Cyberspace: the hardware

And finally we come to the often-promised cyberspace search sequence, my favourite interface in the film. It starts at 36:30 and continues, with brief interruptions to the outside world, to 41:00. I’ll admit there are good reasons not to watch the entire film, but if you are interested in interface design, this will be five minutes well spent. Included here are the relevant clips, lightly edited to focus on the user interfaces.

Click to see video of The cyberspace search.

Click to see Board conversation, with Pharmakom tracker and virus

First, what hardware is required?

Johnny and Jane have broken into a neighbourhood computer shop, which in 2021 will have virtual reality gear just as today even the smallest retailer has computer mice. Johnny clears miscellaneous parts off a table and then sits down, donning a headset and datagloves.

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Headset

Headsets haven’t really changed much since 1995 when this film was made. Barring some breakthrough in neural interfaces, they remain the best way to block off the real world and immerse a user into the virtual world of the computer. It’s mildly confusing to a current day audience to hear Johnny ask for “eyephones”, which in 1995 was the name of a particular VR headset rather than the popular “iPhone” of today.

Throughout this cyberspace sequence the virtual reality system Johnny uses gives vocal feedback, usually just confirming what has happened or repeating information visible in cyberspace. Johnny will also use voice commands himself. Jane seemingly can’t hear this feedback, as she has no idea what is happening other than what Johnny tells her. No earbuds or headphones are visible, but nearly all headsets then and now incorporate audio output as well as visual display so presumably sound is the function of the silver bulges at the back of the headset.

Dataglove

Datagloves are less common today. These track the position and orientation of the hands as they move, in this particular case to the bending of individual fingers. In 1995 this was done with magnetic or ultrasonic trackers on each hand and various fibre optic or potentiometer bend sensors on the finger joints, all built into a rather bulky glove. Today this can be done passively by a video camera, for example the Microsoft Kinect or Leap Motion Controller. With these technologies it’s not even necessary to paint dots on the fingers, which unlike faces have convenient gaps in between the points of interest.

Johnny mostly keeps his arms horizontal just above the table surface, but we will occasionally see him reach up. As chapter 5 of Make It So points out, trying to operate a vertical touch screen or gesture interface for any length of time is exhausting, and the same would be true if the VR system required him to frequently lift his hands and arms above the conventional keyboard height.

System status

There is also a system status display on the table.

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Various indicators light up as Johnny gets ready. It would be helpful if this were mirrored to the headset, so Johnny could at least see which components are working or not without removing it.

My first impression was that the grid on the table might be some kind of optical tracking aid. Then I remembered that this is a worktable, and protective table mats with a grid pattern printed on them are sold in craft and hardware shops. Not everything in the future needs to be advanced technology.

Voice feedback

As Johnny performs his various actions in cyberspace, another synthesized voice gives him constant feedback, most often telling him which actions and objects have been selected. I suggest this is for new users, who may be confused about exactly what they can and cannot do in virtual reality. (Of course, it is also very useful for telling us the audience what is happening.) Johnny himself is not a new VR users, but since this is a system assembled straight out of the box he gets the default setting. Over time a voice constantly telling you what you’ve done probably becomes irritating, which is why earlier systems were not so chatty.

The tracker

We see a second person in cyberspace during this sequence, although only briefly. This is the Pharmakom tracker, who is trying to locate Johnny and Jane for the Yakuza.

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He too wears a headset and gloves, but also has a one piece earphone and microphone. He uses this not for voice commands, but for a phone connection to Shinji, the Yakuza leader in a car.

He is standing in front of a lectern type display.

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This shows a street map, with the red cross hairs presumably the location being examined. Current day VR systems often mirror what the headset is showing to a more conventional display as this is very useful in testing and debugging. Note also the rows of unmarked buttons on either side. I’ll discuss these and similar buttons below.

Having him stand is an interesting choice. The advantage of standing in VR is that it allows the participant to bend and turn more freely, using body motion as an input as well as hands and head. The disadvantages are that this is more tiring, and that with the headset blocking the real world, it’s very easy to bump into things. The first commercial VR game, “Dactyl Nightmare” by W Industries, had a waist-high padded fence around the player to stop them falling over or walking too far and breaking the cables.

