Virtuality: Difference between revisions
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|image= | |image= | ||
|Type=Public Company (1993-1997) | |Type=Public Company (1993-1997) | ||
|Industry=[[Virtual Reality]], [[Electronics]], [[Interactive Entertainment]] | |Industry=[[Virtual Reality]], [[Electronics]], [[Interactive Entertainment]], [[Arcade game|Arcade Games]], [[Video game hardware]] | ||
|Founded=October 1987 (as W Industries), renamed to Virtuality in 1993 | |Founded=October 1987 (as W Industries), renamed to Virtuality Group in 1993 | ||
|Founder=Dr. Jonathan D. Waldern | |Founder=Dr. Jonathan D. Waldern | ||
|Headquarters=Leicester, England | |Headquarters=Leicester, England, United Kingdom | ||
|Notable Personnel=Al Humrich, Richard Holmes, Terry Rowley, Dennis Ohryn, Ray Ticer | |Notable Personnel=Dr. Jonathan D. Waldern (Founder, CEO, CTO), Al Humrich, Richard Holmes, Terry Rowley, Dennis Ohryn, Ray Ticer, Don McIntyre | ||
|Products=Virtuality 1000 Series, Virtuality 2000 Series, Virtuality 3000 Series, Project Elysium, Space Glove, Visette | |Products=Virtuality 1000 Series, Virtuality 2000 Series, Virtuality 3000 Series, Project Elysium, Space Glove, Visette, Mega Visor Display, VR-1 (with Sega), Atari Jaguar VR prototype | ||
|Parent= | |Parent= | ||
|Website=virtuality.com | |Website=virtuality.com | ||
}} | }} | ||
'''Virtuality Group''' (originally founded as '''W Industries''') was a pioneering [[virtual reality]] company based in Leicester, England, that developed and commercially produced some of the world's first VR arcade machines and entertainment systems in the early 1990s. Founded by Dr. Jonathan D. Waldern in 1987, Virtuality became one of the most influential companies in the first wave of virtual reality technology, creating immersive gaming platforms and innovative VR hardware solutions for both entertainment and professional applications. | '''Virtuality Group plc''' (originally founded as '''W Industries''') was a pioneering [[virtual reality]] company based in Leicester, England, that developed and commercially produced some of the world's first VR arcade machines and entertainment systems in the early 1990s. Founded by Dr. Jonathan D. Waldern in 1987, Virtuality became one of the most influential companies in the first wave of virtual reality technology, creating immersive gaming platforms and innovative VR hardware solutions for both entertainment and professional applications. | ||
== History == | == History == | ||
=== Origins and founding === | === Origins and founding (1985-1989) === | ||
Virtuality's roots can be traced to the academic research of Dr. Jonathan D. Waldern at the Human Computer Interface Research Unit of Leicester Polytechnic (now De Montfort University) in the early 1980s.<ref tag1>Virtual Reality Society, "Virtuality – A New Reality of Promise, Two Decades Too Soon", April 17, 2018</ref> By 1986, Waldern had developed a system known as the "Roaming Caterpillar" that could deliver a stereoscopic view of a three-dimensional scene using a moveable CRT screen with shutter glasses and acoustic sensors for tracking head and hand movements.<ref tag2>Wikipedia, "Virtuality (product)", March 2025</ref> | Virtuality's roots can be traced to the academic research of Dr. Jonathan D. Waldern at the Human Computer Interface Research Unit of Leicester Polytechnic (now [[De Montfort University]]) in the early 1980s.<ref tag1>Virtual Reality Society, "Virtuality – A New Reality of Promise, Two Decades Too Soon", April 17, 2018</ref> By 1986, Waldern had developed a system known as the "Roaming Caterpillar" that could deliver a stereoscopic view of a three-dimensional scene using a moveable CRT screen with shutter glasses and acoustic sensors for tracking head and hand movements.<ref tag2>Wikipedia, "Virtuality (product)", March 2025</ref> | ||
In October 1987, Waldern established W Industries (named after himself) along with software specialist Al Humrich, mathematician Terry Rowley, and engineer Richard Holmes, with the goal of commercializing 3D visualization technology.<ref tag3>Time Extension, "The Making of Virtuality, The 1990s Pioneer That Sold The World On VR", December 7, 2023</ref> The four founding members pooled their individual expertise and resources, with Rowley, Holmes, and Humrich each contributing £2,500, while Waldern invested considerably more and maintained a majority stake in the company.<ref tag4>Time Extension, "The Making of Virtuality, The 1990s Pioneer That Sold The World On VR", December 7, 2023</ref> | In October 1987, Waldern established W Industries (named after himself) along with software specialist Al Humrich, mathematician Terry Rowley, and engineer Richard Holmes, with the goal of commercializing 3D visualization technology.<ref tag3>Time Extension, "The Making of Virtuality, The 1990s Pioneer That Sold The World On VR", December 7, 2023</ref> The four founding members pooled their individual expertise and resources, with Rowley, Holmes, and Humrich each contributing £2,500, while Waldern invested considerably more and maintained a majority stake in the company.<ref tag4>Time Extension, "The Making of Virtuality, The 1990s Pioneer That Sold The World On VR", December 7, 2023</ref> | ||
