Liquid Image

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Liquid Image Corporation was a Winnipeg-based company that manufactured head-mounted displays. The company formed in 1992 by Tony Havelka, [1] David Collette [2] and Shannon O'Brien. [3] Liquid Image was started in Winnipeg, MB in response to the emergence of a market for virtual reality technology. Funding as provided by a group of local angels and the first office was in the attic of Tony Havelka.

Contents

Products

The company focused their efforts on creation of a commercially available head-mounted display (HMD) system for military, scientific and entertainment uses. The first product, the MRG2, [4] was a monocular HMD that used a 5.7" diagonal color TFT-LCD. [5] After conducting ergonomic research on head sizes at the University of Manitoba and evaluating market potential the MRG2 was created as a universal fit design. Within 15 months Liquid Image had sold more than $1.1 million of MRG2 units at a price of $6800 per HMD. The design won the 1994 Mecklermedia Virtual Reality award. [6] Jaron Lanier, a VR pioneer, commented that year at a tradeshow where the founders met him that he liked the monocular design of the MRG2. He also commented that he would have created a monocular system at VPL Research if a suitable display had been available. By 1996 the MRG2.2 [7] product was available for $3495.

Other HMD designs includes an upgraded MRG2 called the MRG3C and MRG4. The MRG3, sold for$5500, used the identical HMD design but used a TFT-LCD with six times the resolution of the MRG2. The MRG4, sold for $2199, was a completely new design targeted at companies developing virtual reality (VR) game systems. The MRG4 was sold for $2800. As a result of the demand for VR game systems Liquid Image developed their own system by partnering with a company in Vancouver, BC that had developed their own graphic engine. The game system could also a popular PC game at the time, Duke Nukem, as the basis of a multiplayer immersive game. MRG2 HMDs were used in game systems used in Disney World, in an Aerosmith music video ("Amazing") and several low-budget "B" movies that went straight to video. The MRG2 is cited in patents. [8]

In 1995 David Collette and Tony Havelka were finalists in the Manitoba Entrepreneur of the Year coming second. [9] They both were featured in Economic Development television commercials showcasing local companies developing high technology products.

Expansion

Liquid Image expanded the use of the components of the game system to commercial applications including tourism, [10] military training, astronaut training and scientific studies. By 1996 the VR market showed itself as a "bubble market" that was quickly disappearing. Liquid Image realized that integrated, immerse virtual reality technology was not commercially viable as a consumer product. However, two non-consumer markets were identified as sustainable: military/science, wearable computers. Liquid Image announced they would begin a new division to focus on portable computing for use in military and commercial applications. [11] Liquid Image HMDs were used in developing rapid prototyping systems. [12] In 1992 they had been given a prototype version of the Apple Newton for use in evaluating how HMD systems could be used as the interface. At that time the display technology required for a wearable computer was not available and no further work was completed. However, by 1996 there were many commercially available displays available that could be used in development of commercial and military wearable computing systems.

A book called "Virtual Reality Systems for Business", [13] by Robert Thierauf called the MRG2 "well-suited to game and heavy-duty applications".

The MRG5 product was released in 1996. This was the first product that used dual LCD displays. The display technology was becoming small enough with a sufficient resolution that a system more like "a pair of glasses" was able to be manufactured. This product was not launched commercially.

In 1997 the MRG6 monocular system, priced at $3495, was launched to focus on the wearable computing market. Development of personal wearable systems like those demonstrated by Dr. Steve Mann had demonstrated that practical systems could be developed. The MRG6 was one of the first commercially available wearable computing displays that has since taken over 16 years to finally move to the multiple examples of sunglass-sized devices including the Google Glass. The next monocle, the award-winning M1, was released in the fall of 1997.

Rebranding

By 1997 the demand for VR game systems had almost stopped and the company had not shifted sufficiently to sustainable revenue from sales of wearable computing devices. The original company was sold and was rebranded "TekGear" becoming mostly a reseller of other virtual reality and wearable computing technology. [14] Both David Collette and Shannon O'Brien had left Liquid Image prior to the transition to "TekGear" while Tony Havelka continued to manage and grow TekGear. [15]

Cultural impact

A 1997 book, "Training's Future?: Perspectives on Virtual Reality and Related Emerging Technologies (Defense Research Series)" [16] by Robert Siedel describes the system developed by the Royal Canadian Navy to train naval officers on how to be the officer on watch for ships at sea.

