The focus of Myron Krueger in Artificial
Reality II is the interaction between humans
and machines, both in the immediate interface
and the associated cultural relationships. He
uses the concept of artificial reality as a
medium of experience and as a tool to examine
the relationships between people and machines.
When he first coined the term in the mid-1970s,
his 'goal was full-body participation in
computer events that were so compelling that
they would be accepted as real experience.'
He wanted to create an artificial reality
that would perceive human actions in a
simulated world of sight, sounds, and other
sensations and would make the experience of
this illusion convincing. His focus was to
create unencumbered, artificial realities
where the humans could participate with their
entire body without wearing any special
instruments (be they sensors or displays) in
an experience created by the computer.
The environment could be controlled by
preexisting programs, or could have operators
intervene and use the computer to amplify
their ability to interact with people. The
intention was not to reproduce conventional
reality but to create synthetic realities.
Working on human-computer interaction in
the University of Wisconsin in the late 1960s
and early 1970s, Myron Krueger experimented
and developed several computer art projects. GLOWFLOW
was a computer-controlled light sound
environment that responded to the people
within it. In a dark empty room, four
transparent tubes were attached the gallery
walls. These had phosphorescent particles in
water with each tube containing a different
colored pigment.
The visual reference was provided by the
lighted tubes that were arranged to distort
the viewer's perception of the room as they
caused the room to appear wider in the center
than at each end. Thus, as participants
walked the length of the room they felt they
were going downhill with respect to their own
position based on the direction of the tube!
From this initial experiment, Myron
Krueger went on to develop METAPLAY
which was an integration of visuals, sounds,
and responsive techniques into a single
framework. In this, the computer was used to
create a unique real-time relationship
between the participants in the gallery and
the artist in another building. Live video
image of the participant and a computer
graphic image drawn by the artist was
superimposed on the video and rear projected
in th e gallery space. The viewer and the
artist responded to what they saw on their
respective 'screens'.