The | Initial funding was difficult to obtain as companies were wary of the expensive technology.<ref tag35>Virtual-Reality-Shop, "The History of VR – Part 14: The Beginning of the End, of the Beginning", December 7, 2021</ref> However, in 1989, their fifth prototype became the basis for the first commercial Virtuality system and won the British Technology Group Award for Best Emerging Technology,<ref tag5>LinkedIn, "DigiLens founder departs…", August 5, 2020</ref> securing a £20,000 prize and £1 million in investment from a leisure firm.<ref tag36>Tech Monitor, "W Industries changes its name to Virtuality, plans float by Christmas", September 1, 1993</ref> | ||
=== Commercial breakthrough and expansion === | === Commercial breakthrough and expansion (1990-1994) === | ||
Virtuality achieved its commercial breakthrough in November 1990 when it launched the Virtuality 1000SU VR system at the Computer Graphics '90 exhibition held at Alexandra Palace in London.<ref tag6>Wikipedia, "Virtuality (product)", March 2025</ref> This system, despite its crude graphics by today's standards, was described by Computer Gaming World in 1992 as offering "all the necessary hallmarks of a fully immersive system at what, to many, is a cheap price".<ref tag7>Wikipedia, "Virtuality (product)", March 2025</ref> | Virtuality achieved its commercial breakthrough in November 1990 when it launched the Virtuality 1000SU VR system at the Computer Graphics '90 exhibition held at Alexandra Palace in London.<ref tag6>Wikipedia, "Virtuality (product)", March 2025</ref> This system, despite its crude graphics by today's standards, was described by Computer Gaming World in 1992 as offering "all the necessary hallmarks of a fully immersive system at what, to many, is a cheap price".<ref tag7>Wikipedia, "Virtuality (product)", March 2025</ref> | ||
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In 1991, capitalizing on growing public interest in virtual reality, the company released an arcade version of the 1000SU called the 1000CS (CS referring to "cyberspace"), which brought VR gaming to the public.<ref tag9>Wikipedia, "Virtuality (product)", March 2025</ref> This coincided with increasing media attention on virtual reality technology, exemplified by the 1992 science fiction film "The Lawnmower Man," which helped popularize the concept of VR. | In 1991, capitalizing on growing public interest in virtual reality, the company released an arcade version of the 1000SU called the 1000CS (CS referring to "cyberspace"), which brought VR gaming to the public.<ref tag9>Wikipedia, "Virtuality (product)", March 2025</ref> This coincided with increasing media attention on virtual reality technology, exemplified by the 1992 science fiction film "The Lawnmower Man," which helped popularize the concept of VR. | ||
In | In 1991, Leading Leisure Plc invested £600,000 for a 75% stake in the company, providing crucial early capital.<ref tag37>The Independent, "Dr Waldern's Dream Machines", November 28, 1993</ref> For the year ending December 31, 1992, Virtuality reported a 200% increase in turnover to £5.3m and its first pre-tax profit of £214,000.<ref tag38>Tech Monitor, "W Industries changes its name to Virtuality, plans float by Christmas", September 1, 1993</ref> | ||
=== | === Public flotation and partnerships (1993-1995) === | ||
In 1993, W Industries officially changed its name to Virtuality Group plc to align with its product branding and prepared for a public stock offering.<ref tag10>xinreality.com, "Virtuality", 2025</ref> In November 1993, Virtuality successfully went public on the London Stock Exchange, with shares starting at 170p and reaching 315p on the first day, valuing the company at £75m. Waldern, retaining a 10.4% stake, was worth over £7m, and the flotation brought in £12.6m, with Waldern selling part of his holding for £750,000.<ref tag39>The Independent, "Dr Waldern's Dream Machines", November 28, 1993</ref> | |||
In | In January 1995, the company expanded its executive team, bringing in Dennis Ohryn as Deputy Executive Chairman and Ray Ticer as Finance Director, together bringing over 50 years of experience from technology companies such as Prime Computers, Sun Microsystems, and Apple.<ref tag11>Virtual-Reality-Shop, "The History of VR – Part 14: The Beginning of the End, of the Beginning", December 7, 2021</ref> | ||
Following bankruptcy, the company's assets were divided. The rights to the entertainment machines (but not the Virtuality brand itself) were sold to Cybermind | During this period, Virtuality engaged in several high-profile collaborations: | ||