In 2014, Verge Magazine did an article on "The State of Virtual Reality" and the front image of the article was the MRG2. [17]

A 1995 low-budget film called "Evolver" used the MRG2 as the head mounted display. [18]

Related Research Articles

<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.

<span class="mw-page-title-main">Augmented reality</span> View of the real world with computer-generated supplementary features

Augmented reality (AR) is an interactive experience that combines the real world and computer-generated 3D content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive, or destructive. As such, it is one of the key technologies in the reality-virtuality continuum.

<span class="mw-page-title-main">Mixed reality</span> Merging of real and virtual worlds to produce new environments

Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time.

<span class="mw-page-title-main">Head-mounted display</span> Type of display device

A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet, that has a small display optic in front of one or each eye. HMDs have many uses including gaming, aviation, engineering, and medicine.

<span class="mw-page-title-main">Pupillary distance</span> Distance in millimeters between the centers of each pupil

Pupillary distance (PD), more correctly known as interpupillary distance (IPD) is the distance in millimeters between the centers of each pupil.

<span class="mw-page-title-main">Immersion (virtual reality)</span> Perception of being physically present in a non-physical world

In virtual reality (VR), immersion is the perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.

<span class="mw-page-title-main">Future Vision Technologies</span> Companies based in Champaign County, Illinois

Future Vision Technologies (FVT), operating from 1991 to 1995, was part of the second wave of companies working to commercialize virtual reality technology. The company was founded by a team out of the Advanced Digital Systems Laboratory in the department of Electrical and Computer Engineering at the University of Illinois at Urbana-Champaign. The three original members, Matt Klapman, David Frerichs, and Kevin Lee, were later joined by John Belmonte. The company ceased to be an active entity when its PC card business was sold to Fujitsu Microelectronics.

A projection augmented model is an element sometimes employed in virtual reality systems. It consists of a physical three-dimensional model onto which a computer image is projected to create a realistic looking object. Importantly, the physical model is the same geometric shape as the object that the PA model depicts.

<span class="mw-page-title-main">Sensics</span> Virtual reality company

Sensics is an American company making virtual reality products for professionals and consumers. Sensics is the co-founder of the OSVR ecosystem and technical lead of its software platform.

<span class="mw-page-title-main">Helmet-mounted display</span> Headworn device projecting imagery to the eyes

A helmet-mounted display (HMD) is a headworn device that uses displays and optics to project imagery and/or symbology to the eyes. It provides visual information to the user where head protection is required – most notably in military aircraft. The display-optics assembly can be attached to a helmet or integrated into the design of the helmet. An HMD provides the pilot with situation awareness, an enhanced image of the scene, and in military applications cue weapons systems, to the direction their head is pointing. Applications which allow cuing of weapon systems are referred to as helmet-mounted sight and display (HMSD) or helmet-mounted sights (HMS).

Ferroelectric Liquid Crystal Display (FLCD) is a display technology based on the ferroelectric properties of chiral smectic liquid crystals as proposed in 1980 by Clark and Lagerwall. Reportedly discovered in 1975, several companies pursued the development of FLCD technologies, notably Canon and Central Research Laboratories (CRL), along with others including Seiko, Sharp, Mitsubishi and GEC. Canon and CRL pursued different technological approaches with regard to the switching of display cells, these providing the individual pixels or subpixels, and the production of intermediate pixel intensities between full transparency and full opacity, these differing approaches being adopted by other companies seeking to develop FLCD products.

Vuzix is an American multinational technology company headquartered in Rochester, New York and founded by Paul Travers in 1997. Vuzix is a supplier of wearable virtual reality and augmented reality display technology. Vuzix manufactures and sells computer display devices and software. Vuzix head-mounted displays are marketed towards mobile and immersive augmented reality applications, such as 3D gaming, manufacturing training, and military tactical equipment. On January 5, 2015, Intel acquired 30% of Vuzix's stock for $24.8 million.

Forth Dimension Displays (ForthDD) is a British optoelectronics company based in Dalgety Bay, Fife, United Kingdom.

<span class="mw-page-title-main">Optical head-mounted display</span> Type of wearable device

An optical head-mounted display (OHMD) is a wearable device that has the capability of reflecting projected images as well as allowing the user to see through it. In some cases, this may qualify as augmented reality (AR) technology. OHMD technology has existed since 1997 in various forms, but despite a number of attempts from industry, has yet to have had major commercial success.

<span class="mw-page-title-main">Stereoscopic video game</span> Video game which uses stereoscopic technologies

A stereoscopic video game is a video game which uses stereoscopic technologies to create depth perception for the player by any form of stereo display. Such games should not be confused with video games that use 3D game graphics on a mono screen, which give the illusion of depth only by monocular cues but lack binocular depth information.

