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- The Virtual Reality Sourcebook is a reference guide.
- "Virtual Reality", a new term which describes this
- innovative field is really not very new. Every attempt
- has been made to include products, organizations,
- research labs, consultants, publications, conferences
- and other key players. Many colleagues working in the
- field debate over what qualifies as VR and what doesn't
- or should not. If you appear in this Sourcebook, you're
- in VR. If you or your organization do not appear, contact
- us to provide information on your work. New guide revisions
- will be issued that attempt to include your involvement.
-
- As compilation of this database of VR-related material
- began, we realized that computer graphics, human factors,
- entertainment technology, and data networking all appear
- to map into areas covered by the total VR concept. Not every
- player in those fields belong in this directory, but many do.
- If they shouldn't be listed, they will sooner or later be
- figured out and will probably end up stepping back and
- becoming the best VR customers and advocates around!
- As long as those included in the VR field are not too harsh
- towards those that wish to be a part of this exciting leading
- edge, there will be room for everyone.
-
- It is often valuable to probe people and ask why they wish
- to be in the VR field. Usually, one finds that they are
- dreamers with very vivid imaginations and their interests
- appear to be spiritually, emotionally and intellectually
- motivated. However, one may discover that outward motivations
- are purely financial, control oriented and centered around
- power based interests. These people are frowned upon by the
- VR clan. Using as much imagination as can be conjured up,
- we've attempted to reduce piles of brochures, press releases,
- articles, books, conference proceedings, papers, notes, stacks
- of business cards and other reference documents into a single
- sourcebook. A difficult task indeed!
-
- After speaking with other VR consultants, all that can be said
- after finishing the guide is: "Uh oh, we forgot them and that
- lab and those companies and ....". Well, if everybody will
- attempt to together, this information will become more compre-
- hensive and accessible only if shared openly. This communi-
- cation process has two distinct effects. First, it reduces the
- ability of expert sources to sell information at high prices
- about who, what and where. The second effect is one of freedom.
- Those of us who want to become involved with VR will have enough
- information to approach comfortably, with confident knowledge,
- successful entry into the field.
-
- In general, open systems tend to work out to be the best.
- Everybody wins! Safety in numbers! Secrets, by their very
- nature, and cliques, through exclusion, can dishearten even
- the best of us. Many creative individuals in society have been
- very antisocial. VR, at the highest level of its development,
- may some day change such lonely destiny. People who need iso-
- lation will be able to insulate themselves within worlds of
- their own design and will network with the rest of us from
- within their self-imposed, comfortable cyberspaces. It is the
- balance between liberation and isolation that sits as the core
- conflict of our society and at the heart of fear of what VR
- will eventually do to us. Well, my own philosophy only goes
- as far as this: The potential dangers that a technology might
- have are not reason enough to be denied access to the benefits
- that it might also offer!
-
- In conclusion, I am confident that with enough public aware-
- ness of what a real, working VR system can do, people will
- choose to support and request the presence of such tools to
- help them augment and expand the quality of their lives.
-
- My own vision of Virtual Reality culminates in a sacred
- reflection of myself. Someday I hope to have a cyberspace
- version of myself, identical to my physical appearance,
- actions and gestures that reflect my own persona. With this
- "cyber-self" I will be able to share the sum total of my
- recorded, fine-tuned and stylized life into infinity long
- after I have vacated the physical plane. Future generations
- will be able to meet me in cyberspace only to move back into
- reality with a distinct and special memory of how I appeared,
- what I felt like emotionally and most important where my dreams
- might have taken me, in reality. Long live VR and and through
- VR let us live longer!
-
- Gregory Peter Panos, September 24, 1993 Beverly Hills, CA.
-