* '''Sega VR-1 / Mega Visor Display''' – In June 1993, Virtuality signed a deal with [[Sega Enterprises Ltd]], worth £2.3m for the first two years and £1.3m annually thereafter, to license its operating system for the Sega VR-1 theme park attraction at Joypolis in Yokohama, Japan. The attraction used Virtuality's Mega Visor Display with 756 × 244 pixel resolution per eye and was expected to sell 2,000 units yearly starting in 1994.<ref tag40>Sega Retro, "Mega Visor Display"</ref> They also co-developed the arcade game Netmerc (or TecWar) for Sega's Model 1 hardware.<ref tag41>Wikipedia, "Virtuality (product)", March 2025</ref> | |||
* '''Atari Jaguar VR''' – In 1994, [[Atari Corporation]] commissioned Virtuality to develop a VR headset for the [[Atari Jaguar]] console. Two color-coded prototypes were shown in 1995, but the project was never commercially released due to issues between the companies and the eventual failure of the Jaguar platform. The sunk costs from this project contributed to Virtuality's financial difficulties.<ref tag13>Wikipedia, "Virtuality (product)", March 2025</ref><ref tag42>JagCube, "Jaguar VR Information!"</ref> | |||
* '''IBM Project Elysium''' – In July 1994, Virtuality partnered with [[IBM]] to launch Project Elysium, a virtual reality system for use in architectural, medical, and educational markets. It was a complete integrated VR workstation based on IBM's ValuePoint PCs that included development software tools, the Visette 2 headset, and the V-Flexor hand-held controller.<ref tag27>Virtuality.com</ref><ref tag43>Tech Monitor, "IBM Launches Virtuality System As Project Elysium VR", July 27, 1994</ref> | |||
=== Decline and bankruptcy (1996-1997) === | |||
By the mid-1990s, Virtuality faced increasing challenges as the initial VR hype began to wane. The company struggled with the high cost of its systems (around $65,000 per unit), declining arcade popularity, and competition from home gaming consoles.<ref tag12>VirtuosityTech, "About Us"</ref> The rapid advancements in PC and home console technology ([[Commodore International|Commodore]] went bankrupt in 1994) began offering increasingly sophisticated graphics at lower prices, eroding the unique selling proposition of expensive arcade VR.<ref tag44>Virtual Reality Society, "Virtuality – A New Reality of Promise, Two Decades Too Soon", April 17, 2018</ref> | |||
Despite attempts to diversify into home VR systems, professional applications, and collaborations with companies like Atari for the Jaguar VR headset, Virtuality was unable to maintain its market position.<ref tag13>Wikipedia, "Virtuality (product)", March 2025</ref> | |||
On February 11, 1997, Virtuality Group entered bankruptcy amid the broader collapse of the first-wave VR industry, which also saw the demise of other pioneering VR companies like Forte Technologies and VPL Research within months of each other.<ref tag14>LinkedIn, "DigiLens founder departs…", August 5, 2020</ref> By this time, approximately 1,200 Virtuality arcade machines were in use worldwide.<ref tag15>Wikipedia, "Virtuality (product)", March 2025</ref> | |||
=== Post-bankruptcy (1997-present) === | |||
Following bankruptcy, the company's assets were divided. The rights to the entertainment machines (but not the Virtuality brand itself) were sold to Cybermind Interactive Europe in 1997.<ref tag45>Tech Monitor, "Cybermind Scraps The Virtuality Group's Elysium", September 12, 1997</ref> These assets were later acquired by Arcadian Virtual Reality LLC in 2004, which operated until 2012, when it was acquired by VirtuosityTech, Inc., the current owner of the arcade machine assets.<ref tag16>VirtuosityTech, "About Us"</ref> | |||
Dr. Jonathan Waldern continued his work in immersive technology after Virtuality's bankruptcy. In 1997, he founded Retinal Displays, which produced head-mounted displays that were licensed to Japanese toy manufacturer Takara as the "Dynovisor" and to Philips as the "Scuba Visor," selling over 160,000 units combined.<ref tag30>Wikipedia, "Virtuality (product)", March 2025</ref><ref tag31>LinkedIn, "DigiLens founder departs…", August 5, 2020</ref> | |||
Waldern later founded DigiLens Inc. in 2004, a company specializing in diffractive optical waveguide technology for augmented reality displays. In January 2017, DigiLens raised $22 million in capital to develop AR displays no thicker than regular eyeglass lenses, with applications in automotive, aerospace, and military industries.<ref tag32>Virtual Reality Society, "Virtuality – A New Reality of Promise, Two Decades Too Soon", April 17, 2018</ref> | |||
Today, the legacy of Virtuality is preserved by enthusiasts and museums, including the Retro Computer Museum in Leicester, which displays and maintains working Virtuality machines. VirtuosityTech has announced plans to port classic Virtuality games to modern VR platforms, allowing a new generation to experience these pioneering virtual reality titles.<ref tag33>Road to VR, "Official Virtuality '90s Game Ports Could Be Landing on Modern VR Headsets Soon", August 18, 2020</ref> | |||
== Products and technology == | == Products and technology == | ||
