The Shaman's Mask: Personality and Agency in Cyberspace Written for the First Conference on Cyberspace, 1990 (unpublished) by Vernon Reed Abstract I am presenting a vision of cyberspace which is very much human oriented, a social space where our kind can not only work and play in a free and easy manner, but also a space where some of our deepest attributes of humanity will be encouraged to flourish and develop on new levels. Penetration by humans into cyberspace will require complex and versatile systems for encoding individual identity, and I am proposing such a system, based on a concept of meta-ornament. This concept incorporates a new cyberspace "personality" function, which acts as a mediator between human cyberspace participants and the agents which represent them, and allows control over local reality, while restricting access to the matrix. I will provide a suitable paradigm for human occupation of cyberspace, drawn, ironically, from our earliest experiences as a sentient species. Finally, I will show how such an animistic world-view successfully models human perception of cyberspace, and how the role of shaman provides a suitable model for extracting information from the kinds of data entities populating cyberspace. Cyberspace as social space Cyberspace must be a space for humans, if it is to be of any use or interest, and that means that some provisions must be made for the sorts of sign systems that humans use to facilitate social intercourse. In particular, it will be of utmost importance that humans occupying this synthetic new frontier be provided with a powerful means for conveying a sense of individual identity and style, a presence which they can feel at home with. Such identity vectors will largely define the ways in which the patrons of a cyberspace system can interact with each other, and with the system itself. The very fact of arbitrarily large numbers of people interacting in these virtual environments guarantees that complex patterns of behavior will emerge, as shown in the pioneering Habitat project of Lucasfilms (1). Even though this was a relatively simple 2-D environment, running at 300 baud on micros with only 64k of memory, many social systems evolved very quickly, as soon as it was opened up to the large groups of participants playing at any given time. In particular, such behaviors as thievery and religion manifested early on, although not provided for in the design of the system. One very interesting development in Habitat, which will be relevant to developing identity as an organizing principle, is the evolution of "heads" as a de facto unit of currency. Bodies in Habitat were of a generic nature, but some variation was allowed for heads, so that players could express a small degree of individuality in visual appearance. There was another level of heads, however, which could only be obtained by special dispensation from the sysops, and these became prized over any other objects in the system, becoming in effect a "gold standard" based on rarity and desirability. I think it is important to note that, although low-rez and highly pixelated, these heads were nonetheless the identity vectors for the Habitat system, and forcing an artificial constraint on variety created a situation where "identities" were hoarded, thus reducing the amount of possible social interactions. If such complex behaviors manifested on such a simple system as Habitat, it is certain that multiparticipant 3-D cyberspace environments will encourage even more elaborate and convoluted social interactions, even if participants are given only the most rudimentary puppets with which to represent themselves. At its most basic level such a cyberspace will tend to replicate the kinds of social relationships and activities found in the ordinary (non-cyberspace) world, with the added plasticity afforded by anonymity and the ability to act out without spatial limitations. Given more effective means for conveying identity, however, the universe of possible social interactions begins to increase dramatically, and we enter a new arena for human behavior. For instance, augmented emotive capabilities might very well lead to a more poetic cast to interpersonal exchanges, and to deeper empathy. Obviously, a great deal of this identity vector function can be handled by the kinds of verbal language used in ordinary reality, but this will also retain the limitations of such language, such as the thousands of mutually unintelligible tongues which divide the planet, and the ponderousness of words for conveying subtle moods or intent. In addition to verbal cues, we also have at our disposal body language cues, which of course take on an entirely new meaning in cyberspace, where the kinds of bodies available stagger the imagination. I am suggesting that we utilize the very special nature of these "bodies" in cyberspace, to create new channels for conveying emotions, thoughts and dreams to the others we meet there. Jaron Lanier has proposed that verbal (symbolic) language will be supplanted in cyberspace by the direct and instantaneous manifestation of "objects" which would convey the ideas being communicated (2). This sort of object-oriented communication has a direct counterpart, already familiar from ordinary reality. Ornament, the augmentation of self, is a feature of every human society, and can provide a model for a sign system of great complexity, with deep psychological