"Some pioneers of VR technology, including Brenda Laurel and Jaron Lanier, have been among its principal exponents, suggesting that the creation of virtual worlds and of shared cyberspaces will have revolutionary social consequences and allow hitherto unimagined forms of human expression. Such a view is echoed in the work of academic theorists like Donna Haraway and Alluquere Rosanne Stone, who believe that advanced information technologies may have radical political consequences, an idea which they pursue through the image of cyborgs which blur the distinction between humans and machines. These ideas can also be found in the use of VR as a theme in youth culture, for example the cyberpunk nightclubs and cafes in London and San Francisco. Here too, we find an agenda for cultural and political change, in this case, again, premised on innovations in human-machine interface technologies."
(Ralph Schroeder, 1994, pp.519-528)
2). Ralph Schroeder (1994). "Cyberculture, cyborg post-modernism and the sociology of virtual reality technologies: surfing the soul in the information age", Futures 1994 26(5) 519-528 (from a reading list created by Beau Sievers for the lecture series titled "Irony and Utopia: History of Computer Art" at the Bruce High Quality Foundation University).
"In Design Interactions, then, we are not simply concerned with acquiring or refining a specific set of skills. Essentially, we are interested in the , and this means asking probing questions through design. To this end, we encourage students to consider the implications, as well as the applications, of new technologies, and thus to seek fresh approaches to interaction design – approaches that are meaningful and relevant today. In short, we see this field of design as a fertile way of thinking about the life around us, within us, and in the future beyond us."
(Royal College of Art)