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The 1000CS (Cyberspace) variant, released in 1991, was specifically designed for arcades. It was priced at approximately $60,000 per unit, with around 350 units produced - 120 of which were installed in the United States.<ref tag18>Arcade History, "Dactyl Nightmare, V.R. game by Virtuality, Ltd. (1991)"</ref> | The 1000CS (Cyberspace) variant, released in 1991, was specifically designed for arcades. It was priced at approximately $60,000 per unit, with around 350 units produced - 120 of which were installed in the United States.<ref tag18>Arcade History, "Dactyl Nightmare, V.R. game by Virtuality, Ltd. (1991)"</ref> | ||
The 1000 series was powered by a Commodore Amiga 3000 with 4 MB of RAM and a CD-ROM drive. The system included a pair of graphics accelerators (one for each eye) based on Texas Instruments TMS34020 GSP (Graphics System Processor) chips with TMS34082 floating-point co-processors. Each of these cards could deliver about 40 Mflops with the capability to render 30,000 polygons per second at 20 frames per second.<ref tag19>Wikipedia, "Virtuality (product)", March 2025</ref> | The 1000 series was powered by a Commodore Amiga 3000 with 4 MB of RAM and a CD-ROM drive. The system included a pair of graphics accelerators (one for each eye) based on Texas Instruments TMS34020 GSP (Graphics System Processor) chips with TMS34082 floating-point co-processors. Each of these cards could deliver about 40 Mflops with the capability to render 30,000 polygons per second at 20 frames per second.<ref tag19>Wikipedia, "Virtuality (product)", March 2025</ref> The system provided <50 ms latency for networked multiplayer experiences.<ref tag46>MIXED-News, "The History of Virtual Reality", August 28, 2022</ref> | ||
==== 2000 Series (1994) ==== | ==== 2000 Series (1994) ==== | ||
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* Track the position of the user's hands | * Track the position of the user's hands | ||
* Measure one angle of flex for each finger and two angles for the thumb using 12-bit A/D converters<ref tag24>Wikipedia, "Virtuality (product)", March 2025</ref> | * Measure one angle of flex for each finger and two angles for the thumb using 12-bit A/D converters<ref tag24>Wikipedia, "Virtuality (product)", March 2025</ref> | ||
* A Force-Feedback variant was released in 1994<ref tag47>Electronics: The Maplin Magazine, "Virtual Reality", April 1992</ref> | |||
=== Software and games === | === Software and games === | ||
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* '''VTOL''': A Harrier jump jet simulator | * '''VTOL''': A Harrier jump jet simulator | ||
* '''Flying Aces''': A biplane dogfight simulator | * '''Flying Aces''': A biplane dogfight simulator | ||
* '''Zone Hunter''': Released for the 2000 series | * '''Zone Hunter''': Released for the 2000 series, co-developed with [[Taito]]<ref tag48>Wikipedia, "Zone Hunter"</ref> | ||
* '''Pac-Man VR''': A virtual reality adaptation of the classic arcade game | * '''Pac-Man VR''': A virtual reality adaptation of the classic arcade game | ||
* '''Zero Hour''': A first-person on-rails shooter designed for the rifle controller of the 3000 series | * '''Zero Hour''': A first-person on-rails shooter designed for the rifle controller of the 3000 series | ||
* '''Quickshot Carnival''': A shooting gallery game featuring clay shooting and other target practices for the "Total Recoil" version<ref tag26>Virtuality.com</ref> | * '''Quickshot Carnival''': A shooting gallery game featuring clay shooting and other target practices for the "Total Recoil" version<ref tag26>Virtuality.com</ref> | ||
* '''Boxing''': A boxing simulation game<ref tag49>YouTube, "Boxing: game by Virtuality", May 27, 2020</ref> | |||
* '''Netmerc / TecWar''': Co-developed with Sega for their hardware<ref tag50>Wikipedia, "Virtuality (product)", March 2025</ref> | |||
=== Professional applications === | === Professional applications === | ||
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While the company ultimately failed as a business venture, Virtuality demonstrated the potential for immersive virtual experiences and multiplayer virtual environments. Many of the concepts introduced in Virtuality's systems, such as 6DoF tracking, motion controllers, and networked multiplayer VR, remain central to modern VR technology. | While the company ultimately failed as a business venture, Virtuality demonstrated the potential for immersive virtual experiences and multiplayer virtual environments. Many of the concepts introduced in Virtuality's systems, such as 6DoF tracking, motion controllers, and networked multiplayer VR, remain central to modern VR technology. | ||
At its peak, the company operated over 1,200 arcade machines worldwide, primarily in the United States and Japan, significantly outperforming its nearest competitor, which sold only 25 units.<ref tag51>The Independent, "Dr Waldern's Dream Machines", November 28, 1993</ref> These systems demonstrated many core principles—head-tracked stereoscopy, networked multiplayer, and 6-DOF interaction—that underpin modern VR arcades and consumer headsets.<ref tag52>Virtual Reality Society, "Virtuality – A New Reality of Promise, Two Decades Too Soon", April 17, 2018</ref> | |||
