T.R | Title | User | Personal Name | Date | Lines |
---|
1006.1 | Phillip K Dick. | TRUCKS::BUSSINK_E | Switzerland 700th, D-1 | Wed Jul 31 1991 06:17 | 3 |
| Check out Phillip K Dick 'Ubik'. (note 585.0-585.*)
It deals with Drugs & VR.
Erik
|
1006.2 | _Dream_Park_ | TLE::MINAR::BISHOP | | Wed Jul 31 1991 10:58 | 5 |
| There's also the Niven-Barnes novels _Dream_Park_ and
_The_Barsoom_Project_, about semi-virtual reality (i.e.
a mixture of real and virtual).
-John Bishop
|
1006.3 | Red Dwarf - Better Than Life | RDGENG::LIBRARY | A wild and an untamed thing | Wed Jul 31 1991 11:01 | 5 |
| A "Red Dwarf" episode (series 2, I think) also featured a "Better Than
Life" adventure game, inside which the characters ended up getting
trapped.
Alice T.
|
1006.4 | A Few More | DRUMS::FEHSKENS | len, EMA, LKG2-2/W10, DTN 226-7556 | Wed Jul 31 1991 16:05 | 8 |
| There's John Varley's "Overdrawn at the Memory Bank" and somebody's
"We Can Remember it for You Wholesale". Another one whose author
I can't remember is "Johann Sebastion Brahms".
And of course, "Tron".
len.
|
1006.5 | The Holodeck | ATSE::WAJENBERG | | Wed Jul 31 1991 17:51 | 6 |
| How about the episodes of "Star Trek: The Next Generation" centering on
the holo-deck? Some were silly, but others were rather intriguing,
like the fellow who became "holaddicted," or using the deck to
re-create a crime during a trial.
Earl Wajenberg
|
1006.6 | | OASS::MDILLSON | Generic Personal Name | Wed Jul 31 1991 18:14 | 2 |
| There is a book called "Into the Net of Dreams", but the author's name
escapes me. Wonderful light reading.
|
1006.7 | | SFCPMO::FOX | | Wed Jul 31 1991 18:28 | 1 |
| What about "Total Recall"?
|
1006.8 | A few more | STILLS::FLETCH | He's completely hatstand ... | Wed Jul 31 1991 19:31 | 5 |
| Or how about "The Dream Millenium" by James White - that has a fair bit
of "VR" in it, and also several of Rob Sheckley's books - can't
remember any titles apart from "Mindswap" though.
/f
|
1006.9 | | STARCH::JSLOVE | J. Spencer Love; 237-2751; SHR1-3/E29 | Wed Jul 31 1991 22:58 | 20 |
| "True Names" by Vernor Vinge, which is partly set in the virtual reality that
hackers have created for themselves and hang out in.
The "Real Time" stories (there are two), either collected in or including the
book "Marooned in Real Time", also by Vernor Vinge. This discusses the impact
on society of computers, and uses VR as a prop.
I'm at work and can't consult my bookshelf.
I recently read a book where the protagonist was the creator of a swords &
sourcery world for a company which ran a big VR role-playing business. There
were other worlds, too. The computer system which ran the VR malfunctioned in a
scary and politically sensitive way, so they came and got him (he'd previously
been let go over creative control issues) in the hope that he could fix the
problem. This might be "In the Net of Dreams" -- I can't remember the authors
name and I'm not even sure about the title, but it was fun. Someone who knows
should reply, please. This was all about the setup -- I don't think it's a
spoiler.
-- Spencer
|
1006.10 | | ALAZIF::wherry | Storage Architecture | Thu Aug 01 1991 02:15 | 8 |
|
Burning Chrome - William Gibson.
Its a collection of his short stories. One of my fav's is about a videogame...
I believe the videogame was about WW I dogfighting. A few others as well.
Many of the stories are "sprawl" stories set in Gibson near-future.
brad
|
1006.11 | | RUBY::BOYAJIAN | This mind intentionally left blank | Thu Aug 01 1991 02:35 | 7 |
| re:.4/.7
"We Can Remember It For You Wholesale" was by Philip K. Dick (a lot
of whose work fits into the "virtual reality" sub-genre) and was,
in fact, the basis for the movie TOTAL RECALL.
--- jerry
|
1006.12 | Ben Bova's "Dueling Machine" | CSC32::T_HUTCHIN | | Thu Aug 01 1991 13:23 | 19 |
|
Back in the 60's ANALOG serialized a story by Ben Bova called
"The Dueling Machine".
20 years is a long time to remember, but I believe that multiple
people could be wired to a computer which would present them with
interactive "Virtual Reality" scenarios. As a matter of fact,
the scenarios were so real that someone found a way to actually
murder his opponents.
One of the duals took place on an asteriod where too vigorous a
leap would allow you to exceed escape velocity. Another was under
water diving suits.
I remember it as being an excellent story but as to it's
availability, who knows?
Terry
|
1006.13 | The Silicon Man | STARCH::JSLOVE | J. Spencer Love; 237-2751; SHR1-3/E29 | Thu Aug 01 1991 22:54 | 9 |
| "In the Net of Dreams", (c) 1990 by Wm. Mark Simmons, Popular Library
$4.50 US, as mentioned in .6 and blurbed in .9. Great light reading;
really takes off examining the nature and pitfalls of virtual reality.
