Includes bibliographical references (pages 392-399) and index.
Contents
Grasping reality through illusion -- Experience theater and the art of binocular illusion -- Machines to think with -- Threshold of virtual exploration -- Entering cyberspace -- Blastoff at NASA -- Birth of the VR business -- Cyberspace and serious business -- Reality on your retina -- Cool gadgets and industrial policies -- "Visual, intelligent, and personal" -- Out of the body -- Origins of drama and the future of fun -- Feel of things -- Homebrew VR -- Teledildonics