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Entries in virtual reality (3)

Thursday
Apr122007

Connections: AT&T's Vision of the Future (Part 3, 1993)

Today we have part 3 of the wonderfully paleo-futuristic video Connections: AT&T's Vision of the Future. Being partial to past visions of virtual reality, this may be my favorite part of Connections. Whether it's your favorite part or not, we still have plenty of this 1993 video to examine.


See also:
Connections: AT&T's Vision of the Future (Part 1, 1993)
Connections: AT&T's Vision of the Future (Part 2, 1993)
Virtual Reality (1980s-today)
AT&T "You Will" (1993)

 

Friday
Apr062007

Connections: AT&T's Vision of the Future (Part 1, 1993)

There are no language barriers in the paleo-future.

In 1993 AT&T produced a fourteen minute video called Connections: AT&T's Vision of the Future. It looks like it had quite a large budget but I can't figure out who the audience was for such a video. It has a similar feel to AT&T's "You Will" TV commercials which were also produced in 1993.

 

 

You can view part 1 of Connections here. Stay tuned for more. We follow a large cast of characters through this world of the future which of course includes plenty of Virtual Reality.

See also:
AT&T "You Will" (1993)
Face-to-Face Telephones on the Way (New York Times, 1968)
The Road Ahead: Future Homes (1995)

Friday
Apr062007

Virtual Reality (1980s-today)

10 Zen Monkeys has a great article about the paleo-futuristic promise of Virtual Reality. As the article points out, we may have things like Second Life, which is mentally gripping but is far less physically immersive than what was projected.

I remember looking at Nintendo's Virtual Boy in the mid-90s and thinking, "Finally! It's just a matter of time before virtual reality takes over the gaming market."

Jaron Lanier, the developer that was interviewed for the 10 Zen Monkeys article has a Top Eleven Reasons VR Has Not Yet Become Commonplace. It's worth a look. I find number 7 the most intriguing in a lot of ways.

"Because human acuity is so good that you can't get away with so-so specs as you can when the interface is less intimate, as with existing mass produced devices." I can't decide if the Wii proves number 7 or shows that technologies that are becoming more immersive are more attractive for their playability than their graphics.

The image above is from the Walt Disney World attraction Carousel of Progress which was updated in the late 1990s to include a futuristic family playing a virtual reality game.