Virtual Reality Books
Related Subjects: Hardware Multi-User Systems Conferences Software Research Projects Human Interaction Companies Haptics QTVR and Pre-rendered VR
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Collectible price: $155.95

Covers the basics wonderfullyReview Date: 2008-06-26
Seminal work worthy of a new editionReview Date: 2004-07-12
Good systems level book on networked VE'sReview Date: 2006-01-01
A MUST for people interested in Net VEsReview Date: 1999-10-30
Cyberspace starts here!Review Date: 1999-09-23

A book full of images that stick in your mind.Review Date: 2007-05-20
Frost tells the story with a crisp modern style, and he has a way of using a phrase the way another writer might use a single word that I loved. He's written an inventive book full of persistent images and surprising changes. A terrific read.
Don't judge a book by it's coverReview Date: 2007-04-25
Not sci-fi but an alternate worldReview Date: 2007-04-25
I don't play games like this but I have often wondered about them and who it is that has so many free hours that they disappear into their computers. Frost is a madman. I like this book. Buy it.
I couldn't put it downReview Date: 2007-04-21
Some of the objective reasons why I think it's a worthwhile read and why others may love it as much as I did:
- the writing style and observations are very quirky and catch you off-guard. Without fraying, the plot weaves between multiple points of view, locations and story lines. It is complex but coherent.
- the characters each really have something special about them. They are presented in a consistent manner throughout and remain true to themselves and their journey. Each one speaks, thinks and behaves both in the virtual world of the game they are playing and in the "so-called real world" in a way that is truly genuine. The characters have their limitations and flaws and moments of sef-reflection.
- the underlying message seems to be that we matter, all of us. That our thoughts and actions, whether online or in-person, have ripple effects and form bonds with other lives. In this last respect, I was reminded of Malcolm Gladwell's THE TIPPING POINT and BLINK where the social impacts of individual actions and the power of context on the individual are described.
It was a really engrossing experience to stay up almost all night reading WORLD LEADER PRETEND and feeling that giddy unreality that gamers experience after pulling an all-nighter with head buried in some virtual world.
ENTRANCEDReview Date: 2007-04-11

Used price: $2.70

It is a digital world we live in...Review Date: 2006-11-10
Great Intro to this TopicReview Date: 2006-11-10
An Excellent Resource for Digital Media EnthusiastsReview Date: 2006-11-04
An Excellent Collection of Fascinating ContributorsReview Date: 2002-05-28
The book is a must read; the web site is a must see!Review Date: 2001-06-13

Used price: $2.49

This book is like a bible to any chummer wishing to run in tReview Date: 1999-07-18
Decking for the Algebra wiz in youReview Date: 1998-04-26
Technomancy, Shadowrun style....Review Date: 1997-11-17
Now everyone will want a datajack........
Part of the Core to the SystemReview Date: 1999-05-02
Sure, you can run a campaign with just the BBB (Big Black Book, aka main rulebook) but why? Add in the spice of the decker, give him a place in the group. Combine this with the Rigger book and you have a well matched system. GMs! Give your deckers a reason to exist, buy this book and scare them out of the matrix!
Excellent BookReview Date: 1998-05-15
The biggest change is actually how the Matrix works. Instead of just a generic number of successes to get something done, you have Target numbers for ACIFS (Access, Control, Index, File, and Slave), with your programs reducing the TNs. Want to log on? Look at the Access rating, reduce it by your Sleaze, and viola, you're in.
The artwork does leave some to be desired (the Virtual Reality guide in VRI is better then the one in this book and the black and white artist doesn't seem to be able to draw a straight line to save his life). and there are a few places were the rules get sketchy (such as Scramble IC and in depth detail into the Otaku) and that can get annoying, but overall the rules are excellent.
If you have people who want to be deckers, this is a MUST have. It will speed things up and make the game a lot more fun for both the GM and the players.
PS: I have had a chance to speak to the author, Paul Hume, as he once assisted us on the Shadowrun MUX on the Internet. Very nice guy :)

Used price: $34.00

Impressive Research Projects !Review Date: 2001-03-16
Impressive research works!Review Date: 2001-03-16
A Wonderful bookReview Date: 2001-08-21
Great Read, Interesting ResearchReview Date: 2001-05-21