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VR1000 restored by Simon Marston

Here the tracker is risking a painful bruised knee. Perhaps he is a standing desk enthusiast who believes the other health benefits make it worthwhile.

The Curious Unmarked Buttons…

A recurring hardware interface in Johnny Mnemonic is the grid of unmarked buttons. There were two in the upload hotel suite, the image grabber, and the fax machine. And here the lectern display used by the tracker has more of the same.

I can’t recall any others like this, with one exception: the Pixar animated short “Lifted”, which has a vast array of unmarked identical switches. But that was a deliberate caricature, making fun of terribly designed and confusing interfaces.

Research tells us that labelled buttons and keys are the best for learning and use, from computers and phones to their software equivalents on modern touchscreen phones. Even the buttons on consumer remote controls are marked, however cryptic the symbols may be. The only unmarked buttons in current day regular use are those used around the edges of displays for ATMs and in aircraft cockpits. Here the meaning of these “soft buttons” will be shown by the text or graphic displayed nearby.

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Image by the author

But this isn’t possible for the unmarked buttons in Johnny Mnemonic, which either don’t have screens or don’t have buttons next to the screen.

…Are a platform for virtual buttons

Perhaps the buttons on the lectern are unmarked because they’re intended for use in cyberspace. If the computer system generating the virtual reality is aware of the lectern’s location in relation to the user, it could generate labels within the virtual reality that the user would perceive as exactly where the physical buttons are. The buttons would then provide actual tactile feedback for location and when pressed. 

Video Phone Calls

The characters in Johnny Mnemonic make quite a few video phone calls throughout the film, enough to be grouped in their own section on interfaces.

The first thing a modern viewer will note is that only one of the phones resembles a current day handheld mobile. This looks very strange today and it’s hard to imagine why we would ever give up our beloved iPhones and Androids. I’ll just observe that accurately predicting the future is difficult (and not really the point) and move on.

More interesting is the variety of phones used. In films from the 1950s to the 1990s, everyone uses a desk phone with a handset. (For younger readers: that is the piece you picked up and held next to your ear and mouth. There’s probably one in your parents’ house.) The only changes were the gradual replacement of rotary dials by keypads, and some cordless handsets. In 21st century films everyone uses a small sleek handheld box. But in Johnny Mnemonic every phone call uses a different interface.

New Darwin

First is the phone call Johnny makes from the New Darwin hotel.

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As previously discussed, Johnny is lying in bed using a remote control to select numbers on the onscreen keypad. He is facing a large wall mounted TV/display screen, with what looks like a camera at the top. The camera is realistic but unusual: as Chapter 10 of Make It So notes, films very rarely show the cameras used in visual communication.

Taxi

The second phone call takes place in Newark, as Johnny rides in a taxi from the airport. Since this is a moving vehicle rather than a room, it shows that wireless videophones also exist. We don’t see how the call is made, just the conversation. Johnny is looking at and speaking into a small screen in front of his seat.

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Quick aside: The blue lines at the bottom of the screen are a street map, with the glowing dot being the taxi. While it’s not the focus of this particular interface, it’s interesting that this map seems to be fixed with the indicator moving sideways. Aircraft and now car navigators use a moving map with the indicator moving up for forward. But this is for the passenger rather than the driver so doesn’t need to be particularly useful. And it’s blue, so must be advanced.

At the other end is Ralphie, who is using a desk screen with a keyboard.

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We get to see things from Ralphie’s end. His keyboard only has ten keys in two rows of five. Ralphie touches the middle key in the bottom row to end the call.

Is this a dedicated phone rather than a computer? The only full-sized keyboards we see in Johnny Mnemonic are part of systems implied to be outdated or salvaged. Perhaps by 2021 voice recognition is good enough to handle most input. Or perhaps by 2021 status indicators have changed and once again nobody who considers themselves important would have a QWERTY keyboard on their desk, leaving others to do the more “menial” typing.

