214 lines
12 KiB
Plaintext
214 lines
12 KiB
Plaintext
Note: Randy Walser has given me permission to distribute his paper in
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electronic form. It is fairly short -- 1000 lines -- but I will break
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it up into 4 parts for posting. Randy will be joining the newsgroup
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shortly. His email address is acad!randoid@well.sf.ca.us
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Here is Part One:
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ELEMENTS OF A CYBERSPACE PLAYHOUSE
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Randal Walser
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Autodesk Research Lab Autodesk, Inc. 2320 Marinship Way Sausalito, CA
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94965
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January 31, 1990
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Forthcoming in Proceedings of National Computer Graphics Association
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'90 Annaheim, March 19-22, 1990
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ABSTRACT
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Until recently, computer interface designers have regarded human beings
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as "users" of computers, and computers have been regarded as tools for
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the human mind. That view is now being challenged by an emerging
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paradigm that redefines the relationship between humans and
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computers. One manifestation of the new paradigm is an exciting new
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medium, called cyberspace, that provides people with virtual bodies in
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virtual realities that emerge from simulations of three dimensional
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worlds. Building on a conception of cyberspace as a form of theater,
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I sketch out the elements of a cyberspace playhouse, a new kind of
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social gathering place where people go to participate in three
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dimensional simulations. As a specific example, I consider how a
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playhouse might be organized for sports and fitness.
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INTRODUCTION
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Cyberspace is a medium that gives people the feeling they have been
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transported, bodily, from the ordinary physical world to worlds purely
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of imagination. Although artists can use any medium to evoke
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imaginary worlds, cyberspace carries the worlds themselves. It has a
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lot in common with film and stage, but is unique in the amount of
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power it yields to its audience. Film yields little power, as it
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provides no way for its audience to alter film images. Stage grants
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more power than film, as stage actors can "play off" audience
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reactions, but still the course of the action is basically determined
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by a playwright's script. Cyberspace grants ultimate power, as it
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enables its audience not merely to observe a reality, but to enter it
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and experience it as if it were real. No one can know what will
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happen from one moment to the next in a cyberspace, not even the
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spacemaker. Every moment gives every participant an opportunity to
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create the next event. Whereas film is used to show a reality to an
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au
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Currently cyberspace is the subject of much discussion and excitement,
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and not only for academic reasons. Just as industries grew up around
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radio, telephony, film, television, and computers, an industry is
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likely to grow up around cyberspace. Understanding its nature and
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envisioning its applications can have significant practical
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consequences. The trouble is, the technology of cyberspace is
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immature, the art scarcely exists, and the economics are
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problematical. While it is easy to see that something important is
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taking shape, it is too early to tell quite what to make of it (for a
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discussion of some possibilities see [19]).
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The premise underlying this paper is that cyberspace is fundamentally
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a theatrical medium, in the broad sense that it, like traditional
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theater, enables people to invent, communicate, and comprehend
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realities by "acting them out." This point of view has been expressed
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beautifully by Brenda Laurel [8]. Acting, under this view, is not
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just a form of expression, but a fundamental way of knowing. To act
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is to become someone else, in another set of circumstances, and
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thereby to know and experience a different reality. By giving his
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body over to a character, an actor enters a character's reality, and
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he can be said to embody (that is, provide a body for) the character.
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The character lives through the actor but so, too, does the actor live
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through the character. An actor in cyberspace is no different, except
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that the body she gives to her character is not her physical body, but
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rather her virtual one. She embodies the character but she,
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personally, is embodied by cyberspace.
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A group of people is the first ingredient of theater, so some way must
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be provided for cyberspace patrons to gather in one place. Of course,
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in principle there is no need for patrons to assemble in the same
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physical space, as high speed data communication channels can be used
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to bring them together in imaginary places. The day may come when
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people can enter cyberspace from their own homes, or perhaps from any
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location at all (just as it is now possible to place a phone call from
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any vehicle within a cellular phone grid). Meanwhile, the
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infrastructure of cyberspace is bulky and expensive enough to warrant
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a physical gathering place. In this paper I sketch out some possible
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elements of such a place, a new kind of social center, called a
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cyberspace playhouse, where people go to play roles in simulations.
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While I expect that playhouses will be used for many purposes,
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including drama, design, education, business, fitness, and fun, here I
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describe a playhouse which emphasizes sports and physical
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conditioning. I have focused on sport because I think it epitomizes
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the application areas for which cyberspace will turn out to be best
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suited; namely, social activities that engage not just the mind but
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the whole body and the whole spirit. Cyberspace has barely begun to
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evolve as a medium, and of course no one can hope to understand it
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fully until it has fully matured. Yet we can try to imagine what it
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might become, and try to make it as grand as we can imagine. Sport
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is an ideal area in which to sharpen our vision. Sport is related to
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theater in that both are refined forms of play. Whereas theater
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evolved out of the human impulse to pretend, and thus to plan, sport
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evolved from the human impulse to assert one's self, and thus to
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survive. Actors perform in order to be someone else. Athletes act in
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NEW PARADIGM
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If one were to dissect the elements of cyberspace technology it might
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appear that cyberspace offers nothing really new. Indeed, many of the
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key elements, most notably computer graphics, have been around a long
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time. What is new about cyberspace is not so much the technologies
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that underly it, but the way the technologies are packaged and
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applied. Cyberspace is a medium that is emerging out of a new way of
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thinking about computers and their relationship to human experience.
