Abstract
The Seattleites who dug deep on their pockets to try out Virtual reality at the Video Tech Pavilion during Bumbershoot '92 walked away reeling from the imaginative, futuristic possibilities of the technology. In fact, the experience of dipping one senses into a three-dimensional computer graphics world had already found an appeal within the radical-chic cyberculture led by '60s icon Timothy Leary. Well-documented by the magazine Mondo 2000, this movement has added more than its share of hype to the technology.
Cite
CITATION STYLE
Bleecker, J. C. (1993). VIRTUAL BUSINESS. ACM SIGCHI Bulletin, 25(3), 38–39. https://doi.org/10.1145/155786.1053753
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