Shinji’s mobile

There is a cyberspace sequence (discussed in a separate post) during which there is a conversation between a Pharmakom tracker and Shinji, the leader of the Yakuza searching for Johnny, who is in en route by car. Shinji’s phone seems to be just like a current day mobile, if perhaps a little smaller than we’re used to.

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Takahashi’s desk phone

Takahashi, head of Pharmakom in Newark, has a desktop screen too. This is a general purpose computer which at various times displays video of his daughter and a corporate database entry about Anna, the Pharmakom founder.

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There is no keyboard, but later we will see that the desk surface has hand gesture tracking capability. Here the screen displays an onscreen video phone window and numeric keypad, similar to what we saw in the New Darwin sequence, but Takahashi doesn’t use that interface. Instead he just says “Get me Karl” and the phone dials the recipient automatically.

Takahashi doesn’t prefix his command with a control phrase such as“Siri” or “Computer” which would imply that the computer is always listening. For an executive with a private office this would be reasonable: who else could he be addressing? A second possibility is that the computer does voice recognition and would not respond to commands from anyone else.

Street Preacher’s Phone

As before, the recipient has chosen to show a video splash screen on connection instead of a live video feed.

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“Karl” is more commonly known as Street Preacher and works within a church of sorts. We don’t know whether this is genuine religion belief on his part or a cover operation. His phone system is built into a large book, which I thought was intended to be a Bible but Chris identifies as a 16th century ecclesiastical history. There are no controls visible, but we see Karl “pick up” by opening the book so perhaps he “hangs up” by closing it again. Otherwise it could be operated purely by voice.

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Public phone

Earlier in the film, Johnny picked up an “Infobahn 3000” handset with built in phone keypad.

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His next phone call is from a public phone booth. On screen we see the now familiar videophone keypad. (Apparently this time in cyan, although it’s a very minor color shift.). To the right of the screen are physical buttons, some of which are labelled “start” “stop” and “pause” so perhaps duplicate the onscreen controls. Johnny begins by borrowing Jane’s phone card and swiping it through the payment slot.

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The red Infobahn handset is connected to Jane’s card by a cable, although we don’t see Johnny doing this. Johnny types on the handset keypad rather than using the onscreen controls, presumably doing some hacking through the interface.

At first sight it seems unlikely that the phone system could be hacked through an EFTPOS card reader. However there is a long and unhappy history of programmers leaving backdoors and unused functionality in products, often excused with “Well, nobody else knows about it”, which are then exploited. Payment cards themselves often have embedded integrated circuits. This particular hack is not completely implausible.

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When the Pharmakom splash screen appears, Johnny types again on the handset. He is manipulating the internal company phone system to gain access to a number that normally would not be available to the public.

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The new number connects Johnny to a surprised corporate type who wants to know how Johnny got through.

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We’ll learn later on that this gentleman is not at all who he seems to be. For now, note that Johnny talks and listens directly to the screen and speakers in the phone booth, not the handset he is holding.

Spider phone

Just before his brain is scanned by Spider, Johnny tries to make another call. This time he uses a typical 1990s computer CRT display and keyboard. He wears a conventional looking earpiece and microphone, and there is a small camera mounted on top of the display. He types the number on the keyboard and reaches a Pharmakom receptionist, but Johnny is interrupted.

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Van call

The last phone call is made by Johnny to Pharmakom again. This time he is in Spider’s van, which doesn’t have a built in phone like the taxi we saw earlier. He uses the handset for audio and a small portable screen for video. There must be a wireless transmitter and receiver somewhere, but it isn’t obvious.

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Johnny doesn’t realise that he is actually talking to Takahashi, the head of Pharmakom, through a puppet avatar, which I’ll talk about in the next post. 

The plastic educator

Dr. Morbius introduces the Krell “plastic educator,” saying, ““As far as I can make out, they used it to condition and test their young, in much the same way as we once employed finger painting among our kindergarten children.””

Morbius grasps the educator’s head mount.

