humans and computers was interesting. The focus was on the possibilities of interaction itself, rather than on an art project, which happens to have some response to the user. Though his work was somewhat unheralded in mainstream VR thinking for many years as it moved down a path that culminated in the "goggles 'n gloves" archetype, his legacy has experienced greater interest as more recent technological approaches (such as CAVE and Powerwall implementations) move toward the unencumbered interaction approaches championed by Krueger. Bibliography Myron Krueger. Artificial Reality, Addison-Wesley, 1983. Myron Krueger. Artificial Reality 2, Addison-Wesley Professional, 1991. References External links http://webarchive.loc.gov/all/20020914215836/http://bubblegum.parsons.edu/~praveen/thesis/html/wk05_1.html https://web.archive.org/web/20070929094921/http://www.artmuseum.net/w2vr/timeline/Krueger.html https://web.archive.org/web/20051122121405/http://www.siggraph.org/artdesign/gallery/S98/pione/pione3/krueger.html http://www.ctheory.net/articles.aspx?id=328 http://www.medienkunstnetz.de/works/videoplace/ Virtual reality pioneers American digital artists People in information technology People from Gary, Indiana University of Wisconsin–Madison alumni 1942 births Living people