Another that I enjoyed recently was "The Silicon Man", by (c) 1991 by
Charles Platt, Bantam Spectra Edition $4.50 US. This is about pioneering
VR on the sly and incidentally about what happens to society as a result.
-- Spencer
|
1006.14 | Other Gibson | BAHTAT::SUMMERFIELDC | The Collector | Fri Aug 02 1991 04:48 | 9 |
| Neuromancer, Count Zero and Mona Lisa Overdrive by William Gibson all
feature virtual reality. Entertaining books but most of the characters
are hard to empathise with.
The Lion of Commare by Arthur C Clarke features a building where people
disillusioned with the world can retreat into their dreams with the aid
of computers.
Clive
|
1006.15 | "Dream Master" by Zelazny | ATSE::WAJENBERG | | Fri Aug 02 1991 10:38 | 8 |
| "The Dream Master" by Roger Zelazny, originally titled "He Who Shapes,"
is about a psychiatrist who does his therapy by guiding patients
through VRs that are computer-generated, electronic-telepathic
amplifications of the "active imagination" techniques of Jungian
psychotherapy. He gets involved with a patient and her VR, to his
peril.
Earl Wajenberg
|
1006.16 | try | WHELIN::TASCHEREAU | Job hunting is a contact sport. | Fri Aug 02 1991 11:42 | 7 |
|
If my memory serves me correctly, you might want to try:
"The Rapture Effect" by Jeffrey Carver or
"Alien Blood" by Joan D. Vinge
-St
|
1006.17 | | CHIEFF::HUBER | File and Forget | Fri Aug 02 1991 14:02 | 5 |
|
A good (albeit depressing) example of VR and its effects on society
is "The Feelies", by Mick? Farren.
Joe
|
1006.18 | not per se, but still interesting | LENO::GRIER | mjg's holistic computing agency | Fri Aug 02 1991 16:19 | 7 |
|
It's not really virtual reality, but David Brin's "Earth" has some
very interesting notions of the combination of virtual reality,
multimedia and global high-speed internetworking...
-mjg
|
1006.19 | Don't know the Author | WOOK::LEE | Wook... Like 'Book' with a 'W' | Fri Aug 02 1991 17:22 | 5 |
| There was a book called "Gray Matter" that I read a while ago where people lived
out fantasy lives on a more permanent basis than "Total Recall". Unfortunately,
I can't remember the name of the Author.
Wook
|
1006.20 | | RUBY::BOYAJIAN | This mind intentionally left blank | Sat Aug 03 1991 02:05 | 6 |
| re:.19
GRAY MATTER was by William Hjortsberg, who also wrote FALLEN ANGEL,
the novel that the film ANGEL HEART was adapted from.
--- jerry
|
1006.21 | not exactly virtual reality, but... | LANDO::SAWIN | Jim Sawin, DTN 293-5503 | Mon Aug 05 1991 12:55 | 6 |
| re: .15
Reminds me of "The Lathe of Heaven" by Ursula LeGuin, in which one man's
virtual reality (his dreams) actually BECOME real.
Jim
|
1006.22 | Thanks | SHIRE::TONINATO | pizza e pastasciutta | Wed Aug 07 1991 04:00 | 6 |
|
All these titles, and not one that I have read already.
I can predict some good reading in the next months.....
Many Thanks,
GLT
|
1006.23 | | LUNER::BROOKS | Say it ain't so Pee Wee ! | Fri Aug 09 1991 17:47 | 6 |
| What about the real life applications of VR ? Does anyone kow anything
about that ? I'm looking into that area ...
Thanks,
GB
|
1006.24 | "Discover" Magazine et al. | ATSE::WAJENBERG | This area zoned for twilight. | Tue Aug 13 1991 11:15 | 17 |
| I see it mentioned in science popularization magazines like "Discover,"
from time to time. The article I recall had an architect and his
client using video-helmets to walk around inside the design of a
proposed new school. One nice benefit was that they could easily
"shrink themselves" (by scaling up the graphics) to the size of
first-grade children, to see how convenient the architecture was for
them. And of course, the architect could make instant alterations to
suit the client.
Later in the article, they talked about a system using video helmets
and body gloves that let you manipulate objects in the VR. It also let
you manipulate the user's body image, and they remarked that on one
exuberant day, they all turned themselves into lobsters and found they
got used to it very quickly. Do not give these people horseradish for
Christmas.
Earl Wajenberg
|
1006.25 | How can I get some? | FSDB00::BRANAM | Steve Branam, DECcallserver Project | Wed Aug 21 1991 18:15 | 20 |
| "Mindkiller" by Spider Robinson is an excellent version of the effects of VR
on people. Beware its multiple-perspective style though, some people find it
annoying. I'd also like to plug LeGuin's "The Lathe of Heaven"; it was made
into a movie or TV show or something. Not a book, but the movie "Brainstorm" was
good, scratched the surface of what you could do with such a technology
(interestingly, a movie written by a special effects man, Douglas Trumbull,
about what might be the ultimate special-effects device).