Today, the legacy of Virtuality is preserved by enthusiasts and museums, including the Retro Computer Museum in Leicester, which displays and maintains working Virtuality machines. VirtuosityTech, the current owner of the arcade machine assets, has announced plans to port classic Virtuality games to modern VR platforms, allowing a new generation to experience these pioneering virtual reality titles.<ref tag33>Road to VR, "Official Virtuality '90s Game Ports Could Be Landing on Modern VR Headsets Soon", August 18, 2020</ref> | Today, the legacy of Virtuality is preserved by enthusiasts and museums, including the Retro Computer Museum in Leicester, which displays and maintains working Virtuality machines. VirtuosityTech, the current owner of the arcade machine assets, has announced plans to port classic Virtuality games to modern VR platforms, allowing a new generation to experience these pioneering virtual reality titles.<ref tag33>Road to VR, "Official Virtuality '90s Game Ports Could Be Landing on Modern VR Headsets Soon", August 18, 2020</ref> | ||
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<ref tag33>Road to VR, "Official Virtuality '90s Game Ports Could Be Landing on Modern VR Headsets Soon", August 18, 2020. https://www.roadtovr.com/dactyl-nightmare-2-virtuality-port/</ref> | <ref tag33>Road to VR, "Official Virtuality '90s Game Ports Could Be Landing on Modern VR Headsets Soon", August 18, 2020. https://www.roadtovr.com/dactyl-nightmare-2-virtuality-port/</ref> | ||
<ref tag34>Time Extension, "Virtuality Gave Us '90s VR - Now Its Legacy Is Being Celebrated In Its Home City Of Leicester", April 30, 2024. https://www.timeextension.com/features/virtuality-gave-us-90s-vr-now-its-legacy-is-being-celebrated-in-its-home-city-of-leicester</ref> | <ref tag34>Time Extension, "Virtuality Gave Us '90s VR - Now Its Legacy Is Being Celebrated In Its Home City Of Leicester", April 30, 2024. https://www.timeextension.com/features/virtuality-gave-us-90s-vr-now-its-legacy-is-being-celebrated-in-its-home-city-of-leicester</ref> | ||
<ref tag35>Virtual-Reality-Shop, "The History of VR – Part 14: The Beginning of the End, of the Beginning", December 7, 2021. https://www.virtual-reality-shop.co.uk/the-complete-history-of-vr-part-14/</ref> | |||
<ref tag36>Tech Monitor, "W Industries changes its name to Virtuality, plans float by Christmas", September 1, 1993. https://web.archive.org/web/20240311144735/https://techmonitor.ai/technology/w_industries_changes_its_name_to_virtuality_plans_float_by_christmas</ref> | |||
<ref tag37>The Independent, "Dr Waldern's Dream Machines", November 28, 1993. https://www.independent.co.uk/life-style/the-hunter-davies-interview-dr-walderns-dream-machines-arcade-thrills-for-spotty-youths-today-but-revolutionary-tools-for-surgeons-and-architects-tomorrow-says-the-pioneer-of-virtual-reality-1506176.html</ref> | |||
<ref tag38>Tech Monitor, "W Industries changes its name to Virtuality, plans float by Christmas", September 1, 1993. https://web.archive.org/web/20240311144735/https://techmonitor.ai/technology/w_industries_changes_its_name_to_virtuality_plans_float_by_christmas</ref> | |||
<ref tag39>The Independent, "Dr Waldern's Dream Machines", November 28, 1993. https://www.independent.co.uk/life-style/the-hunter-davies-interview-dr-walderns-dream-machines-arcade-thrills-for-spotty-youths-today-but-revolutionary-tools-for-surgeons-and-architects-tomorrow-says-the-pioneer-of-virtual-reality-1506176.html</ref> | |||
<ref tag40>Sega Retro, "Mega Visor Display". https://segaretro.org/Mega_Visor_Display</ref> | |||
<ref tag41>Wikipedia, "Virtuality (product)", March 2025. https://en.wikipedia.org/wiki/Virtuality_(product)</ref> | |||
<ref tag42>JagCube, "Jaguar VR Information!". https://jagcube.atari.org/jaguarvr.html</ref> | |||
<ref tag43>Tech Monitor, "IBM Launches Virtuality System As Project Elysium VR", July 27, 1994. https://www.techmonitor.ai/technology/ibm_launches_virtuality_system_as_project_elysium_vr</ref> | |||
<ref tag44>Virtual Reality Society, "Virtuality – A New Reality of Promise, Two Decades Too Soon", April 17, 2018. https://www.vrs.org.uk/dr-jonathan-walden-virtuality-new-reality-promise-two-decades-soon/</ref> | |||
<ref tag45>Tech Monitor, "Cybermind Scraps The Virtuality Group's Elysium", September 12, 1997. https://www.techmonitor.ai/analysis/cybermind_scraps_the_virtuality_groups_elysium_1/</ref> | |||
<ref tag46>MIXED-News, "The History of Virtual Reality", August 28, 2022. https://mixed-news.com/en/the-history-of-virtual-reality/</ref> | |||
<ref tag47>Electronics: The Maplin Magazine, "Virtual Reality", April 1992. https://www.worldradiohistory.com/UK/Mapelin/Maplin-Electronics-1992-04%2052.pdf</ref> | |||
<ref tag48>Wikipedia, "Zone Hunter". https://en.wikipedia.org/wiki/Zone_Hunter</ref> | |||
<ref tag49>YouTube, "Boxing: game by Virtuality", May 27, 2020. https://www.youtube.com/watch?v=x-uE5iWJg8w</ref> | |||
<ref tag50>Wikipedia, "Virtuality (product)", March 2025. https://en.wikipedia.org/wiki/Virtuality_(product)</ref> | |||
