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Virtual Reality-What Will It Do to You? The Future of Work and Play for Computer Graphics Professionals by Mint K. Javener Q he convergence of the principles of artificial intelligence, the rich potential of cognitive science, the functional ability to simulate perception, the revolutionary development of computer power, the stunning maturation of computed graphics and the lapsing potency of passive media is implicated in a cultural shift of daunting proportions." Timothy Druckrey, "Feedback to hnmersion," Visual Proceedings, SIGGRAPH 1993. port (point and fly). It seems that games based on warfare are the only form ofinteractivity. New devices offer an advancement in user comfort and mobility. The "boom," modeled after the boom microphone, supports the head gear. Also new is the flogiston chair, a recliner with a jet-set look. But these new devices don't eliminate dependency upon the inunersive dataglove/eyephone interface. These sensory extensions pull everyone into the same vector space and foster euphoria, a sense of buoyancy and excitement. While you are ilmnersed, information comes as an array, rather than as a sequence. The nature of the interface, where the machine meets the body is an important issue: How do we, as real people fit into virtual worlds?

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Virtual reality—what will it do to you?: the future of work and play for computer graphics professionals

Javener, Mary K.
ACM SIGGRAPH Computer Graphics , Volume 28 (4)
Association for Computing MachineryNov 1, 1994

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