Greg Bear has also done some great stuff, although it may be stretching the VR
concept a bit. "Blood Music" explores bioengineered intelligent red blood cells,
and the effect of so much cognition in a Berkeleyan
reality-is-what-you-perceive-it-to-be universe. "Eon" and its sequel "Eternity"
explore the creation of a man-made universe within an asteroid through the magic
of higher math and topology (you know, tesserects, Moebius strips, and Klein
bottles).
"The Dueling Machine" mentioned a few replies back was anthologized a few years
ago by Joe Haldeman in a book entitled "Study War No More".
Check out the cyberpunk topic, 416, for more. Cyberpunk is heavily into VR.
|
1006.26 | | ESGWST::RDAVIS | Why, THANK you, Thing! | Thu Aug 22 1991 16:12 | 14 |
| I think the very young Delany got to the concept before Bova, in his
trilogy (what was it called? "Fall of the Towers" or something like
that). Not very well thought out, but...
(surprise ending spoiler)
A government which is supposedly in the midst of a very long range war
is actually putting its drafted citizens into virtual reality and
slaughtering a good percentage of them itself. It obtains some of the
economic, political, and population-depressing benefits of war without
the uncertainties of the real thing.
|
1006.27 | | FSDB00::BRANAM | Waiting for Personnel... | Thu Aug 22 1991 17:48 | 8 |
| There was a Star Trek episode like that. The opposing computers would calculate
casualties of simulated engagements, then the govt would put crowds of civvies
into some kind of death chambers until the right number of people had been
vaporized. All very clean and neat. Our Heroes from the Enterprise pointed out
that the general ugliness and destruction of war are the primary disincentives
for continued conflict; these guys had made it so antiseptic that it would go
on forever. Note that this predates the neutron bomb and Operation Desert
Storm.
|
1006.28 | W. T. Quick | POBOX::ROACH | | Mon Aug 26 1991 13:22 | 4 |
| W. T. Quick, an author who has released at least 5 novels in the last 2
years, but who was new to me, has published a trilogy which the main
characters are intimately involved in VR. The only title I can
remember is "Dreams of Flesh and Sand". Recommended.
|
1006.29 | | VMSMKT::KENAH | The man with a child in his eyes... | Mon Aug 26 1991 18:32 | 6 |
| >W. T. Quick, an author who has released at least 5 novels in the last 2
>years...
The initials obviously stand for "Writes Them" or "Writes Things"
andrew
|
1006.30 | How about "Wrote This"? | STARCH::JSLOVE | J. Spencer Love; 237-2751; SHR1-3/E29 | Tue Aug 27 1991 08:20 | 1 |
|
|
1006.31 | Just wondering | POBOX::ROACH | | Tue Aug 27 1991 10:47 | 2 |
| Were .29 and .30 serious literary criticism, or just random comments?
I'd like to know if anyone else has read his work.
|
1006.32 | Yes, But... | DRUMS::FEHSKENS | len, EMA, LKG1-2/W10 | Tue Aug 27 1991 13:18 | 10 |
| re .28 et seq - I've read Quick's "Dreams of Flesh and Sand", "Dreams of
Gods and Men", and "Systems" (ok, I admit, all of them on long airplane
flights). The two "Dreams ..." are much better than "Systems", which
was pretty much a garden variety blood and guts military/detective/
adventure tale cloaked in an SF/cyberpunk wrapper. But even the
"Dreams ..." books are at best only OK. They don't (IMHO) measure up
to things like "The Hormone Jungle" or "Angel Station".
len.
|
1006.33 | Sorry, didn't mean to mislead... | VMSMKT::KENAH | The man with a child in his eyes... | Wed Aug 28 1991 16:18 | 4 |
| Random comments -- I haven't read anything by this author --
the quirky linguist who lives inside my head couldn't resist...
andrew
|
1006.34 | Do films also qualify? | ELIS::BUREMA | The wall @ �2/piece = �1,793,688.70 | Thu Dec 19 1991 05:37 | 8 |
|
>I am looking for SF stories about Virtual Reality
How about TRON?