resonances, suitable for encoding multiple levels of identity. There is already precedence for its evolution into cybernetic modes of function (3 and 4). The mythic power of ornament Persons in the "civilized" world are accustomed to thinking about ornament as mere decoration, or as a display of wealth, status or intellectual sophistication. While these modes are certainly valid, there is another aspect to ornament with roots going all the way back into the prehistoric mists of our spiritual awakening. This ornament has power to connect with deep levels of psychological insight about relations between man and nature, but only certain "uncivilized savages" have retained the keys to unlock this power, and to these people ornament becomes a complex sign system, not just decoration. To the hunter/gatherers of the Pleistocene, the whole world was alive with spirits, and knowledge and power could be literally plucked from a tree or pulled from a stone, by the application of the correct magic formula or ritual (5). In this animistic universe, the underlying organizing principles could be revealed to shamans, persons willing to undertake the necessary hardships and attain a state of superawareness. These principles would typically be manifested as aspects of the real world, "familiars" or "totems", which would encode elemental truths in a form accessible to the shaman. If a shaman had an eagle for a "familiar", for instance, then in a very real sense the eagle was a port into the system architecture for that shaman, and invoking the eagle would allow communication with the sysops, not normally allowed to ordinary humans. Obviously then, the various rituals for invoking the eagle, in this example, would be of great importance to this shaman, and it would be reasonable to think that wearing parts of the eagle, whether feathers, talons or whatever, would help impart some of the eagle's powers. By wearing a ritually correct mask, a shaman could even actually become (identify completely with) his familiar, and partake directly of the power and knowledge thus accessed. This is powerful medicine, indeed, with interesting implications for cyberspace. We can see then, how, at least on one level, ornament evolved from this process of accreting aspects of one's "familiar" on to one's own body as a form of identification. Equally powerful associations are created by the actual physical modifications of the body required in the initiation rites of many animistic societies. These scarifications, tattoos, bindings and deformations all have significance on a mythic plane of experience, and serve to ground the human in this larger realm, while at the same time conveying important social information about group affiliations, social status, etc. The absolute modifications of the body involved in such practices carry the concept of ornament into a realm where correspondences with cyberspace representations of humans begin to make sense. Ornament, the augmentation of self-image, is not necessarily the trivial matter that contemporary societies make it to be, and its mythic nature provides great opportunity for coding multiple levels of meaning and reference. We have here a highly evolved communication paradigm, suitable for introducing personality into cyberspace. Cyberspace as spirit space The aspect of cyberspace that most sets it apart from ordinary reality is the fact that it is, in a very real sense, alive. It is "inhabited", as William Bricken so aptly puts it (6), or in the even more evocative words of Randal Walser, it is "haunted" (7). Since all objects in cyberspace represent data entities of some kind, including those objects representing human participants, then it is possible to think of these cyberspace objects in structured programing terms, where each data entity is interpreted through nested and branching levels of reference. In this scenario, performing certain operations on a cyberspace object will allow access to other cyberspace objects, which in turn allow access to still others, in a complex web of interrelated data transactions. The "meaning" or "significance" of a cyberspace object lies in the configuration of this web of relationships, and is flexible, as the same object queried along different paths can lead to widely divergent references. Likewise, cyberspace entities are constructed in a fashion akin to holography, in that each contains within it a copy or map of the entire system, the so-called Indra's Net paradigm. This means that any object can then become a port into the overall system structure, by simply querying that object in the appropriate fashion, and then following the web of relationships down into deeper levels of system integration. The paths followed in this web do not necessarily have to return again to the original object, i.e. it is possible to go through a portal and return through it to a different place. These intricate connections allow for coding extremely complex characteristics, including even intent and motivation, into data objects in a cyberspace system, making them "alive" in a way that we are not accustomed to thinking about objects, since the advent of Cartesian dualism. We can begin to see some parallels here between the "haunted" nature of cyberspace and the animistic viewpoint of our "savage" forebears. In both cases the underlying structure of reality is accessible by querying ordinary objects, as these objects are seen