Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!wuarchive!zaphod.mps.ohio-state.edu!van-bc!ubc-cs!uw-beaver!milton!well!naimark@apple.com From: well!naimark@apple.com (Michael Naimark) Newsgroups: sci.virtual-worlds Subject: Re: Real-Time interaction, Computer Graphics, and Virtual Worlds. Message-ID: <16357@milton.u.washington.edu> Date: 13 Feb 91 01:24:27 GMT Sender: hlab@milton.u.washington.edu Lines: 7 Approved: cyberoid@milton.u.washington.edu 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).