Wildrik
-------
|
1006.35 | Articles about virtual reality | WMOIS::BEAUREGARD_D | | Thu Dec 19 1991 13:16 | 143 |
| <><><><><><><><> T h e V O G O N N e w s S e r v i c e <><><><><><><><>
Edition : 1988 Wednesday 24-Jan-1990 Circulation : 7792
VNS COMPUTER NEWS: [Tracy Talcott, VNS Computer Desk]
================== [Nashua, NH, USA ]
Artificial Reality - Computer simulations one day may provide surreal
experiences
{The Wall Street Journal, 23-Jan-90, p. A1}
Jaron Lanier, a 29-year-old high-school dropout and computer whiz, is the
most articulate and attention-grabbing member of a loose network of
artificial-reality researchers and inventors. They have a vision of Americans
working and playing in electronic fantasy worlds that, they say, will
transform entertainment, education, engineering, medicine and many other
fields of endeavor - pornography among them. "This is far more important than
the development of the personal computer," contends Michael McGreevey, who
oversees the National Aeronautics and Space Administration's work in
artificial reality. "You're not constrained by keyboards, 'mice' and
monitors," he says. "You can explore living environments." The crude
artificial-reality machines that already exist are the product of 25 years of
research by the Air Force, NASA, several universities and individuals such as
Mr. Lanier, who is something of a maverick in the field. He is founder and CEO
of VPL Research Inc., a 16-person artificial reality firm in Redwood City,
Calif. Even now, artificial worlds are in use. At Wright-Patterson Air Force
Base in Dayton, Ohio, fighter pilots train in artificial cockpits. Outfitted
with special goggles and headphones, they both see and hear the battle. "This
really gets your juices flowing," says Thomas Furness, until recently head of
Wright-Patterson's artificial reality project. "They come out of the cockpit
sweating, wrung out." Architects and designers are exploring artificial
reality. A University of North Carolina computer scientist has designed a
program that allows architects to design a building and, after putting on the
appropriate devices, lead a client on a tour of it. If a client wants larger
windows in his office, the architect simply grabs the window with his
electronically gloved hands and enlarges it. Many other projects are in the
works. Dozens of companies in the U.S., Japan and Europe have purchased
devices from Mr. Lanier's firm, VPL Research Inc., to study ways to exploit
the technology of artificial reality. Its unlimited potential for creating
environments that a properly wired subject can see, feel and control explains
all the interest. "This is probably the most powerful stimulation to the
imagination ever," says Brenda Laurel, a Los Gatos, Calif., computer
consultant who has followed developments in artificial reality for a decade.
How does it work? Besides supplying computer-generated images, VPL's goggles
contain a magnetic tracking mechanism that responds to movements of a person's
head, causing the field of vision to shift as it might in the real world.
Moving the glove signals the computer to move objects in the artificial
environment. Sensors stitched in the "data suit" can signal body movements by
the wearer and change the visual perspective as if the wearer were moving
through the scene. The sensing devices are connected by fiber optic cables to
computers that update the visuals 15 to 30 times a second. What the viewer
sees is close to some sort of reality. A literal, holographic-style
replication isn't necessarily the objective, though eventually that may be
possible. "When you effectively create the illusion of being in an alternate
reality," Mr. Lanier recently explained in a lecture at Xerox Corp.'s Palo
Alto Research Center, "you literally treat things that aren't real as real."
Still, today's systems fall short of that. "I felt as if I were in a theater
and could still see what's going on backstage," says Eric Hulteen, who has
tried an artificial reality system developed by NASA. "The movement was slow,
the images cartoon-like, and it was hard to grab anything. But I enjoyed it."
The hardware is expensive: $8,800 for a glove, $9,400 for goggles, up to
$500,000 for a complete system - "a lot of money for a hit of acid," quips
Eric Lyons, director of technology for Autodesk Inc., a Sausalito, Calif.,
concern developing artificial-reality software. ... Others fault Mr. Lanier's
showmanship and say he is overselling artificial reality. "He's bumbling
around with toys," says James Clark, chairman of Silicon Graphics Inc., maker
of the high-speed graphics computers central to Mr. Lanier's system. Mr. Clark
thinks that computer goggles and clothing are too constraining,and won't enter
wide use. Mr. Lanier disagrees, insisting he's chosen the richest technical
path toward artificial reality. "We're certainly the pioneers of this field,"
he asserts. In any case, he says, technical considerations are in a sense
trivial when compared with the dream-fulfilling promise of artificial reality.
He is eager to pursue it; asked how he plans to spend a weekend, he answers:
"I'll be busy. I've got some worlds to create." [The article also discusses
VPL Research and companies who've dealt with it. - TT]
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
Please send subscription and backissue requests to CASEE::VNS
Permission to copy material from this VNS is granted (per DIGITAL PP&P)
provided that the message header for the issue and credit lines for the
VNS correspondent and original source are retained in the copy.
<><><><><><><><> VNS Edition : 1988 Wednesday 24-Jan-1990 <><><><><><><><>
Digital - $1.4 million Digital grant to Human Interface Technology Lab
{Livewire, 2-Jul-90}
Digital has announced a $1.4M equipment grant, over four years, to
Washington's Human Interface Technology (HIT) Laboratory to advance research
and development of virtual-worlds technology. The HIT Lab, a unit of the
state-chartered Washington Technology Centers, is pioneering the development
of virtual-worlds systems for professional, industrial, educational, and
health-related applications.
For the next year, the HIT Lab is concentrating on developing an R&D
infrastructure capable of building virtual-worlds prototypes. The HIT Lab's
first acquisition under the million-dollar-plus Digital grant will be several
new DECstation 5000 Series graphic workstations and software. These combined
processing and graphics machines will be used to code the "mindware" necessary
for constructing virtual-worlds and then to generate the actual virtual
worlds.
Dr. Thomas Furness, Director of the HIT Lab, explained the technology as "a
science-fiction dream come true. . . . Instead of just seeing images on a
computer screen, the participant in a virtual world sees, hears, and feels an
apparently real `world' generated by the computer and experienced through
stereoscopic `spectacles' and a 3_D sound headset, and operated using unique
virtual tools".