as microcosms of the larger world. Likewise, in both situations the individual observer has great latitude in defining the nature of reality, by choosing the particular paths to follow in the web of revealed relationships. This navigation of Indra's Net is the very essence of the shamanistic experience, and a suitable model for cyberspace navigation, as well. An individual's local reality will depend on the paths of context and meaning chosen. The participant as prime mover One of the main lessons of quantum physics is the impossibility of completely defining any system without referring to the conscious observer of that system, since the very act of observation imposes constraints and forces choices. I believe that a similar case can be made for the primacy of conscious participants in cyberspace, since even to simply observe is to participate, and participation is the defining quality for humans in cyberspace. I shall use this term, "participant", to signify a human patron, who is accessing the cyberspace system to achieve some end. Classical Gibsonian cyberspace is a consensual hallucination, meaning that it is being created "on the fly" by the individual participants, all of whom have the power to control reality locally, with this power diminishing in a steep gradient leading away from the individual cyberdeck and into the matrix, where all these inputs are integrated as the current state of global cyberspace reality. This is a suitable model for a buildable cyberspace, as it avoids the problem of having an omniscient and omnipotent sysop, an impossibility in any case, due to the extreme complexity of such a system. In this consensual system, each participant will apply such transformation rules as deemed desirable, in order to arrive at a level of system revelation suitable for the task at hand, be that communication, work, play or whatever. Within that individual's sphere of influence, cyberspace will respond in an appropriate manner, meaning every participant will have power to shape the very nature of the "reality" of local cyberspace, and to influence the status of the whole system to at least some degree. We have, in this model, the potential for the kind of cooperative creation dreamed of by every utopian idealist, but so seldom encountered in real human society, where demands of self interest always seem to dominate in the end. The trick here is to harness the self-serving impulses of people, since that seems to be a universal human trait. By giving participants a large degree of control over local reality, system designers will be empowering people through the same means so often perceived as rendering us helpless in the wake of the technological maelstrom. This control over local nodes must be real, as cyberspace has to have an impact on participants' lives, and not be just some giant 3-D videogame. Given such real power to effect change, the individual participants are certain to involve themselves wholeheartedly and with great creative zeal, producing results that would be entirely impossible to predict. We are talking here about the fine line between democracy and anarchy, and I think that cyberspace will come down on the side of anarchy, but with some necessary controls built in to prevent system meltdown. The challenge will be to create suitable paths for allowing creative initiatives to propagate back from individual nodes into the matrix, without creating the opportunity for any node to hijack the system, and I believe that is possible. Whatever filtering mechanism is devised, it will have the kind of holographic or Indra's Net quality mentioned earlier, encoding part of the entire system into each local node, and each node into the entire system, so that a careful listener can "hear the ocean's roar" of all the other participants while connected. The primary experience, though, will be of acting in a situation-space of one's own device, and for one's own private purposes. An interesting and thorny question emerges here about mapping effects onto actions not normally associated with those effects, and who decides such mapping. Perhaps it might be desirable to map some office filing functions onto, say, birdwatching or knitting, in order to reduce the boredom inherent in such dull, repetitive work. The possibility exists, likewise, for privileged persons in proprietary cyberspace systems to map results onto a participant's actions, which might be objectionable if the participant knew about it. For instance, participants playing a complicated game in cyberspace might actually be cracking security codes or building designer drugs, without being aware of doing so. This problem bears thinking about, as there is potential for great harm, as well as great good, in this slippery new reality. If the participant is to be the driving force in cyberspace, then it will be important to design the system in ways which allow those human participants (and AIs as well, although I limit myself to humans here) access to really effective cyberspace agents. What constitutes an effective agent will vary greatly, of course, depending on the global and local parameters of the cyberspace system, and the task at hand, but I maintain that one important feature that must be present is a sense of "being there", of really inhabiting the agent in a visceral way. Personality and agency In a truly social cyberspace, participants will be required to interact with