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Virtual Reality 1.0 -- The Birth of VR, in the Pages of CyberEdge Journal: A Must-Read Book for VR Enthusiasts and Professionals



ONLINE BOOK Virtual Reality 1.0 -- The 90's: The Birth of VR, in the Pages of CyberEdge Journal




Virtual reality (VR) is one of the most exciting and immersive technologies that has emerged in recent years. It allows us to experience simulated environments that are different from our physical reality, and to interact with them in various ways. VR has been used for entertainment, education, training, art, therapy, and many other purposes. But how did VR come to be? And what was it like in the 90's, when it was first introduced to the public?




ONLINE BOOK Virtual Reality 1.0 -- The 90's: The Birth of VR, in the Pages of CyberEdge Journal



In this article, we will explore the online book Virtual Reality 1.0 -- The 90's: The Birth of VR, in the Pages of CyberEdge Journal, which is a collection of articles from the CyberEdge Journal, a pioneering publication that covered the development and evolution of VR from 1991 to 1996. We will learn about what CyberEdge Journal was, what Virtual Reality 1.0 was, why this book is important, and how it can help us understand the history, challenges, impact, and future of VR.


Introduction




What is CyberEdge Journal?




CyberEdge Journal was a bi-monthly newsletter that was launched in 1991 by Ben Delaney, a journalist and consultant who specialized in VR. It was the first publication that focused exclusively on VR and related technologies, such as augmented reality (AR), artificial intelligence (AI), computer graphics, and human-computer interaction. CyberEdge Journal featured news, reviews, interviews, opinions, research, and case studies on VR from various perspectives and domains. It also provided a platform for VR enthusiasts, developers, researchers, artists, educators, and users to share their ideas, experiences, and visions for VR.


CyberEdge Journal had a global reach and influence, with subscribers from over 40 countries and contributors from various fields and backgrounds. It was recognized as a valuable source of information and insight on VR by both professionals and amateurs alike. It was also praised for its editorial independence, critical analysis, and journalistic integrity. CyberEdge Journal ceased publication in 1996, after publishing 33 issues and over 1300 pages of content on VR.


What is Virtual Reality 1.0?




Virtual Reality 1.0 is a term coined by Ben Delaney to describe the first wave of VR that emerged in the early 90's. It refers to the period when VR was first introduced to the mainstream media and public awareness, and when it generated a lot of hype, excitement, curiosity, and controversy. Virtual Reality 1.0 also refers to the generation of VR hardware and software that was available at that time, which was characterized by low-resolution graphics, high latency, bulky headsets, expensive equipment, and limited interactivity.


Despite its limitations, Virtual Reality 1.0 was a groundbreaking and influential phenomenon that opened up new possibilities and challenges for technology, society, and culture. It inspired many people to explore, create, and experiment with VR, and to imagine its potential applications and implications. It also sparked a lot of debate and discussion about the ethical, legal, social, and psychological aspects of VR, and how it would affect our perception of reality, identity, and communication.


Why is this book important?




The online book Virtual Reality 1.0 -- The 90's: The Birth of VR, in the Pages of CyberEdge Journal is important for several reasons. First, it is a historical document that preserves and presents the original articles from CyberEdge Journal, which are otherwise hard to find and access. Second, it is a comprehensive and diverse collection that covers a wide range of topics and perspectives on VR, from technical to artistic, from scientific to philosophical, from optimistic to critical. Third, it is a valuable resource that can help us understand the origins, development, and evolution of VR, and how it has changed over time. Fourth, it is a relevant and timely book that can inform and inspire us about the current and future state of VR, and how we can use it for good.


