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1 Fiction  





2 Film  





3 Television  





4 Radio  





5 See also  





6 References  














Virtual reality in fiction






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From Wikipedia, the free encyclopedia
 


Virtual reality in fiction describes fictional representations of the technological concept of virtual reality.

Fiction[edit]

Many science fiction books and films have imagined characters being "trapped in virtual reality" or entering into virtual reality. Laurence Manning's 1933 series of short stories, "The Man Who Awoke"—later a novel—describes a time when people ask to be connected to a machine that replaces all their senses with electrical impulses and, thus, live a virtual life chosen by them (à la The Matrix, but voluntary, not imposed). A comprehensive and specific fictional model for virtual reality was published in 1935 in the short story "Pygmalion's Spectacles"[1]byStanley G. Weinbaum. Other science fiction books have promoted the idea of virtual reality as a partial, but not total, substitution for the misery of reality, or have touted it as a method for creating virtual worlds in which one may escape from Earth. Stanisław Lem's 1961 story "I (Profesor Corcoran)", translated in English as "Further Reminiscences of Ijon Tichy I",[2] dealt with a scientist who created a number of computer-simulated people living in a virtual world. Lem further explored the implications of what he termed "phantomatics" in his nonfictional 1964 treatise Summa Technologiae.

A number of other popular fictional works use the concept of virtual reality. These include William Gibson's 1984 Neuromancer, which defined the concept of cyberspace, and his 1994 Virtual Light, where a presentation viewable in VR-like goggles was the MacGuffin. Other examples are Neal Stephenson's Snow Crash, in which he made extensive reference to the term avatar to describe one's representation in a virtual world, and Rudy Rucker's The Hacker and the Ants, in which a programmer uses VR for robot design and testing. The Otherland series of 4 novels by Tad Williams, published from 1996 to 2001 and set in the 2070s, shows a world where the Internet has become accessible via virtual reality. Virtual reality stories based upon video games have also become popular in recent years, such as the 2011 novel Ready Player OnebyErnest Cline, which is about a virtual reality system called the OASIS that people use to escape from the grim reality of a dying Earth in 2045. Other recent examples include Conor Kostick's 2004 children's novel Epic[3] and Louis Bulaong's 2020 sci-fi book Escapist Dream.[4]

Film[edit]

The concept of virtual reality was popularized in mass media by movies such as Tron (1982), Brainstorm (1983), and The Lawnmower Man (1993). The .hack multimedia franchise is based on a virtual reality MMORPG dubbed "The World". The French animated series Code Lyoko is based on the virtual world of Lyoko and the Internet.

Television[edit]

Radio[edit]

See also[edit]

  • Augmented reality
  • Haptic technology
  • Virtual body
  • Virtual globe
  • Virtual machining
  • Virtual taste
  • References[edit]

    1. ^ Pygmalion's Spectacles. Retrieved 21 September 2014 – via Project Gutenberg.
  • ^ "Ijon Tichy – Series Bibliography". Retrieved 21 September 2014.
  • ^ "White Ravens: Kostick". Children's Library. 2006
  • ^ Carl Hannigan. "Escapist Dream (Book Review): How It Represented and Satirized Geek Culture". Voice Media Group. August 29, 2020
  • ^ Eisenberg, Mike (May 5, 2010). "Updated 'Inception' Synopsis Reveals More". Screen Rant. Retrieved July 18, 2010. One last job could give him his life back but only if he can accomplish the impossible—inception.
  • ^ Hemley, Matthew (2008-09-30). "BBC radio launches major cross-station sci-fi season". The Stage. Retrieved 2009-04-09.

  • Retrieved from "https://en.wikipedia.org/w/index.php?title=Virtual_reality_in_fiction&oldid=1186655640"

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    This page was last edited on 24 November 2023, at 17:28 (UTC).

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