Title: Virtual Reality: The Entertainment Technology Matrix Goes Back to the Future

Author: Shirley Stallings Clute

Primary advisor: Rachel Rubin

Secondary advisor: Judith Smith

Abstract:
This project anchors computerized virtual reality amusements within the context of historically related simulation amusement environments, using primary and secondary sources. Computerized virtual reality amusements reference what has been, what is, and what will or can be without revealing its inner workings. The role of historical contingency grounds virtual reality in real places with real people in social settings. Many stories contribute to the existence of virtual technology. Among them, technological developments within the shadows of political policies reveal the importance of institutional networks. Fiction offers imperatives about how technology can be used and abused. Meanwhile current reality suggests that computer technologies can mediate personal relationships and contribute to extending definitions of community, collaboration, and trust. Over time many sub-cultures, mainstream and subterranean, have contributed to virtual reality. Simulation amusements continue to make scientific achievements accessible to people. More importantly, new simulation amusements help audiences understand and cope with social change. In this way, consistently, the future already happened.


Who might be interested in reading this work?

Virtual reality is a broad field for investigation. The myriad components of this project offer diverse points of departure on the theme of simulation amusements, reinforced by the bibliographic references. This project would be useful for people interested in historical connections to current science and technology. Anyone whose attention is towards communities that coalesce because of technology would also be interested.