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Bruce Damer

Biographic Data

ID5895038
NAMEBruce Damer
GIVEN NAMESBruce
FAMILY NAMEDamer
SIGNATUREDAMER B
AFFILIATIONSthe Contact Consortium
ORCID0000-0003-3184-6781
VERIFIEDYes
TOTAL WORKS7
TOTAL CITATIONS0
AUTHOR COUNT7
EDITOR COUNT0
FIRST PUBLICATION YEAR1970
LATEST PUBLICATION YEAR2011
H-INDEX0
  • Timelinesthe Digibarn Computer Museum: A Personal Passion for Personal Computing

    Open Access•Bruce Damer•ARTICLE•interactions•2011

    Timelines provides perspectives on HCI history, glancing back at a road that sometimes took unexpected branches and turns. History is not a dry list of events; it is about points of view and differing interpretations

  • Meeting in the ether

    Open Access•Bruce Damer•ARTICLE•interactions•2007

    The virtual-world environment of Second Life is attracting considerable media attention. Some see it as heralding new ways of working and playing online; others question its prospects. In this column, Bruce Damer considers the history of virtual worlds, in which he played an active part. Upon meeting Bruce in Prague in 1994, I was immediately impressed with his insight, energy, and creativity. His DigiBarn computer museum in Santa Cruz is a uniqu…

  • "The Cyberbiological Worlds of "Nerve Garden: A Test Bed for VRML 2.0

    Bruce Damer•ARTICLE•Leonardo•1998

    Nerve Garden is an environment designed to allow users to “plant a seed in cyberspace.” It was conceived in early 1996 as a test bed for VRML 2.0 technology. Nerve Garden I , demonstrated for five days as a hands-on installation at SIGGRAPH 97, achieved several milestones, including the creation of a cross-platform, all-Java, client-server VRML 2.0 architecture; the generation of VRML using fractal algorithms; and the ability for users to place o…

  • The Nerve Garden: Plant a Seed in Cyberspace

    Bruce Damer•ARTICLE•Leonardo•1998

    When as children we were presented with the gift of a terrarium, aquarium, ant farm or chemical garden, we were given much more than a toy. We were given dresser-top universes that gave us admiration and passion for the natural world. Cyberspace is becoming an increasingly rich space for the evolution of form. Nerve Garden seeks to express natural forms by allowing people to plant a seed in cyberspace and populate a virtual terrarium (Fig. 1). Ne…

  • Inhabited virtual worlds: A new frontier for interaction design

    Open Access•Bruce Damer•ARTICLE•ACM SIGGROUP Bulletin•1997

    In April of 1995 the Internet took a step into the third dimension with the introduction of the Virtual Reality Modelling Language (VRML) as a commercial standard. Another event that month caused fewer headlines but in retrospect was just as significant. A small company from San Francisco, Worlds Incorporated, launched WorldsChat, a three dimensional environment allowing any Internet user to don a digital costume, or avatar, and travel about and …

  • Inhabited virtual worlds: A New Frontier for Interaction Design

    Open Access•Bruce Damer•ARTICLE•interactions•1996

    article Free Access Share on Inhabited virtual worlds: a new frontier for interaction design Author: Bruce Damer the Contact Consortium the Contact ConsortiumView Profile Authors Info & Claims InteractionsVolume 3Issue 5Sept./Oct. 1996 pp 27–34https://doi.org/10.1145/234757.234760Online:01 September 1996Publication History 8citation393DownloadsMetricsTotal Citations8Total Downloads393Last 12 Months7Last 6 weeks3 Get Citation AlertsNew Citation Al…

  • Meeting in the Ether: A brief history of virtual worlds as a medium for user-created events

    Open Access•Bruce Damer•ARTICLE•Journal of Virtual Worlds Research•1970

    Virtual worlds, shared graphical spaces on the Internet, are an exciting new medium of human presence for the 21st Century. This article explores the origins, evolution and future of the virtual world medium from their humble beginnings in multi-player games to their use in education, business, science and engineering. Our focus will be on the development of social virtual worlds including environments such as Habitat, Active Worlds and Second Li…

No prominent works on this page.

