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	<title>V-Rtifacts &#187; Head Mounted Displays</title>
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	<link>http://www.VRtifacts.com</link>
	<description>When Virtual Reality Was Always Virtual</description>
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		<title>Sega VR &#8211; Mighty Barfin’ Power Rangers (we are the 40 percent)</title>
		<link>http://www.VRtifacts.com/hmds/mighty-barfin-power-rangers-we-are-the-40-percent/</link>
		<comments>http://www.VRtifacts.com/hmds/mighty-barfin-power-rangers-we-are-the-40-percent/#comments</comments>
		<pubDate>Sat, 21 Jan 2012 17:51:23 +0000</pubDate>
		<dc:creator>Tone</dc:creator>
				<category><![CDATA[And All That Hype]]></category>
		<category><![CDATA[Game Systems]]></category>
		<category><![CDATA[Head Mounted Displays]]></category>
		<category><![CDATA[Stereoscopic 3D]]></category>
		<category><![CDATA[VR Companies]]></category>
		<category><![CDATA[Where Are They Now?]]></category>
		<category><![CDATA[1993]]></category>
		<category><![CDATA[cybersickness]]></category>
		<category><![CDATA[ideo]]></category>
		<category><![CDATA[sega vr]]></category>

		<guid isPermaLink="false">http://www.VRtifacts.com/?p=3079</guid>
		<description><![CDATA[Sega (all hail Sonic!): 1991 brought the announcement of Sega VR, a $200 headset for the Genesis console, a prototype finally shown at summer CES 1993, and consigned to the trash heap of VR in 1994, before any units shipped. Sega claimed that the helmet experience was just too realistic for young children to handle, [...]
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<li><a href='http://www.VRtifacts.com/hmds/yea-though-he-has-walked-through-the-valley-of-silicon-he-fears-no-evil-jaron-laniers-rebound/' rel='bookmark' title='Yea, though he has walked through the Valley of Silicon, he fears no evil. Jaron Lanier&#8217;s rebound&#8230;'>Yea, though he has walked through the Valley of Silicon, he fears no evil. Jaron Lanier&#8217;s rebound&#8230;</a></li>
<li><a href='http://www.VRtifacts.com/hmds/is-vr-the-new-wasteland-from-1993/' rel='bookmark' title='Is VR the New Wasteland? (from 1993&#8230;.)'>Is VR the New Wasteland? (from 1993&#8230;.)</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>Sega (all hail Sonic!): 1991 brought the announcement of Sega VR, a $200 headset for the Genesis console, a prototype finally shown at summer CES 1993, and consigned to the trash heap of VR in 1994, before any units shipped. Sega claimed that the helmet experience was just too realistic for young children to handle, but the real scoop from researchers showed that 40% of users suffered from cybersickness and headaches. It&#8217;s fair to say that Sega undoubtedly anticipated a sea of lawsuits; as one pundit in the industry put it: &#8220;It will be like the <a href="http://en.wikipedia.org/wiki/Ford_Pinto#Fuel_tank_controversy" target="_blank">Pinto&#8217;s exploding gas tank</a>.&#8221;</p>
<p>Perfectly capturing the annoying VR hype of the era is Alan Hunter&#8217;s (MTV) summer 1993 CES intro of Sega VR:</p>
<p><iframe width="605" height="454" src="http://www.youtube.com/embed/yd98RGxad0U?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Money quote from a teen featured in the promo: &#8220;I thought I was going to have to wait till I was old&#8230; like 30, to get VR at home!&#8221; It&#8217;s now 2012, he&#8217;s closing in on 40, and still waiting.</p>
<p>Much more info can be found in <a href="http://www.sega-16.com/2004/12/sega-vr-great-idea-or-wishful-thinking/" target="_blank">Ken Horowitz&#8217;s 1994 review</a>. Four games were produced especially for Sega VR, never to be released.</p>
<p>Here&#8217;s some sense of the much feared &#8220;realism&#8221; which provoked Sega to pull the plug on production:</p>
<p><iframe width="605" height="454" src="http://www.youtube.com/embed/mwY-EaUQ_Yc?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Much to Sega&#8217;s credit, their VR fail was at least an original marketing effort, whereas later in the 1990&#8242;s, Nintendo&#8217;s Virtual Boy and Atari&#8217;s (Virtuality designed) Jaguar VR crashed and burned in much the same mode (although at far greater expense.)</p>
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</ol></p>]]></content:encoded>
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		<title>Platypus Headsets?</title>
		<link>http://www.VRtifacts.com/hmds/platypus-headsets/</link>
		<comments>http://www.VRtifacts.com/hmds/platypus-headsets/#comments</comments>
		<pubDate>Sun, 23 Oct 2011 20:51:34 +0000</pubDate>
		<dc:creator>Tone</dc:creator>
				<category><![CDATA[And All That Hype]]></category>
		<category><![CDATA[Head Mounted Displays]]></category>
		<category><![CDATA[In the Movies]]></category>
		<category><![CDATA[Stereoscopic 3D]]></category>
		<category><![CDATA[Where Are They Now?]]></category>
		<category><![CDATA[Helmet]]></category>
		<category><![CDATA[HMD]]></category>
		<category><![CDATA[Jaron Lanier]]></category>
		<category><![CDATA[The Matrix]]></category>
		<category><![CDATA[VPL Research]]></category>

		<guid isPermaLink="false">http://www.VRtifacts.com/?p=3058</guid>
		<description><![CDATA[The Science Channel interviews Jaron Lanier who shows off some wide field of view headsets from the late 80&#8242;s. Jaron feels like a platypus when wearing one of these JumboTrons. The narrator&#8217;s conclusion (and Jaron&#8217;s as well): The state of the art in VR hasn&#8217;t progressed too much further.   (A tip of the hat [...]
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</ol>]]></description>
			<content:encoded><![CDATA[<p>The Science Channel interviews Jaron Lanier who shows off some wide field of view headsets from the late 80&#8242;s. Jaron feels like a platypus when wearing one of these JumboTrons. The narrator&#8217;s conclusion (and Jaron&#8217;s as well): The state of the art in VR hasn&#8217;t progressed too much further.</p>
<address><iframe id="dit-video-embed" src="http://static.discoverymedia.com/videos/components/sci/50c55f7b564856f899880d42539936c07c4403f7/snag-it-player.html?auto=no" frameborder="0" scrolling="no" width="640" height="360"></iframe></address>
<address> </address>
<address>(A tip of the hat to Aphradonis over at <a href="http://www.mtbs3d.com/phpBB/viewtopic.php?f=120&amp;t=13866" target="_blank">mtbs3d.com</a> for finding this little gem!)</address>
<p>&nbsp;</p>
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</ol></p>]]></content:encoded>
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		<title>Seeing the Eye in a New Light</title>
		<link>http://www.VRtifacts.com/hmds/seeing-the-eye-in-a-new-light/</link>
		<comments>http://www.VRtifacts.com/hmds/seeing-the-eye-in-a-new-light/#comments</comments>
		<pubDate>Sun, 18 Sep 2011 15:04:25 +0000</pubDate>
		<dc:creator>Tone</dc:creator>
				<category><![CDATA[Head Mounted Displays]]></category>
		<category><![CDATA[How-To; Teardowns; Tutorials]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[eye anatomy]]></category>
		<category><![CDATA[Helmet]]></category>
		<category><![CDATA[HMD]]></category>
		<category><![CDATA[How-To]]></category>
		<category><![CDATA[Stereoscopic]]></category>

		<guid isPermaLink="false">http://www.VRtifacts.com/?p=3050</guid>
		<description><![CDATA[There&#8217;s been an enormous resurgence of DIY HMDs in the VR hacker community recently, some quite impressive. Understanding how the eye works is the key to these inventions. I found a really instructive 70 year old nugget which gives HMD designers the real lowdown. All the way from 1941 to you&#8230;. If you find this [...]
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</ol>]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s been an enormous resurgence of DIY HMDs in the VR hacker community recently, <a href="http://www.mtbs3d.com/phpBB/viewtopic.php?f=120&amp;t=13745" rel="lightbox">some quite impressive</a>. Understanding how the eye works is the key to these inventions. I found a really instructive 70 year old nugget which gives HMD designers the real lowdown. All the way from 1941 to you&#8230;.</p>
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<p>If you find this video a little advanced (it really isn&#8217;t), check out part 1 of the same series:</p>
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</ol></p>]]></content:encoded>
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		<title>Eyeborg &#8211; Seeing farther&#8230;</title>
		<link>http://www.VRtifacts.com/hmds/eyeborg-seeing-farther/</link>
		<comments>http://www.VRtifacts.com/hmds/eyeborg-seeing-farther/#comments</comments>
		<pubDate>Tue, 30 Aug 2011 15:59:04 +0000</pubDate>
		<dc:creator>Tone</dc:creator>
				<category><![CDATA[Around the World]]></category>
		<category><![CDATA[Head Mounted Displays]]></category>
		<category><![CDATA[Augmented Reality]]></category>
		<category><![CDATA[cyborg]]></category>
		<category><![CDATA[eyeborg]]></category>
		<category><![CDATA[HMD]]></category>

		<guid isPermaLink="false">http://www.VRtifacts.com/?p=3013</guid>
		<description><![CDATA[Rob Spence, had his eye replaced with a video camera after a shotgun accident. He then set out to make this incredible documentary about visual and limb prostheses. The concept of direct imaging to the brain and the incorporation of augmented reality has been much flailed over the past 30 years. Spence introduces us to [...]
No related posts.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.eyeborgblog.com/" rel="lightbox">Rob Spence</a>, had his eye replaced with a video camera after a shotgun accident. He then set out to make this incredible documentary about <a href="http://en.wikipedia.org/wiki/Visual_prosthetic" rel="lightbox">visual and limb prostheses</a>. The concept of direct imaging to the brain and the incorporation of augmented reality has been much flailed over the past 30 years. Spence introduces us to several people who&#8217;ve actually had it done. He also engages the viewer in the ethical considerations; whether people will eventually choose to have their eyes and limbs removed and replaced with cyborg parts. Could certainly change the odds in your office NFL betting pool!</p>
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		<title>Low Cost VR For The Virtual Hacker</title>
		<link>http://www.VRtifacts.com/hmds/low-cost-vr-for-the-virtual-hacker/</link>
		<comments>http://www.VRtifacts.com/hmds/low-cost-vr-for-the-virtual-hacker/#comments</comments>
		<pubDate>Thu, 18 Aug 2011 19:17:28 +0000</pubDate>
		<dc:creator>Tone</dc:creator>
				<category><![CDATA[Head Mounted Displays]]></category>
		<category><![CDATA[How-To; Teardowns; Tutorials]]></category>
		<category><![CDATA[1993]]></category>
		<category><![CDATA[Helmet]]></category>
		<category><![CDATA[HMD]]></category>
		<category><![CDATA[How-To]]></category>
		<category><![CDATA[Stereoscopic]]></category>

