The HoloCoder’s Bookshelf

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Professions are held together by touchstones such as as a common jargon that both excludes outsiders and reinforces the sense of inclusion among insiders based on mastery of the jargon. On this level, software development has managed to surpass more traditional practices such as medicine, law or business in its ability to generate new vocabulary and maintain a sense that those who lack competence in using the jargon simply lack competence. Perhaps it is part and parcel with new fields such as software development that even practitioners of the common jargon do not always understand each other or agree on what the terms of their profession mean. Stack Overflow, in many cases, serves merely as a giant professional dictionary in progress as developers argue over what they mean by de-coupling, separation of concerns, pragmatism, architecture, elegance, and code smell.

Cultures, unlike professions, are held together not only by jargon but also by shared ideas and philosophies that delineate what is important to the tribe and what is not. Between a profession and a culture, the members of a professional culture, in turn, share a common imaginative world that allows them to discuss shared concepts in the same way that other people might discuss their favorite TV shows.

This post is an experiment to see what the shared library of augmented reality and virtual reality developers might one day look like. Digital reality development is a profession that currently does not really exist but which is already being predicted to be a multi-billion dollar industry by 2020.

HoloCoding, in other words, is a profession that exists only virtually for now. As a profession, it will envelop concerns much greater than those considered by today’s software developers. Whereas contemporary software development is mostly about collecting data, reporting on data and moving data from point A to points B and C, spatial software development will be more concerned with environments and will have to draw on complex mathematics as well as design and experiential psychology. The bookshelf of a holocoder will look remarkably different from that of a modern data coder. Here are a few ideas regarding what I would expect to find on a future developer’s bookshelf in five to ten years.

 

1. Understanding Media by Marshall McLuhan – written in the 60’s and responsible for concepts such as ‘the global village’ and hot versus cool media, McLuhan pioneered the field of media theory.  Because AR and VR are essentially new media, this book is required reading for understanding how these technologies stand side-by-side with or perhaps will supplant older media.

2. Illuminations by Walter Benjamin – while the whole work is great, the essay ‘The Work of Art in the Age of Mechanical Reproduction’ is a must read for discussing how traditional notions about creativity fit into the modern world of print and now digital reproduction (which Benjamin did not even know about). It also deals at an advanced level with how human interactions work on stage versus film and the strange effect this creates.

3. Sketching User Experiences by Bill Buxton – this classic was quickly adopted by web designers when it came out. What is sometimes forgotten is that the book largely covers the design of products and not websites or print media – products like those that can be built with HoloLens, Magic Leap and Oculus Rift. Full of insights, Buxton helps his readers to see the importance of lived experience when we design and build technology.

4. Bergsonism by Gilles Deleuze – though Deleuze is probably most famous for his collaborations with Felix Guattari, this work on the philosophical meaning of the term ‘’virtual reality’, not as a technology but rather as a way of approaching the world, is a gem.

5. Passwords by Jean Baudrillard – what Deleuze does for virtual reality, Baudrillard does for other artifacts of technological language in order to show their place in our mental cosmology. He also discusses virtual reality along the way, though not as thoroughly.

6. Mathematics for 3D Game Programming and Computer Graphics by Eric Lengeyl – this is hardcore math. You will need this. You can buy it used online for about $6. Go do that now.

7. Linear Algebra and Matrix Theory by Robert Stoll – this is a really hard book. Read the Lengeyl before trying this. This book will hurt you, by the way. After struggling with a page of this book, some people end up buying the Manga Guide to Matrix Theory thinking that there is a fun way to learn matrix math. Unfortunately, there isn’t and they always come back to this one.

8. Phenomenology of Perception by Maurice Merleau-Ponty – when it first came out, this work was often seen as an imitation of Heiddeger’s Being and Time. It may be the case that it can only be truly appreciated today when it has become much clearer, thanks to years of psychological research, that the mind reconstructs not only the visual world for us but even the physical world and our perception of 3D spaces. Merleau-Ponty pointed this out decades ago and moreover provides a phenomenology of our physical relationship to the world around us that will become vitally important to anyone trying to understand what happens when more and more of our external world becomes digitized through virtual and augmented reality technologies.

9. Philosophers Explore the Matrix – just as The Matrix is essential viewing for anyone in this field, this collection of essays is essential reading. This is the best treatment available of a pop theme being explored by real philosophers – actually most of the top American philosophers working on theories of consciousness in the 90s. Did you ever think to yourself that The Matrix raised important questions about reality, identity and consciousness? These professional philosophers agree with you.

10. Snow Crash by Neal Stephenson – sometimes to understand a technology, we must extrapolate and imagine how that technology would affect society if it were culturally pervasive and physically ubiquitous. Fortunately Neal Stephenson did that for virtual reality in this amazing book that combines cultural history, computer theory and a fast paced adventure.

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