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Back to the Holodeck: new life for virtual reality?

Published: 19 September 2007 Publication History

Abstract

This paper examines the gap between optimistic 1990s predictions of "immersive" Virtual Reality and the fact that these systems are not in widespread use today (2007). In particular, Janet Murray's 1997 adoption of the science fiction device "The Holodeck" as a model for compelling interactive narrative is re-examined in light of a decade of digital technology development. Comparison is made between the rise of games as "desktop VR", and the development of other media forms. Alternative definitions of Virtual Reality are discussed as a means of revealing possible technical and societal reasons for the lack of commonplace "immersive" systems. This paper then presents the global changes that might trigger the development of practical 1990s style "immersive" VR for commonplace games and other entertainment systems. The conclusion then examines the technical and cultural feasibility of various possible directions for VR systems design, and calls for a new realization by designers of the limitations they are currently working with.

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  • (2024)Why Larp? A Synthesis Article on Live Action Roleplay in Relation to HCI Research and PracticeACM Transactions on Computer-Human Interaction10.1145/368904531:5(1-35)Online publication date: 2-Sep-2024
  • (2024)The Evolution of Immersive Video CreationDistributed, Ambient and Pervasive Interactions10.1007/978-3-031-60012-8_19(307-321)Online publication date: 1-Jun-2024
  • (2015)A Dose of RealityProceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems10.1145/2702123.2702382(2143-2152)Online publication date: 18-Apr-2015

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cover image ACM Conferences
DIMEA '07: Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
September 2007
212 pages
ISBN:9781595937087
DOI:10.1145/1306813
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 19 September 2007

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Author Tags

  1. augmented reality
  2. desktop VR
  3. experience
  4. holodeck
  5. immersion
  6. peak oil
  7. technology
  8. virtual reality

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Cited By

View all
  • (2024)Why Larp? A Synthesis Article on Live Action Roleplay in Relation to HCI Research and PracticeACM Transactions on Computer-Human Interaction10.1145/368904531:5(1-35)Online publication date: 2-Sep-2024
  • (2024)The Evolution of Immersive Video CreationDistributed, Ambient and Pervasive Interactions10.1007/978-3-031-60012-8_19(307-321)Online publication date: 1-Jun-2024
  • (2015)A Dose of RealityProceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems10.1145/2702123.2702382(2143-2152)Online publication date: 18-Apr-2015

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