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		<description><![CDATA[From 1993: &#8220;Now you can go to Radio Shack, buy what you need, and build it yourself.&#8221; Robert Suding and the Virtual Reality Special Report provide specific instructions for building a stereoscopic HMD for $435. Interestingly the optics and prisms are quite similar to the V-Rtifacts &#8220;Leep On The Cheap&#8221; design. Read the plans in [...]
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</ol>]]></description>
			<content:encoded><![CDATA[<p>From 1993: &#8220;Now you can go to Radio Shack, buy what you need, and build it yourself.&#8221; Robert Suding and the Virtual Reality Special Report provide specific instructions for building a stereoscopic HMD for $435. Interestingly the optics and prisms are quite similar to the V-Rtifacts &#8220;<a href="http://www.vrtifacts.com/hmds/leep-on-the-cheap/">Leep On The Cheap</a>&#8221; design.</p>
<p><a href="http://vrtifacts.com/wp-content/uploads/2011/08/LowCostVRForTheVirtualHacker.pdf" rel="shadowbox">Read the plans in full&#8230;</a></p>
<p><img class="aligncenter size-full wp-image-2677" title="RadioShack_LCD" src="http://vrtifacts.com/wp-content/uploads/2010/07/RadioShack_LCD.gif" alt="" width="550" height="370" /></p>
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</ol></p>]]></content:encoded>
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		<title>Yea, though he has walked through the Valley of Silicon, he fears no evil. Jaron Lanier&#8217;s rebound&#8230;</title>
		<link>http://www.VRtifacts.com/hmds/yea-though-he-has-walked-through-the-valley-of-silicon-he-fears-no-evil-jaron-laniers-rebound/</link>
		<comments>http://www.VRtifacts.com/hmds/yea-though-he-has-walked-through-the-valley-of-silicon-he-fears-no-evil-jaron-laniers-rebound/#comments</comments>
		<pubDate>Thu, 18 Aug 2011 18:22:10 +0000</pubDate>
		<dc:creator>Tone</dc:creator>
				<category><![CDATA[And All That Hype]]></category>
		<category><![CDATA[Game Systems]]></category>
		<category><![CDATA[Head Mounted Displays]]></category>
		<category><![CDATA[VR Companies]]></category>
		<category><![CDATA[1993]]></category>
		<category><![CDATA[Howard Rheingold]]></category>
		<category><![CDATA[Jaron Lanier]]></category>
		<category><![CDATA[Wired Magazine]]></category>

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		<description><![CDATA[&#8220;Inside Jaron Lanier is a precocious eight-year-old who got together with some friends and built a spaceship,&#8221; wrote Howard Rheingold in his 1991 book, Virtual Reality, the definitive history of VR to date. &#8220;Now he wants us all to take a ride in it.&#8221; More from Burr Snider&#8217;s 1993 perspective in Wired&#8230;. Tweet Related posts: [...]
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</ol>]]></description>
			<content:encoded><![CDATA[<blockquote><p>&#8220;Inside Jaron Lanier is a precocious eight-year-old who got together with some friends and built a spaceship,&#8221; wrote Howard Rheingold in his 1991 book, Virtual Reality, the definitive history of VR to date. &#8220;Now he wants us all to take a ride in it.&#8221;</p></blockquote>
<p><a href="http://www.wired.com/wired/archive//1.02/jaron_pr.html" rel="lightbox">More from Burr Snider&#8217;s 1993 perspective in Wired&#8230;.</a></p>
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		<title>MRG 2.2 In The Movies</title>
		<link>http://www.VRtifacts.com/hmds/mrg-2-2-in-the-movies/</link>
		<comments>http://www.VRtifacts.com/hmds/mrg-2-2-in-the-movies/#comments</comments>
		<pubDate>Wed, 06 Jul 2011 20:43:57 +0000</pubDate>
		<dc:creator>Tone</dc:creator>
				<category><![CDATA[And All That Hype]]></category>
		<category><![CDATA[Head Mounted Displays]]></category>
		<category><![CDATA[In the Movies]]></category>
		<category><![CDATA[1995]]></category>
		<category><![CDATA[evolver]]></category>
		<category><![CDATA[Helmet]]></category>
		<category><![CDATA[HMD]]></category>
		<category><![CDATA[Liquid Image]]></category>
		<category><![CDATA[MRG2]]></category>
		<category><![CDATA[MRG2.2]]></category>
		<category><![CDATA[VR movie]]></category>

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		<description><![CDATA[From the 1995 made for TV B movie Evolver, check out their head mounted display of choice. Tweet Related posts: Number 5 in PC World&#8217;s &#8220;Ugliest Products in Tech History&#8221; &#8211; VIRTUAL BOY Liquid Image MRG2.2 Disassembly and Potential Upgrades Display Mounted Head? &#8211; Kimera
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</ol>]]></description>
			<content:encoded><![CDATA[<p>From the 1995 made for TV B movie <a href="http://www.imdb.com/title/tt0112993/" rel="lightbox">Evolver</a>, check out their head mounted display of choice.</p>
<p><object width="605" height="454"><param name="movie" value="http://www.youtube.com/v/YnAGNxZ7tjU?version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/YnAGNxZ7tjU?version=3" type="application/x-shockwave-flash" width="605" height="454" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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		<title>Vuzix Wrap 920 Augmented Reality Hands On</title>
		<link>http://www.VRtifacts.com/hmds/vuzix-wrap-920-augmented-reality-hands-on/</link>
		<comments>http://www.VRtifacts.com/hmds/vuzix-wrap-920-augmented-reality-hands-on/#comments</comments>
		<pubDate>Wed, 04 May 2011 13:41:26 +0000</pubDate>
		<dc:creator>Mnemonic</dc:creator>
				<category><![CDATA[Around the World]]></category>
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		<category><![CDATA[Stereoscopic 3D]]></category>
		<category><![CDATA[VR Companies]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[HMD]]></category>
		<category><![CDATA[Stereoscopic]]></category>
		<category><![CDATA[Vuzix]]></category>
		<category><![CDATA[Wrap 920 AR]]></category>

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		<description><![CDATA[<p>[caption id="attachment_2948" align="aligncenter" width="500" caption="Virtual Research VR-4 Adapted For Stereoscopic Augmented Reality - circa 1993"]<img class="size-full wp-image-2948" title="Virtual Research VR-4 Adapted For Stereoscopic Augmented Reality" src="http://vrtifacts.com/wp-content/uploads/2011/05/VR4_video_AR-1.jpg" alt="Virtual Research VR-4 Adapted For Stereoscopic Augmented Reality" width="500" height="442" />[/caption]</p>

