Artificial reality II
This book by artificial reality pioneer Myron Krueger presents a view of our future interaction with machines, when computer systems will sense our needs and respond to them. In its unique melding of aesthetics and technology, Artificial Reality II shows how simulated worlds allow people to interact with computers in profoundly new ways for problem-solving and recreation.
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Antecedents in Art and Technology
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actions aesthetic allow animation art form artificial reality artificial-reality artist audience become behavior color communication computer art computer graphics concept context create creatures critter dancer data tablet DataGlove define developed device display draw electronic environment exhibit explore Figure finger floor force feedback gallery gesture glowflow graphic objects graphic world hand happen hardware human Human-Machine Human-Machine Interfaces idea input intelligence interaction interface Ivan Sutherland Jaron Lanier medium metaplay Moog synthesizer Morton Heilig move movements operate participant's body participant's image pattern perceive perception performance person physical pixel PLATE possible problem processing processors psychic space real-time reality glove reality goggles reality suit relationships response robot screen sense Sensorama sensors signals silhouette simulated sound tactile techniques Teleoperators telepresence telerobotic television three-dimensional graphics tion touch traditional tube video image videodesk videoplace videotouch viewer Virtual visual Z-buffering