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VPL EyePhone

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VPL EyePhone
Basic Info
VR/AR Virtual Reality
Type Head-mounted display
Subtype PC-Powered VR, Vintage VR
Platform Silicon Graphics IRIS/Onyx workstations
Creator Jaron Lanier, Thomas G. Zimmerman
Developer VPL Research
Manufacturer VPL Research
Announcement Date June 1989
Release Date June 1989
Price $9,400 (EyePhone 1), $12,500 (Model 2 LX), $49,000-50,000 (EyePhone HRX), $250,000 (complete RB2 system)
Versions Model 1, Model 2 LX, Model HRX
Requires High-end computer system (Silicon Graphics workstation), Polhemus magnetic tracker
System
Operating System MS-DOS, early Windows
Storage
Display
Display Dual active-matrix LCD panels
Resolution 185 × 138 (Model 1), 320 × 240 (Model 2 LX), 720 × 480 (Model HRX) per eye
Refresh Rate 30 Hz
Image
Field of View 90° (Model 1), 108° (Model 2 LX), 106° (Model HRX)
Horizontal FoV 90°-108° (model dependent)
Vertical FoV 75°
Optics
Optics LEEP optics design with Fresnel condensing lenses
Ocularity Binocular
IPD Range Adjustable
Tracking
Tracking 3 DoF electromagnetic (Polhemus FASTRAK)
Tracking Frequency 60 Hz
Base Stations No
Eye Tracking No
Face Tracking No
Hand Tracking Yes (with DataGlove)
Body Tracking Yes (with DataSuit)
Rotational Tracking Yes
Positional Tracking No
Update Rate 60 Hz
Latency less than 50 ms (with SGI rendering)
Audio
Audio Stereo headphones
Camera No
Connectivity
Connectivity Wired to computer (NTSC composite signals)
Wired Video Yes
Power External (workstation-powered)
Device
Weight 200 g (visor only), ~2.5 kg (complete system with cables)
Material Plastic
Headstrap Stiff fabric strap
Haptics No
Color Beige
Sensors Head tracking sensors (Polhemus magnetic tracker)
Input DataGlove, (sold separately)


The EyePhone was a pioneering virtual reality head-mounted display (HMD) developed by VPL Research and released in June 1989.[1] Created by Jaron Lanier and Thomas G. Zimmerman, with Lanier having coined the term "virtual reality,"[2] the EyePhone was one of the first commercially available VR headsets and played a significant role in the early development of virtual reality technology.

History

Company Background

VPL Research was founded in 1984 by Jaron Lanier in a corner of his cottage in Palo Alto, California.[3] The company name "VPL" stood for "Virtual Programming Languages."[4] VPL Research became one of the first companies to develop and sell virtual reality products, with funding that came in part from Marvin Minsky.[4]

Development and Release

The EyePhone was announced and brought to market in June 1989.[5] It was first demonstrated at the SIGGRAPH "Tomorrow's Realities" exhibit on June 1, 1989, followed by extensive press coverage in TIME and Analog Science Fiction & Fact that popularized the phrase "virtual reality" in mainstream media.[6] The device was later displayed at various technology conferences, including the Texpo Telecommunications Show in San Francisco on June 7, 1989.[3] Despite being marketed as a revolutionary VR device, the EyePhone was primarily a research device due to its high cost and technical limitations.[4]

Commercial Models

VPL Research offered three versions of the EyePhone:

EyePhone Model Specifications
Model Horizontal FoV Resolution (per eye) List Price Notes
Model 1 90° 185 × 138 px $9,400-10,000 Limited pilot run for academic labs
Model 2 LX 108° 320 × 240 px $12,500 (visor only) Most common unit shown in demos
Model HRX 106° 720 × 480 px $49,000-50,000 High-res variant paired with SGI Onyx

The complete "Reality Built for Two" (RB2) system, including the computers required to run it, cost upwards of $250,000,[4] making it inaccessible to most consumers and limiting its use to research institutions and specialized applications.