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</ol>]]></description>
			<content:encoded><![CDATA[<p>Recently I got my hands on brand new Vuzix video-see-through augmented reality HMD &#8211; <a rel="lightbox" href="http://www.vuzix.com/site/_news/1_7_10-Wrap920AR.CES.1FINAL.pdf">Wrap 920 AR</a>. It’s not quite a consumer product, it’s more focused on R&amp;D in Augmented Reality field, there are small amount of information about it on the net and few people asked me for a review. Besides, I hope it will be interesting to many VR geeks on the planet, so here it comes. I want to give as much info as I can, but will try to keep this article short and don’t miss anything valuable.</p>
<p><p style="text-align:center;">
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<blockquote><p>Editor&#8217;s note: Thanks go out to Mnemonic who put together this excellent review. While not strictly a VRtifact, future posts will draw the connection between the earliest augmented reality systems from the 80&#8242;s and 90&#8242;s and the Wrap 920 AR. Stay tuned&#8230;</p>
<div id="attachment_2948" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-2948" title="Virtual Research VR-4 Adapted For Stereoscopic Augmented Reality" src="http://vrtifacts.com/wp-content/uploads/2011/05/VR4_video_AR-1.jpg" alt="Virtual Research VR-4 Adapted For Stereoscopic Augmented Reality" width="500" height="442" /><p class="wp-caption-text">Virtual Research VR-4 Adapted For Stereoscopic Augmented Reality - circa 1993</p></div></blockquote>
<h3>Packaging</h3>
<p>Wrap 920 AR comes in really big box in comparison to compact package of VR920. Honestly, I didn’t expect it to be so big, but it’s because of bunch of different stuff inside, all packed in different sockets cut in safety foam. You can see list of included stuff on the sign, on top of the box. I liked that each part of the package is wrapped in some packet; head-tracking module comes in small acrylic box for example. Two AR markers on plastic-base included, which is nice to check Vuzix AR demos right away.</p>
<p>Drivers for the HMD are digitally distributed by Vuzix via Internet, so no installation disk is included.</p>
<p><p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_554211130" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=21&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p></p>
<p>There is also solid travel casing included in the package, HMD with cables and VGA adapter fits there nicely:</p>
<p><p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_2020596464" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=22&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p></p>
<h3>Adapters &amp; cables</h3>
<p>Wrap 920AR based on Wrap series of Vuzix HMD’s, and as any other Wrap HMD it supports various video sources for input. It’s includes composite video, iPod / iPhone connection and what we interested in – regular VGA for PC connection. To use VGA or composite video source you need to choose proper “adapter”, which are actually a control boxes. All currently available adapters (VGA, composite / iPod) included in the package of Wrap AR. Vuzix recently announced Wrap HDMI adapter, so I’m pretty sure it will be compatible. There’s also DVI to VGA adapter in the package for DVI-I connection.</p>
<p><p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_865381473" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=23&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p></p>
<p>Wrap AR HMD have two cables, one from visor system (HMD itself) with some small specific connector which goes into control box, and another one from stereoscopic camera system – regular USB. VGA control box have VGA and USB connectors. USB needed to power up screens, provide audio and head-tracking.</p>
<h3>Assembling</h3>
<p>Before start to work with Wrap 920AR in its full capacity we need to attach head-tracker, VGA adapter and optionally headphones. From the inside HMD have two small jack connectors for ear-plug style headphones and micro connector on the right brow for head-tracker module.</p>
<p><p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_1306946998" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=24&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p></p>
<p>Tracker connector and HMD-to-control-box connectors are very small, and looks fragile, so I would recommend assembling these with care, because they do need to put some force to plug in. But once connected, tracker (and control-box connector) securely stays in place, and don’t bother you.</p>
<h3>Computer connection</h3>
<p><p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_793237962" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=25&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p></p>
<p>Wrap AR had straight-forward connection to my netbook and laptop, just plug in VGA and both USB cables and it’s ready. But first thing I noticed when tried to connect them to my (most powerful) stationery computer that cables are way to short!</p>
<p>Cables are much shorter than what was in VR920. I suppose Vuzix designed glasses to be connected to laptops, which sounds reasonable for Augmented Reality usage. Besides, in the full PDF manual (more than 100 pages!) I found mention that for stationery computers additional extension cables are need to be used.<br />
In short – I used 3 meters VGA extension cable and two 2 meters USB cables to connect Wrap AR to my stationery PC, and in this configuration device work without any issues.</p>
<p>After connecting HMD, drivers were installed fluently on both systems: Windows XP 32 bit and Windows 7 64 bit, I also tried them on Windows Vista 32 bit, without any problems. HMD supports input video signal with resolution up to 1024 x 768 with 60 Hz refresh rate. It can be used both in clone and extend monitors modes like any external monitor.</p>
<h3>Adjustments and ergonomics</h3>
<p>Once connected to PC (and drivers are installed), buttons on the control box (adapter) provide control to the HMD adjustments menu. In the menu you can switch between few brightness and contrast presets, set your own preset, switch between stereoscopic and monoscopic modes, switch between different stereoscopic modes (side-by-side stereo pair, or various anaglyphs), swap left and right eyes in stereo mode, and adjust headphones volume.</p>
<p>On the back of the adapter you can find a little screw-driver, which is needed to adjust focus. Two knobs for focus adjustments you can find under rubber cover on top of the HMD. Knobs allow you to adjust between +2 to -5 diopters independently for each eye.</p>
<p><p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_1052137394" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=26&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p></p>
<p>My Wrap AR when first unpacked and connected to PC, had both knobs set to the very left position, I believe it was -5. I have perfect vision and was completely unable to focus screens this way. But with step-by-step slight adjustments, independently for each eye I was able to set glasses to very comfortable focus, and both “eyes” give me a sharp and clean image.</p>
<p>Also nose-piece can be adjusted for particular nose, and all nose-piece construction can slide inwards (or backwards) into HMD. Additional (spare) nose-piece and ear-plug nozzles of different sizes also included in the package.</p>
<p>It is possible to adjust optics between -5 and +2 diopters, but if you happen to have worse vision, you can find that it’s hard to use HMD with glasses while head-tracker attached, so probably you will need to use contact lenses.</p>
<p>Personally I found Wrap AR to be pretty comfortable, HMD is easy to wear and lightweight enough.</p>
<h3>Screens, optics and visual quality</h3>
<p>Wrap 920 AR have two true 752 x 480 LCD color screens which are located inside visual module casings and project image down into lens/prism system. In Wrap predecessor – iWear VR920 screens were located in front of the eyes, here Vuzix decided to go with another optical design. Optics has narrow 31 degree diagonal FOV with 100% stereo overlap, pretty much the same as with VR920 (32 degree), personally I didn’t feel the difference in the image size, but of course I would prefer if FOV was bigger, at least like in old VFX-1 with 45 degree.</p>
<p>All surroundings from the sides and from the bottom of the screen can be clearly seen, so it doesn’t block your view. This is bad in case of Virtual Reality use, but can be good when it comes to Augmented Reality applications, because you still see and aware of your surroundings outside of the screens, and on the screens, and in the same time inside screens you can see all AR “magic”.</p>
<p><p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_1085853200" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=27&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p></p>
<p>In comparison with VR920, picture quality inside Wrap 920 is much better! Picture is perfectly clear and sharp, and looks the same in both eyes; also color reproduction is much better.</p>
<p>As many of you know, iWear VR920 had “child problems” with screens system – image in left eye looked a little grainier (less colors) then from the right eye. When used for long periods of time – VR920 was able to overheat, and when that happened – image quality degraded, user begin to notice “scan lines” and even in case of extreme overheat, many users noted “black dot” which appeared in corner of the screen. Those artifacts thankfully weren’t permanent, and after cooling down HMD by unplugging USB chord image became normal again.</p>
<p>Wrap 920 AR don’t have any of these “child problems”. Glasses stayed almost all working day plugged into my laptop and just became normally warm. Image quality doesn’t change, so it’s really good that Vuzix solved such issues! This HMD can be plugged and powered on as regular monitor as long as you wish.</p>
<p>Also, from the first try I thought that my Wrap AR have bigger resolution screens. What I mean is when desktop is set to 1024&#215;768 mode normally in VR920 I wasn’t able to read any standard-sized text in Windows, in Wrap AR I can operate Windows almost normally, text isn’t perfect but it’s readable in all the menus. Perhaps its benefit of better optics, higher quality screens, and better image scaling algorithm, but fact that picture is pretty readable even in 1024 x 768.</p>
<h3>Stereoscopy</h3>
<p>Main stereoscopic mode of Wrap 920 AR is side-by-side stereo-pair (it can be parallel or cross-eyed, both modes supported), which is very good from developers point of view, because it’s fairly easy to implement. But, in fact, gives less resolution per-eye. So if Wrap 920 AR is working in 1024 x 768, effective pixels will be 512 x 768 per eye, each scaled to 752 x 480 screens.</p>
<div id="attachment_2941" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-2941" title="Crysis2 Stereo Side By Side" src="http://vrtifacts.com/wp-content/uploads/2011/05/21_Crysis2_stereo_500x375.jpg" alt="Crysis2 Stereo Side By Side" width="500" height="375" /><p class="wp-caption-text">Crysis2 Stereo Side By Side</p></div>
<h3>Crysis 2 in native stereo-pair mode</h3>
<p>What is good that both eyes will be perfectly synchronized, and you can give full 60 frames per second for each eye! Stereo-pair support make glasses perfectly compatible with iZ3D and TriDef Ignition stereo-drivers, besides some new games like Crysis 2, and Avatar can output stereo-pair natively.</p>
<p><em>For those who compare characteristics to VR920, it had limitation of 30 FPS per eye in stereo, because of page-flipping stereoscopy; Wrap series don’t have such limitation.</em></p>
<h3>Cameras</h3>
<p>Wrap 920 AR have two high-speed micro-cameras with 640 x 480 native resolution, which are actually capable of 60 frames per second (if your computer can handle). 60 Herz refresh rate gives really nicely smooth and almost perfect picture of the surroundings, which looks really good in stereoscopy! In Windows Wrap AR camera system recognized as two independent USB cameras.</p>
<p><p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_1658358116" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=28&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p></p>
<p>I’ve compiled small example from Vuzix SDK to check stereo cameras, and tried to make a photo to give you some impression of how it looks like. In reality picture in glasses looks really nice, and it blends good with surroundings. FOV of the cameras and screens optics FOV fit close to each other (not ideally, but close enough to give you proper illusion), which is good point for AR.</p>
<p>Picture quality of Wrap AR cameras not as nice as in new top-line Logitech webcam’s for example, but far better than most regular webcams can provide, and they work very fast when PC can handle it. Besides, exposition, white-balance and other stuff manually controllable from the camera drivers. They are also can be controllable from the inside of self-made software using Vuzix SDK.</p>
<h3>Head Tracker</h3>
<p>New Wrap 6TC head tracker besides 3 accelerometers and 3 magnetometers also includes 3 gyroscopes, which greatly improved orientation tracking when comparing it to VR920 head-tracker. It’s much less dependent on external magnetic influences, and do not require frequent re-calibrations. In fact I’ve calibrated them only once, and tracker work fine even week after, without any recalibration.</p>
<div id="attachment_2942" class="wp-caption aligncenter" style="width: 510px"><img class="size-full wp-image-2942" title="Head Tracker" src="http://vrtifacts.com/wp-content/uploads/2011/05/24_tracker_500x375.jpg" alt="Head Tracker" width="500" height="375" /><p class="wp-caption-text">VR920 AR Head Tracker</p></div>
<p>Using SDK we can receive full 6DOF information from the tracking. In this mode absolute 3DOF orientation information provided (Yaw, Pitch, Roll), along with relative 3DOF position (X, Y, Z). However Vuzix notes in current SDK that position info is in early beta and can’t be used for anything serious besides just “movement” detection. True I didn’t figured out how to use those X, Y, Z values with current driver and SDK, they seems pretty chaotic, but hopefully they will be useful in future with next drivers release.</p>
<h3>Software</h3>
<p>Wrap 920 AR drivers supports Windows XP, Vista and Windows 7 both in 32 and 64 bit versions.</p>
<p>Wrap 920 AR shipped with “maxReality” license, which is an AR plugin for 3D Studio Max (2010 and 2011). I didn’t use this software so far, because I plan to use these glasses with my own software, but maxReality have few nice demos, which can be used to check all functions of Wrap 920 AR.</p>
<p>I’ve captured movie examples of Vuzix “Dragon” demo, these movies are stereoscopic, so you could take a look how it actually looks like in HMD on your stereo-setup (please watch in HD).</p>
<p style="text-align: center;"><p><a href="http://www.VRtifacts.com/hmds/vuzix-wrap-920-augmented-reality-hands-on/"><em>Click here to view the embedded video.</em></a></p></p>
<p style="text-align: center;"><p><a href="http://www.VRtifacts.com/hmds/vuzix-wrap-920-augmented-reality-hands-on/"><em>Click here to view the embedded video.</em></a></p></p>
<p>Also Wrap AR is fully supported by Vuzix VR manager software, which provides stereoscopy and head-tracking for more than hundred of gaming titles. Even if it’s isn’t gaming HMD, nice to have this feature.</p>
<h3>SDK</h3>
<p>Free to use SDK with C++ examples available from Vuzix website to give programmers ability to use any feature of this HMD including head-tracker, stereoscopy, cameras, and also optical marker tracking example based on ALVAR library. SDK is well documented and examples are good to use.</p>
<h3>Conclusion</h3>
<p>Some of the statements in this review can be fair for other HMD’s from Wrap series (like Wrap 920) its goes to stereoscopic support and head-tracking module. Some other statements can be close too, but I can’t 100% guarantee that, because I’ve used only AR version, which is a little different even externally from other Wrap HMD’s, and also can be a little different in electronic components which used in it.</p>
<p>If you happen to build your own Augmented Reality software, or you make research and development in this field, and you have a budget on Wrap 920 AR, I would say go for it! It’s nice lightweight HMD which provide true stereoscopic video-see-through. It is ready to use hardware solution. I happy I bought it for my projects.</p>
<p style="text-align: center;"><p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_1258616995" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=29&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p><em>Wrap 920AR besides VR920 modded with Logitech HD C310 webcam into AR glasses.</em></p>
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		<title>Back In The Day &#8211; Japan 1990</title>
		<link>http://www.VRtifacts.com/hmds/back-in-the-day-japan-1990/</link>
		<comments>http://www.VRtifacts.com/hmds/back-in-the-day-japan-1990/#comments</comments>
		<pubDate>Thu, 21 Apr 2011 14:29:40 +0000</pubDate>
		<dc:creator>Tone</dc:creator>
				<category><![CDATA[Around the World]]></category>
		<category><![CDATA[Head Mounted Displays]]></category>
		<category><![CDATA[On TV]]></category>
		<category><![CDATA[1990]]></category>
		<category><![CDATA[Augmented Reality]]></category>
		<category><![CDATA[glove]]></category>
		<category><![CDATA[Helmet]]></category>
		<category><![CDATA[HMD]]></category>
		<category><![CDATA[Japan]]></category>