Virtual-world technology will be applied in a number of fields, including
engineering, design, and education. In one application, engineers in different
locations would collaborate to build a new airliner in virtual space, even
testing it in a "virtual wind tunnel." In another, urban planners would
examine a planned redevelopment scheme, seeing for themselves how traffic
patterns might be affected, from a driver's point of view. Teachers and
students would visit times and places that would otherwise be unreachable: for
example, the planets -- or Philadelphia Hall during the signing of the
Constitution.
Researchers in Digital's Software Usability Engineering in Nashua, N.H.,
Southwest Engineering Research and Development in Albuquerque, N.M., and
Software Services in Santa Clara, Calif., are focusing on bringing the senses
of vision, touch, and hearing to the use of computers, using virtual-worlds
technology. This collaboration of Digital researchers with common interests in
exploring how virtual-worlds technologies could be used to create more usable,
useful, and appropriate computer systems is called the Presence project.
The Human Interface Technology Lab was established within the Washington
Technology Center (WTC) in September 1989. The WTC is chartered by the
Washington State legislature to stimulate and assist technology transfer from
the state's universities to the private sector and government.
<><><><><><><><> VNS Edition : 2172 Friday 12-Oct-1990 <><><><><><><><>
Artificial Reality - Gets taken seriously in Tokyo
{The Wall Street Journal, 11-Oct-90, p. B1}
Japan's Ministry of International Trade and Industry, renowned for nursing
frontier technologies into mature businesses, is showing interest in a group
of technologies that enable users to immerse themselves in three-dimensional
images, molding this "artificial reality" with their hands. Today, artificial
reality is mainly a research curiosity. Some big U.S. firms are studying the
field, but so far commercial applications are few. The best-known one is a toy
glove from Mattel Inc. that enables players of Nintendo games to control video
screens with the wave of a hand. MITI's interest could change that. The
ministry has called on some of Japan's biggest electronics concerns to discuss
the future of artificial-reality techniques this week. Experts say a MITI
initiative - targeting entertainment and consumer-electronics products - may
follow.
|
1006.36 | The Lawnmower Man | ODIXIE::EGEORGE | Logic is the beginning of wisdom | Thu Jun 04 1992 15:43 | 10 |
|
Has anyone seen a movie called "The Lawnmower Man"?
My understanding is that it involves virtual reality
in some way . . .
Any reviewers care to give an opinion?
-EG
|
1006.37 | No answers, more questions | LACV01::BUCHANAN | Read my lips - No More New Term! | Fri Jun 05 1992 10:46 | 7 |
| I haven't seen the movie, but Stephen King was on CNN denouncing the
movie and saying the only similarity it had to his book was the title.
Has anyone read the book? Is it also about virtual reality?
|
1006.38 | tenuous connection at best | GUMBAH::DAWSON | this is NOT a Problem... | Fri Jun 05 1992 11:02 | 5 |
| The King "short story" The Lawnmower Man doesn't even mention virtual
reality. The only connection between the story and the movie is the
title and some small snippets of dialogue.
Mike
|
1006.39 | MOvie | EPS::PETERS | Be nice or be dog food | Fri Jun 05 1992 11:46 | 3 |
| I saw the movie it was very good if you like mind games and computer
animation. I haven't read the book.
Jeff Peters
|
1006.40 | | CUPMK::WAJENBERG | Quoth the raven, `Occasionally.' | Fri Jun 05 1992 12:24 | 4 |
| Could someone briefly describe the plot of the story, the movie, or
both?
Earl Wajenberg
|
1006.41 | | SELL3::FAHEL | Amalthea Celebras/Silver Unicorn | Fri Jun 05 1992 13:29 | 7 |
| The short story simply has to do with a man who is hired to mow a lawn,
and he does. HOW he does, and what happens, is the story.
I haven't seen the movie yet, but I understand that it doesn't even
have a lawn mower in it! ;^)
K.C.
|
1006.42 | | VALKYR::RUST | | Fri Jun 05 1992 13:30 | 25 |
| Behind spoiler:
The story's a surreal sort of horror thing; guy notices neighborhood
lawnmower-man ("odd jobs" type of thing) _eating_ the grass. Can't
believe it, observes more closely, notices lawnmower man eating
anything else he comes across. Don't recall how it ended; wasn't that
impressed with it, really, though the imagery was pretty creepy.
(Really did a job on the woodchucks.)
The movie I haven't seen, but from the reviews I've read it's a sort of
"Flowers for Algernon" thing, using computerized (plus drugs?) virtual
reality to make a not-very-bright guy (who mows lawns for a living? the
only tie-in to the short story) into a superman - while "inside" the
computer. The clips I saw of the graphics were OK, though I've seen
more interesting stuff at the computer-animation film festivals, but
maybe the movie itself was of more interest than the previews. [The
reviewers didn't always think so.]
Corrections welcome by those who've seen the movie, and/or read the
story more recently than I have!
