Entries by Tone
Last week I shredded a Liquid Image MRG2.2. This week we go for the classic Virtual Research VR-4 stereoscopic head mounted display. There’s a lot to love about the VR-4: wide field of view optics, adjustable interpupilary distance, coated aspheric lenses, excellent fit to different heads, and provision for eyeglasses. The optics are timeless; used [...] Related posts:
Anyone else see the resemblance between this 18 year old Lawnmower Man copulating couple and their doppelgangers in Avatar? No related posts.
I’ve gotten a ton of emails hurled at me about the Liquid Image MRG2.2 VR helmet. The gist of most of them is: “Hey, I love the wide field of view and how rugged the MRG2.2 is, but I wish I could upgrade the LCD resolution, and, is there a way to make this HMD [...] Related posts:
It’s 1985 and there’s already a nice high resolution, wide field of view VR helmet (from VPL Research), glove system, and 6 DOF tracking of both helmet and glove, thanks to Scott Fisher and NASA Ames. In particular, check out the LEEP wide FOV optics (from LEEP inventor Eric Howlett’s predecessor company Pop Optix.) These [...] Related posts:
This totally excellent demo of the Victormaxx Stuntmaster helmet speaks for itself. Lyme disease aside, the Stuntmaster’s wretched optical qualities seem overly cruel to this beast. Related posts:
The ill fated GamePro TV did a 1991 “Cutting Edge” feature on the original Virtuality arcade systems, including footage from their premier multi-player Dactyl Nightmare title. Be careful not to fry your eyeballs on host J.D. Roth’s outfit; did anyone actually dress like this? Roth incorrectly attributes the system to Spectrum Holobyte, who was for [...] Related posts:
Nina Ziv’s 1992 Merrill Lynch VR industry research report has an amusing section: Limitations and Drawbacks of VR Technology, in which she identifies “several problems with virtual reality technology which must be addressed if it is to succeed.” Read more of: Limitations and Drawbacks Inadequate Image Resolution Time Lag Between the User and the Virtual Reality System’s Response Limited [...] No related posts.
Flashback to 1992. My Silicon Graphics rep, Len, walks in the door with a guy from Sportland, a mega entertainment center down near the auto-malls north of Philadelphia. You know: pizza, birthday parties, arcade games, bumper cars, tokens, and more tokens. They’re both hyped on the potential of VR in the arcades (I thought that [...] Related posts:
On it’s way to the Whistlestop, this VR system (1 of 10 on tour) makes a stop at Louisville’s channel 32 early, early morning show. Perfect makeup notwithstanding, I don’t think the host was thinking that anything below the belt would be on camera. She wore the wrong skirt, for sure. These VR systems were [...] Related posts:
Simulator Sickness and the lingering effects of Virtual Reality, drunken behavior in particular, are the subject of this Brian Williams NBC special from 1996. Brian’s teaser: “When they were first unveiled, the science of it all was staggering, but now there’s some evidence it’s having a staggering effect… on some who use it…” A typical [...] Related posts:
You know the wave has crested when Regis and Kathie Lee make your specialty an early morning featurette. Reeg hams it up beautifully. If it hadn’t been for that 3:30am load in, it might have been perfect. Dave Polinchock provides expert narration. Quick glimpse of an SGI Indigo on the left, and the Virtual Research [...] Related posts:
1994 brought a fully packaged consumer head mount, the Forte-VFX-1 Brochure. Stereoscopic and with head tracking included, it somehow found it’s way into the hands of psychologist Les Posen who employed this device to treat patients with various phobias. The video below demonstrates treatment for Aviophobia, the fear of flying (not the zipless-f**k!) I take [...] Related posts:
By 1991, the FlightHelmet was the third HMD to feature Large Expanse Extra Perspective (LEEP) optics from Eric Howlett’s LEEP-VR. The Flight Helmet combined LEEP’s 100° field of view with an adjustable, comfortable and rugged packaging design. The use of a rear exiting cable as a counterweight made this HMD perfectly balanced. Read more of: Take [...] Related posts:
Proving that VR doesn’t automatically lead to hurling the intrepid subject of this 1995 video wolfs down a cornucopia of fast food and hops on some VR games at Toronto’s CN Tower. The manager of the arcade facility prevaricates a bit, telling us that while he’s never seen chunks, peeing one’s pants is an actual [...] Related posts:
IAPPA 1999 brought us another stand-up VR system from New York based HeadGames, the VR2000. Based on the Forte consumer head mounted display, the VR2000 also featured the “Player Retainer.” Initially I thought this was some special magic which ensured repeat play, as HeadGames projected up to $3,000/mo. revenue for this $25k system. To my [...] Related posts:
1994 brought one of the first “lightweight” head mounted displays, the CyberEye from then San Jose based General Reality. Offered in both stereoscopic and monoscopic versions, the CyberEye featured a flip-up visor which allowed users to see keyboards and monitors in the “real” world. CyberEye’s introductory letter touts the benefits of narrow field of view [...] Related posts:
The Kimera game system from Immersive Technologies appeared at the 1995 IAAPA show with a solution to the VR arcade’s most vexing challenge: how to keep the helmets from being damaged or stolen without a full time attendant. Taking their cue from the Fakespace Boom, Kimera had a floating/pivoting display, to which the game player [...] Related posts:
The product slick offers a virtually indestructible carry case. I’m not completely sure why, as the Liquid Image MRG2 helmet shell, constructed of multi-layer fiberglass, was non-virtually (i.e. real-world) indestructible. The MRG2 was actually quite clever, inasmuch as it could be manufactured with about $200 of tools. No fancy injection molds or custom optics. Although [...] Related posts:
1995 brought us yet another Gyro based VR Game system, the X-O-Tron VR, a descendant of the original non-electronic gyro-exercise system, the Orbotron. Initially inspired by the March 1992 release of Lawnmower Man, the first gyro VR systems appeared that summer (full disclosure – my company built a prototype system for a client in the [...] Related posts:
“Virtual Reality Systems ‘93″ in the Hyatt above Grand Central Station was the end of the line for this trade show, as it was for the Virtual Research Flight Helmet which was soon to be superseded by lighter and more manufacturable HMDs. In the spirit of these pioneers, here’s a couple of snaps with Myron [...] Related posts:
If you’ve ever tried out Virtual Reality, the FIRST thing you’ll feel is the tug of the helmet cable as you virtually (and actually) try to walk down the path. Many HMDs use the weight of a rear exiting cable as a counter-weight to offset the heavy front end containing the displays and optics. In [...] Related posts:
By 1994 the International Association of Amusement Parks and Attractions (IAAPA) exhibition floor was packed with VR systems. As a potential marketplace, blood was in the water and you couldn’t tell the fish from the sharks. With a very few exceptions most of these companies had been chewed up, eaten and excreted as waste by [...] Related posts:
VR hit the arcades (at least in England) with the 1991 debut of the Virtuality 1000CS and Dactyl Nightmare. The helmet was rugged, but simply massive, with two Romex style cables to power it up. If you’ve ever wondered why the HMD was such a bruiser, have a peek inside. Notice the thick walled plastic [...] Related posts:
As sex-suits go, these are pretty weeee-id! All shiny leather and chrome, this cybersex system haptically connects our happy couple over dial-up all the way from Cologne to Paris and back. If you somehow missed the “SM” in CyberSM (and here), “haptic” means that foreplay consists of electro-shocking each other’s fiddly bits and vibrating nipple [...] No related posts.
We knew it was in the development stage, but did the Computer Chronicles have to remind any potential customers. That’s OK because the conference’s resident AI expert (didn’t AI bubble and burst in the 80’s) tells us: “… the resolution is low, the headgear is uncomfortable, but what’s exciting is … the promise of the [...] Related posts:

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