		<guid isPermaLink="false">http://www.VRtifacts.com/?p=2928</guid>
		<description><![CDATA[Based on a mix of US and Japanese technology, this brief news segment shows a vibrant VR c0mmunity in 1990 Japan. There&#8217;s gloves and HMDs from VPL, although the LCD displays inside the helmet are from Sony Japan. There&#8217;s also a nice augmented reality helmet (built on an actual construction helmet), and a force/tactile feedback [...]
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</ol>]]></description>
			<content:encoded><![CDATA[<p>Based on a mix of US and Japanese technology, this brief news segment shows a vibrant VR c0mmunity in 1990 Japan. There&#8217;s gloves and HMDs from VPL, although the LCD displays inside the helmet are from Sony Japan. There&#8217;s also a nice augmented reality helmet (built on an actual construction helmet), and a force/tactile feedback system to boot. More than 20 years ago, all the pieces of the VR puzzle were all in place.</p>
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		<title>Night vision goggles of Red Army!</title>
		<link>http://www.VRtifacts.com/hmds/night-vision-goggles-of-red-army/</link>
		<comments>http://www.VRtifacts.com/hmds/night-vision-goggles-of-red-army/#comments</comments>
		<pubDate>Thu, 21 Apr 2011 00:39:18 +0000</pubDate>
		<dc:creator>Mnemonic</dc:creator>
				<category><![CDATA[Around the World]]></category>
		<category><![CDATA[Head Mounted Displays]]></category>
		<category><![CDATA[Stereoscopic 3D]]></category>
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		<category><![CDATA[Russian Army]]></category>

		<guid isPermaLink="false">http://www.VRtifacts.com/?p=2910</guid>
		<description><![CDATA[Suddenly, I found the information that USSR army, just before World War 2 developed electronic head-mounted infra-red night-vision goggles for tank crew! It is not exactly a virtual reality subject, but nevertheless it&#8217;s early days of electronic HMD&#8217;s in Soviet Union. In 1993-1940 years infra-red goggles &#8220;Ship&#8221; and &#8220;Dudka&#8221; were tested by crews of BT-7 [...]
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			<content:encoded><![CDATA[<p>Suddenly, I found the information that USSR army, just before World War 2  developed electronic head-mounted infra-red night-vision goggles for  tank crew! It is not exactly a virtual reality subject, but nevertheless it&#8217;s early days of electronic HMD&#8217;s in Soviet Union.</p>
<p>In 1993-1940 years infra-red goggles &#8220;Ship&#8221; and &#8220;Dudka&#8221; were tested by crews of BT-7 light tanks. &#8220;Ship&#8221; was developed by national optics institute and Moscow institute of glass. Device included: infra-red periscope goggles, and additional accessories for driving machinery during night.</p>
<div id="attachment_2911" class="wp-caption aligncenter" style="width: 501px"><img class="size-full wp-image-2911" title="Ship" src="http://vrtifacts.com/wp-content/uploads/2011/04/Ship.jpg" alt="Ship" width="491" height="467" /><p class="wp-caption-text">Ship - Infra Red Night Vision Goggles</p></div>
<p>Upgraded version &#8220;Dudka&#8221; had field tests during June 1940, and after in January &#8211; February 1941. Device included: infra-red periscope goggles for tank driver, and crew commander, two infra-red beamers (by 1 Kilowatt each, 140 millimeters diameter each), control unit,  separate IR signal beamer, cables and accessories for goggles.</p>
<div id="attachment_2912" class="wp-caption aligncenter" style="width: 266px"><img class="size-full wp-image-2912" title="Dudka" src="http://vrtifacts.com/wp-content/uploads/2011/04/Dudka.jpg" alt="Dudka" width="256" height="422" /><p class="wp-caption-text">Dudka - Another Infra Red Night Vision System From Pre-War USSR</p></div>
<div id="attachment_2918" class="wp-caption aligncenter" style="width: 310px"><img class="size-medium wp-image-2918 " title="BT-7, light tank" src="http://vrtifacts.com/wp-content/uploads/2011/04/Tank-300x169.jpg" alt="BT-7, light tank" width="300" height="169" /><p class="wp-caption-text">BT-7, light tank</p></div>
<p>Goggles weight (without helmet-mounting) 750 gram, FOV &#8211; 24 degree, seeing distance at night &#8211; 50 meters. These devices approved all specifications of Red Army, but because of  bulky construction design, usability issues, especially during  winter-time, goggle construction needed additional development, which  wasn&#8217;t made because of World War 2.</p>
<div id="attachment_2913" class="wp-caption aligncenter" style="width: 617px"><img class="size-full wp-image-2913 " title="Tank Driver Wearing Dudka" src="http://vrtifacts.com/wp-content/uploads/2011/04/infrarot_3.jpg" alt="Tank Driver Wearing Dudka" width="607" height="354" /><p class="wp-caption-text">Tank Driver Wearing Dudka</p></div>
<p style="text-align: left;">Research and development continued after WWII.</p>
<p style="text-align: center;">&nbsp;</p>
<div class="mceTemp mceIEcenter" style="text-align: left;">
<dl id="attachment_2914" class="wp-caption aligncenter" style="width: 559px;">
<dt class="wp-caption-dt"><img class="size-full wp-image-2914 " title="IR_Goggles" src="http://vrtifacts.com/wp-content/uploads/2011/04/IR_Goggles.jpg" alt="IR_Goggles" width="549" height="310" /></dt>
<dd class="wp-caption-dd">Upgraded, early after-war version of IR goggles (IKN-8) for T-34 tank crew</dd>
</dl>
</div>
<p style="text-align: left;">Read the whole story in <a rel="lightbox" href="http://translate.google.com/translate?js=n&amp;prev=_t&amp;hl=en&amp;ie=UTF-8&amp;layout=2&amp;eotf=1&amp;sl=ru&amp;tl=en&amp;u=http%3A%2F%2Frussianengineering.narod.ru%2Ftank%2Frussinfrarot.htm">English </a>or the original <a rel="lightbox" href="http://russianengineering.narod.ru/tank/russinfrarot.htm">Russian</a>.</p>
<p style="text-align: left;">&nbsp;</p>
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		<title>A Day In The Life</title>
		<link>http://www.VRtifacts.com/hmds/a-day-in-the-life/</link>
		<comments>http://www.VRtifacts.com/hmds/a-day-in-the-life/#comments</comments>
		<pubDate>Wed, 20 Apr 2011 19:12:50 +0000</pubDate>
		<dc:creator>Tone</dc:creator>
				<category><![CDATA[And All That Hype]]></category>
		<category><![CDATA[Head Mounted Displays]]></category>
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		<guid isPermaLink="false">http://www.VRtifacts.com/?p=2897</guid>
		<description><![CDATA[Scenes from a typical day in the virtual world of tomorrow: You wake up and attend to your daily bathroom rituals, which unfortunately will never be replaced by any virtual reality process&#8230; Thus, after your real world morning ceremonies are completed, it&#8217;s time to get immersed in your virtual world&#8230;. By the time you put [...]
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<li><a href='http://www.VRtifacts.com/hmds/is-vr-the-new-wasteland-from-1993/' rel='bookmark' title='Is VR the New Wasteland? (from 1993&#8230;.)'>Is VR the New Wasteland? (from 1993&#8230;.)</a></li>
<li><a href='http://www.VRtifacts.com/hmds/back-in-the-day-japan-1990/' rel='bookmark' title='Back In The Day &#8211; Japan 1990'>Back In The Day &#8211; Japan 1990</a></li>
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			<content:encoded><![CDATA[<blockquote>
<h3>Scenes from a typical day in the virtual world of tomorrow:</h3>
<p>You wake up and attend to your daily bathroom rituals, which unfortunately will never be replaced by any virtual reality process&#8230; Thus, after your real world morning ceremonies are completed, it&#8217;s time to get immersed in your virtual world&#8230;. By the time you put on all your gear and make all the proper calibrations, nearly an hour has passed and you&#8217;re still not even logged in&#8230; It&#8217;s like getting ready for a joust, only you don&#8217;t have servants and footmen to help you get dressed.</p>
<p><em>Harvey Newquist in the Premier Issue of the <strong>Virtual Reality Special Report</strong>, 1994</em></p></blockquote>
<p>With apologies to Matt at <a href="http://www.paleofuture.com/" target="_blank">PaleoFuture </a>(&#8217;cause I spotted this article first, but it&#8217;s really apropo of his blog), Newquist takes a hard poke at the realities of (im)practical Virtual Realities. In addition to the clumsiness factor, he somehow drags in Hillary Clinton and the Center for Disease Control:</p>
<blockquote><p>Getting dressed up, sharing greasy headsets &#8211; it all sounds pretty grim, doesn&#8217;t it? &#8230; As everyone from Hillary Clinton to the Center for Disease Control begins to worry about what kind of communicable diseases you can get&#8230; people are going to get a little bit more finicky about what they strap onto their bodies&#8230;</p></blockquote>
<p>Newquist concludes:</p>
<blockquote><p>We want VR to grow up to be warm and friendly like Ward Cleaver. What we might get if we don&#8217;t give more thought to the VR interface is Ted Bundy.</p></blockquote>
<p><em>And all this time I&#8217;ve been striving for <a href="http://en.wikipedia.org/wiki/Al_Bundy" target="_blank">Al Bundy</a>!</em></p>
<p>Read the whole article: <a rel="shadowbox" href="http://vrtifacts.com/wp-content/uploads/2011/04/A_Day_In_The_Life.pdf">A Day In The Life</a> for yourself!</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<li><a href='http://www.VRtifacts.com/hmds/is-vr-the-new-wasteland-from-1993/' rel='bookmark' title='Is VR the New Wasteland? (from 1993&#8230;.)'>Is VR the New Wasteland? (from 1993&#8230;.)</a></li>
<li><a href='http://www.VRtifacts.com/hmds/back-in-the-day-japan-1990/' rel='bookmark' title='Back In The Day &#8211; Japan 1990'>Back In The Day &#8211; Japan 1990</a></li>
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		<title>Why Big Helmets Still Rule</title>
		<link>http://www.VRtifacts.com/hmds/why-big-helmets-still-rule/</link>
		<comments>http://www.VRtifacts.com/hmds/why-big-helmets-still-rule/#comments</comments>
		<pubDate>Sun, 27 Mar 2011 20:25:37 +0000</pubDate>
		<dc:creator>Tone</dc:creator>
				<category><![CDATA[Head Mounted Displays]]></category>
		<category><![CDATA[Stereoscopic 3D]]></category>
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		<category><![CDATA[Optics]]></category>