-b
|
1006.43 | | AIAG::WRIGHT | Life was never meant to be painless | Fri Jun 05 1992 14:50 | 53 |
| the story -
haven't read it.
the movie -
***********spoiler**********************
Socially conciense sientist who works in a black military lab (ie - ultra
top secret) gets put on suspension (??, takes a forced vacation...) and continues
his experiments on the local idiot, who soon becomes the local genius...
good acting, average computer graphics from about the mid 80's, poor by
todays standards, plot needed some help, script needed a lot, really poor FX in
a few parts...over all, not great, but rent it on video...
grins,
clark, who likes bad SF movies...
|
1006.44 | a vote for | AUNTB::MONTGOMERY | Who? Frozen Ghost?! | Sun Jun 14 1992 17:01 | 7 |
|
I liked it alot, but then I'm an escapist. My only complaint was that
in a lot of places, it was difficult to hear the dialog.
I did like the ending, tho.
Helen
|
1006.45 | | AUNTB::MONTGOMERY | Who? Frozen Ghost?! | Sun Jun 14 1992 17:59 | 9 |
|
And, there was most definitely a lawnmower in the movie; after all,
with King's name on it there had to be an element of horror, I suppose.
The only resemblance between the movie "Lawnmower Man" and "Flowers for
Algernon" was the concept of intelligence enhancement.
I am finished talking now,
Helen
|
1006.46 | If you eat in VR are you still hungry an hour later? | STAR::MONTAGUE | Lead, Follow, or get Out of the Way | Mon Sep 28 1992 18:08 | 49 |
| From my Dataquest newsletter this am ...
////////////////////////////////////////////////////////////////////////////////
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/ Through an agreement with Dataquest the Hudson Information Center may /
/ distribute this information within Digital. If you wish to receive a /
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////////////////////////////////////////////////////////////////////////////////
....
Technology
"DAMMIT JIM I'M A WAITER NOT A SCIENTIST!"
Well virtual reality which has been virtually virtual since its inception seems
to be making some virtual progress. In the spotlight lately is a company called
Spectrum HoloByte Inc. known for its F-16 flight simulator and Tetris, the game
of falling random geometric shapes which is more frustrating to watch than to
play.
Spectrum recently closed a $4 million round in equity funding. The vote of
confidence came from the likes of AT&T, Stanford University, James Clark and
William Berkman and was led by Kleiner Perkins Caufield and Byers. The company
also made a pact with Paramount Pictures receiving exclusive rights to produce
video games using the name and characters from "Star Trek: The Next Generation"
TV series. Okay, big deal more video games right? Well not exactly.
Apparently Paramount has granted a license to Spectrum and Edison Brothers
Stores Inc., an arcade operator, to invade the nations malls with Starship
Enterprise theme restaurants called Star Base One. Of course, just as Little
Ceasers has its non-sit-down Pizza Stations, there will be scaled down versions
called Star Post.
On a typical Star Base One visit, you and a crew of others, assigned roles from
Spock to Scotty, would embark on a dangerous mission, perhaps to save Captain
Kirk from love gone wrong with an alien. After this hour or so long journey,
which is bound to make you hungry, you'd make your way over to the cyberbar for
some virtually delivered food and drink. Just think how much fun they are going
to have naming this stuff!
The first Star Base One location has not been picked but is scheduled to appear
by early 1994. Spectrum HoloByte, a private company located in Alameda, CA.,
had sales of $9.2 million in 1991. For more information contact: Gilman Louie,
president and CEO, 510/522-3584.
Copyright 1992 Dataquest Incorporated September ed.
DIGITAL INTERNAL USE ONLY
|
1006.47 | tune in, turn on, drop out, virtually | TINCUP::XAIPE::KOLBE | The Dilettante Debutante | Tue Sep 29 1992 12:05 | 5 |
| Just read an article in this morning's Colorado Springs newspaper. It seems that
the guru of LSD, none other than Dr Timothy Leary, has dicovered a new high.
He's an avid proponant of virtual reality as the next mind expanding "drug". He
sees it has the next wave in training us to release our right brains and let
the creative juices flow. I know I'm ready, lead on Doctor. liesl
|
1006.48 | | HOCUS::FERGUSON | | Tue Sep 29 1992 12:52 | 5 |
| ...but what if you're already right-brain dominant? (Is that like
bring on a bad trip, man?)
Ginny
|
1006.49 | STNG Simulator, some more info | DYINCM::GAY | Superinsulation gives me the warm fuzzies | Fri Oct 23 1992 14:41 | 36 |
| re .46
At the Meckler Virtual Reality conference in San Jose there was a
presentation on the STNG simulator. If it gets built the way they
are describing then it will be like this:
Enter through engineering, get your tickets, hang around waiting
your turn, buy stuff at the concessions (in the engine room? yep).
There will be a full blown simulation of the bridge, pick your
station, they are all functional and have to cooperate in order to
fly the ship on the current mission.
There will be a shuttle bay with two shuttles which are full
blown simulators (tip and shake).
The transporter room will have virtual reality helmets that
you put on so when you are beamed down you are really (virtually)
on that planet.
And, last but not least, 10-forward will have tables with buttons
for making your selection. After a pause, a panel opens next to the
table, a puff of dry ice vapor drifts out, and there's your food -
generated by the computer! (please ignore the people running around
where you can't see them, behind the wall).
