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Akins, A. S. (1994, March-April). Golfers Tee Off into the Future. The Futurist: A Journal of Forecast, Trends, and Ideas about the Future, 28 (2), pp. 39-42.
Alexander, J. and Long, M. (1995, May/June). Nintendo's New Baby Boy. VR World, 3(3), p. 14.
Alexander, J. and Long, M. (1995, August). Cyber Sports. VR World, 3(4), p. 12.
Alexander, J., Close, J., Galore, J. and Long, M. (1995, May/June). Welcome to the Next Level: VR Goes Mass Market in 1995. VR World, 3(3), pp. 17-21.
Alexander, J., Close, J., Galore, J., and Long, M. (1995, August). Welcome to the Next Level: Part II. VR World, 3(4), pp. 86-88.
Anderson, P. I. (1995, July). From Telepresence to True Immersive Imaging: Into Real-Life Video - Now!. Advanced Imaging, 10(7), pp. 48-95.
Andrews, I. and Ellis, S. (1994, May). Bringing Virtual Worlds to Life. Al Expert, 9(5), pp. 15-17.
Antonoff, M. (1992, August). Virtual Acoustics. Popular Science, p. 37.
Antonoff, M. (1993, June). Living in a Virtual World. Popular Science, pp. 82-86, 124-125.
Applewhite, H. L. (1993, March). Acoustic Positioning Systems. Virtual Reality Systems, 1 (1), pp. 26-30.
Arakawa + Madeline Gins (1995, Nov.-Dec.). Reversible Destiny City. Architectural design [Profile No. 118, Architects in Cyberspace], 65(11-12), pp. 86-89.
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Asch, T. (1992, August). Designing Virtual Worlds. AI Expert, 7 (8), pp. 22-35.
Asch, T. (1993, July). Designing Virtual Worlds. Virtual Reality 93 Special Report. AI Expert, pp. 19-32.
Asch, T. (1994, May-June). CyberTron: First Permanent Immersive VR Systems Installed at Disney World. Virtual Reality World, 2(3), pp. 18-20.
Ascott, R. (1995, Nov.-Dec.) The Architecture of Cyberception. Architectural design [Profile No. 118, Architects in Cyberspace], 65(11-12), pp. 38-41.
Ashford, J. (1992, October). Reaching for 3-D. MacUser, pp. 221-223.
Aukstakalnis, S. (1993, August). Go With the Flow: Visualizing Complex Waterway Designs with Virtual Reality. CADalyst. 10(8), pp. 56-58.
Aukstakalnis, S. (1993, August). Out of This World: the Fundamentals of Immersive Virtual Reality. CADalyst. 10(8), pp. 37-44.
Aukstakalnis, S. (1993, August). Too Hot to Handle: Using CAD, Virtual Reality and Telepresence to Manage Nuclear Waste. CADalyst. 10(8), pp. 46-50.
Azuma, R. (1993, July). Tracking Requirements for Augmented Reality. Communications of the ACM, 36(7), pp. 50-51.
Azuola, R., Kaye, J. M. and Ting, B. J. (1994). Infrastructure for Human Modeling in VR. Virtual Reality Systems, 1(3), pp. 28-32.
Balch, D. C. (1995, July/August). Practicing Telemedicine in Rural North Carolina. Virtual Reality Special Report, 2(3), pp. 31-35.
Barker, Q. (1994, March). Virtual Reality Market Analysis. Virtual Reality World, 2(2), pp. 55-64.
Baum, D. (1995, July). Assets in Wonderland. Byte, pp. 111-117.
Beer, J. (1992, November). 3-Dimensional Desktop Animation: Fake Reality is Coming to a PC Near You. CD-ROM Professional, 5(6), pp. 33-34, 36, 38.
Begault, D. (1993, October). The Evolution of 3-D Audio. MIX, 17(10), pp. 42-46.
Benedikt, M. (1993, November). Unreal Estates. Architecture New York, 1(3), pp. 56-57.
Bennett, R. (1995, Spring). Walking Virtually: Help for Parkinson's Disease. Virtual Reality Special Report, 2(1), pp. 27-30.
Bennett, R. P. (1995, July/August). Wheelchair Programs Pick Up Speed. Virtual Reality Special Report, 2(3), pp. 9-14.
Bennett, R. P. (1996). The Rhythm of Virtual Dance. Virtual Reality Special Report, 3(4), pp. 39-40.