Review of The Dark NetReview Date: 2007-10-14
A serious literary critique.Review Date: 2007-09-25
I thoroughly enjoyed the imagination of the novel from the epileptic protagonist and the eroticized office assistants (created by grad students, of course) to the the virtual reality vision of the Web and the religious fervor of the Luddites. And the lively presence of the penguin Linus.
James stop reading ;-)
(this is the negative portion) Any of you Galaxy Quest fans? Remember that scene where Tim Allen and Sigourney Weaver have to go through ridiculously dangerous contraptions to get to the Omega-13, and they point out that there's not a good reason for the booby-traps? Occasionally, I had that feeling about areas of the Dark Net. On the other hand, I have no idea what virus-makers get out of infecting my computer, so maybe it's completely reasonable that such dangers exist.
Other than that, I would have liked to hear more about the background of the Luddite group during the story rather than getting it all on the end. I think that the already interesting history could have been further developed and woven into earlier chapters.
James, you can read again.
But to end with something good -- the conclusion was excellent and completely blind-sided me (but then it made so much sense...).
A good book is one I like to readReview Date: 2007-09-26
That's not to say The Dark Net is a serious treatise on the state of the world. But it's worth reading if you like to read.
Riordon has written an adventure in the internet, a science-based story, a pulp thriller that gives the reader something to think about.
The story winds through ordinary life, the virtual world-to-come, the isolated portions of the internet, and a weird farm in the Pennsylvania hills. (Actually, I could totally dig the Freedom Club if they weren't sofa king Ayn Rand about it.)
This book may never be on the syllabus of any Lit Crit classes (though I could write "The Significance of the Color Green in Riordon's The Dark Net" or "Penguins and Boats: Lost and Found in the Void of Riordon's The Dark Net"). But heck, that's probably what they said about Dickens too. Riordon's novel, originally published on a blog, is like Dickens' serialized newspaper novels, and the format of the life-as-it-happens writing method makes the story's plot a lot like real life. Max's end isn't obvious from the beginning. Sometimes he winds up in places he never could have anticipated. But I enjoyed being there with him (well, sometimes it was really sad.)
And that's what I like to see in a book. Shogun, Clan of the Cave Bear, Harry Potter: they're not literature or anything but they sure are great to read.
warning, do not take this book when traveling to visit familyReview Date: 2007-12-25
The story centers around Max, a realistic character caught in a futuristic scenario of what the internet might be like one day (virtual worlds where instead of checking your email, you step into a room, sit down and have your exquisitely-programmed virtual assistant recite email contents).
It unfolds into an enchantingly complex and imaginitive plot. Character development is fantastic and you can see the scenes in your head as they develop. Several times I found myself simultaneously breathing heavy with anxiety during the fast-paced adventure scenes and also laughing at character descriptions. For example:
"As Max watched with wide-eyed terror, the laundry pile began to seethe. The sound hadn't come from the bathroom after all. The pile rose up in a pillar of dirty socks, shirts, and towels, and took on a vaguely humanoid form."
This pile of dirty clothes abducts Max, along with some couch creature, and throws him into the dark recesses of the internet. The two monsters then pause for a hilarious and unlikely debate about Captain Kirk & Spock. It is impossible to tell what will happen next; this unpredictability makes for an incredibly engaging read.
The last time I liked a book this much, I went out and bought everything else the author wrote (Augusten Burroughs). I am only sorry that there are no other books to buy just yet and only hope the author is putting his brilliant mind hard to work on another novel for his insatiable fans.
The cover design is simplistic but don't judge the contents by that -- the story itself is rich and complex. Anyone who is into the internet (especially computer geeks) will especially find this a compelling read.


thought-and-design provokingReview Date: 2003-06-13
Thorough introduction to cyberspacesReview Date: 1999-12-14
The book fills in many details in the history of building cyberspaces.
Next year in cyberspace!
The best overview and analysis of cyberspace in the 90s.Review Date: 1999-03-13
It's not surprising then, that a uniquely comprehensive view should come from a member of the original generalist profession - architecture. In "ENVISIONING CYBERSPACE: Designing 3D Electronic Spaces," architect and media theorist, Peter Anders has succeeded in delivering one of the best and rarest overviews of the beginnings of the Information Age.
Integrity demands that I disclose that some of my own work is featured in this book, but what I discovered to my great surprise and delight, is that it's also filled with many incredible technologies and ideas that I was unaware of. Such is the difficulty in being aware of everything that's going on in our rapidly evolving era.
Anyone interested or involved in the design and development of information technologies would do well to read this book. The future is not limited to just a simple extrapolation of what's most commonly known today. The real Information Age is a vast, barely explored region of possibility around us and ahead. We're lucky to have Peter Anders serving as both Lewis and Clark.
Envisioning Cyberspace OptimisticallyReview Date: 1999-12-30

