Archives for “Helmet”
Jeremy Oliver advises how to purchase LCD displays for your next homebrew VR helmet. (Hint: take all your optics to Montgomery Wards and try every TV and camcorder on the shelf!) Jeremy’s less than successful experience with Radio Shack suggests a big thumbs down, but what did I know; my first DIY leveraged their Pocketvision-27 [...] Related posts:
Yes, I’ve heard rumors of bugs (lice) inside VR helmets (untrue!), but researchers in Spain are bloody Kafkaesque, putting virtual cockroaches all over the screens. They “got the bright idea to simulate hoards of cockroaches swarming over insect-phobic volunteers…”, showing that “roaches could skitter, wave their antenna, and even change size from small and medium [...] 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:
So well you probably know that it is not a standard that new computers get shipped with VR headsets, although you might have believed that during the mid-90s VR craze. In 1995 many analysts – serious people – predicted that in 10 years most computers would be shipped with VR headsets or other VR equipment. [...] 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:
Nintendo’s 1995 Virtual Boy was a whole cartridge based game system inside a desktop-mounted-head stereoscopic immersive display. Designed by Gunpei Yokoi of Gameboy fame, and offered for $180 retail, the market was less than kind. It was withdrawn from the market in less than a year and now can still be found late in the [...] 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:
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:
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:
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:
Simulator Sickness and the lingering effects of Virtual Reality, drunken behavior in particular, are the subject of this Brian Williams NBC special from 1996. Brian’s teaser: “When they were first unveiled, the science of it all was staggering, but now there’s some evidence it’s having a staggering effect… on some who use it…” A typical [...] Related posts:
You know the wave has crested when Regis and Kathie Lee make your specialty an early morning featurette. Reeg hams it up beautifully. If it hadn’t been for that 3:30am load in, it might have been perfect. Dave Polinchock provides expert narration. Quick glimpse of an SGI Indigo on the left, and the Virtual Research [...] Related posts:
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:
Proving that VR doesn’t automatically lead to hurling the intrepid subject of this 1995 video wolfs down a cornucopia of fast food and hops on some VR games at Toronto’s CN Tower. The manager of the arcade facility prevaricates a bit, telling us that while he’s never seen chunks, peeing one’s pants is an actual [...] Related posts:
IAPPA 1999 brought us another stand-up VR system from New York based HeadGames, the VR2000. Based on the Forte consumer head mounted display, the VR2000 also featured the “Player Retainer.” Initially I thought this was some special magic which ensured repeat play, as HeadGames projected up to $3,000/mo. revenue for this $25k system. To my [...] Related posts:
1994 brought one of the first “lightweight” head mounted displays, the CyberEye from then San Jose based General Reality. Offered in both stereoscopic and monoscopic versions, the CyberEye featured a flip-up visor which allowed users to see keyboards and monitors in the “real” world. CyberEye’s introductory letter touts the benefits of narrow field of view [...] Related posts:
The Kimera game system from Immersive Technologies appeared at the 1995 IAAPA show with a solution to the VR arcade’s most vexing challenge: how to keep the helmets from being damaged or stolen without a full time attendant. Taking their cue from the Fakespace Boom, Kimera had a floating/pivoting display, to which the game player [...] Related posts:
The product slick offers a virtually indestructible carry case. I’m not completely sure why, as the Liquid Image MRG2 helmet shell, constructed of multi-layer fiberglass, was non-virtually (i.e. real-world) indestructible. The MRG2 was actually quite clever, inasmuch as it could be manufactured with about $200 of tools. No fancy injection molds or custom optics. Although [...] Related posts:
1995 brought us yet another Gyro based VR Game system, the X-O-Tron VR, a descendant of the original non-electronic gyro-exercise system, the Orbotron. Initially inspired by the March 1992 release of Lawnmower Man, the first gyro VR systems appeared that summer (full disclosure – my company built a prototype system for a client in the [...] Related posts:
“Virtual Reality Systems ’93″ in the Hyatt above Grand Central Station was the end of the line for this trade show, as it was for the Virtual Research Flight Helmet which was soon to be superseded by lighter and more manufacturable HMDs. In the spirit of these pioneers, here’s a couple of snaps with Myron [...] Related posts:
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