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Created page with "{{Company Infobox |image= |Type=Public Company (1993-1997) |Industry=Virtual Reality, Electronics, Interactive Entertainment |Founded=October 1987 (as W Industries), renamed to Virtuality in 1993 |Founder=Dr. Jonathan D. Waldern |Headquarters=Leicester, England |Notable Personnel=Al Humrich, Richard Holmes, Terry Rowley, Dennis Ohryn, Ray Ticer |Products=Virtuality 1000 Series, Virtuality 2000 Series, Virtuality 3000 Series, Project Elysium, Space Glove, Vise..."
 
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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 company developed multiple prototype VR units, including one nicknamed the "giraffe" (a mechanically tracked headset mounted on a boom arm). By 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>
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 1993, W Industries officially changed its name to Virtuality Group to align with its product branding and prepared for a public stock offering.<ref tag10>xinreality.com, "Virtuality", 2025</ref> 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>
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>


=== Decline and bankruptcy ===
=== Public flotation and partnerships (1993-1995) ===
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> Despite attempts to diversify into home VR systems, professional applications, and collaborations with companies like Atari for the Jaguar VR headset (which was never commercially released), Virtuality was unable to maintain its market position.<ref tag13>Wikipedia, "Virtuality (product)", March 2025</ref>
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 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>
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 UK, which was later acquired by Arcadian Virtual Reality LLC in 2004. Arcadian operated until 2012, when it was acquired by VirtuosityTech, Inc., the current owner of the arcade machine assets.<ref tag16>VirtuosityTech, "About Us"</ref>
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.


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>
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>
 
Waldern later founded DigiLens Inc., 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, 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]]