<ref tag51>The Independent, "Dr Waldern's Dream Machines", November 28, 1993. https://www.independent.co.uk/life-style/the-hunter-davies-interview-dr-walderns-dream-machines-arcade-thrills-for-spotty-youths-today-but-revolutionary-tools-for-surgeons-and-architects-tomorrow-says-the-pioneer-of-virtual-reality-1506176.html</ref> | |||
<ref tag52>Virtual Reality Society, "Virtuality – A New Reality of Promise, Two Decades Too Soon", April 17, 2018. https://www.vrs.org.uk/dr-jonathan-walden-virtuality-new-reality-promise-two-decades-soon/</ref> | |||
</references> | </references> | ||
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[[Category:VR History]] | [[Category:VR History]] | ||
[[Category:British Companies]] | [[Category:British Companies]] | ||
[[Category:Arcade Game Manufacturers]] | |||
[[Category:Companies established in 1987]] | |||
[[Category:Companies disestablished in 1997]] | |||
[[Category:Defunct video game companies]] |
Revision as of 04:07, 2 May 2025
Virtuality | |
---|---|
Information | |
Type | Public Company (1993-1997) |
Industry | Virtual Reality, Electronics, Interactive Entertainment, Arcade Games, Video game hardware |
Founded | October 1987 (as W Industries), renamed to Virtuality Group in 1993 |
Founder | Dr. Jonathan D. Waldern |
Headquarters | Leicester, England, United Kingdom |
Notable Personnel | Dr. Jonathan D. Waldern (Founder, CEO, CTO), Al Humrich, Richard Holmes, Terry Rowley, Dennis Ohryn, Ray Ticer, Don McIntyre |
Products | Virtuality 1000 Series, Virtuality 2000 Series, Virtuality 3000 Series, Project Elysium, Space Glove, Visette, Mega Visor Display, VR-1 (with Sega), Atari Jaguar VR prototype |
Website | virtuality.com |
Virtuality Group plc (originally founded as W Industries) was a pioneering virtual reality company based in Leicester, England, that developed and commercially produced some of the world's first VR arcade machines and entertainment systems in the early 1990s. Founded by Dr. Jonathan D. Waldern in 1987, Virtuality became one of the most influential companies in the first wave of virtual reality technology, creating immersive gaming platforms and innovative VR hardware solutions for both entertainment and professional applications.
History
Origins and founding (1985-1989)
Virtuality's roots can be traced to the academic research of Dr. Jonathan D. Waldern at the Human Computer Interface Research Unit of Leicester Polytechnic (now De Montfort University) in the early 1980s.Cite error: Invalid parameter in <ref>
tag By 1986, Waldern had developed a system known as the "Roaming Caterpillar" that could deliver a stereoscopic view of a three-dimensional scene using a moveable CRT screen with shutter glasses and acoustic sensors for tracking head and hand movements.Cite error: Invalid parameter in <ref>
tag
In October 1987, Waldern established W Industries (named after himself) along with software specialist Al Humrich, mathematician Terry Rowley, and engineer Richard Holmes, with the goal of commercializing 3D visualization technology.Cite error: Invalid parameter in <ref>
tag The four founding members pooled their individual expertise and resources, with Rowley, Holmes, and Humrich each contributing £2,500, while Waldern invested considerably more and maintained a majority stake in the company.Cite error: Invalid parameter in <ref>
tag
Initial funding was difficult to obtain as companies were wary of the expensive technology.Cite error: Invalid parameter in <ref>
tag However, in 1989, their fifth prototype became the basis for the first commercial Virtuality system and won the British Technology Group Award for Best Emerging Technology,Cite error: Invalid parameter in <ref>
tag securing a £20,000 prize and £1 million in investment from a leisure firm.Cite error: Invalid parameter in <ref>
tag
Commercial breakthrough and expansion (1990-1994)
Virtuality achieved its commercial breakthrough in November 1990 when it launched the Virtuality 1000SU VR system at the Computer Graphics '90 exhibition held at Alexandra Palace in London.Cite error: Invalid parameter in <ref>
tag This system, despite its crude graphics by today's standards, was described by Computer Gaming World in 1992 as offering "all the necessary hallmarks of a fully immersive system at what, to many, is a cheap price".Cite error: Invalid parameter in <ref>
tag
The company's initial focus was on professional and industrial applications. The first two networked VR systems were sold to British Telecom Research Laboratories for networked telepresence experiments, with other early systems sold to corporations including Ford, IBM, Mitsubishi, and Olin.Cite error: Invalid parameter in <ref>
tag
In 1991, capitalizing on growing public interest in virtual reality, the company released an arcade version of the 1000SU called the 1000CS (CS referring to "cyberspace"), which brought VR gaming to the public.Cite error: Invalid parameter in <ref>
tag This coincided with increasing media attention on virtual reality technology, exemplified by the 1992 science fiction film "The Lawnmower Man," which helped popularize the concept of VR.