<span class="mw-page-title-main">Peripheral head-mounted display</span>

A peripheral head-mounted display (PHMD) is avisual display mounted to the user's head that is in the peripheral of the user's field of view (FOV) / peripheral vision. Whereby the actual position of the mounting is considered to be irrelevant as long as it does not cover the entire FOV. While a PHMD provide an additional, always-available visual output channel, it does not limit the user performing real world tasks.

<span class="mw-page-title-main">Virtual reality headset</span> Head-mounted device that provides virtual reality for the wearer

A virtual reality headset is a head-mounted device that uses 3D near-eye displays and positional tracking to provide a virtual reality environment for the user. VR headsets are widely used with VR video games, but they are also used in other applications, including simulators and trainers. VR headsets typically include a stereoscopic display, stereo sound, and sensors like accelerometers and gyroscopes for tracking the pose of the user's head to match the orientation of the virtual camera with the user's eye positions in the real world.

<span class="mw-page-title-main">Virtual reality game</span> Video game played in virtual reality

A virtual reality game or VR games is a video game played on virtual reality (VR) hardware. Most VR games are based on player immersion, typically through head-mounted display unit or headset with stereoscopic displays and one or more controllers.

<span class="mw-page-title-main">Pimax</span> Chinese virtual reality company

Pimax is a technology company specializing in virtual reality hardware products.

<span class="mw-page-title-main">Vergence-accommodation conflict</span> Visual and perceptual phenomenon

Vergence-accommodation conflict (VAC), also known as accommodation-vergence conflict, is a visual phenomenon that occurs when the brain receives mismatching cues between vergence and accommodation of the eye. This commonly occurs in virtual reality devices, augmented reality devices, 3D movies, and other types of stereoscopic displays and autostereoscopic displays. The effect can be unpleasant and cause eye strain.

References

  1. "Tony Havelka". LinkedIn. 2006-07-11. Retrieved 2013-12-07.
  2. "David Collette". LinkedIn. Retrieved 2013-12-07.
  3. "Shannon O'Brien – Canada". LinkedIn. Archived from the original on 2013-12-07. Retrieved 2013-12-07.
  4. "Liquid Image MRG2.2 Head Mounted Display, HMD, Teardown – Part 1". YouTube. 2010-02-21. Retrieved 2013-12-07.
  5. "MRG 2 Head Mounted Display Owner's manual and Reference Guide, Version 1.1" (PDF). Liquid Image. Retrieved 2013-12-07.
  6. "Award Winning MRG2 now available for Virtuality System" (Press release). Lioquid Image Corporation. July 4, 1994. Archived from the original on January 14, 2011. Retrieved 2013-12-07.
  7. "VR Armour MRG2.2 by Maxim-Lysak on deviantART". Maxim-lysak.deviantart.com. Retrieved 2013-12-07.
  8. "Patent US5767820 – Head-mounted visual display apparatus – Google Patents" . Retrieved 2013-12-07.
  9. Kevin Jón Johnson (April 14, 1995). "Real Success in Virtual Reality". Lögberg-Heimskringla The Icelandic Weekly. Timarit.is. Retrieved 2013-12-07.
  10. Horan, Patrick P. (April 1997). ""The World is What You Make It" - An Application Of Virtual Reality To The Tourism Industry" (PDF). Master's degree thesis, Dublin City University. Retrieved 2013-12-07.
  11. "virtual-worlds, ANNOUNCE: Liquid Image Corporation Announces New Division" (Press release). Science-bbs.com. Archived from the original on 2013-12-17. Retrieved 2013-12-07.
  12. "voyager99_final_report – Learning Ace – 49". Learning Ace. Retrieved 2013-12-07.[ permanent dead link ]
  13. Virtual Reality Systems for Business. Greenwood Publishing. 1995-08-18. ISBN   0899309461.
  14. "Line Blurring Between Portable and Wearable Computers". Radio-weblogs.com. 2004-01-14. Retrieved 2013-12-07.
  15. "TekGear" . Retrieved 2013-12-07.
  16. Training's Future?: Perspectives on Virtual Reality and Related Emerging Technologies (Defense Research Series). Springer. 1997-01-01. ISBN   1489900403.
  17. "The Rise and Fall and Rise of Virtual Reality". The Verge. Vox Media.
  18. "Evolver". YouTube. 2010-04-08. Retrieved 2013-12-07.