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Under the old way of looking at things computers were regarded as
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tools for the mind, where the mind was regarded as a disembodied
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intellect. Under the new paradigm, computers are regarded as engines
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for new worlds of experience, and the body is regarded as inseparable
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from the mind.
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The new perspective on human/computer interaction is due in part to
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recent advances in computer graphics and simulation, and in part to
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reductions in the cost of key user interface technologies. The new
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perspective was precipitated, though, by the growing realization in
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the scientific community that the basis of rationality is not in the
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world, as had been supposed, but in the human body. The essence of
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this new view is expressed eloquently in five words, in the title of
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Mark Johnson's book, THE BODY IN THE MIND. In the introduction,
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Johnson lays out the fundamental tenets of the emerging paradigm, as
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follows:
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"We human beings have bodies. We are 'RATIONAL animals,' but we are
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also 'rational ANIMALS,' which means that our rationality is
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embodied. The centrality of human embodiment directly influences what
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and how things can be meaningful for us, the ways in which these
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meanings can be developed and articulated, the ways we are able to
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comprehend and reason about our experience, and the actions we take.
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Our reality is shaped by the patterns of our bodily movement, the
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contours of our spatial and temporal orientation, and the forms of our
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interaction with objects. It is never merely a matter of abstract
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conceptualizations and propositional judgments. [5]"
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In another time or in another society, Johnson's comments might seem
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obvious, even trivial. But in a society built on a philosophical and
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scientific tradition that elevates mind over body, his point of view
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is heresy of the highest order, for it challenges the presupposition
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that the world is inherently rational, the basis for the very notion
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of a mind apart from a body.
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Under the classical scientific view there is no need to give a place to
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the human body in any account of human reason because the classical
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view presupposes the existence of an objective reality with a rational
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structure. Reason is treated as a purely abstract system for
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converging step by step on the one correct description of the world.
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Under the new view, however, the world is not assumed to have a
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rational structure, and there is no sense in trying to find one.
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Instead, there are many possible worlds, as many as sentient beings
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can invent and experience. Nothing, under the new view, is meaningful
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until it has been experienced, either by the body, or by the "body in
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the mind" (that is, the body-related "schemata," in the mind, that
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organize and guide behavior).
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DEFINITION OF CYBERSPACE
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Until now I have spoken of cyberspace as a medium, but there is another
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sense of it. There is cyberspace the communications medium, and then
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there is cyberspace the phenomenon. Cyberspace the phenomenon is
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analogous to physical space. Just as physical space is filled with
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real stuff (so we normally suppose), cyberspace is filled with
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virtual stuff. Cyberspace, the medium, enables humans to gather in
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virtual spaces. It is a type of interactive simulation, called a
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CYBERNETIC SIMULATION, which gives every user a sense that he or she,
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personally, has a body in a virtual space. Just as a cybernetic
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simulation is a special kind of interactive simulation, a CYBERSPACE,
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the phenomenon, is a special kind of virtual space, one that is
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populated by people with virtual bodies.
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Roots
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Visionaries have discussed and promoted the essential aspects of
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cyberspace, under various names, since the sixties. The roots of the
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field are generally traced to Ivan Sutherland and his seminal work on
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"Sketchpad," the first widely known interactive computer graphics
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system [15]. Sutherland described a head-mounted three dimensional
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display as early as 1968 [16]. Another evolutionary line can be
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traced to the same period, to Douglas Engelbart and his efforts to
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augment human intellect [2]. Much later, Papert spoke of
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"microworlds," Krueger of "artifical reality," Brooks of "virtual
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worlds," Fisher and McGreevy of "virtual environments," Nelson of
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"virtuality," and Walker of "the world in a can" [12,7,1,3,11,18].
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Indeed, the notion of projecting one's self into a virtual space is
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familiar to hackers throughout computerdom, from Unix masters who
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"move" deftly around the Unix file hierarchy, to adventure gamers who
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"fight" the forces of evil in imaginary worlds. The term "cyberspace"
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was f
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Today the emerging field is variously referred to as cyberspace,
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artificial reality, and "virtual reality," the term favored by Jaron
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Lanier, one of the most visible of the field's advocates [6].
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Whereas Lanier would use "virtual reality" to refer both to a virtual
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spa
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************ this file was somehow munged in transit.
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If you have a complete copy of this paper, or know where
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to find one, please let us know.
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Many thanks,
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---Mark A. DeLoura (deloura@cs.unc.edu)
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---Bob Jacobson (cyberoid@u.washington.edu)
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