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Art and Design Commons

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Articles 1 - 7 of 7

Full-Text Articles in Art and Design

Switch On Virtual Reality, Switch Staffs Sep 1995

Switch On Virtual Reality, Switch Staffs

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A general introduction to virtual reality and the technology associated with it. The article wants to explore a simulated fantasyland and desires to escape the limits of the everyday world. Two interviews with Brenda Laurel and Linda Jacobson about the issue of identity in VR, theorizing whether one can escape entirely into another existence. The authors also talk about the full potential of VR, where people can "become" someone of the opposite sex, of an altered gender, or another race.


Vr Dirt And Other Stuff, P.D. Quick Sep 1995

Vr Dirt And Other Stuff, P.D. Quick

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A look at the effects virtual reality has on users. These effects can manifest physiologically or psychologically, through the use of the interfaces and feedback of virtual tech. Several sources are discussed, including a study from the University of Virginia’s Department of Computer Science and a panel presentation attended by the author titled "A National Research Agenda for Virtual Reality: Report by the National Research Council Committee on VR R&D" (NRCC). Some of the side effects of virtual reality tech use are eye strain, motion sickness, and sopite syndrome. Altering the mental model held by the user's own body as …


Vr Projects, P.D. Quick Sep 1995

Vr Projects, P.D. Quick

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A description of three three projects having to do with virtual reality. The first is the Nanomanipulator, developed at the University of North Carolina Chapel Hill Department of Computer Science in conjunction with the UCLA Department of Chemistry in 1991. It is a machine that allows the user to interact with microscopic particles previously only visible in 2D from an electron microscope. The second project, The Augmented Reality Project, also developed at the Chapel Hill Department of Computer Science. This device used ultrasound images to be placed over a body allowing the user to see inside of it. The final …


Vrware Beware: Vr At Siggraph, P.D. Quick Sep 1995

Vrware Beware: Vr At Siggraph, P.D. Quick

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The article uses the author’s experiences from the event of Siggraph ‘95 to comment on upcoming products using virtual or augmented reality. The article includes further discussion on the products’ effects on the psychology and physiology of consumers. Some examples include the “i-Glasses” from Virtual I/O, the “Smart Model” from Multigen, as well as the nanomanipulator created by University of North Carolina Chapel Hill Department of Computer Science, and the Phobia Project developed by the Georgia Tech Graphics Visualization and Usability Center. The article also covers not only the products of this event, but also the courses, panels, papers, and …


Vr Products, P.D. Quick Sep 1995

Vr Products, P.D. Quick

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The article is an analysis of the author’s experience testing several virtual reality items at Siggraph, an annual convention displaying computer machinery and interactive technology products. The author explains each device and how they work, the company behind the invention, as well as how it can help with future technological advancements. Several products are explained in more depth; the i-Glasses by Virtual I/O, Red Planet by Virtual World Entertainment Inc., Venturer S-2 by Thomson Entertainment Systems, and several more. Each item explores virtual reality in differing ways such as interactive video games, more user-friendly 3D modeling, and virtual movie theater …


Virtual Celluoid, Switch Staffs Sep 1995

Virtual Celluoid, Switch Staffs

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The article is an analysis of the author’s research pertaining to films relating to or containing the concept of virtual reality. The author lists several films such as Johnny Mnemnonic, Virtuosity, The Net, and Disclosure and provides a brief synopsis and review of each movie. Each film explains the concept of virtual reality through differing plots and methods such as cyberspace, progressive software, and artificial intelligence. The author also gives their own insight into and ratings of the films, explaining what they think is the most relatable in terms of overall storyline as well as how realisticly the movie portrays …


Interview: Joel Slayton, Christine Laffer Feb 1995

Interview: Joel Slayton, Christine Laffer

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Interview with Joel Slayton, Professor of Computers in Fine Art at San José State University, and Director of the CADRE Institute. Slayton discusses the history of the Cadre Institute and details his views on the relationship between art and new technology. Slayton describes the role of artists in exploring the possibilities and ethical implications of emerging technologies such as genetic engineering, nano-techology, robotics, and artificial life. He describes installations and in-progress work focused on ubiquitous video surveillance. The interview concludes with a discussion of Slayton’s use of the DoWhatDo model for artistic collaboration and of his piece "Conduits," presented in …