Responsive environments, computer simulation, and data gloves are some of the ways in which people can explore artificial (or virtual) worlds for business, education, and entertainment. Artificial Reality II, a revised edition of the 1983 classic by pioneer researcher Myron Krueger, presents a view of our future interaction with machines, when computer systems will sense our needs and respond to them. In the book the author describes his personal odyssey through the development of artificial reality technology, from the original vision through current applications and beyond, to his vision of artificial reality as a paradigm for future computer-human interaction.
3. Antecedents in Art and Technology.
4. Early Work: GLOWFLOW, METAPLAY, and PSYCHIC SPACE.
6. Goggles and Gloves.
7. Artificial Reality: A New Aesthetic Medium.
9. Reality Responds.
10. Controlling the Experience.
12. Artificial Reality and the Arts.
13. Cybernetic Society.
16. Glossary. 0201522608T04062001