Computers - General & Miscellaneous
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Overview
This exciting young adult series brings the latest scientific advances from the laboratory to the library. It makes information about science and technology readily available to young people in basic terms they can understand.Virtual Reality provides young adult readers with a working knowledge of this 21st-century wonder, exploring the development of the technology, its uses in modern life, its drawbacks, and the philosophical questions that are raised by a technology that manufactures "reality".
Explores the technology and effects of virtual reality.
Editorials
Children's Literature -
This book is the most lucid exposition I've read for young people on how computers create three-dimensional effects. Mr. Grady's intriguing narrative traces the instrumentation's evolution from a fixed, ceiling-hung, helmet-like device, to configurations that range from goggles and gloves to desktop simulators. Black and white photos and drawings illustrate the text, which includes a first-rate glossary, list of additional readings, and an index.School Library Journal
Gr 6 Up-Virtual Reality is one of those areas in which new advances are being made daily. Therefore, any book becomes out-of-date as soon as it is printed. That said (and it is also acknowledged by the author in a note at the end of the book), this is an excellent look at this evolving area. Starting with the very beginning of the concept in the 1800s (yes, 1800s--the stereoscope was the first attempt at a virtual experience), this book follows the advances made in this science as computers became more sophisticated. Grady examines pioneers in the field and explores the areas in which this technology has had an impact, such as architecture, medicine, business, education, the military, and entertainment. Its drawbacks and future are also discussed. Black-and-white photographs of both the equipment and what it looks like inside virtual worlds are scattered throughout. The glossary, list for further reading, and index make this title useful for reports as well as for general interest. Readers will find it more up-to-date and more detailed than Ann E. Weiss's Virtual Reality (21st Century Bks., 1996).-Yapha Nussbaum Mason, Brentwood Lower School, Los AngelesKirkus Reviews
In the Science Sourcebook series, a clear and sensible approach to the wonders and mysteries of virtual reality, including its history and some possible scenarios for the future. Grady compares the state of virtual reality to the situation of television in its earliest years: Everyone thought it was great, but it was wildly expensive, and the technology had not yet caught up to the possibilities. He takes a tour through virtual reality's history, and describes its current uses, still in their infancy, in medicine, architecture, business, science, and, of course, fun and games. He writes quite accurately about the function of virtual realityessentially to fool the mind and body into creating a multidimensional experience from computers, software, and devices. While he doesn't delve deeply into the philosophical questions raised by this fascinating medium, he does mention them, and presents a coherent picture of the technology to date. (b&w illustrations, photographs, index, not seen, glossary, bibliography) (Nonfiction. 12-14)Book Details
Published
December 31, 1997
Publisher
Facts On File Inc
Pages
176
Format
Hardcover
ISBN
9780816036059