  • Meeting in the Ether: A brief history of virtual worlds as a medium for user-created events

    Open Access•Bruce Damer•ARTICLE•Journal of Virtual Worlds Research•1970

    Virtual worlds, shared graphical spaces on the Internet, are an exciting new medium of human presence for the 21st Century. This article explores the origins, evolution and future of the virtual world medium from their humble beginnings in multi-player games to their use in education, business, science and engineering. Our focus will be on the development of social virtual worlds including environments such as Habitat, Active Worlds and Second Li…

  • Inhabited virtual worlds: A New Frontier for Interaction Design

    Open Access•Bruce Damer•ARTICLE•interactions•1996

    article Free Access Share on Inhabited virtual worlds: a new frontier for interaction design Author: Bruce Damer the Contact Consortium the Contact ConsortiumView Profile Authors Info & Claims InteractionsVolume 3Issue 5Sept./Oct. 1996 pp 27–34https://doi.org/10.1145/234757.234760Online:01 September 1996Publication History 8citation393DownloadsMetricsTotal Citations8Total Downloads393Last 12 Months7Last 6 weeks3 Get Citation AlertsNew Citation Al…

  • Inhabited virtual worlds: A new frontier for interaction design

    Open Access•Bruce Damer•ARTICLE•ACM SIGGROUP Bulletin•1997

    In April of 1995 the Internet took a step into the third dimension with the introduction of the Virtual Reality Modelling Language (VRML) as a commercial standard. Another event that month caused fewer headlines but in retrospect was just as significant. A small company from San Francisco, Worlds Incorporated, launched WorldsChat, a three dimensional environment allowing any Internet user to don a digital costume, or avatar, and travel about and …

  • "The Cyberbiological Worlds of "Nerve Garden: A Test Bed for VRML 2.0

    Bruce Damer•ARTICLE•Leonardo•1998

    Nerve Garden is an environment designed to allow users to “plant a seed in cyberspace.” It was conceived in early 1996 as a test bed for VRML 2.0 technology. Nerve Garden I , demonstrated for five days as a hands-on installation at SIGGRAPH 97, achieved several milestones, including the creation of a cross-platform, all-Java, client-server VRML 2.0 architecture; the generation of VRML using fractal algorithms; and the ability for users to place o…

  • The Nerve Garden: Plant a Seed in Cyberspace

    Bruce Damer•ARTICLE•Leonardo•1998

    When as children we were presented with the gift of a terrarium, aquarium, ant farm or chemical garden, we were given much more than a toy. We were given dresser-top universes that gave us admiration and passion for the natural world. Cyberspace is becoming an increasingly rich space for the evolution of form. Nerve Garden seeks to express natural forms by allowing people to plant a seed in cyberspace and populate a virtual terrarium (Fig. 1). Ne…

  • Meeting in the ether

    Open Access•Bruce Damer•ARTICLE•interactions•2007

    The virtual-world environment of Second Life is attracting considerable media attention. Some see it as heralding new ways of working and playing online; others question its prospects. In this column, Bruce Damer considers the history of virtual worlds, in which he played an active part. Upon meeting Bruce in Prague in 1994, I was immediately impressed with his insight, energy, and creativity. His DigiBarn computer museum in Santa Cruz is a uniqu…

  • Timelinesthe Digibarn Computer Museum: A Personal Passion for Personal Computing

    Open Access•Bruce Damer•ARTICLE•interactions•2011

    Timelines provides perspectives on HCI history, glancing back at a road that sometimes took unexpected branches and turns. History is not a dry list of events; it is about points of view and differing interpretations

Computer Science (7 works) · Digital Games and Media (5 works) · World Wide Web (5 works) · Archaeology (4 works) · Art (4 works) · History (4 works) · History (3 works) · Human–computer interaction (3 works) · Virtual reality (3 works) · Virtual Reality Applications and Impacts (3 works)

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