Stephenson’s “Snow Crash” and Vinge’s “True Names” Essay

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The cyber-world has been often described in many books as a fascinating place and has been used as the basis for many computer games and movies. With the development of technology, including that of gaming consoles, the game world has become a form of cyberspace that people escape to. There is a lot of literature on this subject, as well as technological simulators of the “unreal” world.

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“Snow Crash” by Neal Stephenson describes a virtual world, in which people can upload themselves and lead an active lifestyle. Although this idea might seem farfetched and unrealistic 10 years ago, it is becoming easier and easier to imagine a world that exists in a computer-software program nowadays. The author describes the world as a natural, real but very different space. The purely black floors and walls create a surreal image. On the other hand, the author reminds the readers that this world is a virtual reality by indicating that people draw their characters in the computer world. The paradox is that these characters are actually sets of programming codes in a computer while connected to players who are real people. In addition, the line between different financial classes is drawn as it is in real life. The book “Snow Crash” reminds the readers that there is no escaping this division. Both the real world and the virtual one are created by people and so the attributes of the natural world transfer over to cyberspace. Those with efficient money purchase high-performance computers equipped and beautify their characters. They can spend more money and have a unique and high-quality image of themselves in the “Metaverse.” However, people, who are in lower financial classes sometimes cannot afford computers, therefore, they simply miss out on the experience. Even if they do own one, their only option is getting a cheap black and white avatar, which is solely a simple standard form. The resolution and pixels answer for the quality of a person’s representation in the cyber world. This connection between the moral and physical realities to the real world makes the computer world rather real. Even though the fact that characters in games can “walk through one another” extents it from the real world, the moral principles and understanding of the material world seem real. Similar setbacks that are presented in the real world are shown in the computer world too. At the time this book was written, it probably did not have an impact on its readers because the technology has just started to develop: people could not imagine these high-tech possibilities of computers. But for the younger generations, whose daily lives involve a lot of computer-related activities closely, are affected by the book as the ideas in the book became rather attainable. The author creates an idea that the cyber world is real. Today’s video games are based on the closest representation of reality. The more realistic a game is the more popular it is. The development of virtual reality technology has reached heights that were not even imagined 20 years ago. There are ways to experience physical sensations, smells and other “real world” stimuli through gaming experiences. The expressions of different forms of stimuli make the cyber world more realistic than ever.

A short story by Vernon Vinge called “True Names” is another representation of the world in a computer reality. One of the interesting things about the story is that it closely connects itself to the real world, including the emotions and thoughts people experience in reality. In the end, these connections make the computer world seem real. It adds to the physical and moral representation of the computer world. A person, who is immersed in such reality, starts to experience the computer world as he or she does in the real one. With computer viruses and software that can influence brain waves and thus change mind states, such a virtual world becomes even more real. Cyberspace can be compared to people’s dreams, in which people do not use their eyes or ears to experience the dream world. Nonetheless, very often, dreams seem very real. The individual feels the feelings and physical concreteness of the dream and the mind tricks itself into believing that the dream world is real. The same can be said about virtual reality. The conscious mind forgets that a person is in the computer world. The simulation of feelings and thoughts becomes so real that a person believes in the reality of the computer program and spends numerous hours in the cyber world. There is a lot of evidence in the present times that supports this. The games and computer programs are so interactive and realistic that a person can spend a lot of time immersed in the game. There are numerous stories about people who live in a world of computers and virtual spaces. Hackers are one group of such people. They spend their time in this virtual world analyzing programming codes and bugs. Comparatively, other users do not know as much as professional programmers or hackers do. Most users can only purchase software—a game to experience things they would not be able to experience in the real life. Getting access to such technology created a world of opportunities that allow game players to visit some far-off places on the planet without physically going there. For instance, virtual computer software allows people to take a tour around the Pyramids, climb the tallest building. Such software is made very realistic that the users feel like they are touring around in real life. Thus the travel expenses and time are saved. Many games are a close reflection of the short stories that give people an opportunity to interact with others in a 3-D world. To this day, the literature describing virtual worlds has become very extensive. The technological age has widened people’s imagination and the possibilities that can create a different and realistic world. It would not come as a surprise if in the next decade people will almost absolutely live in a computer world, having occasional breaks to eat and drink.

Books, movies, and video games all create a world that is separate from the real one. People have always needed to escape into the world, which they can create and shape. Computer technologies have allowed for this and the advances are very impressive. The studies of the human brain gave a base to software, which can influence the receptors in the brain and make a person believe that the virtual world is real.

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IvyPanda. (2022, February 3). Stephenson's “Snow Crash” and Vinge's “True Names”. https://ivypanda.com/essays/stephensons-snow-crash-and-vinges-true-names/

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"Stephenson's “Snow Crash” and Vinge's “True Names”." IvyPanda, 3 Feb. 2022, ivypanda.com/essays/stephensons-snow-crash-and-vinges-true-names/.

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IvyPanda. (2022) 'Stephenson's “Snow Crash” and Vinge's “True Names”'. 3 February.

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IvyPanda. 2022. "Stephenson's “Snow Crash” and Vinge's “True Names”." February 3, 2022. https://ivypanda.com/essays/stephensons-snow-crash-and-vinges-true-names/.

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IvyPanda. "Stephenson's “Snow Crash” and Vinge's “True Names”." February 3, 2022. https://ivypanda.com/essays/stephensons-snow-crash-and-vinges-true-names/.

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