From: well!naimark@apple.com (Michael Naimark)
Subject: Re: Real-Time interaction, Computer Graphics, and Virtual Worlds.
Date: Tue, 12 Feb 91 17:24:27 pst


There's an intuitively obvious use of "real time" in cinematography which
may be helpful here. Back in the early days the cameras were hand cranked:
slow motion was achieved by "over-cranking," fast motion by "under-cranking."
When a movie is "not too slow" and "not too fast" it is in "real time." 
(ie., when there exists a temporal correspondence between recording and
playback).

