Medusa

What Sci-Fi Gets Right, and What It Gets Wrong

What Sci-Fi Gets Right, and What It Gets Wrong

<p style&equals;"text-align&colon; justify&semi;">It&&num;8217&semi;s interesting which parts of science fiction come true&comma; and which do not&period; As early as the 1960s&comma; science fiction novels&comma; TV shows&comma; and movies began predicting that some day we would be able to video chat in real time both across the planet <i>and<&sol;i> from outer space&semi; none of them&comma; on the other hand&comma; correctly speculated that the same technology that was used to develop what we now know as Skype and FaceTime would only come after the invention of the internet&period; In fact&comma; no sci-fi story ever predicted the internet would happen&period;<&sol;p>&NewLine;<p style&equals;"text-align&colon; justify&semi;">Piers Anthony&&num;8217&semi;s <i>Killobyte<&sol;i>&comma; first published in 1993&comma; is another example of where sci-fi predictions succeed and where they fail&period; <i>Killobyte<&sol;i>&comma; like many other novels&&num;8211&semi;including Ernest Cline&&num;8217&semi;s <i>Ready Player One<&sol;i> and Neal Stephenson&&num;8217&semi;s <i>Snow Crash&&num;8211&semi;<&sol;i>takes place in an extensive&comma; full-sim virtual reality universe&comma; the type that involves users to wear over-the-face helmets and body suits packed with sensors to ensure that their real-world movements affect their virtual avatar&period;<&sol;p>&NewLine;<p style&equals;"text-align&colon; justify&semi;"><img class&equals;"aligncenter size-Correct wp-image-9383" alt&equals;"What Sci-Fi Gets Right&comma; and What It Gets Wrong" src&equals;"https&colon;&sol;&sol;medusamagazine&period;com&sol;wp-content&sol;uploads&sol;2013&sol;11&sol;What-Sci-Fi-Gets-Right-and-What-It-Gets-Wrong-600x366&period;jpg" width&equals;"600" height&equals;"366" &sol;><&sol;p>&NewLine;<p style&equals;"text-align&colon; justify&semi;">Although these types of virtual reality experiences&comma; including helmets and sensors&comma; do exist &&num;8212&semi; a few get demonstrated every year at gaming conventions like PAX &&num;8212&semi; they&&num;8217&semi;ve never really caught on in the way that sci-fi authors have predicted they would&period; &lpar;Why not&quest; A few factors&period; The first is cost&colon; those VR helmets and body sensors don&&num;8217&semi;t come cheap&period; The second is mobility&semi; these types of games nearly always require external spotters to ensure the helmeted individual doesn&&num;8217&semi;t get too excited about the virtual gameplay and&comma; blinded by the VR helmet&comma; run smack into a wall&period;&rpar;<&sol;p>&NewLine;<p style&equals;"text-align&colon; justify&semi;">But what&&num;8217&semi;s really interesting is what <i>Killobyte<&sol;i> didn&&num;8217&semi;t predict&period; The main character&comma; Baal Curran&comma; has type 1 diabetes&semi; one of the main plot thrusts of the novel involves her attempt to manage her disease while moving between the real and virtual worlds&period; We quickly learn that&comma; for Baal&comma; monitoring her diabetes is a full-time job&semi; her boyfriend recently left her because he could not handle the continual caretaking aspects involved in the disease&comma; and the reason Baal spends so much time in the virtual universe is because she feels unable to do little else&period;<&sol;p>&NewLine;<p style&equals;"text-align&colon; justify&semi;">Piers Anthony&comma; who developed diabetes himself later in life&comma; was able to imagine a futuristic world in which virtual reality was commonplace&comma; but was not able to imagine a world where diabetes management was as simple as real-time glucose monitoring&period; Though <i>Killobyte<&sol;i> takes place in &&num;8220&semi;the near future&comma;&&num;8221&semi; Anthony didn&&num;8217&semi;t put together that a world in which networked computing and full-body VR suits exist would also probably provide options for diabetes management that didn&&num;8217&semi;t include the injections and test strips available in 1993&period;<&sol;p>&NewLine;<p style&equals;"text-align&colon; justify&semi;"><strong>In Short&colon;<&sol;strong> Anthony got a lot of it right&comma; but he didn&&num;8217&semi;t predict the DexCom Seven&comma; in which users wear a small wire underneath their skin which sends glucose information to a wireless device&comma; enabling real-time diabetes monitoring &&num;8212&semi; for more information&comma; see DexCom&&num;8217&semi;s website&period;<&sol;p>&NewLine;<p style&equals;"text-align&colon; justify&semi;">Nor did he predict that a fully-immersive VR world in which characters run&comma; jump&comma; swing swords&comma; and hug would require a full-time&comma; external spotter <i>not<&sol;i> involved in the VR world&comma; to make sure Baal didn&&num;8217&semi;t hurt herself as she was hacking and slashing&period;<&sol;p>&NewLine;<p style&equals;"text-align&colon; justify&semi;">He didn&&num;8217&semi;t predict that the internet and tabbed browsing would make the primary conflict of his novel &&num;8212&semi; can Baal escape the VR world in time to check her insulin &&num;8212&semi; obsolete&semi; now Baal would simply monitor her levels in-game&comma; or in another tab along with the rest of her vital statistics&period;<&sol;p>&NewLine;<p style&equals;"text-align&colon; justify&semi;">It&&num;8217&semi;s fascinating to look back and see what sci-fi gets right&comma; and what it gets wrong&period; In the end&comma; the technological predictions are often correct&comma; but the social implications are not &&num;8212&semi; the idea that networked computing would be used to monitor health as well as create elaborate games&comma; for example&period;<&sol;p>&NewLine;<p style&equals;"text-align&colon; justify&semi;">What do you think our current sci-fi stories are missing&quest; Let us know in the comments&period;<&sol;p>&NewLine;

Exit mobile version