Virtual RealityThe first book for the general reader on the revolutionary technology of computer-generated artificial worlds--virtual reality. Rheingold weaves the philosophical, psychological, social, and economic implications of this fast-breaking research into a narrative that reaches back to cave paintings and forward to the 21st century where it will affect our daily lives. |
Contents
Grasping RealITY THROUGH ILLUSION | 13 |
THE EXPERIENCE Theater and the | 49 |
BLASTOFF AT NASA | 131 |
Copyright | |
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Arch-Mac artificial reality Atari Autodesk Brenda Laurel Brooks building camera capabilities communication complex computer graphics conversation create cyberspace DataGlove decades 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 interactive Ivan Sutherland Japan Japanese Jaron Lanier joystick kind laboratory Licklider look machine manipulate McGreevy Media Lab Minsky move Myron Krueger NASA objects operator perception personal computer physical possible problem prototype puter reality engine Robinett robot scientific scientists Scott Fisher screen sense Sensorama sensors simulation sound space stereoscopic Tachi tactile talked 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