		<guid isPermaLink="false">http://www.VRtifacts.com/?p=2849</guid>
		<description><![CDATA[Size matters! If you ask the manufacturers of Head Mounted Displays over the past 15 years, they would echo that mantra, but it&#8217;s SMALL size that they&#8217;re boasting. Indeed, those tiny little eye glasses size VR displays look cool (from the outside), but from the inside you&#8217;re looking through a distant window. It&#8217;s hardly immersive. [...]
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			<content:encoded><![CDATA[<p>Size matters! If you ask the manufacturers of Head Mounted Displays over the past 15 years, they would echo that mantra, but it&#8217;s SMALL size that they&#8217;re boasting. Indeed, those tiny little eye glasses size VR displays look cool (from the outside), but from the inside you&#8217;re looking through a distant window. It&#8217;s hardly immersive. Read on for an explanation why bigger is better when it comes to immersion.</p>
<p>This illustration demonstrates why you need large lenses and therefore  large displays in order to achieve very wide field of view. You&#8217;re  looking at a top view cross-section of the eyeball, lens, and display.  The blue lines show the extreme periphery of an unmoving eyeball&#8217;s  horizontal field of view. The dim red lines demonstrate what happens  when the eyeball turns to the left.</p>
<p style="text-align: left;"><img class="aligncenter size-full wp-image-2850" title="EyeballLens" src="http://vrtifacts.com/wp-content/uploads/2011/03/EyeballLens.jpg" alt="Lens and Eyeball" width="601" height="519" /></p>
<p>So&#8230; getting back to the  unmoving eyeball. The lens (or multi-lens optics) is fairly close to the  front of the eye, certainly as close as your sunglasses would be. The  lens needs to have a diameter that is large enough to intersect the blue  lines  in order to allow us to see the display at that field of view.  You must look through the lens for all possible angles, not around it!</p>
<p>Human  anatomy permits extremely wide field of view because the eyeball can  rotate around its center. The dim red lines show the maximum field of  view with the eyeball turned to the left. Another problem is  encountered: the lens must be bigger because the eye rotates around it&#8217;s  center, not around its own biological lens.</p>
<p>Perhaps the lens  could be made smaller and moved closer to the eye? More problems occur.  The turning eye issue becomes magnified. Also, the lens must be aligned  much more precisely with the eyeball.</p>
<p>We could potentially solve  the turning eye problem by fabricating the lens as a contact lens, but  this would require a very high diopter lens to work properly with a  small display; unfortunately beyond what is possible with current  contact lens technology. Furthermore, since the display is not  physically coupled to the contact lens nor the eyeball rotation, the  display must still be large enough to encompass all the possible  rotations of the eyeball. Finally, the contact lens approach makes it  difficult to transition between the virtual world and the real world, as  the contact lenses must be removed and applied each time.</p>
<p style="text-align: left;">Now here&#8217;s the gotcha. For a display panel of any given resolution, when it is displayed at a wider field of view, it will look grainier than if displayed with a narrow field of view. You can test this one in the comfort of your own living room. Watch your beautiful 50 inch 1080p TV set from 10 feet away. Looks pretty good, huh? OK, the picture doesn&#8217;t exactly fill your visual world, in fact, most of your vision encompasses those left over pizza boxes and the other trash that you forgot to clean up last night.</p>
<p style="text-align: left;">Now park your nose about one foot away from the same TV set. Wow! That&#8217;s immersive! You&#8217;re getting something like 110 deg. FOV. Uh oh! What are all those dots on the screen? Sure looks fuzzy. Same 1080p resolution that looked great a moment ago at 10 feet now looks low res and grainy.</p>
<p style="text-align: left;">Why do you think Head Mounted Display manufacturers love narrow field of view?</p>
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		<title>Mnemonic&#8217;s MRG2.2 Upgrade &#8211; Augmented Reality + Kinect</title>
		<link>http://www.VRtifacts.com/hmds/mnemonics-mrg2-2-upgrade-augmented-reality-kinect/</link>
		<comments>http://www.VRtifacts.com/hmds/mnemonics-mrg2-2-upgrade-augmented-reality-kinect/#comments</comments>
		<pubDate>Mon, 07 Mar 2011 17:36:03 +0000</pubDate>
		<dc:creator>Tone</dc:creator>
				<category><![CDATA[Around the World]]></category>
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		<guid isPermaLink="false">http://www.VRtifacts.com/?p=2841</guid>
		<description><![CDATA[Several months ago I shipped off an MRG2.2 to Mnemonic in the Ukraine. He said he wanted to do a few mods and some experimenting. Little did I know that he would put together a totally sweet augmented reality system, where the view inside the VR helmet combined the real world outside the helmet with [...]
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			<content:encoded><![CDATA[<p>Several months ago I shipped off an MRG2.2 to Mnemonic in the Ukraine. He said he wanted to do a few mods and some experimenting. Little did I know that he would put together a totally sweet augmented reality system, where the view inside the VR helmet combined the real world outside the helmet with computer generated interactive 3D objects. Interaction comes through a gyroscopic head tracker AND a Microsoft Kinect. I&#8217;ll let the video and the photos explain further:</p>
<p><object width="605" height="454"><param name="movie" value="http://www.youtube.com/v/ezahJ2KrAOE?version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/ezahJ2KrAOE?version=3" type="application/x-shockwave-flash" width="605" height="454" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>and here&#8217;s what the modified MRG2.2 looks like from the inside and outside:</p>
<p><p style="text-align:center;">
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<p>The Kinect is enabled through <a href="http://projects.ict.usc.edu/mxr/faast/" target="_blank">FAAST</a> software from the University of Southern California MxR.</p>
<p>WOW!</p>
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<li><a href='http://www.VRtifacts.com/hmds/6-lbs-12-oz-its-a-baby-headmount-liquid-image-mrg2/' rel='bookmark' title='6 lbs. 12 oz. &#8211; It&#8217;s a Baby Headmount! &#8211; Liquid Image MRG2'>6 lbs. 12 oz. &#8211; It&#8217;s a Baby Headmount! &#8211; Liquid Image MRG2</a></li>
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</ol></p>]]></content:encoded>
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		<title>And I&#8217;m Never Going Back To My Old School</title>
		<link>http://www.VRtifacts.com/hmds/and-im-never-going-back-to-my-old-school/</link>
		<comments>http://www.VRtifacts.com/hmds/and-im-never-going-back-to-my-old-school/#comments</comments>
		<pubDate>Fri, 14 Jan 2011 16:29:42 +0000</pubDate>
		<dc:creator>Tone</dc:creator>
				<category><![CDATA[And All That Hype]]></category>
		<category><![CDATA[Around the World]]></category>
		<category><![CDATA[Head Mounted Displays]]></category>
		<category><![CDATA[VR Companies]]></category>
		<category><![CDATA[Where Are They Now?]]></category>
		<category><![CDATA[1991]]></category>
		<category><![CDATA[Division]]></category>
		<category><![CDATA[Helmet]]></category>
		<category><![CDATA[HMD]]></category>
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		<category><![CDATA[VPL Research]]></category>