Bennett, R.P. (1996). VR Moves Homes, but Beware the Dangers: VR will enrich the lives of the disabled, but how will the psyche respond to an alternate reality? Virtual Reality Special Report, 3 (2), 13-15.
Berg, T. (1994). Virtual Reality Resource Guide. Virtual Reality Special Report, 1(4), pp. 33-50.
Berg, T. (1994, Fall). Virtual Reality Resource Guide. Virtual Reality Special Report, 1(3), pp. 39-56.
Berg, T. D. (1995, Spring). Virtual Reality Resource Guide. Virtual Reality Special Report, 2(1), pp. 42-64.
Berg, T.D. (1996). Virtual Reality Resource Guide. Virtual Reality Special Report, 3(3), pp.24-56.
Bertera, J. H. (1992, July). Oculomotor Adaption With Virtual Reality Scotomas. Simulation, 59 (1), pp. 37-44.
Bick, F. A. (Ed.). (1993, November). Technologies Tomorrow, 1 (3) [special issue on Virtual Reality].
Billinghurst, M. (1995, Spring). Do You See What I See? Virtual Reality Special Report, 2(1), pp. 21-26.
Billinghurst, M. (1995, July/August). Enter the Age of the Digital Doctor. Virtual Reality Special Report, 2(3), pp. 49-52.
Birt, J. and Furness, T. A. (1974, April). Visually-Coupled Systems. Air University Review, 20 (3), pp. 28-40.
Blackburn, D. (1994). The Convergence of Sports and VR. Virtual Reality - Special Report, 1, pp. 57-60.
Blanchard, D. (1995, June). VR News. Intelligent Systems Report, 12(6), pp. 3-5.
Blau, B. and Yurica, K. (1994, September/October). Designing VR Applications for the Desktop. Virtual Reality World, 2(5), pp. 17-21.
Bleecker, S. E. (1994, March-April). The Virtual Organization. The Futurist: A Journal of Forecast, Trends, and Ideas about the Future, 28 (2), pp. 9-12, 14.
Blow, R. (1995, January/February). Dr. Dolphin: Why Does Swimming with Dolphins Help Humans Heal? Mother Jones, 20(1), pp. 28(4).
Boman, D. K. (1995, June). International Survey: Virtual-Environment Research. Computer, pp. 57-65.
Boman, D. K. (1995, June). International Survey: Virtual-Environment Research. Computer, pp. 57-65.
Bottoms, W. R. (1994, July). Virtual Reality: Top of the Food Chain. The Red Herring, (12), pp. 40-42.
Brennan, J. P. and Brennan, J. A. (1994). Virtual Reality in the Delivery Room. Virtual Reality Systems, 1(3), pp. 24-27.
Bressi, T. (1995, July). The Real Thing? We're Getting There. Planning, pp. 16-20.
Bricken, W. and Jacobson, L. (1992, July). Virtual Environment Operating System. Virtual Reality Special Report. AI Expert, pp. 55-58.
Brill, L. (1993, June). Kicking the Tires of VR Software. Computer Graphics World. 16(6), pp. 40-53.
Brill, L. (1993, Spring). Metaphors for the Traveling Cybernaut - Part I. Virtual Reality World [Virtual Reality World is an insert in Multimedia Review}, 1(1), pp. q-s.
Brill, L. M. (1992, April). Facing Interface Issues. Special Report: Virtual Reality. Computer Graphics World, 15(4), pp. 48-55.
Brill, L. M. (1992, September). An Interactive Trip into Virtual Paradise. Computer Graphics World, 15(9), pp. 22.
Brill, L. M. (1993, November/December). Looking Glass Playgrounds Hit the Entertainment Bullseye. Virtual Reality World, 1(3 and 4), pp. 41-49.
Brill, L. M. (1994, January). The Networked VR Museum: Where Art Meets Cyberspace. Virtual Reality World, 2 (1), pp. 12-17.
Brill, L. M. (1994, July). Location Based Entertainment: Trend or Fad? The Red Herring, (12), pp. 44-46.
Brill, L. M. (1994, March). Electronic Playgrounds, Living Room Style. Virtual Reality World, 2(2), pp. 18-32.
Brill, L. M. (1994, May). Metaphors for the Traveling Cybernaut - Part II. Virtual Reality World, 2(3), pp. 30-33.
