Abstract
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 research projects that were presented at the event.
Preservation Process
Archived from http://switch.sjsu.edu/archive/nextswitch/switch_engine/front/front.php%3Fartc=198.html. Documentation of the preservation processes used for this collection is available at https://github.com/NickSzydlowski/switch. Metadata for this item was created and augmented by Richard Nubla, Spring 2022, ART 104
Original Article URL
http://switch.sjsu.edu/archive/switch/SwitchV1N2/PDQ/VRware_intro.html
Recommended Citation
Quick, P.D.
(1995)
"VRware Beware: VR at Siggraph,"
SWITCH: Vol. 2:
No.
1, Article 11.
Available at:
https://scholarworks.sjsu.edu/switch/vol2/iss1/11
Included in
Communication Technology and New Media Commons, Graphics and Human Computer Interfaces Commons, Interactive Arts Commons