Technical Specifications

Display Technology

The EyePhone featured:

  • Display Type: Dual active-matrix LCD panels that provided slightly different images to each eye to create stereoscopic 3D[2]
  • Resolution: Varied by model - 185 × 138 (Model 1), 320 × 240 (Model 2 LX), 720 × 480 (Model HRX) pixels per eye[7]
  • Field of View: 90°-108° horizontal (model dependent), 75° vertical[7]
  • Optics: Modified LEEP optics design with Fresnel condensing lenses[4]
  • Refresh Rate: 30 Hz theoretical specification, though the device could only generate 5-6 frames per second in practical use[3][4]
  • Signal Input: NTSC composite signals[7]

Physical Design

The EyePhone had a distinctive design:

  • Weight: 200 grams (visor only), approximately 2.5 kilograms (5.5 pounds) for complete system with cables[8]
  • Color: Beige plastic construction[9]
  • Form Factor: Stiff fabric headstrap without counterweight[10]
  • Audio: Built-in stereo headphones[2]
  • IPD Adjustment: Adjustable interpupillary distance[7]

Tracking Capabilities

The EyePhone featured:

  • Degrees of Freedom: 3 DoF (three degrees of freedom) for rotational head tracking[7]
  • Tracking System: Polhemus FASTRAK electromagnetic sensor[11]
  • Tracking Frequency: 60 Hz[11]
  • Latency: Less than 50 ms when coupled with SGI rendering[11]
  • Positional Tracking: Not supported

Platform Requirements

The EyePhone required:

VPL Ecosystem

The EyePhone was part of a larger ecosystem of VR products developed by VPL Research:

Product Function Price
DataGlove Hand tracking and interaction device with fiber-optic sensors and 6502 microcontrollers $9,000[13]
DataSuit Full-body tracking suit with sensors for arms, legs, and trunk N/A
AudioSphere 3D spatial audio system N/A
Isaac Real-time 3D visual rendering engine N/A
Body Electric Visual programming language for VR N/A
RB2 (Reality Built for Two) Complete multi-user VR system $250,000[4]

The DataGlove, developed by Thomas G. Zimmerman, was brought to market in 1987 and appeared on the cover of Scientific American in October of that year.[5] VPL later licensed the DataGlove technology to Mattel, which used it to create the Power Glove for the Nintendo Entertainment System.[4]

Software and Applications

Programming Environment

VPL Research developed several software components for the EyePhone system:

  • Body Electric - A visual programming language and scripting system used to control and program all VR components[2][14]
  • Isaac - A real-time 3D visual rendering engine that worked with Body Electric to create virtual environments[2]
  • Swivel 3D - A 3D modeling application created by Young Harvill that allowed users to generate virtual worlds on Macintosh computers[15]

Demonstrated Applications

The EyePhone was demonstrated with various applications at technology conferences:

  • SIGGRAPH 1989 - Interactive virtual environments where users could control virtual astronaut movements[3]
  • Web Dance - A virtual auditorium for multi-user experiences[14]
  • NASA Research - Data visualization spaces used for teleoperation research[14]
  • Reality Built for Two (RB2) - Shared virtual reality experiences where multiple users could interact in the same virtual space[16]

Cultural Impact

Media Appearances

The EyePhone and other VPL Research products gained significant media attention:

  • Featured in the 1992 science fiction film "The Lawnmower Man," which used actual VR equipment from VPL Research labs[4][17]
  • Covered extensively in technology publications of the late 1980s and early 1990s
  • Helped popularize the term "virtual reality" in mainstream culture through coverage in TIME and Analog Science Fiction & Fact[6]

Legacy

Despite its commercial limitations, the EyePhone was significant for several reasons:

  • It was one of the first commercially available VR headsets
  • It demonstrated the potential of virtual reality to a wider audience
  • It influenced the development of subsequent VR technologies
  • It established many conventions still used in VR today, including stereoscopic displays and head tracking
  • The device survives in museum collections and has become a sought-after artifact of the first VR boom[18]

Company Closure

VPL Research filed for bankruptcy in 1990,[4] just one year after the EyePhone's release. The company's patents were eventually sold to Sun Microsystems in 1998.[4] Oracle Corporation's later acquisition of Sun Microsystems means that Oracle now owns the original EyePhone patents, though it is unknown if anything has come of them.[2]

Reception and Limitations

The EyePhone faced several challenges that limited its commercial success:

Technical Limitations

  • Frame Rate: The system could only achieve 5-6 frames per second in actual use, compared to 30 fps on contemporary television sets[3]
  • Bulk and Comfort: At 2.5 kg for the complete system, the headset was uncomfortable for extended use, with the stiff fabric strap placing strain on the user's brow[8][10]
  • Resolution: The 320×240 per eye resolution (on Model 2 LX) was low even by 1980s standards

Market Barriers

  • Cost: The total system cost of $250,000 made it inaccessible to consumers[4]
  • Computing Requirements: Required expensive Silicon Graphics workstations to operate
  • Limited Software: Few applications were available for the platform
  • Sales: Only a few hundred systems were sold worldwide before VPL's bankruptcy[19]

Comparison to Other Devices

Device Release Year Resolution (per eye) FoV (Horizontal) Tracking Price
VPL EyePhone 1989 320×240 108° 3 DoF $250,000 (system)
NVisor (NVIS) 2003 1280×1024 44° 3 DoF $24,000
Virtuality Visette 1991 276×372 105° 3 DoF $65,000
Oculus Rift 2016 1080×1200 110° 6 DoF $599

While primitive by today's standards, the EyePhone established several features that became standard in modern VR:

  • Stereoscopic displays for 3D perception
  • Head tracking for view control
  • Integration with hand tracking devices
  • Focus on immersive experiences

Modern VR headsets have dramatically improved upon the EyePhone's specifications, offering higher resolutions, better tracking, lighter weight, and more affordable prices.

See Also

References

  1. Wikipedia. "EyePhone". July 27, 2022. https://en.wikipedia.org/wiki/EyePhone
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Virtual Reality Society. "VPL Research Jaron Lanier". July 13, 2017. https://www.vrs.org.uk/virtual-reality-profiles/vpl-research.html
  3. 3.0 3.1 3.2 3.3 3.4 Flashbak. "Jaron Lanier's EyePhone: Head And Glove Virtual Reality In The 1980s". November 24, 2014. https://flashbak.com/jaron-laniers-eyephone-head-and-glove-virtual-reality-in-the-1980s-26180/
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 Wikipedia. "VPL Research". May 26, 2025. https://en.wikipedia.org/wiki/VPL_Research
  5. 5.0 5.1 Britannica. "VPL DataGlove". https://www.britannica.com/technology/VPL-DataGlove
  6. 6.0 6.1 TIME. "Technology: (Mis)Adventures in Cyberspace". November 5, 1990.
  7. 7.0 7.1 7.2 7.3 7.4 VRcompare. "VPL EyePhone: Full Specification". https://vr-compare.com/headset/vpleyephone
  8. 8.0 8.1 The Next Web. "Virtual reality video demonstration from 1990 is a blast from the past". November 14, 2016. https://thenextweb.com/news/virtual-reality-1990-japan
  9. CB Insights. "VPL Research - Products, Competitors, Financials". https://www.cbinsights.com/company/vpl-research
  10. 10.0 10.1 10.2 Meester, Raymond. "The circle of VR. Part 1: A brief history of consumer…". Medium. November 19, 2023. https://medium.com/@raymond_meester/the-circle-of-vr-f9be78d63e88
  11. 11.0 11.1 11.2 Webster, R.; Clark, A. "EyePhone HMD and DataGlove with Polhemus tracking system". ResearchGate. 2015. https://www.researchgate.net/figure/
  12. 12.0 12.1 Kranzlmüller, D. "What's New in Reality Built for Two". Ars Electronica '90 proceedings. pp. 189-193.
  13. Delta2020. "Here's what you didn't know about the history of Virtual Reality". https://delta2020.com/blog/221-here-s-what-you-didn-t-know-about-the-history-of-virtual-reality
  14. 14.0 14.1 14.2 Lanier, J. "A Virtual Reality". ACM SIGGRAPH Video Review 45. 1990.
  15. VPL Research. "Swivel 3D Documentation". 1989.
  16. TECHNES Encyclopedia. "VPL Research EyePhone". https://encyclo-technes.org/en/base/60195x/4998
  17. Teslasuit Blog. "The History of Virtual Reality: Ultimate Guide. Part 1". September 26, 2022. https://teslasuit.io/blog/history-of-virtual-reality-ultimate-guide/
  18. Wikipedia. "List of virtual reality headsets". 2025. https://en.wikipedia.org/wiki/List_of_virtual_reality_headsets
  19. VR History Museum. "VPL Research Legacy". 2024.