Archives for “1992”
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:
1992 brought a non-virtual swarm of young and eager students to every VR event (and there were WAY too many) under the sun. Perhaps there were massive show discounts for attendees who were too young to drink legally, but members of the Virtual Reality Alliance of Students and Professionals (VRASP) were everywhere. You’d think this [...] 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:
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.
Flashback to 1992. My Silicon Graphics rep, Len, walks in the door with a guy from Sportland, a mega entertainment center down near the auto-malls north of Philadelphia. You know: pizza, birthday parties, arcade games, bumper cars, tokens, and more tokens. They’re both hyped on the potential of VR in the arcades (I thought that [...] Related posts:
We knew it was in the development stage, but did the Computer Chronicles have to remind any potential customers. That’s OK because the conference’s resident AI expert (didn’t AI bubble and burst in the 80′s) tells us: “… the resolution is low, the headgear is uncomfortable, but what’s exciting is … the promise of the [...] Related posts:
Sidelined in early Nov. 1992, LT was moving on to bigger and better things... Virtual Reality. Related posts:
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