Envisioning Cyberspace: Designing 3-D Electronic Spaces
Free of the constraints of physical form and limited only by imagination, new environments spring to life daily in the fantastic realm of cyberspace. Fabulous structures welcome throngs of people, new communities bond across borders, fallen kingdoms thrive once more while futuristic cities rise majestically amid fields of electrons. The creators of this new virtual world may be programmers, designers, architects, even children. In this invigorating exploration of the juncture between cyberspace and the physical world, and reality and virtuality, architect and media theorist Peter Anders brings together leading-edge cyberspace art and architecture ... inspiring new techniques and technologies unexpected unions of reality and virtuality ... and visions of challenges and opportunities as yet unexplored. More than an invitation to tour fantastic realms and examine powerful tools, this book is a hard-eyed look at cyberspace's impact on physical, cultural, and social reality, and the human-centered principles of its design.
46 pages matching perception in this book
Results 1-3 of 46
What people are saying - Write a review
We haven't found any reviews in the usual places.
Toward a Model for Anthropic Cyberspace
Space as a Medium for Understanding Our Environment and Relationships
Spatial Models That Help Us Think
13 other sections not shown
algorithms AlphaWorld anthropic cyberspace architect architecture artifacts artist augmented reality avatar behavior body camera categoric motion chat rooms cognitive space computer games computer networks concept concrete construction create cultural cyber cybrid dialog display dynamic effect electronic ence engagement example experience extend film genetic algorithms gesture graphic MUDs ground plane human iconic illusion imagine instance interaction Knowbotic Research LambdaMOO lets lnternet lt's MediaMOO memory palaces ment mental mental model metaphor move movement MUD space MUD's multi-user domain navigate on-line operating participants perceived and cognitive perceived space perception physical and cyberspaces physical space physical world players present reference relationships representation scale of abstraction screen sense simulation structure Stuart Card symbolic telecommuting teleportation text MUDs thought tion tool user's video games viewer virtual reality visual Xerox PARC zones