Article · Wikipedia archive · Last revised Jul 3, 2026

Artificial Reality

Artificial Reality is a book series by Myron W. Krueger about interactive immersive environments, based on video recognition techniques, that put a user in full, unencumbered contact with the digital world. He started this work in the late 1960s and is considered to be a key figure in the early innovation of virtual reality. For 16 years Krueger was creating a computer system that connected the actions of a user to the real-time response of visual and auditory displays. Artificial Reality was published in 1983 and updated in Artificial Reality II in 1991. Artificial Reality II was to explore the concept of 'Videoplace', which is when a users body is implemented into a computer created world full of color, sound, and visuals. Whilst the first iteration of the series Artificial Reality has laid the ground work for different branches of computer-generated worlds like Virtual Reality and Augmented Reality. Visualization is key for all artificial realities to efficiently use data; resulting in being able to utilize human sensory systems that create these artificial realities.

Last revised
Jul 3, 2026
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≈ 1 min
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Artificial Reality is a book series by Myron W. Krueger about interactive immersive environments (or virtual realities), based on video recognition techniques, that put a user in full, unencumbered contact with the digital world. He started this work in the late 1960s and is considered to be a key figure in the early innovation of virtual reality. For 16 years Krueger was creating a computer system that connected the actions of a user to the real-time response of visual and auditory displays.1 Artificial Reality was published in 1983 and updated in Artificial Reality II in 1991 (both published by Addison-Wesley). Artificial Reality II was to explore the concept of 'Videoplace', which is when a users body is implemented into a computer created world full of color, sound, and visuals. Whilst the first iteration of the series Artificial Reality has laid the ground work for different branches of computer-generated worlds like Virtual Reality and Augmented Reality. Visualization is key for all artificial realities to efficiently use data; resulting in being able to utilize human sensory systems that create these artificial realities.2

References

References

  1. Krueger, Myron W. (1985). ""VIDEOPLACE": A Report from the ARTIFICIAL REALITY Laboratory". Leonardo. 18 (3): 145–151. doi:10.2307/1578043. ISSN 0024-094X. JSTOR 1578043. S2CID 62030583.
  2. Erickson, Thomas (1993-01-01), "Chapter 1 - Artificial Realities as Data Visualization Environments: Problems and Prospects", in Wexelblat, ALAN (ed.), Virtual Reality, Academic Press, pp. 3–22, ISBN 978-0-12-745045-2, retrieved 2020-11-24
External links
  • Myron Krueger. Artificial Reality, Addison-Wesley, 1983. ISBN 0-201-04765-9
  • Myron Krueger. Artificial Reality 2, Addison-Wesley Professional, 1991. ISBN 0-201-52260-8
  • Kalawsky, R. S. (1993). The science of virtual reality and virtual environments : a technical, scientific and engineering reference on virtual environments, Addison-Wesley, Wokingham, England; Reading, Mass
  • Rheingold, H. (1992). Virtual reality, Simon & Schuster, New York, N.Y.