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Physical Sciences and Mathematics Commons™
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Articles 1 - 6 of 6
Full-Text Articles in Physical Sciences and Mathematics
Virtual Celluoid, Switch Staffs
Virtual Celluoid, Switch Staffs
SWITCH
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 …
Vr Projects, P.D. Quick
Vr Projects, P.D. Quick
SWITCH
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
Vrware Beware: Vr At Siggraph, P.D. Quick
SWITCH
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
Vr Products, P.D. Quick
SWITCH
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 …
Interview: Brenda Laurel, Jason Challas
Interview: Brenda Laurel, Jason Challas
SWITCH
This interview with Brenda Laurel, Virtual Reality (VR) author and thinker, discusses the applications and challenges of VR. Creating an emphatic experience using VR technology is possible, but the challenge lies in designing an environment that models the senses to stimulate emotions. VR enables experiences of different genders, but physiological differences between the sexes exist and are important to understand. However, technology used to create the environment and simulation of physical objects in VR is only in the developmental stage. Laurel believes in the importance of keeping the mind grounded in the physical body, in order to strengthen the appreciation …
Interview: Joel Slayton, Christine Laffer
Interview: Joel Slayton, Christine Laffer
SWITCH
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 …