		<guid isPermaLink="false">http://www.VRtifacts.com/?p=2834</guid>
		<description><![CDATA[Two snippets from the old, old school of VR, circa 1991, pitching a reputable UK firm &#8211; Division (acquired by PTC in 1999.) Featured are a couple of helmets from VPL Research using LEEP optics and cloth/velcro enclosures. One HMD appears to have been modeled after a gask mask from the trenches of the Great [...]
Related posts:<ol>
<li><a href='http://www.VRtifacts.com/hmds/back-in-the-day-japan-1990/' rel='bookmark' title='Back In The Day &#8211; Japan 1990'>Back In The Day &#8211; Japan 1990</a></li>
<li><a href='http://www.VRtifacts.com/hmds/back-in-the-ussr/' rel='bookmark' title='Back In The USSR'>Back In The USSR</a></li>
<li><a href='http://www.VRtifacts.com/hmds/take-flight-in-the-virtual-world/' rel='bookmark' title='Take Flight in the Virtual World'>Take Flight in the Virtual World</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>Two snippets from the old, old school of VR, circa 1991, pitching a reputable UK firm &#8211; <a href="http://web.archive.org/web/19980203130714/http://www.division.com/" target="_blank">Division</a> (acquired by PTC in 1999.) Featured are a couple of helmets from VPL Research using LEEP optics and cloth/velcro enclosures. One HMD appears to have been modeled after a gask mask from the trenches of the Great War. Also featured is the VPL CyberGlove.</p>
<p>The killer app? Kitchen lighting! Benefits: prevent the dropping of crockery in the home. Kewl!</p>
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<p><em>A tip of the hat to Mnemonic for tracking down these gems!</em></p>
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<li><a href='http://www.VRtifacts.com/hmds/back-in-the-day-japan-1990/' rel='bookmark' title='Back In The Day &#8211; Japan 1990'>Back In The Day &#8211; Japan 1990</a></li>
<li><a href='http://www.VRtifacts.com/hmds/back-in-the-ussr/' rel='bookmark' title='Back In The USSR'>Back In The USSR</a></li>
<li><a href='http://www.VRtifacts.com/hmds/take-flight-in-the-virtual-world/' rel='bookmark' title='Take Flight in the Virtual World'>Take Flight in the Virtual World</a></li>
</ol></p>]]></content:encoded>
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		<title>It&#8217;s All In Between The Eyes</title>
		<link>http://www.VRtifacts.com/hmds/its-all-in-between-the-eyes/</link>
		<comments>http://www.VRtifacts.com/hmds/its-all-in-between-the-eyes/#comments</comments>
		<pubDate>Tue, 11 Jan 2011 18:15:32 +0000</pubDate>
		<dc:creator>Tone</dc:creator>
				<category><![CDATA[Head Mounted Displays]]></category>
		<category><![CDATA[How-To; Teardowns; Tutorials]]></category>
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		<category><![CDATA[Interpupilary Distance]]></category>
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		<category><![CDATA[Virtual Research]]></category>
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		<guid isPermaLink="false">http://www.VRtifacts.com/?p=2830</guid>
		<description><![CDATA[If you look yourself in the eyes, you&#8217;ll start to realize that your eyes and your head are different than anyone else&#8217;s. The spacing between your eyes, known as the interpupilary distance is about 65mm, but this varies from 50mm to about 75mm, depending on who&#8217;s eyes you&#8217;re looking through. Also the position of your [...]
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<li><a href='http://www.VRtifacts.com/hmds/nothing-new-under-the-sun/' rel='bookmark' title='Nothing New Under the Sun!'>Nothing New Under the Sun!</a></li>
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<li><a href='http://www.VRtifacts.com/hmds/tearing-out-the-guts-of-a-virtual-research-vr-4-helmet/' rel='bookmark' title='Tearing Out the Guts of a Virtual Research VR-4 Helmet'>Tearing Out the Guts of a Virtual Research VR-4 Helmet</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>If you look yourself in the eyes, you&#8217;ll start to realize that your eyes and your head are different than anyone else&#8217;s. The spacing between your eyes, known as the interpupilary distance is about 65mm, but this varies from 50mm to about 75mm, depending on who&#8217;s eyes you&#8217;re looking through. Also the position of your eyes, relative to the shape of your head is unique; some people have eyes that are more inset, or perhaps bulging outward.</p>
<p>The designers of VR helmets have to deal with all this variation in the human phenome. Everyone has a sweet spot where the two lenses of a VR helmet are perfectly aligned with their eyes. Similarly, each of us want the lenses to be positioned as close as possible to our eyes (to achieve wide field of view), without discomfort. If you wear eyeglasses, you need to have room to fit your glasses between your eyes and the lenses.</p>
<p>So&#8230; let&#8217;s look at how one helmet design deals with these issues:</p>
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<li><a href='http://www.VRtifacts.com/hmds/nothing-new-under-the-sun/' rel='bookmark' title='Nothing New Under the Sun!'>Nothing New Under the Sun!</a></li>
<li><a href='http://www.VRtifacts.com/hmds/teardown-virtual-research-v6/' rel='bookmark' title='Teardown &#8211; Virtual Research V6'>Teardown &#8211; Virtual Research V6</a></li>
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</ol></p>]]></content:encoded>
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		<title>State of the Art&#8230;Sadly</title>
		<link>http://www.VRtifacts.com/hmds/state-of-the-art-sadly/</link>
		<comments>http://www.VRtifacts.com/hmds/state-of-the-art-sadly/#comments</comments>
		<pubDate>Tue, 21 Dec 2010 13:26:35 +0000</pubDate>
		<dc:creator>Tone</dc:creator>
				<category><![CDATA[And All That Hype]]></category>
		<category><![CDATA[Head Mounted Displays]]></category>
		<category><![CDATA[Stereoscopic 3D]]></category>
		<category><![CDATA[AR]]></category>
		<category><![CDATA[Augmented Reality]]></category>
		<category><![CDATA[DIY]]></category>
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		<category><![CDATA[HMD]]></category>
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		<guid isPermaLink="false">http://www.VRtifacts.com/?p=2827</guid>
		<description><![CDATA[Over at Meant to be Seen 3D, in answer to a forum post looking for the perfect HMD, board vet, cybereality took the time to respond in depth&#8230; Money quote: Well, sadly to say it, you will probably be waiting for a long time. There is nothing I know of on the market that fulfills [...]
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<li><a href='http://www.VRtifacts.com/hmds/10-reasons-why-virtual-reality-did-not-become-a-standard/' rel='bookmark' title='10 Reasons Why Virtual Reality Did Not Become a Standard'>10 Reasons Why Virtual Reality Did Not Become a Standard</a></li>
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</ol>]]></description>
			<content:encoded><![CDATA[<p>Over at <a rel="lightbox" href="http://www.mtbs3d.com/phpBB/viewtopic.php?f=120&amp;t=12185#p54095">Meant to be Seen 3D</a>, in answer to a forum post looking for the perfect HMD, board vet, cybereality took the time to respond in depth&#8230;</p>
<p>Money quote:</p>
<blockquote><p>Well, sadly to say it, you will probably be waiting for a long time.  There is nothing I know of on the market that fulfills the Virtual  Reality fantasy of the 1990&#8242;s, and in many ways the stuff they had back  then was even more advanced then most of the stuff on the consumer  market today. Even if you look at medical/military $20k HMDs, they still  don&#8217;t even have full HD resolutions or the kind of FOV you would expect  in the year 2010 (almost 2011 now). I mean, there have been some  interesting research projects in academia, but nothing that could  actually play a retail video game out-the-box. At this point I am think  about building a DIY HMD myself, and some other members on the forum  have already started projects. It just seems that the market is not  ready for a consumer level VR device (meaning a headset and any  accompanying peripherals). In recent years it seems that Augmented  Reality (AR) is gaining popularity and is probably where the industry is  headed. So I think a see-through AR-based HMD may have a place in the  market in the near future. But the traditional idea of a encompassing  display helmet and data-gloves seems to be fading (as much as I&#8217;d like  it to be real). Hopefully there will continue to be progress in this  field.</p></blockquote>
<p><a rel="lightbox" href="http://www.mtbs3d.com/phpBB/viewtopic.php?f=120&amp;t=12185#p54095">Read the full post for more&#8230;</a></p>
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<li><a href='http://www.VRtifacts.com/hmds/you-put-on-your-helmet-one-morning-and-find-yourself-transformed-into-a-monstrous/' rel='bookmark' title='You Put on Your Helmet One Morning and Find Yourself Transformed Into a Monstrous ******?'>You Put on Your Helmet One Morning and Find Yourself Transformed Into a Monstrous ******?</a></li>
<li><a href='http://www.VRtifacts.com/hmds/platypus-headsets/' rel='bookmark' title='Platypus Headsets?'>Platypus Headsets?</a></li>
</ol></p>]]></content:encoded>
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		<title>Siggraph &#8217;95 &#8211; Upon Further Observation</title>
		<link>http://www.VRtifacts.com/hmds/siggraph-95-upon-further-observation/</link>
		<comments>http://www.VRtifacts.com/hmds/siggraph-95-upon-further-observation/#comments</comments>
		<pubDate>Wed, 08 Dec 2010 15:29:28 +0000</pubDate>
		<dc:creator>Tone</dc:creator>
				<category><![CDATA[Around the World]]></category>
		<category><![CDATA[Head Mounted Displays]]></category>
		<category><![CDATA[Stereoscopic 3D]]></category>
		<category><![CDATA[1995]]></category>
		<category><![CDATA[Siggraph]]></category>
		<category><![CDATA[Steve Speer]]></category>
		<category><![CDATA[UFO]]></category>
		<category><![CDATA[Upon Further Observation]]></category>
		<category><![CDATA[Virtual Research]]></category>
		<category><![CDATA[VR-4]]></category>

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		<description><![CDATA[Who can remember doing all their 3D animation in MS-DOS? Back in the day, there was Gary Yost&#8217;s 3D-Studio (not Max!) licensed to and supported by AutoDesk. Now, who remembers creating stereoscopic animation with 3D Studio? VREX had a great little plugin that setup linked stereo cameras and let you render twice, once for left [...]
Related posts:<ol>
<li><a href='http://www.VRtifacts.com/vrcompanies/siggraph-92-wrap/' rel='bookmark' title='Siggraph &#8217;92 Wrap'>Siggraph &#8217;92 Wrap</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>Who can remember doing all their 3D animation in MS-DOS? Back in the day, there was Gary Yost&#8217;s <a rel="lightbox" href="http://en.wikipedia.org/wiki/3ds_Max_release_history">3D-Studio</a> (not Max!) licensed to and supported by AutoDesk. Now, who remembers creating stereoscopic animation with 3D Studio? VREX had a great little plugin that setup linked stereo cameras and let you render twice, once for left and again for right. Much fun on a 386!</p>
<p>In sorting through a carton of old BetaCam-SP tapes from the mid &#8217;90s, I came across a non-so-cute animation I produced with the ever imaginative (and twisted) <a rel="lightbox" href="http://www.wired.com/wired/archive/5.04/ff_spear.html">Steve Speer</a> for Siggraph &#8217;95. &#8220;UFO&#8221; (Upon Further Observation) defies categorization&#8230; so get out your red/cyan glasses and watch out for the a**l probe!<br/><br />
<iframe title="YouTube video player" class="youtube-player" type="text/html" width="640" height="390" src="http://www.youtube.com/embed/ZtG765RmpPM" frameborder="0"></iframe><br/><br />
At Siggraph, UFO was shown in a bank of a dozen Virtual Research VR-4 helmets with shaker seats.</p>
<p><p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_1336662245" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=18&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p></p>
<p>And for those of you nostalgic for the days of animating in MS-DOS&#8230;.</p>
<p><object width="605" height="454"><param name="movie" value="http://www.youtube.com/v/CYKWRjcnS7E?version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/CYKWRjcnS7E?version=3" type="application/x-shockwave-flash" width="605" height="454" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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<li><a href='http://www.VRtifacts.com/vrcompanies/siggraph-92-wrap/' rel='bookmark' title='Siggraph &#8217;92 Wrap'>Siggraph &#8217;92 Wrap</a></li>
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		<title>Flight Helmet &#8211; Redux</title>
		<link>http://www.VRtifacts.com/hmds/flight-helmet-redux/</link>
		<comments>http://www.VRtifacts.com/hmds/flight-helmet-redux/#comments</comments>
		<pubDate>Wed, 08 Dec 2010 14:49:14 +0000</pubDate>
		<dc:creator>Tone</dc:creator>
				<category><![CDATA[Head Mounted Displays]]></category>
		<category><![CDATA[Stereoscopic 3D]]></category>
		<category><![CDATA[VR Companies]]></category>
		<category><![CDATA[1991]]></category>
		<category><![CDATA[Flight Helmet]]></category>
		<category><![CDATA[Helmet]]></category>
		<category><![CDATA[HMD]]></category>
		<category><![CDATA[LEEP]]></category>
		<category><![CDATA[Virtual Research]]></category>