Brill, L. M. (1994, May). Virtual Reality: Designing Authoring, and Toolkit Cyber Software. Virtual Reality World, 2(3), pp. 22-29.
Brill, L. M. (1994, November/December). Museum-VR: Opening the Gateway to Cyberspace, Pt. 1. Virtual Reality World, 2(6), pp. 33-40.
Brill, L. M. (1995, January/February). Museum VR: Part II. VRWorld, 3(1), pp. 36-41.
Brill, L. M. (1995, March). Somewhere Over the Rainbow: Creating Virtual Realities. DV, pp. 32-42.
Brill, L. M. (1995, May/June). Michael Getlan: Funmeister of the Arcades. VR World, 3(3), pp. 24-27.
Brill, L. M. (1995, Spring). Playgrounds of the Digital Domain. Virtual Reality Special Report, 2(1), pp. 65-72.
Brill, L. M. (1995, July). From Viewing to Doing. AV Video, 17(7), pp. 12-16.
Brittan, D. (1995, February/March). Knowing Where Your Head is At: Use of Inertial Tracker for Virtual Reality Systems. Technology Review, 98(2), pp. 10(2).
Brown, D. J., Cobb, S. V., Eastgate, R. M., Gibson, I. and Smith, P. A. (1992, April). Research Applications of Virtual Reality. Interactive Learning International, 8 (2), pp. 161-163.
Browning, J. and Barrett, P. (1993, December). Hype or Hyper-reality? Focus, pp. 22-29.
Buckert-Donelson, A. (1994, May). VR People Profile: Mark Long of Zombie, Inc. Virtual Reality World, 2(3), pp. 35-39.
Buckert-Donelson, A. (1994, September/October). Profile: Beth Marcus, PH. D. of Exos Corp. Virtual Reality World, 2(5), pp. 26-31.
Buckert-Donelson, A. (1995, August). VR People: Creves Maples, Sandia National Labs. VR World, 3(4), pp. 25-30.
Buckert-Donelson, A. (1995, May/June). Linda Rhoades, Virtual I/O: Experienced in Developing Strategic Business Alliances. VR World, 3(3), pp. 34-39.
Burke, R.R. (1996, March-April). Virtual shopping: Breakthrough In Marketing Research. Harvard Business Review, 74( 2), pp. 120-132.
Bylinsky, G. (1991, June 3). The Marvels of 'Virtual Reality'. Fortune, 123 (11), pp. 138-153.
Cartwright, G. F. (1994, March-April). Virtual or Real? The Mind in Cyberspace. The Futurist: A Journal of Forecast, Trends, and Ideas about the Future, 28 (2), pp. 22-26.
Cash, D. (1993, August/September). Touching is Believing: Work on Virtual Reality Involving Touch. Technology Review, 96 (6), p. 9.
Chaplin, S. (1995, Nov.-Dec.). Cyberspace: Lingering on the Threshold. Architectural design [Profile No. 118, Architects in Cyberspace], 65(11-12), pp. 32-35.
Chapnick, P. (1993, July). 2D Reading on 3D Subjects. Virtual Reality 93 Special Report. AI Expert, pp. 43-46.
Chapnick, P. and Vikoren, S. (1994). Books: VR Becomes Actual Reality. Virtual Reality - Special Report, 1, pp. 27-32.
Chinnock, C. (1996, March). Virtual Reality Goes to Work. Byte, 21(3), pp. 26-27.
Christel, M. (1992, July-August). Virtual Reality Today on a PC. Instruction Delivery Systems, 6, pp. 6-9.
Churbuck, D. C. (1992, September 14). Applied Reality. Virtual Reality Becomes an Industrial Tool. Forbes, 150 (6), pp. 486-492.
Clark, R. S. (1993, August). Virtual Reality: A World of Applications. OE Reports, (116). pp. 1, 6.
Clark, R. S. (1993, September). Virtual Worlds Face the Markets of the Future. OE Reports, (117).
Clarke, T. (1994, January). Keeping Your Virtual Feet on the Ground. PCVR Magazine, (13), pp. 13-19.
CM Research. (1994, March). Thermal Feedback. PCVR Magazine, (14), pp. 14-18.
Cochran, W. (1994, Fall). How Do I See Thee? Let Me Count the Ways. Virtual Reality Special Report, 1(3), pp. 33-38.
Cohn, D. (1993, August). Not Just Another Pretty Interface. CADalyst, 10 (8), pp. 52-55
Compton, M. (1993, August). Virtual Fun. Engineering, (25), pp. 36-39.