each other on the same kinds of sophisticated levels as encountered in the ordinary world, and hopefully to even go beyond that, creating new roles for the ongoing human drama. To achieve this goal, they must be able to encode, in a transmissible form, their physical, cognitive and emotive states, and be able to receive such coded states from others. In other words, the agents representing the humans in cyberspace should, ideally, be as individual as their human controllers, a situation which would seem to present an overbearing computational and bandwidth strain on the system. However, such strain can be made a non-issue by performing all customized agent configurations at the local nodes and passing only higher level interactions between nodes, a process which would also serve to filter local control out of the matrix. What I am proposing here is that each cyberspace agent should be informed by a "personality", determined by the "face" its human controller wants to show in the cyberspace environment, and which will convey large amounts of complex information about the agent and its controller. This information should be conveyed intuitively or subliminally, in the same way that we often like (or don't like) someone just from being around them. Personalities are much like an expert-system-type distillation of the human participant's experiences, motivations and desires, and are ordered both hierarchically and "hypermedia fashion", so that other personalities can query on more than one level at once. This mutual querying of personalities will be the main form of social intercourse for cyberspace agents and their human controllers, and will proceed on a non-verbal level, through the direct manifestation of data objects in the appropriate ports. Such personalities can be thought of as highly evolved forms of meta- ornament, which can carry the concept of individual identity into new social arenas, where forms of communication will evolve that we cannot guess at now. Personalities will set up individualized fields of reference for all data transactions and will serve as buffers in a cyberspace crowded with competing entities, preventing overloading of an agent's processing capacities in the face of manifold choices. A personality can even be made to function as an autonomous controller of the agent at times when the human has no desire to participate, reporting back at a later time on state changes encountered while running on "auto-pilot". Such a disembodied agent, running around free of its human controller, would be a convincing definition of "astral travel". Just pour your being into a cybernetic personality and turn it loose in the system, see what it brings back! This brings up the question of just how autonomous can these personalities be. Can they mutiny, refuse to report back to the human participant, take over the system? Since I am proposing a cyberspace which is human oriented,I believe that they should be kept tightly bound to the participant's needs and wishes, and not be allowed to mutate on their own, but it is easy to imagine situations where that would not be the case. Perhaps such scenarios might provide useful models for schizophrenia or religious rapture. Having installed these faithful personalities into cyberspace agents, it becomes very important to feed back to the human participant sufficient data to allow a feeling of embodiment in the agent. Otherwise, much of the reason for going into cyberspace in the first place is lost. So, while the cyberspace agent which represents the participant may bear little relationship to human form (it could be a crustacean or a robot), the personality informing the agent must be able to translate between modes, so that the participant can feel at home in the agent, a tall order indeed, if the agent is something far from ordinary human experience. Representation of such far-field sensory and motor experiences must be accomplished by mapping onto the sensorium available, following the principles, such as they are, of synesthesia. The mechanics of this implementation lie beyond the scope of this paper, but should be able to draw on a large body of research from sense remapping in blind and deaf persons, and studies of body- image. I do believe it will be possible to provide convincing embodiment in some wildly divergent cyberspace agents, through the employment of personalities constructed according to synesthetic principles. It is important to distinguish here between the personality and the agent: a personality is conceived as a customized and highly specific high-level user interface. It will employ sophisticated neuro/muscular sensor and feedback technologies to track real-time changes in the participant's actions, plus appropriate algorithms to capture state changes in the agent. Personalities are optimized off-line by downloading multifaceted hyperfiles of information about the participant's capabilities and weaknesses, desires, motivations and goals, plus constantly updated collections of perceptual, intellectual and motor skills. This database forms the matrix for interpreting the real-time data and control information which is passed through to the agent. It is a very complex data entity in its own right and has many characteristics of an AI, including, as mentioned, the capability for limited autonomous activity. A personality resides in the participant's local node, providing interfacing