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.