CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

authors Bollinger, Elizabeth and Hill, Pamela
year 1993
title Virtual Reality: Technology of the Future or Playground of the Cyberpunk?
source Education and Practice: The Critical Interface [ACADIA Conference Proceedings / ISBN 1-880250-02-0] Texas (Texas / USA) 1993, pp. 121-129
summary Jaron Lanier is a major spokesperson of our society's hottest new technology: VR or virtual reality. He expressed his faith in the VR movement in this quote which appears in The User's Guide to the New Edge published by Mondo 2000. In its most technical sense, VR has attracted the attention of politicians in Washington who wonder if yet another technology developed in the United States will find its application across the globe in Asia. In its most human element, an entire "cyberpunk movement" has appealed to young minds everywhere as a seemingly safe form of hallucination. As architecture students, educators, and practitioners around the world are becoming attracted to the possibilities of VR technology as an extension of 3D modeling, visualization, and animation, it is appropriate to consider an overview of virtual reality.

In virtual reality a user encounters a computersimulated environment through the use of a physical interface. The user can interact with the environment to the point of becoming a part of the experience, and the experience becomes reality. Natural and

instinctive body movements are translated by the interface into computer commands. The quest for perfection in this human-computer relationship seems to be the essence of virtual reality technology.

To begin to capture the essence of virtual reality without first-hand experience, it is helpful to understand two important terms: presence and immersion. The sense of presence can be defined as the degree to which the user feels a part of the actual environment. The more reality the experience provides, the more presence it has. Immersion can be defined as the degree of other simulation a virtual reality interface provides for the viewer. A highly immersive system might provide more than just visual stimuli; for example, it may additionally provide simulated sound and motion, and simultaneously prevent distractions from being present.

series ACADIA
email EBollinger@uh.edu
full text file.pdf (1,726,688 bytes)
references Content-type: text/plain
details citation check to select
100%; open Antonoff, Michael (1993) Find in CUMINCAD Living in a Virtual World , Popular Science, June 1993, pp 82-86
100%; open Aukstakalnis, Steve and Blatner, David (1992) Find in CUMINCAD Silicon Mirage: The Art and Science of Virtual Reality , Peachpit Press
100%; open Biocca, Frank (1992) Find in CUMINCAD Virtual Reality Technology: A Tutorial , Journal of Communication, Vol. 24 No. 4 (Autumn 1992): 23-72
100%; open Bleecker, Julian (1992) Find in CUMINCAD Vision Culture: Information Management and the Cultural Assimilation of VR , Afterimage, Vol 20 No. 3 (Oct 1992): 11-13
100%; open Bollinger, Elizabeth (1992) Find in CUMINCAD Artificial Intelligence and Virtual Reality: Technologies of the Nineties , AIEIC Systems Computer Solutions, Summer 1992
100%; open D'Amato, Brian (1992) Find in CUMINCAD The Last Medium: The Virtues of Virtual Reality , Flash Art, Vol. 25 No. 162 (January/ February 1992): 96-98
100%; open Deering, Michael (1992) Find in CUMINCAD High Resolution Virtual Reality , Proceedingsfrom SIGGRAPH 1992, (Chicago, Illinois, July 1992). 195-202
100%; open Elmer-Dewitt, Philip (1993) Find in CUMINCAD Cyberpunk! , Time, February 8, 1993, pp. 58-65
100%; open Emmett, Arielle (1993) Find in CUMINCAD An Operating System for Virtual Reality , Computer Graphics World, January 1993, p. 14
100%; open Gibson, William (1984) Find in CUMINCAD Neuromancer , The Berkeley Publishing Group
100%; open Hamit, Francis (1991) Find in CUMINCAD Virtual Reality , Miller Freeman
100%; open Hayward, Tom (1993) Find in CUMINCAD Adventures in Virtual Reality , Prentice-Hall Computer Publishing
100%; open Jacobson, Linda (1992) Find in CUMINCAD Cyberarts: Exploring Art & Technology , Miller Freeman, Inc.
100%; open Kreuger, Myron W. (1991) Find in CUMINCAD Artificial Reality II , AddisonWesley
100%; open Lanier, Jaron and Biocca, Frank (1992) Find in CUMINCAD An Insider's View of the Future of Virtual Reality , Journal of Communication, Vol. 24 No. 4 (Autumn 1992): 150172
100%; open MacLeod, Douglas (1992) Find in CUMINCAD Computers: Virtual Reality , Progressive Architecture. April 1992, pp. 55-56
100%; open Novitski, B.J. (1992) Find in CUMINCAD New Frontiers in CAD , Architecture, January 1992, pp. 103-105
100%; open Pimentel, Ken and Teixeira, Kevin (1993) Find in CUMINCAD Virtual Reality: Through the New Looking Glass , Intel /Windcrest/ McGraw-Hill
100%; open Reingold, Howard (1991) Find in CUMINCAD Virtual Reality , New York: Summit Books
100%; open Steuer, Jonathan (1992) Find in CUMINCAD Defining Virtual Reality: Dimensions Determining Telepresence , Journal of Communication, Vol. 24 No. 4 (Autumn 1992): 73-93

last changed 2003/11/21 14:16
HOMELOGIN (you are user _anon_859239 from group guest) Works Powered by SciX Open Publishing Services 1.002