INDEX

Chapter 12
VIRTUAL REALITY

I will now talk about something that is horribly overestimated, but inevitably influential when it comes to the future - at least when viewed as a phenomenon. I hesitated for a long time before deciding to include virtual reality (VR) in this book, but I realized that it obviously belonged to the subject of electronic culture. The reason for my hesitancy is that this area of research has been so hyped up and misunderstood that it has assumed almost religious proportions.

Virtual reality was originally a term that meant imagined reality. It's the same sort of reality that role-playing enthusiasts occupy when they navigate an imaginary world. In its original form, this artificial environment requires a considerable degree of imagination and patience. VR has progressed from traditional pen-and-paper role-playing games to interactive role-playing games on the Internet, so-called MUDs (Multi-User Dungeons), and not until the 90's did the term become synonymous with the technology that allows the creation of realities using computer-generated sound and graphics. In a MUD, a certaain protocol is established in order to communicate directly with other people, which uses a language that is an extension of the written word. It is possible to state which way one wishes to communicate with a fellow player. For example, one can make clear the one wishes an utterance to be taken ironically, coldly, or erotically. One could write: "Say 'hiya!' in a humorous manner to X", by which X receives a message like this: "Y says 'hiya!' to you in a this book Copyright Does Not Exist

COPYRIGHT DOES NOT EXIST

This is the electronic version of Copyright Does Not Exist, a remarkable book written by Linus Walleij and translated from Swedish to English by Nirgendwo.

Due to lack of time I haven't added much in quite a while, but if you want this book in RTF format, mail me.

Preface

Chapter 1 - Introduction

Chapter 2 - Hackers!

Chapter 3 - Grass Roots

Chapter 4 - Underground Hackers

Chapter 5 - Subculture of the Subcultures

Chapter 6 - The Bleep Culture

Chapter 7 - Rave, Techno, and Acid

Chapter 8 - Cyberpunk

Chapter 9 - An Electronic Interest Group

Chapter 10 - Computer Crime

Chapter 11 - Artificial Intelligence

Chapter 12 - Virtual Reality

Chapter 13 - Technocracy

Chapter 14 - Female Hackers

Chapter 15 - Cybernetic Society

Chapter 16 - The Future

Chapter 17 - A Cybernetic Utopia

Appendix - White Knight vs. Otto Sync

 

Design and formatting by Daniel Arnrup/Voodoo Systems

./usr/share/doc/cfi-en/html/ch12web.htm0000644000000000000000000005707307311654724016470 0ustar rootroot CDNE Chapter 12 - Virtual Reality

INDEX

Chapter 12
VIRTUAL REALITY

I will now talk about something that is horribly overestimated, but inevitably influential when it comes to the future - at least when viewed as a phenomenon. I hesitated for a long time before deciding to include virtual reality (VR) in this book, but I realized that it obviously belonged to the subject of electronic culture. The reason for my hesitancy is that this area of research has been so hyped up and misunderstood that it has assumed almost religious proportions.

Virtual reality was originally a term that meant imagined reality. It's the same sort of reality that role-playing enthusiasts occupy when they navigate an imaginary world. In its original form, this artificial environment requires a considerable degree of imagination and patience. VR has progressed from traditional pen-and-paper role-playing games to interactive role-playing games on the Internet, so-called MUDs (Multi-User Dungeons), and not until the 90's did the term become synonymous with the technology that allows the creation of realities using computer-generated sound and graphics. In a MUD, a certaain protocol is established in order to communicate directly with other people, which uses a language that is an extension of the written word. It is possible to state which way one wishes to communicate with a fellow player. For example, one can make clear the one wishes an utterance to be taken ironically, coldly, or erotically. One could write: "Say 'hiya!' in a humorous manner to X", by which X receives a message like this: "Y says 'hiya!' to you in a this book Copyright Does Not Exist

COPYRIGHT DOES NOT EXIST

This is the electronic version of Copyright Does Not Exist, a remarkable book written by Linus Walleij and translated from Swedish to English by Nirgendwo.

Due to lack of time I haven't added much in quite a while, but if you want this book in RTF format, mail me.

Preface

Chapter 1 - Introduction

Chapter 2 - Hackers!

Chapter 3 - Grass Roots

Chapter 4 - Underground Hackers

Chapter 5 - Subculture of the Subcultures

Chapter 6 - The Bleep Culture

Chapter 7 - Rave, Techno, and Acid

Chapter 8 - Cyberpunk

Chapter 9 - An Electronic Interest Group

Chapter 10 - Computer Crime

Chapter 11 - Artificial Intelligence

Chapter 12 - Virtual Reality

Chapter 13 - Technocracy

Chapter 14 - Female Hackers

Chapter 15 - Cybernetic Society

Chapter 16 - The Future

Chapter 17 - A Cybernetic Utopia

Appendix - White Knight vs. Otto Sync

 

Design and formatting by Daniel Arnrup/Voodoo Systems

./usr/share/doc/cfi-en/html/ch12web.htm0000644000000000000000000005707307311654724016470 0ustar rootroot CDNE Chapter 12 - Virtual Reality

INDEX

Chapter 12
VIRTUAL REALITY

I will now talk about something that is horribly overestimated, but inevitably influential when it comes to the future - at least when viewed as a phenomenon. I hesitated for a long time before deciding to include virtual reality (VR) in this book, but I realized that it obviously belonged to the subject of electronic culture. The reason for my hesitancy is that this area of research has been so hyped up and misunderstood that it has assumed almost religious proportions.

Virtual reality was originally a term that meant imagined reality. It's the same sort of reality that role-playing enthusiasts occupy when they navigate an imaginary world. In its original form, this artificial environment requires a considerable degree of imagination and patience. VR has progressed from traditional pen-and-paper role-playing games to interactive role-playing games on the Internet, so-called MUDs (Multi-User Dungeons), and not until the 90's did the term become synonymous with the technology that allows the creation of realities using computer-generated sound and graphics. In a MUD, a certaain protocol is established in order to communicate directly with other people, which uses a language that is an extension of the written word. It is possible to state which way one wishes to communicate with a fellow player. For example, one can make clear the one wishes an utterance to be taken ironically, coldly, or erotically. One could write: "Say 'hiya!' in a humorous manner to X", by which X receives a message like this: "Y says 'hiya!' to you in a this book Copyright Does Not Exist

COPYRIGHT DOES NOT EXIST

This is the electronic version of Copyright Does Not Exist, a remarkable book written by Linus Walleij and translated from Swedish to English by Nirgendwo.

Due to lack of time I haven't added much in quite a while, but if you want this book in RTF format, mail me.

Preface

Chapter 1 - Introduction

Chapter 2 - Hackers!

Chapter 3 - Grass Roots

Chapter 4 - Underground Hackers

Chapter 5 - Subculture of the Subcultures

Chapter 6 - The Bleep Culture

Chapter 7 - Rave, Techno, and Acid

Chapter 8 - Cyberpunk

Chapter 9 - An Electronic Interest Group

Chapter 10 - Computer Crime

Chapter 11 - Artificial Intelligence

Chapter 12 - Virtual Reality

Chapter 13 - Technocracy

Chapter 14 - Female Hackers

Chapter 15 - Cybernetic Society

Chapter 16 - The Future

Chapter 17 - A Cybernetic Utopia

Appendix - White Knight vs. Otto Sync

 

Design and formatting by Daniel Arnrup/Voodoo Systems

./usr/share/doc/cfi-en/html/ch12web.htm