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characterize thediffusionand use of com-
puter network technologies (Dodge and
Kitchin, 2001b). This work has helped to
undermine the widespread myths that the
Internet would lead to the ‘end of geography’
through the sheer motive force of speed-of-
light interactions (Graham, 1998; see also
time–space compression).
The proliferation of virtual geographies
raises important questions about the relation-
ships between electronic technologies and rep-
resentations and contemporary culture.
These questions are economic and political
as much as they are cultural, and the same
can be said of the ways in which virtual geog-
raphies bring processes ofsimulation and
surveillanceinto very close interaction as
embedded surveillance devices provide con-
tinuous data feeds to sustain virtual represen-
tations of the dynamics of geographical
change. These developments have been par-
ticularly significant in late-modern war
(Graham, 2008a,c). Consider, for example,
the way in which the first 1991 Gulf War was
represented through TV reportage that used
digital video footage from the noses of US
‘smart’ bombs (Wark, 1994), or the way in
which the US military has become deeply
invested in computer simulations to recruit
‘the digital generation’ and to train troops for
overseas deployment in Mission Rehearsal
Exercises (Graham, 2007, 2008a,c).
Finally, this proliferation of virtual tech-
nologies blurs the boundary separating ‘real’
geographical worlds from electronically simu-
lated and imagined ones. This occurs as
participants and observers become less and
less able to separate and distinguish between
the ‘real’ and the ‘virtual’. As truly immersive
systems proliferate, and participants increas-
ingly adopt digitally simulated avatars and
‘bodies’ functioning ‘within’ virtual geograph-
ical space, this process seems set to intensify
(Hillis, 1999). Indeed, virtual geographies
are already being further complicated by
the transformation of computerized network
devices. These are moving from being separ-
ate artefacts such as networked PCs placed
within geographical spaces, with which people
interact through interfaces, and are being
reinvented as small and even nano-scale con-
structions that blend ubiquitously and
invisibly into wider geographical environ-
ments. Such trends mean that new critical
approaches to virtual geographies are becom-
ing necessary, which abandon anya prioridis-
tinction of the ‘real’ and the ‘virtual’ (see
representation). sg
Suggested reading
Crang, Crang and May (1999); Dodge and
Kitchin (2001).
virtual reality Resulting partly from an
ongoing challenge to the WIMP (Windows
Interface, Mouse Pointer) screen that had
emerged in the late 1980s, we might see virtual
reality entering geography through four
moments. The first moment geography
encounters virtual reality is as ametaphor
for the digital condition. Virtual reality is seen
as expressing a symptomatic cultural desire to
escape the messy, inevitable complications of
the real world for an infantilized or perfected
digital realm (Slouka, 1995). The second
more technical moment is through the
Virtual Reality Mark-up Language (VRML),
which enabled three-dimensional browsing
through screen interfaces. While it has not
challenged the ‘page’ metaphor of the web, it
has been refined into technologies to create
online worlds incyberspace. Third, this has
been used to producemodelsandsimula-
tionsof geographical locations for academic,
marketing and educational purposes. Fourth,
it has been part of initiatives to develop
immersive environments. Here, using haptic
interfaces that sense user motions and head-
mounted displays, a user can interact with an
entirely simulated environment all around
them. While the cumbersome and faintly
absurd appearance of virtual reality goggles
and data gloves has limited their adoption,
the technology has branched into other possi-
bilities such as ‘augmented reality’, which
attempts to ‘overlay physical objects with vir-
tual objects in real-time and allows people to
experience the virtual as if it were real’
(Galloway, 2004, p. 390). mc
virus An entity that replicates itself by inf-
ecting more complex entities and taking
advantage of their reproductive systems.
Biological viruses are a key agent of disease
in humans and other organisms (see aids;
epidemiology;pandemic). Computer viruses
are self-replicating strands of code that ‘infect’
information systems (seeinternet). Usually
destructive, viruses can play a creative role
through their capacity to initiate connections
between unrelated entities. For this reason,
viruses are frequently used to figure for a
view of relationality – variously termed trans-
versal, rhizomatic or hybrid (seehybridity;
rhizome) – which is presented as an alterna-
tive to linear genealogies (Ansell Pearson,
1977; Hinchliffe, 2004). nhc
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VIRTUAL REALITY