In 1991, Leading Leisure Plc invested £600,000 for a 75% stake in the company, providing crucial early capital.Cite error: Invalid parameter in <ref>
tag For the year ending December 31, 1992, Virtuality reported a 200% increase in turnover to £5.3m and its first pre-tax profit of £214,000.Cite error: Invalid parameter in <ref>
tag
Public flotation and partnerships (1993-1995)
In 1993, W Industries officially changed its name to Virtuality Group plc to align with its product branding and prepared for a public stock offering.Cite error: Invalid parameter in <ref>
tag In November 1993, Virtuality successfully went public on the London Stock Exchange, with shares starting at 170p and reaching 315p on the first day, valuing the company at £75m. Waldern, retaining a 10.4% stake, was worth over £7m, and the flotation brought in £12.6m, with Waldern selling part of his holding for £750,000.Cite error: Invalid parameter in <ref>
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In January 1995, the company expanded its executive team, bringing in Dennis Ohryn as Deputy Executive Chairman and Ray Ticer as Finance Director, together bringing over 50 years of experience from technology companies such as Prime Computers, Sun Microsystems, and Apple.Cite error: Invalid parameter in <ref>
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During this period, Virtuality engaged in several high-profile collaborations:
- Sega VR-1 / Mega Visor Display – In June 1993, Virtuality signed a deal with Sega Enterprises Ltd, worth £2.3m for the first two years and £1.3m annually thereafter, to license its operating system for the Sega VR-1 theme park attraction at Joypolis in Yokohama, Japan. The attraction used Virtuality's Mega Visor Display with 756 × 244 pixel resolution per eye and was expected to sell 2,000 units yearly starting in 1994.Cite error: Invalid parameter in
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- Atari Jaguar VR – In 1994, Atari Corporation commissioned Virtuality to develop a VR headset for the Atari Jaguar console. Two color-coded prototypes were shown in 1995, but the project was never commercially released due to issues between the companies and the eventual failure of the Jaguar platform. The sunk costs from this project contributed to Virtuality's financial difficulties.Cite error: Invalid parameter in
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- IBM Project Elysium – In July 1994, Virtuality partnered with IBM to launch Project Elysium, a virtual reality system for use in architectural, medical, and educational markets. It was a complete integrated VR workstation based on IBM's ValuePoint PCs that included development software tools, the Visette 2 headset, and the V-Flexor hand-held controller.Cite error: Invalid parameter in
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Decline and bankruptcy (1996-1997)
By the mid-1990s, Virtuality faced increasing challenges as the initial VR hype began to wane. The company struggled with the high cost of its systems (around $65,000 per unit), declining arcade popularity, and competition from home gaming consoles.Cite error: Invalid parameter in <ref>
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Despite attempts to diversify into home VR systems, professional applications, and collaborations with companies like Atari for the Jaguar VR headset, Virtuality was unable to maintain its market position.Cite error: Invalid parameter in <ref>
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On February 11, 1997, Virtuality Group entered bankruptcy amid the broader collapse of the first-wave VR industry, which also saw the demise of other pioneering VR companies like Forte Technologies and VPL Research within months of each other.Cite error: Invalid parameter in <ref>
tag By this time, approximately 1,200 Virtuality arcade machines were in use worldwide.Cite error: Invalid parameter in <ref>
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Post-bankruptcy (1997-present)
Following bankruptcy, the company's assets were divided. The rights to the entertainment machines (but not the Virtuality brand itself) were sold to Cybermind Interactive Europe in 1997.Cite error: Invalid parameter in <ref>
tag These assets were later acquired by Arcadian Virtual Reality LLC in 2004, which operated until 2012, when it was acquired by VirtuosityTech, Inc., the current owner of the arcade machine assets.Cite error: Invalid parameter in <ref>
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Dr. Jonathan Waldern continued his work in immersive technology after Virtuality's bankruptcy. In 1997, he founded Retinal Displays, which produced head-mounted displays that were licensed to Japanese toy manufacturer Takara as the "Dynovisor" and to Philips as the "Scuba Visor," selling over 160,000 units combined.Cite error: Invalid parameter in <ref>
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Waldern later founded DigiLens Inc. in 2004, a company specializing in diffractive optical waveguide technology for augmented reality displays. In January 2017, DigiLens raised $22 million in capital to develop AR displays no thicker than regular eyeglass lenses, with applications in automotive, aerospace, and military industries.Cite error: Invalid parameter in <ref>
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Today, the legacy of Virtuality is preserved by enthusiasts and museums, including the Retro Computer Museum in Leicester, which displays and maintains working Virtuality machines. VirtuosityTech has announced plans to port classic Virtuality games to modern VR platforms, allowing a new generation to experience these pioneering virtual reality titles.Cite error: Invalid parameter in <ref>
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Products and technology
Arcade systems
Virtuality produced several generations of VR arcade systems:
1000 Series (1990-1994)
The original Virtuality systems came in two configurations:
- 1000SU (Stand-Up): Featured a waist-high ring with a magnetic source for tracking, where the player would stand and use a free-moving "Space Joystick" controller
- 1000SD (Sit-Down): Players would sit down with various control options including joysticks, a steering wheel, or aircraft yoke depending on the gameCite error: Invalid parameter in
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The 1000CS (Cyberspace) variant, released in 1991, was specifically designed for arcades. It was priced at approximately $60,000 per unit, with around 350 units produced - 120 of which were installed in the United States.Cite error: Invalid parameter in <ref>
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The 1000 series was powered by a Commodore Amiga 3000 with 4 MB of RAM and a CD-ROM drive. The system included a pair of graphics accelerators (one for each eye) based on Texas Instruments TMS34020 GSP (Graphics System Processor) chips with TMS34082 floating-point co-processors. Each of these cards could deliver about 40 Mflops with the capability to render 30,000 polygons per second at 20 frames per second.Cite error: Invalid parameter in <ref>
