Art Com Magazine

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From: fjt@xxxxxxxxxxxxx (Frederick John Truck)
Subject: Art Com Magazine
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JUNE 1993 NUMBER 61 VOLUME 14 NUMBER 3
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Welcome to ART COM, an online magazine forum dedicated to the
interface of contemporary art and new communication technologies.

You are invited to send information for possible inclusion. We
are especially interested in options that can be acted upon:
including conferences, exhibitions, and publications. Proposals
for guest edited issues are also encouraged. Send submissions to:

artcomtv@xxxxxxxxxxxxx

Back issues of ART COM can be accessed on the Art Com
Electronic Network (ACEN) on the Whole Earth 'Lectronic Link
(WELL), available through the CompuServe Packet Network
and PC Pursuit.

To access the Art Com Electronic Network on the WELL,
enter g acen at the Ok: prompt. The Art Com Electronic
Network is also accessible on USENET as alt.artcom.
For access information, send email to: artcomtv@xxxxxxxxxxxxx.

*Guest Editor: Carl Eugene Loeffler, cel@xxxxxxxxxxxxxx
*Editor: Carl Eugene Loeffler
*Systems: Fred Truck and Gil MinaMora

ART COM projects include:

ART COM MAGAZINE, an electronic forum dedicated to
contemporary art and new communication technologies.

ART COM ELECTRONIC NETWORK (ACEN), an electronic
network dedicated to contemporary art, featuring publications,
online art galleries, art information database, and bulletin boards.

ART COM SOFTWARE, international distributors of interactive
video and computer art.

ART COM TELEVISION, international distributors of innovative
video to broadcast television and cultural presenters.

CONTEMPORARY ARTS PRESS, publishers and distributors of
books on contemporary art, specializing in postmodernism, video,
computer and performance art.

ART COM, P.O.B. 193123 Rincon,San Francisco,CA,94119-
3123,USA.
WELL E-MAIL: artcomtv@xxxxxxxxxxxxx
TEL: 415.431.7524 FAX: 415.431.7841
______________________________________________________
Inhabiting the Domain:
Distributed Virtual Reality
Carl Eugene Loeffler

Case was twenty-four. At twenty-two, he'd been a cowboy, a rustler,
one of the best in the Sprawl. He'd been trained by the best ... He'd
operated on an almost permanent adrenaline high, a byproduct of
youth and proficiency, jacked into a custom cyberspace deck that
projected his disembodied consciousness into the consensual
hallucination that was the matrix.
William Gibson, Neuromancer, 1984

Introduction
The promise of virtual reality has captured our
imagination; networks will render it accessible. There can be little
doubt that networked immersion environments, cyberspace,
artificial or virtual reality, or whatever you want to call it will evolve
into one of the greatest ventures to ever come forward. Virtual
reality will draw from and affect the entire spectrum of culture,
science, and commerce, including education, entertainment, and
industry. It will be multi-national, and will introduce new hybrids of
experience for which descriptors presently do not exist. This also
suggests three essential areas of recent cultural and technical
development:

1) The formation of a cyber culture, which includes individuals who
prefer to inhabit the domain of distributed digital media ' electronic
bulletin boards, databases, and multi-user simulation
environments, including virtual reality. These inhabitants more or
less live in such domains; the majority of their time is occupied
within them. There they can alter their identities, their manner of
social interaction, and their relationship with society. They become
virtual beings in a virtual place. By living in such domains, a society
becomes established, and a morality may emerge. What kind of
morality will this be? Will it be governed? By whom and for what?
This line of questioning becomes even more involving when one
considers distributed virtual reality as a three dimensional
environment, that may contain private spaces or residences, which
contain personal objects and possessions.

2) The emulation of the physical world, and private spaces may
have doors, closets, and windows that look out onto multi-
dimensional vistas. Toolkits allow for the transformation of the
world, and extensions of it are comprised of a never ending field of
pure data.The field of data can include all walks of commerce and
produce worlds which do not fit our present descriptors. Some
experiences will be familiar, like going shopping, or going to a
concert. Other things will be unusual, like going to an ancient place
or another planet.

3) The pervasiveness of the data field is everywhere, and people
move about with computer devices. Interfaces become intuitive.
Guides or agents co-inhabit the domains. Agents acquire
knowledge, become familiar, and grow old with us.

While this could read as science fiction, extensive research is
already being conducted in networked or distributed virtual reality.
It currently constitutes a very small industry, but one with great
potential for growth.

(Note: Carl Eugene Loeffler is Project Director,
Telecommunications and Virtual Reality, Carnegie Mellon
University, and a visiting Senior Scientist, appointed to Center of
Technology at Kjeller (UNIK and Norwegian Telecom Research).
He is a specialist in the design of applications and systems
integration for distributed virtual reality. Under his Direction, the
CMU project team has produced a number of networked virtual
reality applications for the purposes of education, entertainment
and industry. The applications support multiple uses, and feature
aspects of tele-existence. His current project is a distributed virtual
city, which is conceived as a Graphical User Interface (GUI) for
home based electronic shopping and entertainment.) Current
technical demonstrations include the International Conference on
Artificial reality and Tele-Existence, Japan, and Siggraph, USA. He
is Editor of Virtual Realities: Anthology of Industry and Culture,
published by Gijutsu Hyohron Co in Japan, and Van Nostrand
Reinhold, in the USA. Contact: cel@xxxxxxxxxxxxxx)
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