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 Virtual Reality: Give Us a Visual Clue
This paper was presented to the Split Scren conference at Chichester College of Higher Education in July 1996 and published in their proceedings
Abstract
3D computer graphics routines can be characterised on a spectrum from physics to faking it. The more physics involved the more realistic, though slow, while the more faking the faster. We also see that the more faking required, the more the sensibilities of the artist are needed. Real-time virtual reality, with its high demands on processing power, involves more faking it than in other 3D computer graphics applications, but the fact is that the artist's eye is needed across the spectrum, and this is only for appearances: the artist's wider cultural antennae are also vital for content. This paper examines the range of the artistic skills necessary in VR, and at the same time looks at some of the philosophical implications of the technology.

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