Possible Worlds: The Social Dynamic of Virtual Reality Technology
Once a tool of the 1960s military through which virtual wars were staged and studied so that actual wars could be perfected, in the 1990s virtual reality (VR) has become a revolutionary technology allowing users to experience nearly unlimited computer-generated realities—exercising a strong hold on the popular imagination, attracting hundreds of researchers, and spawning a booming industry. This book explores the complex significance of this technology to popular culture. It provides a sociological and historical account of the genesis of VR and how VR has shaped social life, and then relates VR to more general issues in the study and effects of the new communications media. Explained is VR’s relationship to advanced research and development, to the education and entertainment industries, and finally to the culture of cyberpunk, youth culture, and cultural expression. Taken as a whole, Possible Worlds provides a complete understanding of this complex and exciting technology.
What people are saying - Write a review
We haven't found any reviews in the usual places.
From the Ultimate Display to Reality Built
From the Laboratory to Consumer Electronics
9 other sections not shown
allow arcade areas become Biocca bodysuit commercial communication technologies computer graphics computer-generated context cultural cyberculture desktop devices display resolution Durlach and Mavor electronic ence entertainment games example features of VR flying head-mounted display HITLab ICTs immersive VR implications of VR industry input institutions interaction Jaron Lanier joystick Kalawsky Lanier Legend Quest London machines mainly manipulate military multiuser navigation networked VR nology personal computers play players position-tracking presence pupils real world realistic relation robotics role Schroeder science and technology scientific and technological scientific visualization screen sense shared virtual worlds Shepherd School simulator sickness Slater social implications spaceball Sutherland's Tachi's tasks tech technical technological advance telepresence television tion tual world user's body virtual body virtual environment Virtual Reality virtual worlds visual VR development VR games VR project VR research VR software VR systems VR technology West Denton