Artificial Reality IIThis 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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actions aesthetic allow animation art form artificial reality artificial-reality artist audience become behavior communication computer art computer graphics concept context create creatures CRITTER dancer data tablet DataGlove define developed device Digital display draw electronic environment exhibit explore Figure finger floor force feedback Fred Brooks gallery gesture GLOWFLOW graphic objects graphic world hand hardware human Human-Machine Human-Machine Interfaces input interaction interface Ivan Sutherland Jaron Lanier medium METAPLAY monitor 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 telepresence telerobotic television three-dimensional graphic tion touch traditional tube video image VIDEODESK VIDEOPLACE VIDEOPLACE participant VIDEOTOUCH viewer Virtual visual Z-buffering