Hip, hype and hope—the three faces of virtual worlds (panel session)

By now, almost everyone in computer graphics has read, seen, or experienced virtual worlds--"artificial realities" generated by computers which surround the user. Virtual.world systems are the focus of the media, grist for the TV mill, and everyone's pick as "The Big Idea of the 90s." But what does it all mean? Is virtual-worlds technology really that important? Panelists address the artificial reality controversy and suggest the filture of professional and personal computer use. Bob Jacobson I 'm Bob Jacobson and I 'm the chair of the panel. In my other life, I 'm the associate director of the Human Interface Technology Laboratory, part of the Washington Technology Centers at the University of Washington. Our job is to develop virtual technology, to find applications for it, and that is the job of all the other people you will hear today. There have been a couple of changes in the panel line-up. I think we have an amazingly exemplary panel. It keeps getting better. Nolan Bushnell could not be with us because he had to do some work elsewhere, and Tom Furness had the same situation. Our panel had the fortunate addition of Jaron Lanier and William Bricken. I think that you'll find this is an incredible group of people. We sat down last night, very anxious about how we would interact before you and within fifteen minutes we had a discussion going that lasted for nearly two hours: I hope we didn't talk ourselves out! I think you'll find that there is a lot of learning going