000 | 01533nam a2200337 a 4500 | ||
---|---|---|---|
003 | OSt | ||
005 | 20201202173519.0 | ||
008 | 920827c19921991nyu b 001 0 eng d | ||
020 | _a0671693638 | ||
020 | _a0671778978 (pbk) | ||
035 | _aABX9299LB | ||
035 | _a(OCoLC)ocm26491453 | ||
040 |
_aPSE _cATU _dEEJ _dSMI |
||
049 |
_aSMIH _l39088007572027 _ncdpj 2/15/94 |
||
050 |
_aQ183 _b.9R34 1991 |
||
090 |
_aQ183.9 _b.R46 1992 |
||
100 | 1 |
_aRheingold, Howard. _95069 |
|
245 | 1 | 0 |
_aVirtual reality / _cHoward Rheingold. |
250 | _a1st Touchstone ed. 1992. | ||
260 |
_aNew York, N.Y. : _bSimon & Schuster, _c1992, c1991. |
||
300 |
_a415 p. ; _c22 cm. |
||
500 | _a"A Touchstone book." | ||
504 | _aIncludes bibliographical references (p. 392-399) and index. | ||
505 | 0 | _aGrasping 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 and beyond -- Cyberspace and human nature. | |
650 | 0 |
_aScience _xComputer simulation. _95070 |
|
650 | 0 |
_aTechnology _xComputer simulation. _95071 |
|
650 | 0 |
_aCybernetics _95072 |
|
650 | 0 |
_aVirtual reality _94608 |
|
942 |
_2lcc _cBOOK |
||
951 | _a455121 | ||
999 |
_c2387 _d2387 |