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A realistic SF graphic novelReview Date: 2008-04-14
Kimmie66 is a soft science-fiction story about a girl trying to solve a mystery concerning her best friend, Kimmie66, who has sent her a suicide note. Unfortunately, this is difficult since people now socialize through "lairs" or a hi-tech version of a MMORPG, complete with virtual reality goggles.
The characters are interesting, especially Kimmie66. The heroine may remind Aaron A. fans of Serenity Rose - almost similar dress style, mannerisms, etc. The topic of technology and virtual communities would also appeal to modern readers. The art mixes a crisp, cookie-cutter style similar to anime or Junko Mizuno, along with a sketchy, horror edge resembling the works of Jhonen Vasquez. My only complaint is that it is not very long. I would have liked to learn more of Kimmie66 and her life outside of the virutal one, and a few things as well.
For the price of 9.99, I would say its worth buying.
Art: A
Plot: A
Readability: A
Average score: A (worth buying)
Fantastic SFReview Date: 2007-12-22
I picked up "kimmie66" by Aaron Alexovich a couple weeks back and only now got around to reading it. About halfway through, I caught on to what Aaron was up to and was astonished by where it was headed. The book is far more than one would expect for the Minx line or comic books in general. No, it's not as good as Straczynski's "Midnight Nation" or even "Spider-Man: Revelations" but I'd rank it as a "must read."
Praise for Aaron A.Review Date: 2007-11-21
Buy this comic.
Great art with clever storytellingReview Date: 2007-11-30
It hits home with the world we now live in; where physical barriers are becoming less important; where corporations are organizing international employee training sessions in virtual worlds, and are recruiting in Second Life; a world where you have close friends internationally but have no clue who your next door neighbor is.
Information and technological advancement is happening so rapidly that what a person learns in their first year of college can become outdated by the time they graduate. This book captures the modern feeling of infinite access, infinite exploration, infinite creation. In a time when virtually anything is possible (pun intended), we need stories that target, capture, explore and encourage that feeling for all generations living here and now on our very, very small Earth.
The story itself is as old as time: it is the story of friendship, understanding, self-discovery and growing up. I would go so far as to say that I think parents might benefit from reading this book, to better understand the world their children are growing up in. And to simply enjoy the book itself; it is truly for all ages.


Gary Paulsen's "Rodomonte's Revenge"Review Date: 1998-07-04
this book was a rally good book.Review Date: 2000-10-23
this book is coolReview Date: 2000-03-14
A Great Book For Short Term ReadersReview Date: 1998-12-12

Used price: $55.00

Excellent book on VRReview Date: 2004-01-15
VR in the handReview Date: 2003-10-17
Hugo Neira S
Excellent text for Undergrad classReview Date: 2003-11-17
I will be teaching a course on VR the next two spring semesters at Valparaiso University, and will be using this text.
The book does a great job of spanning the current VR technology out there, as well as addressing issues for development. I'd recommend it for VR researchers, as well as those teaching VR at the undergrad or grad level.
Tom DeFanti's reviewReview Date: 2004-03-07
Most writing about virtual reality involves summarizing and interpreting interviews and demos, with massive doses of the speculative and the spectacular, and lots of historical fuzziness. Sherman and Craig, however, lived in the world of actual VR production at the National Center for Supercomputing Applications at the University of Illinois at Urbana-Champaign, where corporate researchers, educators, scientists, and artists make use of this technology in their daily work. They have personally suffered with VR tech and benefited greatly from access to it as well as to amazing amounts of computing, engineering, and scientific talent. They were held to real deadlines of corporate contracts, scientific conference demonstrations, and the design of IMAX productions. While they were doing all this, they were also writing this book. As a result, "Understanding Virtual Reality" has the integrity and feel of a long-term, eyewitness account and a personal journal, because these production-oriented researchers were documenting the times contemporaneously, rather than trying to reconstruct the details years later.
I know all this because I was their group leader for a couple of years in the mid-90's at NCSA, and their colleague in VR the years before and after. I co-invented the CAVE hardware, among other things, with Dan Sandin at the University of Illinois at Chicago, in 1991.
Related Subjects: Hardware Multi-User Systems Conferences Software Research Projects Human Interaction Companies Haptics QTVR and Pre-rendered VR
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+1 more for the *fantastic* book cover. Look at this thing, it's absolutely hilarious.