There will be various missions to fly and where you go depends on
the decisions you (the crew) make. Sounds like a blast to me! Get
a bunch of friends together and take off! Make a heck of a birthday
party (for me dammit, think I'm gonna waste it on the kids!!!).
I hope that Edison Bros. decides to build somewhere near the East
Coast.
Eben
(leaving DEC next week to be a virtual reality consultant (really))
|
1006.50 | | PEAKS::OAKEY | Save the Bill of Rights-Defend the II | Fri Oct 23 1992 17:29 | 13 |
| Re: <<< Note 1006.49 by DYINCM::GAY "Superinsulation gives me the warm fuzzies" >>>
>> (please ignore the people running around
>> where you can't see them, behind the wall).
Is this like the famous phrase "Ignore the man behind the curtain!" :-)
>> (leaving DEC next week to be a virtual reality consultant (really))
Neat stuff! My father arranged a VR demo for me at Autodesk a year or so ago;
an experience I'll never forget!
Roak
|
1006.51 | The Other Side in Boston | VERGA::KLAES | Quo vadimus? | Tue Aug 31 1993 16:29 | 151 |
| Newsgroups: sci.virtual-worlds
Date: Mon, 16 Aug 1993 20:23:11 GMT
Subject: ENT: Boston VR Theme Park
Organization: The World Public Access UNIX, Brookline, MA
Summary: "The Other Side" VR Arena opens at the World Trade Center Boston
Boston - August 16 '93
Just returned from a "cooks tour" of the newly opened VR Arena in
Boston. The following is a transcript of the producers publicity
material, my comments appear at the end.
The Other Side: A Virtual Reality Arena
Virtual Real Fun
"The Other Side" provides its visitors with never-before- imagined
adventure travel and experiences utilizing the latest in proto-typical
and state-of-the-art technology. This technology creates an unlimited
"theme park" of simulated adventures and virtually real experiences.
At "The Other Side", the method may be simulated - but the experience
is real!
"The Other Side: A Virtual Reality Arena", the world's first Virtual
Reality Theme Park, opened its doors on August 15 at the World Trade
Center Boston. Produced by the World Trade Center Boston and
Entertainment Properties, Inc. or Orlando, Florida, "The Other Side",
brings together the state-of-the- art in interactive entertainment,
motion simulators, virtual reality attractions and dazzling special
effects. In this 25,000 square foot high technology attraction,
visitors will embark upon the adventure of a lifetime: flying through
narrow western canyons, landing a Navy F-14 jet on a flight deck,
shooting white water rapid, driving a race car, facing virtual enemies
while prowling through futuristic worlds and more.
"The Other Side" marks the first time in the world that leading-edge
vendors of computer-enhanced entertainment attractions will gather to
showcase their technologies to the public and engage in
ground-breaking technological competition. "The Other Side" features
the public introduction of Omni Film's top-of-the-line "Freedom 6"
motion simulator theatre, Iwerks "Reactor" high definition video
motion simulator ride, and the first New England appearance of the
Chameleon centrifugal force based simulator.
"The Other Side" also showcases Horizon's Virtuality attractions,
Mandala blue screen technology, and CrystalEYES, technologies which
immerse the visitor into a virtual environment.
"The Other Side" features cutting-edge special effects. Visitors are
enveloped within a pulsing environment of light, sound and video. An
intermittent laser show will energize the Virtual Street with dazzling
displays of 3D images, brilliant colors and dancing ray of light
choreographed with music and video images.
Also located along the Virtual Street is the Joy Styx Arcade, a
virtual game room which brings together the latest technology in
virtual racing and holographic video along with the most innovative
mix of specialty video games in the market.
Bits + Bytes, "The Other Side" futuristic food court, will serve
creative food and libations in an atmosphere of virtually real fun.
"The Other Side" brings together some of the top design and production
talent in the industry.
Show designer and President of Entertainment Properties, Inc., Hugh
Darley, is known world-wide for his theme park and attraction design
work for ITEC Productions and Disney.
The set and props are by Cinnabar, Hollywoods largest prop, set and
dressing shop, specializing in the building of sets for major movies,
prime time commercials and amusement parks.
Image Engineering, a world leader in the laser entertainment industry,
designed the laser show.
Soundelux, the award-winning company that specializes in sound
production for feature films, television and commercials, designed the
sound system.
The specialty lighting is by Stage Front Presentation Systems, which
specializes in the design of specialty lighting systems for theatres,
museums and theme attractions.
Laser Vision/The Virtual Street
"The Other Side" will feature the cutting edge in special effects,
offering a pulsing environment of lighting, laser show and video
displays. Guests will be immersed in a virtual street - Virtuopolis.
Every thirty minutes, a laser show will energize the environment while
creating dazzling displays of 3D images, brilliant colors and dancing
rays of light choreographed with music and video displays. "The Other
Side" will envelop the visitor in an electronic environment of video
TV, computer generated graphics and music video images reflecting off
video towers and large format screens located above the Virtual
Street, creating an ever-changing virtual ceiling.
The Producers
Entertainment Properties, Inc. is a privately held corporation
specializing in the conceptualization, development and management of
mass attendance themed entertainment and amusement projects.
