the viewer's attention to a bundle of illuminated wires at the shot's edge. (Princeton University, 2009)Part of an experiment by Princeton biologists, the purpose of the apparatus is to keep the rodentrelatively still, while recording the neural activity associated with environmental navigation; something which had proved impossible with a free-moving mouse. By substituting the physical environment with a virtual analogue, the scientists could guarantee the mouse's movements would not interrupt theirattempts at '
in vivo
whole-cell recordings' (Harvey et al., 2009). Initially, this appears as an inversion of 'immersive' virtual reality, in which various configurations of wearable computing (heads-up displays,datagloves) would somehow project the user into a different space: some kind of self-contained, self-sustaining virtual realm.Even if the precise mechanics are obscured, as a viewer of the video clip, it is possible toappreciate the Princeton assemblage as something approaching a totality. It seems plausible for thesimulated corridor to be brought to the subject, which remains resolutely
embodied
in the heart of theapparatus. From here, it's easy to cast aspersions on the hopelessly utopian predictions of cyber-immersion; the product of a flawed division of 'information and the body, spirit and matter' (Shields,2003: 79), which – faced with the peculiar technological/animal feedback of something like thePrinceton assemblage – struggles to find the place where the virtual ends, and reality resumes.In a conceptual vacuum left by the crumbling Cartesian binaries of mind/matter, Hayles (2001:69) proposes a re-evaluation of virtuality as a
condition of being
, in which 'material objects areinterpenetrated by information patterns', or – at the very least – perceived as being such. At a cursory reading, it is easier to identity these interpenetrations in the mechanics of the Princeton assemblagethan, say, the celebratory rhetoric of Nintendo's ill-fated experiment in consumer VR, as described by Boyer (2009: 29):
'Early press releases describe the system as “immersing players into their own privateuniverse”, going as far as labelling it “the first three-dimensional, virtual immersion, 32- bit video game system”. While many of these radical claims were likely an in-your-face
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