postulate. Philip K. Dick's 1968
near-future novel Do Androids Dream of Electric Sheep? more
commonly known in its movie form as "Blade Runner" describes a city in which
many residents travel in flying cars.
Although such vehicles might seem attractive but
far-fetched even now, Moller International has developed one: the M400
Skycar. Cruising comfortably at 563 kilometers per hour and using regular
automobile fuel, the M400 effortlessly avoids traffic, red lights, and
speeding tickets. The skycar has three on-board computers and eight engines.
According to the company, the M400 is so automated you don't need a pilot's
license to fly it. Flight safety, always a prime concern, is ensured by the
M400's eight engines, four of which are redundant.
Moller believes their skycar is but an interim step on
the path to gravity independence; flying automobiles are the next step.
Although the M400 costs around $1 million, Moller expects that the cost will
drop to that of a standard luxury car once mass production begins.
Meanwhile, the Millennium Jet company has invented a new
kind of personal transportation, which they call the SoloTrek Exo-Skeletor
Flying Vehicle (XFV). You step into the machine, strap it on, and fly. Like
a helicopter, the SoloTrek XFV can provide a bird's-eye view of the ground
and lets you fly through a variety of terrain at up to 128 kph.
Less complex than a helicopter, the XFV is easier to
maintain, and can launch and land at sites the size of a dining room table.
Best of all, the XFV costs just 5 percent of the typical helicopter's $1
million price tag. Because it uses ordinary 87 octane automobile gasoline,
not aviation fuel, you can refuel your XFV at the nearest service station.
The Feedback Effect: Artificial Life
Cybernetics is an interdisciplinary science that deals
with communication and control systems in living organisms, machines, and
organizations. Norbert Wiener first applied the term in 1948 to the theory
of control mechanisms. Since then, cybernetics has developed into the
investigation of how information can be transformed into performance.
Cybernetics considers the systems of communication and
control in living organisms and in machines analogous. In the human body,
the brain and nervous system function to coordinate information, which is
then used to determine a future course of action. Control mechanisms for
self-correction in machines serve a similar purpose: The principle, known as
feedback, is a fundamental concept of automation.
If you accept that feedback capability measures
technological sophistication, you'll see that the more capable our feedback
technology, the more lifelike our artificial creatures. The same has held
true for science fiction. It wasn't until well after industrialization
automated factories, mass production, and the birth of consumer culture that
fiction writers moved from imagining organic creations like the golem and
Frankenstein's monster to those built with mechanical brains. The more
sophisticated the science, it seems, the further the imagination can go.
Fiction and science fuse with particular effect in the term "cyborg" the
epitome of cybernetics as Chris Hables Gray explains in
The Cyborg Handbook. By the late nineteenth
century, science fiction writers had already begun to imagine mechanical
people. As early as 1924 with the debut of Fritz Lang's film "Metropolis"
the image of intelligent artificial people began seeping into the popular
imagination. In 1940, imagination became metal when Sparko and Elektro
appeared at the World's Fair connected to external power supplies but
nonetheless capable of significant movement.
Today's artificial creatures seem more real than ever.
Mitsubishi recently debuted an artificial fish that behaves so much like an
organic one you can't tell the difference unless you look closely at the
fish's eyes. Mitsubishi spent more than $1 million to develop the fully
automatic mechanical fish, using technology they hope will one day power
ships and submersibles. Plans for a consumer version remain uncertain
because the fish requires a special tank with built-in sensors.
Sony's $2,500 artificial dog Aibo (pictured with ball)
replaces remote control with a CPU and sensors powerful enough to perform
complex actions. Further, Aibo's software gives it the semblance of
emotions, instincts, and the ability to learn and mature. Speaking through
musical tones and body language, Aibo stores its communication data and
maturity level in its memory stick, which can be transferred to another
Aibo. Aibo's eye, a 180,000-pixel miniature
color video camera, can recognize objects in the environment. Its
head-mounted touch sensor -- when given a short, forceful poke -- lets Aibo
know that it's being scolded. Pressing the sensor more gently for two or
three seconds translates as praise.
