Without electronic gadgets, it's just not home anymore
Article Abstract:
Electronic equipment represents an increasing part of the American family's budget. Personal spending on electronics has grown 45 percent since 1980, from 1.1 percent annually to 1.6 percent, according to Clint McCully, chief of the consumption branch of the Bureau of Economic Analysis. In 1989, spending on electronics amounted to $54.6 billion. Where is the money coming from? The percentage of the budget devoted to clothing and shoes is down from 6.3 to 5.7 percent; to food, from 20.2 percent to 17.1 percent; and to gasoline, from 4.8 percent to 2.4 percent. And personal spending for entertainment outside the home is down, from four-tenths of 1 percent to three-tenths of 1 percent. During the last ten years, many items, such as portable cassette players, VCRs, telephone answering machines, microcomputers, cordless phones and CD players, have come to be regarded as standard equipment in the American home.
Publication Name: The New York Times
Subject: News, opinion and commentary
ISSN: 0362-4331
Year: 1990
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Electronics alter cottage industries
Article Abstract:
In the 1970's, most self employed workers who were based at home were involved in manufacturing goods, but according to recent estimates, two-thirds of those working at home are now involved in some type of job that requires a microcomputer. It has long been a fantasy of many to drop out of the corporate world and work at home; now, the trend appears to be on the increase. According to one source, only one million people took this step in 1987, but in 1989, five million decided to work at home. Many choose to work at home because they can spend more time with their families, and they do not feel the pressure of the organization. But according to some researchers, people may be disappointed, when they find that they actually miss the intensity and variety that the work place can offer.
Publication Name: The New York Times
Subject: News, opinion and commentary
ISSN: 0362-4331
Year: 1990
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'Virtual reality' takes its place in the real world
Article Abstract:
Virtual reality simulation is a technology for which product development is just getting underway. Major corporations are expressing interest in applications of interactive systems in areas such as virtual employee workgroups and simulated surgery. Virtual reality, also called artificial reality, uses computer technology coupled with special gloves and goggles to create images of worlds within which a user can interact. Software programs are being written to show environments from different viewpoints. NASA, AT&T, IBM and a number of universities are interested in the technology's potential, and some organizations are developing and demonstrating systems. Reactions to these demonstrations are mixed, with some users considering implementations, so far, disappointing.
Publication Name: The New York Times
Subject: News, opinion and commentary
ISSN: 0362-4331
Year: 1990
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