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Virtuality is a line of virtual reality gaming machines produced by Virtuality Group, and found in video arcades in the early 1990s. The machines deliver real time (less than 50ms latency) gaming via a stereoscopic visor, joysticks, and networked units for multi-player gaming.

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  • Virtuality (ja)
  • Virtuality (product) (en)
  • Virtuality 1000CS (sv)
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  • Virtualityとはかつてヘッドマウントディスプレイを使用する仮想現実システムを開発、販売していたイギリスの企業とその製品のブランド。 (ja)
  • Virtuality is a line of virtual reality gaming machines produced by Virtuality Group, and found in video arcades in the early 1990s. The machines deliver real time (less than 50ms latency) gaming via a stereoscopic visor, joysticks, and networked units for multi-player gaming. (en)
  • Virtuality 1000CS ingår i en serie datorspelmaskiner med virtuell verklighet som producerats av Virtuality Group. De förekom i spelarkader i början av 1990-talet. Maskinen åstadkommer en stereoskopisk bild i realtid och styr sensorer på spelaren. Genom de magnetiska rörelsesensorerna läste maskinen av spelarens huvud- och handrörelser och kunde därmed visa spelaren en tredimensionell omgivning. Spelaren förflyttade sig i miljön genom att joystickens rörelser registrerades av samma system. (sv)
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  • http://commons.wikimedia.org/wiki/Special:FilePath/Virtuality_marketing_page.jpg
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  • Formerly known as W Industries after John Waldern, the company's managing directory and one of its four founders, Virtuality started shipping its second generation of virtual reality arcade games machines in January 1994. (en)
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  • Virtuality is a line of virtual reality gaming machines produced by Virtuality Group, and found in video arcades in the early 1990s. The machines deliver real time (less than 50ms latency) gaming via a stereoscopic visor, joysticks, and networked units for multi-player gaming. Following Dr. Jonathan D Waldern's VR PhD research (1985–1990) and supported by IBM Research Labs, Virtuality Group was formed in 1985 as a startup called W Industries. Waldern's earlier work at Leicester Polytechnic's Human Computer Interface Research Unit had produced a computer system featuring "no less than five 16- and 32-bit microcomputers" that could produce a stereoscopic view of a three-dimensional scene, viewed on a screen using special headgear featuring an active shutter system, with head and hand tracking using "sonic sensors" to determine the viewer's position. Waldern's company developed many of the principal components including VR headsets, graphics subsystems, 3D trackers, exoskeleton data gloves and other enclosure designs. Fully developed by 1990, the VR integrated systems were launched at a computer graphics show at Crystal Palace and marketed to industry. The first two networked VR systems were sold to to experiment with networked telepresence applications. Many other systems were sold to corporations including Ford, IBM, Mitsubishi and Olin. Professional virtual reality systems included: a virtual reality attraction created by Creative Agency Imagination for the launch of the 1995 Ford Galaxy and a virtual trading floor for the London International Financial Futures and Options Exchange (LIFFE). There are two types of units (referred to by the company as "pods"): One where the player stands up (SU), and the other where they sit down (SD). Both unit types utilize virtual reality headsets (the "Visette") which each contain two LCD screens at resolutions of 276x372 each. Four speakers and a microphone were also built into the unit. The SU units have a Polhemus 'Fast Track' magnetic source built into the waist high ring with a receiver in a free-moving joystick (the "Space Joystick"), while the SD design has the player sitting down with joysticks, a steering wheel, or aircraft yoke for control, depending on the game. The SD system was developed and launched in 1993 at Wembley Stadium in London. Using the magnetic tracking system the stereoscopic display was able to react to head movements to change the display based on what the player would be "looking at" within the gaming environment. The position of the joystick (also magnetically tracked) controls movement of the player's "virtual hand", and a button on the joystick moves the player forwards in the game arena. (en)
  • Virtualityとはかつてヘッドマウントディスプレイを使用する仮想現実システムを開発、販売していたイギリスの企業とその製品のブランド。 (ja)
  • Virtuality 1000CS ingår i en serie datorspelmaskiner med virtuell verklighet som producerats av Virtuality Group. De förekom i spelarkader i början av 1990-talet. Maskinen åstadkommer en stereoskopisk bild i realtid och styr sensorer på spelaren. Företaget Virtuality Group startades 1985 som W Industries av som forskade i VR-teknik 1985-1990 med stöd av IBM Research Labs i Hursley, UK. Företaget utvecklade flera av komponenterna i utrustningen som VR-hjälm, grafiksystem, 3D-tracker, datahandskar och yttre formgivning. Systemet stod färdigt och marknadsfördes vid en datorgrafikmässa mot industrin. De första två sammankopplade VR-systemen såldes till British Telecom Research Laboratories för experiment med telepresence. I Sverige visades tekniken vid mässor och som attraktion vid nöjesfält. Det finns två sorters enheter, en där spelaren står upp och en annan där spelaren sitter ner. I båda fallen används en VR-hjälm med två LCD-skärmar i upplösningen 276x372 pixlar. Enheten innehåller också fyra högtalare och en mikrofon. I enheten där spelaren står upp registreras spelarens rörelser med Polhemus ”Fast track”, ett magnetiskt system med mottagare i en handhållen joystick. I enheten där spelaren sitter ner används joystick, bil- eller flygplansratt. Genom de magnetiska rörelsesensorerna läste maskinen av spelarens huvud- och handrörelser och kunde därmed visa spelaren en tredimensionell omgivning. Spelaren förflyttade sig i miljön genom att joystickens rörelser registrerades av samma system. 1000CS från 1993 ingick i en serie som introducerades 1991 och drevs av en Amiga 3000-dator. Ett exempel på spel som fanns för 1000CS var Dactyl Nightmare, ett flerspelarspel med åtskilliga nivåer, granatkastare där spelaren slogs mot pterodactylus. (sv)
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