The device is a station at which the learner sits. There is a large dashboard before him, in turn before a space enclosed in a tetrahedral encasement of plastic. To his right is a large column made of plastic with red and yellow graduations running up the side. Inside the column is a strange shape like a lathed accordion, terminating in a pulsing ring that indicates a level against the graduations. An arced panel hangs from the ceiling with other printed graduations with lines of light above and below. Blue neon squiggles blink randomly along the walls.

Morbius demonstrates proper placement of the educator interface.

To activate the station, the learner grasps a pair of curved metal arms, which are connected at a hinged base and tipped with crystal orbs. He leans forward, rests his forehead on a third arm, and pulls the pair of arms to rest on his temples. He turns a pair of dials on the dashboard before him, and the crystal orbs on all three arms glow, indicating that the headset is operational.

Morbius points to the intelligence indicator.

Adams and Doc try to guage their own IQs.

The device’’s immediate result is that the accordion shape inside the column rises such that the lit ring indicates the intelligence of the user. (To Adams’ and Doc’’s dismay, their readings are much lower than Morbius’.)

With the press of a lever Morbius manifests a thought visually.

The primary function of the device is for the user to make a thought of theirs manifest in the tetrahedral space. The user concentrates on the thing, and then pulls a lever at the base of the headset. A red ring at the base of the headset illuminates, and a material appears above a pedestal at the base of the tetrahedron. By concentrating, the user shapes this material into the desired thing. Morbius shapes it into an image of Alta. The image is a scaled, translucent, volumetric display of Alta, which moves and smiles just as she would.

The projection ceases immediately when the mechanism is removed.

To stop using the device and shut down the projection, the learner simply lifts the lever and removes the headset from contact, and the orbs, the red ring, and the volumetric projection all fade within moments.

Finished with his demonstration, Morbius turns the educator off.

Turning the dashboard off requires a user to turn two free-spinning dials that sit to each side of the headset inwards. The lights of the dashboard fade.

Military navigation

The C-57D is a military vessel with much of its technology feeling like that of a naval vessel.

Lt. Farman navigates the ship towards Altair.

The navigator, called an astrogator, sits at a station on the bridge facing a large armillary. He has a binocular scope into which he can peer to see outside the ship. Within easy reach to the left is a table-top panel of concentrically arranged buttons. To his right is a similar panel. Directly in front of him, beyond the scope, is a massive armillary that is the centerpiece of the bridge.

A model of United Planets Cruiser C-57D sits at the center of the ship’s armillary.

A model of the C-57D sits at the center of a transparent globe, which rotates in turn inside of another transparent globe. The surface of the interior globe is detailed with a graduated ring around its equator, semi-meridians extending from the poles, and a number of other colorful graduations. The outer, stationary globe has markings on the surface, which seem to describe stars and major constellations as dots and lines.

The utility of the armillary is somewhat questionable. From a relatively fixed position like the Earth, the celestial sphere doesn’t change. But while astronavigating, the celestial sphere would change. Even though Altair is a relatively close to Earth, the change in position of the stars on the celestial sphere would likely be significant to correct positioning. So, for this to be useful, the markings on the outer sphere should be dynamic. Of course in the short sequence we see the armillary in use, we would not see the markings change, but there are no visual cues that it is dynamic in this way.

Additionally it should be noted that the biggest and most important things with which Lt. Farman would be concerned, i.e. the star Altair and planet Altair IV, are not represented in the display at all and represents a major failing of the design.

The crew makes it safely through decelleration.

One of the movie’’s technology conceits is that deceleration from light speed is a shaky business. To protect the crew during this phase of travel, they stand atop deceleration stations. These small cylindrical pedestals have matching extensions from the ceiling that look vaguely like circular ventilation grills. Ten seconds before deceleration, the lights dim, a beeper sounds ten times, and the crew members step onto the pedestals. They fade from view in a beam of fuzzy aquamarine light. They fade back into view as the blue light disappears. During the period when the crew has passed from view, one would expect the ship to be shaking violently as discussed, but this doesn’’t happen. Nonetheless, as the crew steps out of the station, a few are holding their necks as if in pain.