From: sbrock@teal.csn.org (Steve Brock)
Newsgroups: alt.books.reviews,rec.arts.books
Subject: Silicon Mirage by Aukstakainis and Blatner (virtual reality)
Date: 18 Dec 92 20:52:09 GMT
Organization: Colorado SuperNet, Inc.

SILICON MIRAGE: THE ART AND SCIENCE OF VIRTUAL REALITY by Steve
Aukstakalnis and David Blatner.  Peachpit Press, Inc., 2414 Sixth
St., Berkeley, CA  94710.  Illustrated, index.  300 pp., $15.00
paper.  0-938151-82-7

                             REVIEW

     Q: What was the first virtual reality device to be used in a
        U.S. movie?  We all know Bill Gibson was the first to do so
        in print.  The answer will be found at the end of the     
        review.

     The reader will be assured that there will be a slew of books
on this subject published in the near future, so "Silicon Mirage"
has the distinction of being one of the first of many, especially
in light of movies such as "Lawnmower Man," and the forthcoming
"Toys."  It is, though, a thorough and well-illustrated 
examination of both the science and technology of virtual reality.
      Virtual reality, also known as "interactive graphics," is
still an inexact science, with most people's definitions being
formed by movies and arcade games (most notably "Battletech").  The
science, in its best sense and that used in the book, consists of
hardware that includes a six-pound headset housing two LED optical
displays, one in front of each eye, and gloves full of electronic
sensors.
     "Silicon Mirage" is broken into four parts.  Parts One and Two
provide information on the interaction of the eyes, ears, brain,
and arms and legs with the helmet, its displays, sounds, and other
feedbacks.  
     Part Three explores the range of end uses that have been
developed thus far: entertainment (the most highly developed
application), architecture, health and medicine, education, the
sciences (aerodynamics, astronomy, and mathematical modeling),
information control, and telepresence (robotics and
teleconferencing).
     Part Four is a discussion of the ramifications of virtual
reality - its effects on humans, and how the technology fits into
our social interactions.  In the future, the authors see virtual
reality used as an integral part of business, communications, and
information processing.  Sadly missing, however, is an appendix
listing companies developing virtual reality applications.
     "Silicon Mirage" is written to be accessible by scientists and
professionals as well as the interested novice.
     While kids are taking advantage of virtual reality arcades,
(centers where "Dactyl Nightmare" is the most popular of the Edison
Brothers Entertainment offerings for about a dollar a minute), and
Tim Disney is developing a VR-version the magic carpet ride from
"Aladdin," professionals continue to develop the ability to "walk"
through conceptual buildings, doctors to "examine" a virtual
patient, and history students to "walk" across the Gettysburg
battlefield while the bullets fly.

     A: The earliest (at least the earliest that I can remember)
        use of virtual reality in a movie is the "orgasmitron" from
        "Sleeper."  Can you do better?
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