Virtual Reality: The Revolutionary Technology of Computer-Generated Artificial Worlds-And How It Promises to Transform SocietyImagine being able to "walk" into your computer and interact with any program you create. It sounds like science fiction, but it's science fact. Surgeons now rehearse operations on computer-generated "virtual" patients, and architects "walk through" virtual buildings while the actual structures are still in blueprints. In Virtual Reality, Howard Rheingold takes us to the front lines of this revolutionary new technology that creates computer-generated worlds complete with the sensations of touch and motion, and explores its impact on everything from entertainment to particle physics. |
Contents
Grasping RealITY THROUGH ILLUSION | 13 |
THE EXPERIENCE THEATER AND THE | 49 |
MACHINES TO THINK WITH | 68 |
Copyright | |
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artificial reality Atari Autodesk Brenda Laurel Brooks building camera capabilities communication complex computer graphics conversation create cyberspace DataGlove decades Douglas Engelbart electronic enabling technologies Engelbart environment experience eyes feel Fujitsu Furness future gesture glove hand haptic hardware head-mounted displays Heilig human interface human-computer idea industry input device interactive Ivan Sutherland Japan Japanese Jaron Lanier joystick kind laboratory Licklider look machine manipulate Media Lab Minsky move Myron Krueger NASA objects operator perception personal computer physical possible problem prototype puter reality engine Robinett robot scientific Scott Fisher screen sense Sensorama sensors simulation sound space stereoscopic Sutherland Tachi tactile telecommunication teledildonics teleoperator telepresence telerobotic television things thinking three-dimensional video game virtual reality virtual world vision visual VR research VR systems VR technology Walker wanted