Headquartered in Orlando, Florida, Entertainment Properties is headed
by founders Jason Blain and Hugh Darley.
The World Trade Center Boston, a convention center located on the
Boston waterfront, is a joint venture between Fidelity Investments,
the global financial services company which manages over $200 billion
in assets, and The John Drew Company, developer of Great Woods, the
nation's most successful outdoor music amphitheater. The World Trade
Center Boston has previously produced The World of Dinosaurs, a family
entertainment show featuring robotic, life-sized dinosaurs. the World
of Dinosaurs has been seen by over 1 million visitors in Boston,
Puerto Rico and Taiwan.
###
The publicity brochure also includes single paragraph descriptions of
Omni Film' Freedom 6 simulator, the Iwerks Reactor simulator, the
Chameleon interactive centrifuge, CrystalEyes 3D glasses, the Mandala
system, Virtuality, the Joy Styx Arcade, and the Bits + Bytes
Restaurant ("...a futuristic food court serving creative food and
libations in an atmosphere of virtually real fun. Distinguished by
its high tech materials and striking design, the Bar is accented with
video displays and animatronic figures...Bits + Bytes offers quick
serve meals and snacks to the hungry Other Siders on the move."
A Few Comments -
The entire Arena is being staged in a domed "bubble", the implication
being "The Other Side" could be transported around the country to
fairs and malls to introduce the VR theme park concept to audiences
nationally and eventually internationally. Discussions are underway
for a tour of five cities after the present engagement in Boston.
The Producers see "The Other Side" as a work-in-progress. They will
evaluate drawing power of various attractions, make changes in
lighting and sound design and fine tuning the entire experience by
offering time-of-day specific events such as family oriented themes
during the day, and young adult modes in the evening.
"The Other Side" combines elements of an old-fashioned carnival
midway, "Tomorrows Realities/Machine Culture at SIGGRAPH, the
Exploratorium in San Francisco, the Consumer Electronics Show in Las
Vegas and in the tradition of Barnum and Bailey...
...offers a multi-sensory experience that many people will find worth
the price of admission. At any rate, REND 386 and a Power Glove its not.
Michael Joly
|
1006.52 | Presence, a VR magazine | VERGA::KLAES | Quo vadimus? | Wed Feb 23 1994 09:54 | 87 |
| From: US1RMC::"[email protected]" "MAIL-11 Daemon" 23-FEB-1994 01:57:28.38
To: [email protected]
CC:
Subj: Presence
Date: Mon, 21 Feb 94 11:58:25 -0800
From: Professor Michael J. Zyda
PRESENCE: The Application of Virtual Environments to Architecture,
Building and Large Structure Design
Call for Participation
PRESENCE, the premier journal of teleoperation and virtual
environments, is doing a special issue on virtual environments and
teleoperation for architectural design and construction of art
objects. We are interested in papers on the following topics:
-- Design of virtual spaces and objects.
-- Urban design and redesign.
-- Virtual structure prototyping.
-- Walkthrough systems for all types of structures (buildings,
submarines, nuclear power plants ...)
-- Novel interfaces for walkthrough systems.
-- Software architectures for walkthrough systems.
-- Piping, wiring and duct layout in a virtual environment.
-- Virtual environments as tools for architects.
-- Virtual environments as products.
-- Case studies on differences between virtual and old-style design.
-- Working industrial virtual environments.
-- Landscape design.
-- Replanning "stressed areas" - virtual environments utilized for
planning reconstruction after earthquakes, fires, floods, & riots.
We have the complete issue to fill, which means we desire traditional
research papers, lab reviews, and what's happening submissions.
PRESENCE is the premier journal of teleoperation and virtual environments.
Manuscripts should be in 12 point type, using double spaced pages for
all text, including references.
Manuscripts are accepted for consideration with the understanding that
they represent original material and are not being considered for
publication elsewhere.
Architecture & Design Papers:
Ken Kaplan
Graduate School of Design, Room 221
Harvard University
48 Quincy Street
Cambridge, MA 02138
Tel. (617) 495-4857
Email : [email protected]
Computer Science, Computer Graphics Flavor Papers:
Michael Zyda
Naval Postgraduate School
Code CS/Zk, Dept. of Computer Science
Monterey, California 93943-5100
(408) 656-2305 (work)
(408) 656-2814 (fax)
Email: [email protected]
Other Papers:
Zulfiquar Hyder, PRESENCE
MIT
77 Massachusetts Avenue
Room 36-747
Cambridge, MA 02139
Tel. (617) 253-8500
(617) 859-8506 Home
Fax. (617) 258-7003
Email: [email protected]
We are NOT willing to review faxed submissions. Please attach an
electronic mail address to which receipt acknowledgment can be sent.
Paper submission deadline: We are flexible but we would like to have
an indication that you are working on a paper by 15 March 1994, with the
first draft of your paper to the editors by 31 March 1994.
% ====== Internet headers and postmarks (see DECWRL::GATEWAY.DOC) ======
% Date: Tue, 22 Feb 1994 14:48:43 -0800
% From: Phil Agre <[email protected]>
% To: [email protected]
% Reply-To: [email protected]
|