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 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. Chapter 4 - Underground
Hackers Chapter 5 - Subculture
of the Subcultures Chapter 7 - Rave,
Techno, and Acid Chapter 9 - An Electronic
Interest Group Chapter 11 - Artificial Intelligence Chapter 15 - Cybernetic
Society Chapter 17 - A Cybernetic
Utopia Appendix - White Knight
vs. Otto Sync Design and formatting by Daniel
Arnrup/Voodoo Systems Chapter
12 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 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. Chapter 4 - Underground
Hackers Chapter 5 - Subculture
of the Subcultures Chapter 7 - Rave,
Techno, and Acid Chapter 9 - An Electronic
Interest Group Chapter 11 - Artificial Intelligence Chapter 15 - Cybernetic
Society Chapter 17 - A Cybernetic
Utopia Appendix - White Knight
vs. Otto Sync Design and formatting by Daniel
Arnrup/Voodoo Systems Chapter
12 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 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. Chapter 4 - Underground
Hackers Chapter 5 - Subculture
of the Subcultures Chapter 7 - Rave,
Techno, and Acid Chapter 9 - An Electronic
Interest Group Chapter 11 - Artificial Intelligence Chapter 15 - Cybernetic
Society Chapter 17 - A Cybernetic
Utopia Appendix - White Knight
vs. Otto Sync Design and formatting by Daniel
Arnrup/Voodoo Systems |