		<guid isPermaLink="false">http://www.VRtifacts.com/?p=2812</guid>
		<description><![CDATA[IMHO, the Virtual Research Flight Helmet was, and still is, the ultimate head mounted display, except of course, it needed modern high resolution LCD panels. Otherwise, it had incredible field of view, great ergonomics, and unbeatable LEEP optics. I came across a more complete brochure including the retail price list (starts at $6,000.) One unusual [...]
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</ol>]]></description>
			<content:encoded><![CDATA[<p>IMHO, the Virtual Research Flight Helmet was, and still is, the ultimate head mounted display, except of course, it needed modern high resolution LCD panels. Otherwise, it had incredible field of view, great ergonomics, and unbeatable LEEP optics. I came across a more complete brochure including the <a rel="lightbox" href="http://vrtifacts.com/wp-content/uploads/2010/12/Flight_Helmet_Brochure.pdf">retail price list</a> (starts at $6,000.)</p>
<div id="attachment_2814" class="wp-caption aligncenter" style="width: 410px"><a href="http://vrtifacts.com/wp-content/uploads/2010/12/Flight_Helmet_Side.jpg"><img class="size-full wp-image-2814" title="Flight Helmet" src="http://vrtifacts.com/wp-content/uploads/2010/12/Flight_Helmet_Side.jpg" alt="Flight Helmet side view" width="400" height="282" /></a><p class="wp-caption-text">photo: Raz Fairlight</p></div>
<div id="attachment_2815" class="wp-caption aligncenter" style="width: 410px"><img class="size-full wp-image-2815" title="Flight Helmet Optics" src="http://vrtifacts.com/wp-content/uploads/2010/12/Flight_Helmet_Optics.jpg" alt="Flight Helmet Optics" width="400" height="238" /><p class="wp-caption-text">photo: Raz Fairlight</p></div>
<p>One unusual aspect of the Flight Helmet was that the left and right images don&#8217;t completely overlap, producing a wider image than the normal 4:3 aspect of NTSC video. If you wanted 100% overlap, you needed to purchase prisms (3M Press-On Fresnels) to shift the images horizontally into alignment. To run the helmet monoscopically, the prisms are a must!</p>
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<li><a href='http://www.VRtifacts.com/hmds/nothing-new-under-the-sun/' rel='bookmark' title='Nothing New Under the Sun!'>Nothing New Under the Sun!</a></li>
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		<title>Retrospective photo review of Forte VFX1 Virtual Reality system</title>
		<link>http://www.VRtifacts.com/hmds/retrospective-photo-review-of-forte-vfx1-virtual-reality-system/</link>
		<comments>http://www.VRtifacts.com/hmds/retrospective-photo-review-of-forte-vfx1-virtual-reality-system/#comments</comments>
		<pubDate>Tue, 09 Nov 2010 14:56:06 +0000</pubDate>
		<dc:creator>Mnemonic</dc:creator>
				<category><![CDATA[Around the World]]></category>
		<category><![CDATA[Game Systems]]></category>
		<category><![CDATA[Head Mounted Displays]]></category>
		<category><![CDATA[Stereoscopic 3D]]></category>
		<category><![CDATA[VR Companies]]></category>
		<category><![CDATA[1995]]></category>
		<category><![CDATA[Cyberpuck]]></category>
		<category><![CDATA[Forte]]></category>
		<category><![CDATA[Helmet]]></category>
		<category><![CDATA[HMD]]></category>
		<category><![CDATA[Icuiti]]></category>
		<category><![CDATA[IIS]]></category>
		<category><![CDATA[Russia]]></category>
		<category><![CDATA[Ukraine]]></category>
		<category><![CDATA[USSR]]></category>
		<category><![CDATA[VFX1]]></category>
		<category><![CDATA[Vuzix]]></category>

