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REAL-TIME INTERACTIVE GRAPHICS Real-time Interactive Graphics in Computer Gaming Scott S.Fisher Telepresence Research Inc. For this issue's column, we are glad to welcome Amy Jo Kim. A leading on-line design specialist, Amy has been designing innovative user interfaces for more than 15 years, and her background broadly spans such areas as on-line gaming worlds and multimedia user interfaces. With the introduction of games such as Origin's Ul~ma Online,we are starting to find some really large-scale virtual worlds being built, on top of a rich, graphical, gaming framework. In a section of her upcoming book, Commun~-Euilding on the Web (due our in lace summer 199B from PeachPit Press), Amy examines this new generation of highlyresponsive, ever-evolving game worlds. In this column, we present an adapted excerpt from her book, which takes U~ma Online as a specific example, and discusses some of the successes and failures of that game. some negative,and every review generated an unprecedented storm of reader letters, arguing passionately both for and againstthe game. Industry-watchers shook their heads in sympathy and dismay as they watched Origin struggle with the polidcal, technical and social issues that are familiar to anyone who has run a sizable virtual world. "Unfortunately,

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Real-time interactive graphics in computer gaming

Fisher, Scott S.; Fraser, Glen; Kim, Amy Jo
ACM SIGGRAPH Computer Graphics , Volume 32 (2)
Association for Computing MachineryMay 1, 1998

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