Constanzo, L. (1993, June). Walking Through Design. Engineering, 233 (6), pp. 13-15.
Cook, R. (1992, May). Serious Entertainment. Special Report: Virtual Reality. Computer Graphics World, 15 (5), pp. 40-48.
Cooper, P. (1992, May). The Navigator's Viewpoint. Virtual Reality News, 1 (2), pp. 1-5.
Corliss, R. (1993, Nov. 1) Virtual, man! Time, 142 (18), pp. 80-84.
Coull, T. (1993, March). Virtual Reality and the Personal Computer: Bringing the Frontier Closer to Home. Virtual Reality Systems, 1 (1), pp. 16-17.
Coull, T. (1993, March). VR Applications: From Wall Street to Virtual Museums. Virtual Reality Systems, 1 (1), pp. 9-10.
Coull, T. and Rothman, P. (1993, August). Virtual Reality for Decision Support Systems. AI Expert, pp. 22-25.
Coyne, J. P. (1993, November/December). Virtual Reality and Relational Databases. Virtual Reality World, 1 (3 and 4), pp. 50-52.
Crowe, B. (1994, January). Pteranodon Sighting at SIGGRAPH '93. Virtual Reality World, 2 (1), pp. 4-10.
D'Amato, B. (1996, January). Virtual Kitsch. Artforum, 34(5), pp. 35-36.
Dagit, C. (1995, August). Virtual Reality: VR is a Powerful Presentation Technology for Real Estate Sales. VR World, 3(4), pp. 34-36.
Darton, E. (1994). Free City and the Art of Memory: The Novel as Artificial Reality. Leonardo, 27(4).
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Davis, D. B. (1991, June). Reality Check: How Far Has Virtual Reality Technology Come, and Where Is It Going? Computer Graphics World, 14 (6), pp. 49-52.
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Dede, C. J. (1992, May). The Future of Multimedia: Bridging to Virtual Worlds. Educational Technology, 32, pp. 54-60.
Delaney, B. (1993, July). Where Virtual Rubber Meets the Road. Virtual Reality 93 Special Report. AI Expert, pp. 15-18.
Delaney, B. (1993, September). A Survey of Head Mounted Displays. Virtual Reality '93: Fall Special Report. AI Expert, pp. 21-24.
Delaney, B. (1994). The Perfect VR Application. Virtual Reality Special Report, (1), pp. 15-18.
Delp, S. L. (1994). Building Biomechanical Models of the Musculoskeletal System for Surgical Simulations. Virtual Reality Systems, 1(3), 14-16.
Denne, P. (1994, May-June). Virtual Motion. Virtual Reality World, 2(3), pp. 41-44.
Dery, M. (1993, September). Cyber Cafe. New Media, 3(9), pp. 118-119.
Digiano, C. J. and Buxton, W. A. S. (1993, March). Using Non-Speech Audio at the Interface. Virtual Reality Systems, 1(1), pp. 60-61.
Dilworth, D. C. (1993, July). Virtual Reality: Coming Soon to a Courtroom Near You? Trial, pp. 13-15.
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Dobrow, R. (1994, January). Special Report: Virtual Reality Blasts Off. Gadgetworld, 1(1), p. 2.
Dohanish, G. (1994, January). Commercial 3D Model Libraries. 3D Artist, (14), 24-29.
Donovan, J. (1993, March). Marketing Virtual Reality. Virtual Reality Systems, 1 (1), pp. 21-24.
Dorozynski, A. (1993, July 30). Computers Bring Back a Long-Lost French Abbey (Cluny Abbey). Science, 261(5121), pp. 544-546.
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Duncan, D. (1994, March). Reflections on Jenny Holzer at the Guggenheim. Virtual Reality World, 2(2), pp. 72-73.
Duncan, D. (1995, May/June). A New Economic Paradigm. VR World, 3(3), p. 72.
Dunn, F. (1992, July). Sun's Virtual Lathe. VR Monitor, 1(4), pp. 2-7.
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Duvanenko, V. J. and Robbins, W. E. (1993, April). Algorithms for Stereoscopic Imaging. Dr. Dobb's Journal, 18(4), pp. 18-29.
Dysart, J. (1994, November/December). VR Goes to Hollywood. Virtual Reality World, 2(6), pp. 18-23.
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