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Overview
Responsive environments, computer simulation, and data gloves are some of the ways in which people can explore artificial (or virtual) worlds for business, education, and entertainment. Artificial Reality II, a revised edition of the 1983 classic by pioneer researcher Myron Krueger, presents a view of our future interaction with machines, when computer systems will sense our needs and respond to them. In the book the author describes his personal odyssey through the development of artificial reality technology, ...