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Human-computer interaction --- Virtual reality --- Congresses
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Designers, implementers, and users of computer network applications are all deeply involved in the processes of social and cultural change, whether or not they consciously and actively choose to consider these processes. Issues such as community and privacy, dependence and individualism are no longer simply the province of philosophers and social scientists; they are tightly interwoven in the design and use of network applications. Virtual Individuals, Virtual Groups explores the social dimensions of the powerful computing applications that are shaping our culture. It addresses design and theoretical issues relating to groupware and other applications of computer networks. It considers computer network applications in terms of the notions of genre and narrative, in a framework that is broadly applicable to the development of a wide range of computing and communication systems, such as virtual reality and multimedia.
Human-computer interaction. --- Virtual reality. --- Computer networks.
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VR (virtual reality) --- internet --- VRML (virtual reality modeling language) --- Computer architecture. Operating systems --- Computer graphics --- Internet --- Three-dimensional display systems --- Virtual reality --- VRML (Document markup language) --- Infographie --- Affichage tridimensionnel --- Réalité virtuelle --- VRML (Computer program language) --- Réalité virtuelle --- Virtual reality.
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Americans --- Virtual reality --- Rock musicians --- Teenage girls --- Tokyo (Japan)
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Soldiers --- Computer-assisted instruction --- Virtual reality --- Training of --- Military aspects
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This study investigated the nature of the future combat air staff in the context of air war in the information age and how application of information-age technology could reduce deployment of personnel while maintaining, or improving, staff support to the air campaign through the use of virtuality. Within the confines of this study, "virtuality" refers to the concept that not all elements of a staff may be physically located in the same place, that communication technology may allow for the retrieval of information resources from diverse centers of responsibility, and that staff assets may be reabsorbed into host centers after the cessation of hostilities. The results of this research indicate that the rapid advances now progressing within the technological realm, as well as within organizational theory and practice, presage a different paradigm for the future combat air staff. This report should be of interest to the Air Force, other services, and commands that are seeking ways to reduce physical forward combat area presence while maintaining combat effectiveness.
Virtual reality. --- United States. --- Communication systems. --- Staff. --- Organization.
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Human-computer interaction --- Virtual reality --- Computer graphics --- Congresses.
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