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Myron Krueger
Myron Krueger (born 1942 in Gary, Indiana) is an American computer artist who developed early interactive works. He is also considered to be one of the first generation virtual reality and augmented reality researchers. While earning a Ph.D. in Computer Science at the University of Wisconsin–Madison, Krueger worked on a number of early interactive computer artworks. In 1969, he collaborated with Dan Sandin, Jerry Erdman and Richard Venezky on a computer-controlled environment called "glowflow," a computer-controlled light sound environment that responded to the people within it. Krueger went on to develop Metaplay, an integration of visuals, sounds, and responsive techniques into a single framework. In this, the computer was used to create a unique real-time relationship between the participants in the gallery and the artist in another building. In 1971, his "Psychic space" used a sensory floor to perceive the participants' movements around the environment. A later projec ...
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University Of Wisconsin–Madison Alumni
A university () is an institution of higher (or tertiary) education and research which awards academic degrees in several academic disciplines. Universities typically offer both undergraduate and postgraduate programs. In the United States, the designation is reserved for colleges that have a graduate school. The word ''university'' is derived from the Latin ''universitas magistrorum et scholarium'', which roughly means "community of teachers and scholars". The first universities were created in Europe by Catholic Church monks. The University of Bologna (''Università di Bologna''), founded in 1088, is the first university in the sense of: *Being a high degree-awarding institute. *Having independence from the ecclesiastic schools, although conducted by both clergy and non-clergy. *Using the word ''universitas'' (which was coined at its foundation). *Issuing secular and non-secular degrees: grammar, rhetoric, logic, theology, canon law, notarial law.Hunt Janin: "The university ...
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People From Gary, Indiana
A person ( : people) is a being that has certain capacities or attributes such as reason, morality, consciousness or self-consciousness, and being a part of a culturally established form of social relations such as kinship, ownership of property, or legal responsibility. The defining features of personhood and, consequently, what makes a person count as a person, differ widely among cultures and contexts. In addition to the question of personhood, of what makes a being count as a person to begin with, there are further questions about personal identity and self: both about what makes any particular person that particular person instead of another, and about what makes a person at one time the same person as they were or will be at another time despite any intervening changes. The plural form "people" is often used to refer to an entire nation or ethnic group (as in "a people"), and this was the original meaning of the word; it subsequently acquired its use as a plural form of per ...
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People In Information Technology
A person ( : people) is a being that has certain capacities or attributes such as reason, morality, consciousness or self-consciousness, and being a part of a culturally established form of social relations such as kinship, ownership of property, or legal responsibility. The defining features of personhood and, consequently, what makes a person count as a person, differ widely among cultures and contexts. In addition to the question of personhood, of what makes a being count as a person to begin with, there are further questions about personal identity and self: both about what makes any particular person that particular person instead of another, and about what makes a person at one time the same person as they were or will be at another time despite any intervening changes. The plural form "people" is often used to refer to an entire nation or ethnic group (as in "a people"), and this was the original meaning of the word; it subsequently acquired its use as a plural form of per ...
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American Digital Artists
American(s) may refer to: * American, something of, from, or related to the United States of America, commonly known as the "United States" or "America" ** Americans, citizens and nationals of the United States of America ** American ancestry, people who self-identify their ancestry as "American" ** American English, the set of varieties of the English language native to the United States ** Native Americans in the United States, indigenous peoples of the United States * American, something of, from, or related to the Americas, also known as "America" ** Indigenous peoples of the Americas * American (word), for analysis and history of the meanings in various contexts Organizations * American Airlines, U.S.-based airline headquartered in Fort Worth, Texas * American Athletic Conference, an American college athletic conference * American Recordings (record label), a record label previously known as Def American * American University, in Washington, D.C. Sports teams Soccer * B ...
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Virtual Reality Pioneers
Virtual may refer to: * Virtual (horse), a thoroughbred racehorse * Virtual channel, a channel designation which differs from that of the actual radio channel (or range of frequencies) on which the signal travels * Virtual function, a programming function or method whose behaviour can be overridden within an inheriting class by a function with the same signature * Virtual machine, the virtualization of a computer system * Virtual meeting, or web conferencing * Virtual memory, a memory management technique that abstracts the memory address space in a computer * Virtual particle, a type of short-lived particle of indeterminate mass * Virtual reality (virtuality), computer programs with an interface that gives the user the impression that they are physically inside a simulated space * Virtual world, a computer-based simulated environment populated by many users who can create a personal avatar, and simultaneously and independently explore the world, participate in its activities and co ...
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Powerwall
A powerwall is a large, ultra-high-resolution display that is constructed of a matrix of other displays, which may be either monitors or projectors. It is important to differentiate between powerwalls and displays that are just large, for example, the single projector display used in many lecture theatres. These displays rarely have a resolution higher than pixels, and so present the same amount of information as on a standard desktop display. With Powerwall displays, users can view the display from a distance and see an overview of the data (context), but can also move to within arm’s length and see data in great detail (focus). This technique of moving around the display is known as physical navigation, and can help users to better understand their data. The first Powerwall display was installed at the University of Minnesota in 1994. It was made of four rear-projection displays, providing a resolution of 7.8 million pixels ( pixels). Increases in graphic display power, co ...
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Archetype
The concept of an archetype (; ) appears in areas relating to behavior, historical psychology, and literary analysis. An archetype can be any of the following: # a statement, pattern of behavior, prototype, "first" form, or a main model that other statements, patterns of behavior, and objects copy, emulate, or "merge" into. Informal synonyms frequently used for this definition include "standard example", "basic example", and the longer-form "archetypal example"; mathematical archetypes often appear as "canonical examples". # the Platonic concept of ''pure form'', believed to embody the fundamental characteristics of a thing. # a collectively-inherited unconscious idea, a pattern of thought, image, etc., that is universally present, in individual psyches, as in Jungian psychology # a constantly-recurring symbol or motif in literature, painting, or mythology. This definition refers to the recurrence of characters or ideas sharing similar traits throughout various, seemingly unrel ...
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Goggles 'n Gloves
Goggles, or safety glasses, are forms of protective eyewear that usually enclose or protect the area surrounding the eye in order to prevent particulates, water or chemicals from striking the eyes. They are used in chemistry laboratories and in woodworking. They are often used in snow sports as well, and in swimming. Goggles are often worn when using power tools such as drills or chainsaws to prevent flying particles from damaging the eyes. Many types of goggles are available as prescription goggles for those with vision problems. History The Inuit and Yupik peoples carved snow goggles from the antlers of caribou, wood, and shell to help prevent snow blindness. The goggles were curved to fit the user's face and had a large groove cut in the back to allow for the nose. A long thin slit was cut through the goggles to allow in a small amount of light, diminishing subsequent ultraviolet rays. The goggles were held to the head by a cord made of caribou sinew. In the early 20th ce ...
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Virtual Reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting ...
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