and filtering operations with the matrix. Agents, on the other hand, are functions of the matrix, and can be thought of as embodiment tools for interacting with the data objects present in cyberspace, including the "space" itself. They are facilitators, defined for those areas of cyberspace required to complete the task at hand, and are generic in nature, thus requiring minimum bandwidth for transmission. A participant can pick and choose from available menus of such agents, and then inform the chosen agent with the information and capability configurations in his/her personality. Having done so, the participant should be able to inhabit that agent on a visceral level, and use it to "be" in the cyberspace environment. The shaman's mask Having created these personalities and attached them to agents in cyberspace, what, then, does it mean to us as humans to "be" in that environment, and how can we benefit and grow from the experience? The key to this question lies in the "haunted" nature of cyberspace. The everyday world that we live in constantly reinforces the illusion that mind, body and spirit are separate, through its unyielding insistence that we obey physical laws which forbid us, for instance, to walk through walls or levitate. Until relatively recent times, every advance in knowledge could be counted on to ever more firmly disassociate us from the kind of magical sense of oneness and involvement that our distant forbears knew, and we accepted this as truth. Current scientific theories, in fields as diverse as physics and biology, now contradict this dualistic world-view, of course. However, these theories are often expressed in abstract terms, which have real meaning to only those conditioned by years of training to think in such terms, and to the vast majority of people, the world still appears divided between matter and mind/spirit, with little intercourse between the two. This obsession with separateness and hierarchies puts us at a real disadvantage in an age when the world is truly shrinking. Indeed, many of our most grievous social and environmental problems can be traced to an inability to perceive our actions as caught in an intricate web, rather than rolling on steel rails. "Paradigm shift" is one of the most overused of phrases, but that is precisely what is needed. We need to recapture the sense of being in and part of a world brimming with magical potentials, an animistic universe where trees talk and stones dance, where meaning is the very substance of creation. I propose that cyberspace is such a place, and that the experience of "being" there will have profound effects on the way people think and act. As presented earlier, there are some compelling correspondences between the object-oriented nature of cyberspace entities and the mythic reality experienced by animistic cultures. These correspondences are strong enough to provide a suitable base for mapping experience in the cyberspace realm onto the level of mythic reality, where "familiars" and "totems" can guide and inform. Such correspondences are not really metaphor, either, but more like the same phenomena, viewed from a different vantage point; this is generally the case for cyberspace mappings of "other world" phenomena. I think such a mythic interpretation of cyberspace experience will enable and encourage new roles for human interaction, grounded in a larger psychic plane of increased possibilities. The primary experience of a human participant in cyberspace will be that of querying objects and relationships through personality- mediated actions of various agents. Such querying might take the form of physical action, such as moving tokens in a space, or it might involve the unfolding of nested levels of reference through mutation of apparent form, or by warping of the space itself. Whatever its form, any such transaction will involve the transmission of information from the cyberspace environment to the participant's own cerebral processor, and back again. The most obvious way to model this process, of course, would be with Shannon's ubiquitous information theory, and that will work (8) (Fig. 1). I want to suggest an alternate paradigm, though, which utilizes capabilities and methodologies long discredited by "civilized" humanity. Our ancestors in paleolithic times (and even currently in some places) also obtained knowledge by querying the objects in their universe. All aspects of the world, and all entities in it, were perceived as being pervaded by spirits, and these spirits could bestow power or impart knowledge to those persons who possessed the proper keys for querying. Such animistic perceptions are wholly natural to people living in the bosom of the earth and attuned to the cycles of birth and death, summer and winter, day and night, and I do not make any claims about "noble savages". I am only saying that perhaps they achieved a modality for information processing that can serve us in good stead in the equally "haunted" universe, which is cyberspace. Although it is true that such societies perceived spirits in all aspects of the world, that is not to say that it was easy to get these spirits to talk, beyond the most rudimentary level. Indeed, a great deal of symbolic leverage was called for, requiring the services of a person with very specialized communication skills, the shaman. This shaman was a person who would undertake strenuous and dangerous physical and