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2000 Series (1994)
The 2000 Series (both SU and SD models) featured significant improvements:
- Intel 486-based PC as the host computer
- Expality PIX 1000 proprietary graphics card with dual Motorola 88110 RISC processors
- Enhanced visette headset with higher resolution (800x600 pixels per eye) delivered by two 1.6" LCD screens
- Improved lens system for a wider field of view
- Texture mapping and other enhanced graphics capabilitiesCite error: Invalid parameter in
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3000 Series
The 3000 Series was an upgrade to the 2000 Series that featured:
- Intel Pentium processor
- Rifle-shaped VR controller available in two versions:
* Standard SU-3000 with a generic rifle controller
* "Total Recoil" version with a replica Winchester controller featuring a CO2-powered blowback mechanismCite error: Invalid parameter in <ref>
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Hardware components
Visette
The Visette was Virtuality's head-mounted display (HMD):
- The original Visette used in the 1000 series featured two Panasonic LCD screens with a resolution of 372x250 pixels per eye
- The Visette 2, used in the 2000 series, improved the resolution to 800x600 pixels per eye
- The headsets included integrated headphones for audio and a microphone for voice communication in multiplayer games
- The 1000 series Visette weighed approximately 3.5 kilograms, making it significantly heavier than modern VR headsetsCite error: Invalid parameter in
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Tracking systems
Virtuality used magnetic tracking systems to monitor players' movements:
- The 1000 series used a Polhemus "Fast Track" magnetic tracking system
- The 2000 series employed a Polhemus InsideTrak magnetic tracking card that could position multiple objects at a range up to 76 cm from a transmitter in 6 degrees of freedom (6DoF) with a static accuracy of about 1.3 cm and 2 degrees of rotationCite error: Invalid parameter in
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Space Glove
In 1991, Virtuality released the "Space Glove," a VR data glove peripheral that could:
- Track the position of the user's hands
- Measure one angle of flex for each finger and two angles for the thumb using 12-bit A/D convertersCite error: Invalid parameter in
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Software and games
Virtuality developed numerous games and experiences for its systems, including:
- Dactyl Nightmare: The most iconic Virtuality game, a multiplayer first-person shooter featuring platforms where players competed in deathmatch or capture the flag modes. A pterodactyl would occasionally swoop down to pick up unwary players.Cite error: Invalid parameter in
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tag - Dactyl Nightmare 2 - Race For The Eggs!: The sequel to the popular original game
- Grid Busters: A robot shoot-em-up
- Hero: A locked door puzzle game
- Legend Quest: A fantasy adventure
- Battlesphere: A space battle game
- Exorex (originally titled "Heavy Metal"): A multiplayer mecha robot battle game
- Total Destruction: A stock car racing game
- VTOL: A Harrier jump jet simulator
- Flying Aces: A biplane dogfight simulator
- Zone Hunter: Released for the 2000 series, co-developed with TaitoCite error: Invalid parameter in
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tag - Pac-Man VR: A virtual reality adaptation of the classic arcade game
- Zero Hour: A first-person on-rails shooter designed for the rifle controller of the 3000 series
- Quickshot Carnival: A shooting gallery game featuring clay shooting and other target practices for the "Total Recoil" versionCite error: Invalid parameter in
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Professional applications
Beyond entertainment, Virtuality developed several systems for professional use:
- Project Elysium: A virtual reality system developed in partnership with IBM for use in architectural, medical, and educational markets. It was a complete integrated VR workstation that included development software tools, the Visette 2 headset, and the V-Flexor hand-held controller.Cite error: Invalid parameter in
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- Ford Galaxy VR Experience: A VR attraction created in partnership with Creative Agency Imagination for the launch of the 1995 Ford Galaxy
- LIFFE Virtual Trading Floor: A virtual trading floor developed for the London International Financial Futures and Options ExchangeCite error: Invalid parameter in
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- Oil Rig Evacuation Simulator: A training system simulating the evacuation of an exploding oil rig
- Surgical Training Simulator: A system designed to test surgical skills in a virtual operating theaterCite error: Invalid parameter in
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Legacy and influence
Virtuality is widely recognized as one of the most significant pioneers of commercial virtual reality technology. The company's arcade machines represented the first exposure to virtual reality for many people in the early 1990s, creating a foundation for public understanding and interest in VR that would later support the modern VR revival.
While the company ultimately failed as a business venture, Virtuality demonstrated the potential for immersive virtual experiences and multiplayer virtual environments. Many of the concepts introduced in Virtuality's systems, such as 6DoF tracking, motion controllers, and networked multiplayer VR, remain central to modern VR technology.
At its peak, the company operated over 1,200 arcade machines worldwide, primarily in the United States and Japan, significantly outperforming its nearest competitor, which sold only 25 units.Cite error: Invalid parameter in <ref>
tag These systems demonstrated many core principles—head-tracked stereoscopy, networked multiplayer, and 6-DOF interaction—that underpin modern VR arcades and consumer headsets.Cite error: Invalid parameter in <ref>
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Today, the legacy of Virtuality is preserved by enthusiasts and museums, including the Retro Computer Museum in Leicester, which displays and maintains working Virtuality machines. VirtuosityTech, the current owner of the arcade machine assets, has announced plans to port classic Virtuality games to modern VR platforms, allowing a new generation to experience these pioneering virtual reality titles.Cite error: Invalid parameter in <ref>
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Virtuality's contribution to the development of VR has been summed up by Simon Marston, a VR collector who restores Virtuality machines: "Virtuality was the world leader in VR at one point; without the company, we must question if VR would have made its reappearance again in more recent years."Cite error: Invalid parameter in <ref>
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References
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