The History of VR in the 90's




The Pioneers of VR




One of the main features of the book is the interviews with some of the pioneers of VR, who were instrumental in shaping and advancing the field of VR in the 90's. These include:


Jaron Lanier and VPL Research




Jaron Lanier is widely regarded as one of the fathers of VR. He coined the term "virtual reality" in 1987, and founded VPL Research, the first company to develop and sell VR products. He also invented the DataGlove, the EyePhone, and the AudioSphere, which were some of the earliest devices for VR input and output. He was a visionary and a provocateur who advocated for a humanistic and creative approach to VR.


Mark Pesce and VRML




Mark Pesce is a computer scientist and a pioneer of web-based VR. He co-created VRML (Virtual Reality Modeling Language) in 1994, which was a standard for describing 3D scenes and objects on the web. He also co-founded BlitCom, one of the first companies to offer online VR services. He was an innovator and a futurist who envisioned a global network of shared VR spaces.


Brenda Laurel and Purple Moon




Brenda Laurel is a designer and a researcher who applied VR to interactive storytelling and education. She founded Purple Moon in 1996, which was one of the first companies to produce computer games for girls. She also developed Placeholder, a VR project that explored the role of narrative and embodiment in VR. She was an educator and a feminist who championed for diversity and inclusion in VR.


The Challenges of VR




Another feature of the book is the articles that address some of the challenges that faced VR in the 90's. These include:


Technical Limitations




One of the main challenges of VR was the technical limitations that hindered its performance and accessibility. The hardware and software for VR were often expensive, cumbersome, unreliable, incompatible, or unavailable. The graphics were low-quality, pixelated, or distorted. The latency was high, causing delays or glitches in the interaction. The tracking was inaccurate or unstable, causing errors or drifts in the orientation or position. The feedback was limited or unrealistic, causing a lack of immersion or presence.


Social and Ethical Issues




Another challenge of VR was the social and ethical issues that arose from its use and misuse. The impact of VR on human behavior, cognition, emotion, identity, communication, relationships, privacy, security, health, and well-being was not well understood or regulated. The potential risks or harms of VR on individuals or groups were not well anticipated or prevented. The ethical principles or guidelines for designing or using VR were not well established or followed.


Legal and Regulatory Obstacles




A third challenge of VR was the legal and regulatory obstacles that restricted its development and adoption. The laws and policies for governing or protecting VR were not well defined or enforced. The rights and responsibilities of VR creators or users were not well clarified or respected. The conflicts or disputes over VR ownership or usage were not well resolved or settled.



  • What is virtual reality?



Virtual reality is a technology that creates simulated environments that are different from our physical reality, and allows us to experience and interact with them in various ways.


  • What is CyberEdge Journal?



CyberEdge Journal was a bi-monthly newsletter that was launched in 1991 by Ben Delaney, a journalist and consultant who specialized in VR. It was the first publication that focused exclusively on VR and related technologies, such as augmented reality (AR), artificial intelligence (AI), computer graphics, and human-computer interaction.


  • What is Virtual Reality 1.0?



Virtual Reality 1.0 is a term coined by Ben Delaney to describe the first wave of VR that emerged in the early 90's. It refers to the period when VR was first introduced to the mainstream media and public awareness, and when it generated a lot of hype, excitement, curiosity, and controversy. It also refers to the generation of VR hardware and software that was available at that time, which was characterized by low-resolution graphics, high latency, bulky headsets, expensive equipment, and limited interactivity.


  • What is the online book Virtual Reality 1.0 -- The 90's: The Birth of VR, in the Pages of CyberEdge Journal?



The online book Virtual Reality 1.0 -- The 90's: The Birth of VR, in the Pages of CyberEdge Journal is a collection of articles from the CyberEdge Journal, which are otherwise hard to find and access. It is a comprehensive and diverse collection that covers a wide range of topics and perspectives on VR, from technical to artistic, from scientific to philosophical, from optimistic to critical. It is a valuable resource that can help us understand the origins, development, evolution, and future of VR.


  • How can I access the book?



You can access the book online for free at https://www.cyberedgeonline.com/. You can also download it as a PDF file or order it as a print-on-demand book.


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