psychological privations, the aim of which was to achieve a state of superawareness beyond the scope of ordinary human capabilities, and which would allow him/her to perceive the underlying order beneath the busy surface of the world. Such a person might query a stone or a waterfall, and be transported into a realm of mythic reality where those objects branched into the tribe's future hunting prospects or the chance of rain. To these people, this process was just as real as cyberspace is to you or me, and the shaman held great power. The key point here is the methods employed by these persons to navigate the spirit world. Typically, initiation as a shaman would include the manifestation of a "familiar", some creature or object from the ordinary world which would be imbued with the energy to make the state transition from that world to the spirit realm. Such familiars could impart power to the shaman by association, by the wearing of actual or symbolic parts of the familiar, as mentioned in the earlier discourse about ornament. A more powerful invocation of the familiar involves the ritual application of a mask, which symbolically identifies the wearer with the source of mythic power. Wearing such a mask places the shaman in that state of superawareness where the spirit aspects of the everyday world are knowable and manipulable; it is an instrumentality for accessing the Indra's Net of nested and branching references. This, then, is what I propose as a central paradigm for data entity querying in cyberspace. The shaman's mask is like the personality which mediates between the human participant and the cyberspace agent, and application of such personalities will allow participants to access the complex levels of meaning and reference inherent in cyberspace entities (Fig. 2). Personalities function as conduits between types of reality, and as alter egos. I maintain that operating in this mode will feel very natural to cybernauts, instilling a feeling of fully living in the "world" which might even, ironically, surpass that encountered in the ordinary world, with its historical baggage of dualism and alienation. The last book in Gibson's trilogy had just such a character, whose body was on a life-support system while his mind roamed the matrix. One factor differentiates cyberspace greatly from the sort of shamanism under discussion, and that is the issue of general empowerment. Cyberspace does not require that participants undergo any special regimen to achieve these powers, indeed such abilities are literally built into the system architecture, as a necessary outcome of its data structure. This means that all participants will be shamans, although some will choose to pursue this path farther than others, and all participants will share in this visceral feeling of deep involvement in the world. If this feeling can be made to transfer into the ordinary physical world, then we may witness the emergence of a new, more empathetic culture, based on respect for the realities which sustain us. Conclusion The creation and occupation of cyberspace is destined to be one of the most significant migrations in the long history of our species, with consequences for our future evolution equaled only by the concomitant occupation of outer space. We stand at the door of a shiny new reality, where almost anything is possible, so it is very important to get a proper perspective upon entering. I propose that an animistic world-view, formulated during the earliest period of human consciousness, can provide an appropriate framework for acting in and interpreting cyberspace. Such a viewpoint sees the world as being pervaded by spirits, which can be summoned and queried by shamans, or persons possessing the keys to the system architecture. I suggest that this concept is isomorphic with the concept of cyberspace as a "live" space populated with data entities, which can likewise be summoned and queried by persons able to navigate the intricate webs of reference such objects unfold. The main difference between these systems is empowerment: cyberspace makes every participant a shaman, with power to shape local reality, placing great emphasis on individual identity. The powerful and versatile personality function, which I have derived, encodes such identity into cyberspace agents, while serving to isolate local nodes from the global matrix. Use of these personalities can enable the evolution of sophisticated new forms of social interaction in the haunted realm of cyberspace. References (1) Morningstar, Chip and Randall Farmer; American Information Exchange Corporation: Lecture at the First Conference on Cyberspace; 1990, Austin TX (2) Lanier, Jaron; VPL Laboratories: Lecture at the National Computer Graphics Conference; 1990, Anaheim CA (3) Reed, Vernon: "Cybernetic Jewelry: Ornament for the Information Age"; The Visual Computer, Vol. 4 (1988) (4) Reed, Vernon: "Beyond Hardware: Jewelry for a Brave New World"; Ornament, Vol. 10, #4 (1987) (5) Campbell, Joseph: The Masks of God: Primitive Mythology; 1969, Penguin Books, NYC NY (6) Bricken, William; Human Interface Technology Laboratory, U of Washington: Lecture at the National Computer Graphics Conference; 1990, Anaheim CA (7) Walser, Randal; Autodesk: Lecture at the National Computer Graphics Conference; 1990, Anaheim CA (8) Shannon, Claude and Warren Weaver: The Mathematical Theory of Communication; 1949, U of Illinois Press, Urbana IL 12 11