		<guid isPermaLink="false">http://www.VRtifacts.com/?p=2730</guid>
		<description><![CDATA[Forte VFX1 was the most advanced, complex and expensive consumer VR system that appeared on the market during VR craze in mid-nineties. Introduced in 1995, VFX1 was in the shops all around the world in 1996. Hardware overview System consisted of: Stereoscopic HMD “VFX1 headgear” with built-in 3DOF head-tracker from Honeywell, 45 degree diagonal FOV [...]
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</ol>]]></description>
			<content:encoded><![CDATA[<p>Forte VFX1 was the most advanced, complex and expensive consumer VR system that appeared on the market during VR craze in mid-nineties. Introduced in 1995, VFX1 was in the shops all around the world in 1996.<br />
<p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_1316759020" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=1&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p></p>
<h3>Hardware overview</h3>
<p>System consisted of:</p>
<ul>
<li>Stereoscopic HMD “VFX1 headgear” with built-in 3DOF head-tracker from Honeywell, 45 degree diagonal FOV optics with plastic lenses, 180k resolution LCD screens from Kopin, integrated high-quality stereo headphones from AKG, and microphone;</li>
<li>Rugged gyro-joystick “Cyberpuck” with built-in 2DOF tracker and 3 programmable buttons (there was reported that not all VFX1 systems were sold with Cyberpuck);</li>
<li>To make this all stuff work – system’s “VIP” card need to be installed into ISA slot of the host PC. VIP card worked in pair with PC’s video-card connected via VESA bus to provide stereoscopic imagery on both screens of the HMD. VIP card also processed all the tracking data, and redirect sound to headphones. It also introduces Access Bus hub.</li>
</ul>
<p>VFX1 was one on the first VR systems that were sold in former USSR countries. It was very pricy for common consumers here (with starting price in Moscow &#8211; 1495 USD), but nevertheless exported VFX1 systems were sold in big quantities. Many years after I was lucky enough to get my hands on such complete exported package, originally sold in Moscow, it have additional Russian manual not included in traditional US version.</p>
<h3>Packaging</h3>
<p>Let’s take a close look on VFX1 packaging arrangement. VFX1 was packaged in relatively small box (38x33x34 centimeters), with bunch of colorful pictures and a lot of self-advertisement, but its Virtual Reality isn’t it? Here, take a look.<br />
<p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_809441813" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=2&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p></p>
<p>My box was damaged a little – plastic handle was broken, so for transportation purposes box were glued with scotch tape.</p>
<p>Buy a VR system and get free CD-ROM! Hell yeah, funny today but in 1995 this message had sense.</p>
<p>Package included:</p>
<ul>
<li>VFX1 helmet</li>
<li>Detachable strap to helmet adjustments for smaller head sizes</li>
<li>Helmet data-cable</li>
<li>Cyberpuck (gyroscopic game controller) with Access Bus connector</li>
<li>VIP ISA board</li>
<li>VESA cable (for video-card attachment)</li>
<li>Audio cables with simple jack’s for headphones and microphone</li>
<li>Floppy disc with drivers</li>
<li>“Free CD-ROM!” with game demos</li>
<li>User manuals English and Russian versions</li>
</ul>
<h3>Helmet</h3>
<p>VFX1 helmet was somehow bulky but well designed and well balanced; nowadays many VR enthusiasts put modern HMD internals in VFX1 shell for comfortable fit. Personally I prefer modern glasses-like design, but I admit – VFX1 sit’s pretty comfortable on my head.<br />
<p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_816493837" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=3&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p></p>
<p>VFX1 helmet had “smart visor” that can be opened to allow user to look at the outside world, while not taking off whole helmet. This visor working pretty similar to VPL EyePhone visor which were used in “Lawnmower man” movie.<br />
<p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_34656845" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=5&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p></p>
<p>Visors optics are adjustable, you can change IPD and focal distance for each eye independently. There are no knobs or something to change IPD, you need to gently move oculars along the internal rails manually. Also rubber eyepieces on the oculars are easily detachable.<br />
<p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_2116388811" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=4&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p></p>
<p>Glass optics upgrade was available for additional price, unfortunately nearly impossible to found improved VFX1 oculars today. Insides of the helmet covered with detachable soft foam glued-over with fabric.</p>
<h3>Cyberpuck</h3>
<p>Is gyroscopic joystick, hold in mid-air, designed to play VR games while standing on foot, absolutely great with Quake. It have 2DOF tracker (Pitch and Roll), and 3 programmable buttons. Pretty neat accessory, too bad it utilizes Access Bus connector and it’s impossible to use it on modern PC’s without being re-wired.<br />
<p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_1609731800" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=6&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p></p>
<h3>Other accessories</h3>
<p>Among other accessories that can be found in package – is helmet head-strap, 2.5 meters VFX1 data cable, original Forte floppy disk with drivers, and user manuals. VFX1 data cable is actually standard RS-232 26 pin Male-Female cable, which is very flexible. Nowadays it’s very hard to find such cables as spare part, even in specialized cable shops.<br />
<p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_1086794239" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=7&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p><br />
This particular cable marked with Forte logo, and had two warning flags:</p>
<blockquote><p>“Do not use the VFX1 for more than for 15 minutes at a time (take frequent breaks) make sure the volume is turned down before putting on the VFX1 refer to manual for additional information”</p></blockquote>
<p><p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_1054758363" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=8&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p><br />
Pretty good ad for a 1500 bucks device isn’t it? I suppose this was one of the show stoppers for VFX1, who will spare so much money on the gaming device that you can’t use more than 15 minutes at a time? But, it was good and pretty functional limitation for gaming arcades, where people play for short periods of time.</p>
<h3>VIP board and cable connections</h3>
<p>As mentioned earlier VIP board need to be connected to ISA slot, provides Access Bus hub, processes tracking data from head tracker and from cyberpuck. Through VESA connector it provides video signal to helmet. Access Bus was actually a predecessor to more useful standard – USB, it also provided possibility to connect many devices through the hubs (and through each-others), make hot connections on already working system (yep, that was a big step forward in RS232 COM era). However Access Bus didn’t stayed long, and I know only one device that uses it – it’s Cyberpuck.<br />
<p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_1120606268" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=9&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p><br />
In my system VIP card is connected via VESA to S3 Trio, it’s the most powerful video-card that provided proper VESA signal, compatible with VFX1. I found mentions from VFX1 users that proper VESA was also on Voodoo Banshee 3D accelerators, but I didn’t have this card and can’t test this.<br />
<p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_197927587" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=10&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p><br />
Cyberpuck can be connected to VFX1 helmet or directly to VIP card. I prefer HMD connector because it allows playing on foot.</p>
<h3>Turning the system on</h3>
<p>We examined particular components of VFX1 system, and now let’s connect them together and take a look on the visor’s imagery.<br />
<p style="text-align:center;">
              <iframe width="603px" height="403px" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" name="smooth_frame_560318948" src="http://vrtifacts.com/wp-content/plugins/nextgen-smooth-gallery/nggSmoothFrame.php?galleryID=11&width=600&height=400&timed=1&showArrows=1&showCarousel=&embedLinks=&delay=5000&defaultTransition=fade&showInfopane=&textShowCarousel=Pictures&showCarouselOpen=1&margin=&align="></iframe>
            </p><br />
VFX1 works in Windows only in 640 x 480 x 256 colors mode. Actual LCD’s (789&#215;230 color elements) can provide wider range of colors, but utilizing VESA for transferring image to HMD – limit’s it to 256 color palette. But, this palette isn’t fixed, it’s optimized, this means that it holds any color from true-color palette, as long as palette length itself no longer than 256 colors. My VFX1 unit was used frequently in the past, but LCD’s are still bright and colors are vivid.<br />
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I’ve tried to take a few shot’s of what can be seen through VFX1 optics, it is much sharper and with fewer distortions in reality than on these photos. But anyway take a look on the desktop and on a few game-shots from Quake, Descent, and Heretic. These games are my favorites for VFX1, especially Quake1 which gives great immersive feeling even today. By the way VFX1 do not utilize depixelation filters (in contra verse to many professional HMD’s at the time), so black-spacers between pixels are clearly seen.<br />
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For stereoscopy, VFX1 supported two formats of input video – line sequential, and horizontal stereo-pair. While for running VFX1 in stereo-pair mode you need to use proper software, you can set VFX1 to force line sequential mode in windows configuration software, or use command line “VFX1.COM +t” to turn it on in DOS.<br />
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Crysis stereoscopic screenshot in line-sequential mode, suitable for viewing through VFX1</p>
<h3>Software</h3>
<p>VFX1 have drivers compatible with DOS, Windows 95 and Windows 98. I’ve installed VFX1 in Windows 98 SE system, and it works there without issues. After hardware installation, you need to properly configure VFX1 software to make it work. When installing software, you’ve instructed to set IRQ settings according to DIP switches positions on VIP board. You can also check tracking for HMD and Cyberpuck. Personally I’ve liked VFX1 DOS software more for its fancy graphical 3D look, but Windows version of VFX1 configurator work pretty the same.<br />
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One of the features that I liked in VFX1 better than in its “grandson” –VR920, that tracking need to be calibrated only once, software calibrate magnetometers automatically you only need to  choose your geographical region. After calibration – VFX1 tracking worked perfectly for me, and there’s no need in further recalibration.</p>
<p>To make game to support all VFX1 features you need to have proper game patch, in rare cases game have built-in VFX1 support (like Descent, System Shock or ZAR). In all other cases you can use VRMouse – native VFX1 mouse emulator, which emulates mouse and key presses for trackers and buttons of Cyberpuck.</p>
<h3>Design benefits</h3>
<p>VFX1 had many benefits in its release time. Other consumer VR systems at that time provide fewer features; all of them were without any sort of game-controller that allow you to play standing on foot, sometimes with lack of good head-tracking (like “CyberMaxx”) and stereoscopy support (like “Philips Scuba”). Only “I/O Glasses” had both 2DOF tracker and stereoscopy, but it lacked in game support at the moment of release and had inferior picture quality. Besides VFX1 had biggest FOV among other consumer HMD’s.</p>
<p>Overall VFX1 offered immersive experience and wide support of currently available games at the time. Stylish, comfortable and well balanced HMD design received positive critics and very soon in many countries VFX1 helmet was associated to Virtual Reality itself.</p>
<h3>Design flaws</h3>
<p>However, VFX1 had list of fatal design flaws caused by its early production – this includes ISA interface VIP board, utilization of VESA which limited it to 256 colors palette, and Access Bus which pretty soon was out of the game in favor to USB.</p>
<p>To overcome some of the flaws, Forte released “Linkbox”, which allow VFX1 connection to regular VGA outputs, but linkboxes were made in very small quantities, and nearly impossible to find nowadays. Also linkbox provided to VFX1 only video signal, without tracking, which make it pretty useless. Rumored full-feature linkbox were never created.</p>
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Linkbox photo by Kevin Mellot</p>
<p>As possible schema to run VFX1 on modern systems – is to use old host PC with VIP card installed, provide video signal to it through video capture card (some old TV tuner), and using Forte VFX1 SDK (which is available) to program VRPN drivers to get tracking info via network.</p>
<h3>Instead of conclusion &#8211; followers VFX-3D, VR920, and…</h3>
<p>After releasing VFX1, Forte was renamed to IIS, and in 1998 they released VFX3D – successor to VFX1. Fully copied external helmet design, VFX3D get rid of ISA VIP card, instead it had control box, with regular VGA connection to PC. Instead of using Access Bus to carry tracking data – VFX3D sent tracking data via COM port, which became obsolete nowadays too. VFX3D doubled the resolution of VFX1 (360k subpixels instead of 180k), had better color reproduction, but had much lesser FOV (35 degree instead of 45 in VFX1) and fixed optics. VFX3D also lacked Cyberpuck, which is on my opinion – a step back. Even with overall better characteristics and compatibility, VFX3D were sold in lesser quantities.</p>
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<p>Years later IIS changed name to Icuiti, and focused on manufacturing compact video-glasses. However they designed a new gaming HMD, which working title was X-Viewer, afterwards changed to VR920. Before releasing VR920 in 2007 company changed its name again to Vuzix.</p>
<p>Vuzix VR920 – almost tripled resolution of VFX3D (now it’s 920k subpixels, which is true 640&#215;480 resolution), and completely changed its visual design to look like slim futuristic glasses which you can put in a pocket. VR920 have built-in 3DOF head-tracker, and can be connected to VGA or DVI with included adaptor. It supports input resolutions up to 1024 x 768, and drives power, audio, microphone, tracker, and stereo sync-signal via USB. VR920 have no control box, which make it pretty possible to use as mobile HMD for small PC’s or Netbooks. Latest software update for VR920 enables all its functions on Windows7 64bit OS.</p>
<p>Currently Vuzix focused on multi-purpose Wrap series of portable video-glasses which lacks head-tracking for VR gaming. Wrap 6DOF head-tracking module is announced but yet not produced by company.</p>
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<li><a href='http://www.VRtifacts.com/hmds/teardown-virtual-research-v6/' rel='bookmark' title='Teardown &#8211; Virtual Research V6'>Teardown &#8211; Virtual Research V6</a></li>
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		<title>Teardown &#8211; Virtual Research V6</title>
		<link>http://www.VRtifacts.com/hmds/teardown-virtual-research-v6/</link>
		<comments>http://www.VRtifacts.com/hmds/teardown-virtual-research-v6/#comments</comments>
		<pubDate>Sun, 07 Nov 2010 21:37:29 +0000</pubDate>
		<dc:creator>Tone</dc:creator>
				<category><![CDATA[Head Mounted Displays]]></category>
		<category><![CDATA[How-To; Teardowns; Tutorials]]></category>
		<category><![CDATA[Stereoscopic 3D]]></category>
		<category><![CDATA[VR Companies]]></category>
		<category><![CDATA[1995]]></category>
		<category><![CDATA[Helmet]]></category>
		<category><![CDATA[HMD]]></category>
		<category><![CDATA[How-To]]></category>
		<category><![CDATA[Stereoscopic]]></category>
		<category><![CDATA[V6]]></category>
		<category><![CDATA[Virtual Research]]></category>

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		<description><![CDATA[1995 brought us the V6 head mounted display from Virtual Research, the successor to the excellent design of the VR-4. The V6 doubled the overall resolution while retaining the great optics, field of view, comfort, and ease of use originally found in the VR-4. In addition to improved image quality, the V6 refined many of [...]
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			<content:encoded><![CDATA[<p>1995 brought us the <a class="wmp" rel="lightbox" href="http://www.virtualresearch.com/techV6.htm" target="_blank">V6 head mounted display</a> from <a rel="lightbox" href="http://www.virtualresearch.com/" target="_blank">Virtual Research</a>, the successor to the excellent design of the <a rel="lightbox" href="http://www.virtualresearch.com/techVR4.htm" target="_blank">VR-4</a>. The V6 doubled the overall resolution while retaining the great optics, field of view, comfort, and ease of use originally found in the VR-4. In addition to improved image quality, the V6 refined many of the mechanical elements pioneered in the VR-4, greatly simplifying these mechanical elements. The VR-4 had quite a number of circuit boards inside the helmet, but the control box could have been built completely from Radio Shack components. The V6 moved almost all the electronics into the control box, leaving the helmet with a minimum of electronics.</p>
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<p>The V6 manufacturing process did not require any expensive tooling, such as injection molds. The plastic parts are either thermoformed or milled in a machine shop. The metal parts are either stock or machine shop fabricated. Great for short and medium run products! The VR-4 used extremely thin thermoform plastic for light blocks and circuit board mounts. This plastic tended to crack and break off over time. The V6 totally eliminates this thin plastic and uses sheet metal (anodized aluminum) and milled plastic instead.</p>
<p>The V6 was followed shortly by the <a rel="lightbox" href="http://www.virtualresearch.com/techV8.htm" target="_blank">V8</a>, again doubling the resolution. The V6 and V8 share the same control box, power supply, and mechanical components. The V8 adds a small fan inside the helmet shell to cool the electronics and LCDs. The displays and driving electronics are from Epson.</p>
<p>Specs in the <a href="http://vrtifacts.com/wp-content/uploads/2010/11/V6_Brochure.pdf" target="_blank">brochure&#8230;</a></p>
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