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Full-Text Articles in Graphics and Human Computer Interfaces

Artificial Love Life Is As Real As The Real Thing, Professor S. Farsad May 1996

Artificial Love Life Is As Real As The Real Thing, Professor S. Farsad

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This article explains how an experiment by two human subjects stimulates love compared to artificial life. Professor Farsad’s experiment consisted of seven procedures from Stendhal’s work on romantic love, Love (1822). Both this article and experiment aimed to answer the question; Can artificial life feel love in romance?


Rucker, Rudy Rucker May 1996

Rucker, Rudy Rucker

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In this article, Rudy Rucker shares his thoughts on hacking. He summarizes it as normal actions, such as building a car, or kneading clay. He compares hacking to things that are buildable by hand, and views creating computer programs the same way. One of the benefits of creating your own computer programs is that you can customize themn however you want. However customizing software on your own is extremely time consuming. He then goes into further detail about artificial life and how hyperspace works. Hacking bends the cyber reality that we are accustomed to, and modifying programs outside of what …


The Quest For The Gnarl, Rudy Rucker May 1996

The Quest For The Gnarl, Rudy Rucker

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The article describes some of the author’s own image-generating computer programs that he describes as “gnarly”. He began writing a simple spirograph program based off simple sine wave function called Spiro. Later transitioned into writing with C and better programs using more nonlinear feedback. Where Spiro is based on a simple sine wave function, Vine uses a nested sine function: the sine of the sine. The need for a more complicated computational approach lead to iteration and parallelism. Julgnarl uses Iteration and Calife uses parallelism. Calife shows one-dimensional cellular automata: spaces in which virtual computers are lined up like beads …


Gnarly Rantings About The Hacker And The Ants, Rudy Rucker May 1996

Gnarly Rantings About The Hacker And The Ants, Rudy Rucker

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The article is an excerpt from Rucker’s book “The Happy Mutant”. It begins with his reflection of his career with GoMotion. He discusses the relation that he saw between design and cyberspace. Later he discusses his experience with a game a colleague found on the net: a virtual world where player is an ant. He talks about the struggles he goes through in this virtual world because of game difficulty and poor visuals. He ties it all in with how the Silicon Valley works in a similar way, and is filled with hackers and programers all needing each other to …


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 …


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 …