Archives for “VR Companies”
Chris Hand from Leicester Polytechnic offers a delightful history of W Industries, the company who brought us the various Virtuality VR game systems. His history begins in the early 80′s and takes us only to early October of 1991, not long after the commercial introduction of Virtuality’s Series 1000 Amiga based systems. The excerpts below [...] Related posts:
From 1991 to 1996 W Industries Virtuality systems defined the image of VR in the location based entertainment arena. Here in the US, Horizon Entertainment was their sole distributor. W Industries was remarkably innovative with their use of technology, but their “innovations” in finances were not so successful. Arcade operators had a difficult time breaking [...] Related posts:
USA and other western world faced consumer-focused Virtual Reality boom in late 80s and early 90s, accurately when USSR is fall apart. VR came to big industrial cities of post USSR later in 1995 – 1998, when VR hype slowly begin to fall down in USA. That was in a few years after IBM-compatible PC’s [...] Related posts:
Back when VR really had some cred, the Diaspar Virtual Reality Network hopped on the bandwagon. Imagine, if you will, a dial-up service with a feature list, every item containing the phrase “will be”, as in this feature will be available… but when? Yes, its somewhat ironic that the network is named “Diaspar”, as this [...] Related posts:
I don’t really agree with the Virtual Boy being VR’s “nail in the coffin”. I think it was just one of many crappy products. Maybe it could have saved the VR hype for a while if it was a big success, but as it is it’s just one of the many VR obscurities that simply [...] Related posts:
Ah well, a review of the PT-01 from Optics 1 … Back in the days it was ridiculous expensive, like most of the VR stuff. The pros are that it is very light and optimized for mobile use, i love that it comes with a belt clip and can be driven by a common battery. [...] Related posts:
This final segment from AT&T’s 1993 Vision of the Future isn’t too far from what’s happenin’ here in 2010, but 17 years later, AT&T is still not a player. Part1 and Part2 are almost as much fun. [Translate] Related posts:
Jaron walks us through all eleven reasons, from Gates Envy to Movie Projectors. Strangely enough I agree! The Top Eleven Reasons VR Has Not Yet Become Commonplace [Translate] Related posts:
The media drops in on Siggraph ’92 in Chicago: Definitely a show that I outsmarted myself on. Had an exhibitor’s badge from a friend (thanks Marilyn!), and while touring the exhibits before opening I found a booth where the exhibitor had bailed… it was empty. Grabbed my PhotoVR computer gear and Flight Helmet out of [...] Related posts:
1995 Video of Virtual io’s I-Glasses. Virtual reality Head Mounted Display with headtracking. This was the first i-glasses version released and had much lower resolution than the i-glasses they sell today. Back in 1995 this was one of the first affordable home VR headsets along with the Victormaxx cybermaxx and the fortevr VFX-1. The small [...] Related posts:
Last week I shredded a Liquid Image MRG2.2. This week we go for the classic Virtual Research VR-4 stereoscopic head mounted display. There’s a lot to love about the VR-4: wide field of view optics, adjustable interpupilary distance, coated aspheric lenses, excellent fit to different heads, and provision for eyeglasses. The optics are timeless; used [...] Related posts:
I’ve gotten a ton of emails hurled at me about the Liquid Image MRG2.2 VR helmet. The gist of most of them is: “Hey, I love the wide field of view and how rugged the MRG2.2 is, but I wish I could upgrade the LCD resolution, and, is there a way to make this HMD [...] Related posts:
It’s 1985 and there’s already a nice high resolution, wide field of view VR helmet (from VPL Research), glove system, and 6 DOF tracking of both helmet and glove, thanks to Scott Fisher and NASA Ames. In particular, check out the LEEP wide FOV optics (from LEEP inventor Eric Howlett’s predecessor company Pop Optix.) These [...] Related posts:
This totally excellent demo of the Victormaxx Stuntmaster helmet speaks for itself. Lyme disease aside, the Stuntmaster’s wretched optical qualities seem overly cruel to this beast. [Translate] Related posts:
The ill fated GamePro TV did a 1991 “Cutting Edge” feature on the original Virtuality arcade systems, including footage from their premier multi-player Dactyl Nightmare title. Be careful not to fry your eyeballs on host J.D. Roth’s outfit; did anyone actually dress like this? Roth incorrectly attributes the system to Spectrum Holobyte, who was for [...] Related posts:
Nina Ziv’s 1992 Merrill Lynch VR industry research report has an amusing section: Limitations and Drawbacks of VR Technology, in which she identifies “several problems with virtual reality technology which must be addressed if it is to succeed.” Inadequate Image Resolution Time Lag Between the User and the Virtual Reality System’s Response Limited Position Tracking [...] No related posts.
By 1991, the FlightHelmet was the third HMD to feature Large Expanse Extra Perspective (LEEP) optics from Eric Howlett’s LEEP-VR. The Flight Helmet combined LEEP’s 100° field of view with an adjustable, comfortable and rugged packaging design. The use of a rear exiting cable as a counterweight made this HMD perfectly balanced. LEEP optics were [...] Related posts:
IAPPA 1999 brought us another stand-up VR system from New York based HeadGames, the VR2000. Based on the Forte consumer head mounted display, the VR2000 also featured the “Player Retainer.” Initially I thought this was some special magic which ensured repeat play, as HeadGames projected up to $3,000/mo. revenue for this $25k system. To my [...] Related posts:
1994 brought one of the first “lightweight” head mounted displays, the CyberEye from then San Jose based General Reality. Offered in both stereoscopic and monoscopic versions, the CyberEye featured a flip-up visor which allowed users to see keyboards and monitors in the “real” world. CyberEye’s introductory letter touts the benefits of narrow field of view [...] Related posts:
The Kimera game system from Immersive Technologies appeared at the 1995 IAAPA show with a solution to the VR arcade’s most vexing challenge: how to keep the helmets from being damaged or stolen without a full time attendant. Taking their cue from the Fakespace Boom, Kimera had a floating/pivoting display, to which the game player [...] Related posts:
The product slick offers a virtually indestructible carry case. I’m not completely sure why, as the Liquid Image MRG2 helmet shell, constructed of multi-layer fiberglass, was non-virtually (i.e. real-world) indestructible. The MRG2 was actually quite clever, inasmuch as it could be manufactured with about $200 of tools. No fancy injection molds or custom optics. Although [...] Related posts:
1995 brought us yet another Gyro based VR Game system, the X-O-Tron VR, a descendant of the original non-electronic gyro-exercise system, the Orbotron. Initially inspired by the March 1992 release of Lawnmower Man, the first gyro VR systems appeared that summer (full disclosure – my company built a prototype system for a client in the [...] Related posts:
“Virtual Reality Systems ’93″ in the Hyatt above Grand Central Station was the end of the line for this trade show, as it was for the Virtual Research Flight Helmet which was soon to be superseded by lighter and more manufacturable HMDs. In the spirit of these pioneers, here’s a couple of snaps with Myron [...] Related posts:
If you’ve ever tried out Virtual Reality, the FIRST thing you’ll feel is the tug of the helmet cable as you virtually (and actually) try to walk down the path. Many HMDs use the weight of a rear exiting cable as a counter-weight to offset the heavy front end containing the displays and optics. In [...] Related posts:
By 1994 the International Association of Amusement Parks and Attractions (IAAPA) exhibition floor was packed with VR systems. As a potential marketplace, blood was in the water and you couldn’t tell the fish from the sharks. With a very few exceptions most of these companies had been chewed up, eaten and excreted as waste by [...] Related posts:
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