A Reflection of Values
In 1948, Buckminster Fuller developed his
synergetic-energetic system of geometry, which resulted in the geodesic
dome. Such a dome comprises a network of interconnected tetrahedrons
(four-sided pyramids of equilateral triangles) forming a three-way grid that
distributes stress evenly to all members of an entire semispherical
structure.
Fuller's work led to extended study of economical
space-spanning structures. In 1953, the Ford Motor Company commissioned
Fuller to design the Ford Rotunda Dome in Dearborn, Michigan. Thereafter,
Fuller designed domes housing a variety of machinery like military radar
antennas, in addition to the American pavilion dome at Expo 1967 in Montreal
(shown here).
The Antarctic research dome, whose frozen interior is
pictured, is roughly 20 meters high and 55 meters across. Trash recycling
bins and cold-resistant emergency food supplies are stacked inside the dome
near sleeping modules that can accommodate up to 33 people.
Creative building ideas like Fuller's led eventually to
closed-system tests like Biosphere 2 and to inventive, automated living
environments. The move toward high-tech housing continues to accelerate, and
soon the computer will be as common to the home as the television or washing
machine. While research shows that most people use their home computer
primarily for entertainment, in the future it will likely become a central
part of the home's structure. Software systems could be connected to
external utilities like telephone and electricity and could be used to
monitor usage and billing. This technology, already used in large commercial
buildings, promises to make real the automated home science fiction writers
have predicted for more than a century.
Perhaps in a few years, Microsoft will oust Martha
Stewart as arbiter of taste in the home. After all, when we're shopping for
towels in 2020, we'll likely want them to match our favorite desktop themes
because our PCs will be everywhere, including our bathrooms. In addition to
being just the right color, we'll also want Microsoft's towels because
they'll be formulated to be particularly compatible with our Windows-run
dryers.
Dangers Born of Innovation
Innovation in technology tends to transform traditional
cultural systems, frequently with unexpected social consequence. At the
minimum, an innovation obsolesces a preexisting technology; at most, it may
obsolesce a mode of inquiry or even a way of thinking. Thus, while many
point to technology as being responsible for a host of positive developments
like increased lifespans and greater educational opportunities, innovation
can also be a destructive process. World War I
and the ensuing Depression forced a sobering reassessment of all the
technological and industrial innovation percolating at the turn of the
century. The development of submarines, machine guns, battleships, and
chemical warfare made increasingly clear the destructive side of technology
-- which golden-age science fiction seemed to promote through its
fascination with future weaponry and space warfare. Beneath the surface,
however, even many popular science fiction pieces challenged some of
science's most longstanding assumptions about progress.
Take, for example, James Whale's 1931 film
"Frankenstein," which immediately became a hit despite emerging in an era in
which the kind of industrialized science depicted in the film had recently
produced a great deal of death and destruction. The subtitle of Mary
Shelley's 1818 novel (to which all twentieth-century iterations of the
Frankenstein story owe their inspiration) is "a modern Prometheus." Like
Prometheus, who is punished by the gods for his hubris, Victor Frankenstein
creates a monster incompatible with the world and dies in the end as a
result. Disasters that parallel Frankenstein's
in real-world science and in fiction aren't often the results of so-called
mad scientists. Like Frankenstein's monster, Stanley Kubrick's HAL 9000,
from the film "2001: A Space Odyssey," exemplifies the risks inherent in
even the most seemingly benign technologies.
Loosely based on an early 1950s Arthur C. Clarke story, the movie poses
questions about the best kind of tool humans are capable of creating:
artificial intelligence. Ironically, HAL seems the most human of all the
movie's characters, despite having no human features except an eye-like
optical device that blankly stares at his interlocutors. More ironic still,
one of the most human-like elements of his personality -- his paranoia --
leads him eventually to go insane and murder the crew.
These stories, and stories like them, focus on and
anticipate what might otherwise have been difficult to imagine: grave
disasters that stem directly from technological advancements. One needn't
look too far to see evidence. Nobody anticipated, for example, that the
seven members of the Challenger crew would die aboard that Space Shuttle in
1986. Kirk L. Kroeker is a freelance editor
and writer. Contact him at
http://kroeker.net.
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