Instruct: Given a question, retrieve passages that answer the question.
Query: Who created the first virtual reality headset?
VR is most commonly used in entertainment applications such as gaming and 3D cinema. Consumer virtual reality headsets were first released by video game companies in the early-mid 1990s. Beginning in the 2010s, next-generation commercial tethered headsets were released by Oculus (Rift), HTC (Vive) and Sony (PlayStation VR), setting off a new wave of application development. 3D cinema has been used for sporting events, pornography, fine art, music videos and short films. Since 2015, roller coasters and theme parks have incorporated virtual reality to match visual effects with haptic feedback .
Rick and Morty: Virtual Rick-ality is a virtual reality game compatible with HTC Vive, PlayStation VR and Oculus Rift developed by Owlchemy Labs and published by Adult Swim Games for Microsoft Windows on April 20, 2017. It is based on the American animated series "Rick and Morty", whose series co-creator Justin Roiland aided in the development. A port for the PlayStation 4 has been released on April 10, 2018.
Silas Warner, an American programmer and an employee of software company Muse Software, was a pioneer of early video game development, especially the stealth genre. He had access to computers in college, and when he worked for the IBM Mainframe architectures before joining Muse Software. The computer he used for game-development, P.L.A.T.O., was one of the firsts with multiple functioning terminals and an example of early computer networks. Warner developed, with P.L.A.T.O., a series of classic video games like his flight simulator and arcade shooter. Inspired by the arcade shooter video game "Berzerk" and the 1961 war film "Guns of Navarone", he developed "Castle Wolfenstein", a stealth-adventure video game in which the player controls an unnamed American prisoner of war as he steals German files containing secret war plans, while avoiding, disarming or at times killing hostile guards and trying to escape the fortified Nazi stronghold 'Castle Wolfenstein', set in World War II. The game was published in 1981 by Warner's company M.U.S.E. Inc. (Muse Software).
The development of "Galactic Pinball" was managed by Gunpei Yokoi, who also created the Virtual Boy. It was directed by Kenji Yamamoto, who composed the sound alongside Masaru Tajima. It was shown during the Virtual Boy's Las Vegas debut alongside "Teleroboxer". It has been known at varying points as "Space Pinball", "Virtual Pinball", and "Pinball VB". It was one of the launch games for the Virtual Boy, and was released on July 21, 1995 in Japan and on August 14, 1995 in the United States. Like all Virtual Boy games, "Galactic Pinball" uses a red-and-black color scheme and parallax visuals to simulate three-dimensional depth.
Following the 1947 invention of the cathode-ray tube amusement device, the earliest known interactive electronic game as well as the first to use an electronic display, the first true video games were created in the early 1950s. Initially created as technology demonstrations, such as the "Bertie the Brain" and Nimrod computers in 1950 and 1951, video games also became the purview of academic research. A series of games, generally simulating real-world board games, were created at various research institutions to explore programming, human–computer interaction, and computer algorithms. These include "OXO" and Christopher Strachey's draughts program in 1952, the first software-based games to incorporate a CRT display, and several chess and checkers programs. Possibly the first video game created simply for entertainment was 1958's "Tennis for Two", featuring moving graphics on an oscilloscope. As computing technology improved over time, computers became smaller and faster, and the ability to work on them was opened up to university employees and undergraduate students by the end of the 1950s. These new programmers began to create games for non-academic purposes, leading up to the 1962 release of "Spacewar!" as one of the earliest known digital computer games to be available outside a single research institute.
Academics working at the university include Sir Tim Berners-Lee, inventor of the World Wide Web, Wendy Hall, inventor of Microcosm (hypermedia system) a predecessor of the World Wide Web, founding director of the Web Science Trust between the University of Southampton and MIT, José Antonio Bowen, President of Goucher College and a Fellow of the Royal Society of Arts, Erich Zepler, who made leading contributions to radio receiver development, David Payne, who invented EDFA for use in fibre optics cables, Sir Barry Cunliffe, a pioneer of modern British archaeology, Ray Monk, the biographer of Ludwig Wittgenstein, Albie Sachs, former Judge of the Constitutional Court of South Africa, and Tim Holt, former President of the Royal Statistical Society and Office for National Statistics.
Walter stressed the importance of using purely analogue electronics to simulate brain processes at a time when his contemporaries such as Alan Turing and John von Neumann were all turning towards a view of mental processes in terms of digital computation. His work inspired subsequent generations of robotics researchers such as Rodney Brooks, Hans Moravec and Mark Tilden. Modern incarnations of Walter's "turtles" may be found in the form of BEAM robotics.
The first digitally operated and programmable robot was invented by George Devol in 1954 and was ultimately called the Unimate. This ultimately laid the foundations of the modern robotics industry. Devol sold the first Unimate to General Motors in 1960, and it was installed in 1961 in a plant in Trenton, New Jersey to lift hot pieces of metal from a die casting machine and stack them. Devol's patent for the first digitally operated programmable robotic arm represents the foundation of the modern robotics industry.
In 1983 National Instruments reached an organizational milestone, developing their first GPIB board to connect instruments to IBM PCs. With the arrival of the Macintosh computer, however, the company felt ready to take advantage of the new graphical interfaces. Kodosky began a research initiative with the assistance of student researchers at the University of Texas into ways to exploit the new interface. This led to the creation of NI's flagship product, the LabVIEW graphical development platform for the Macintosh computer, which was released in 1986. The software allows engineers and scientists to program graphically, by "wiring" icons together instead of typing text-based code. By allowing people to use a more intuitive, less-structured development environment, their productivity greatly increased, making LabVIEW quite popular. The following year, a version of LabVIEW, known as LabWindows, was released for the DOS environment.
There is no consensus on what the earliest open world game is, due to differing definitions of how large or open a world needs to be. Ars Technica traces the concept back to the free-roaming exploration of 1976 text adventure game "Colossal Cave Adventure", which inspired the free-roaming exploration of "Adventure" (1980), but notes that it wasn't until 1984 that what "we now know as open-world gaming" took on a "definite shape" with 1984 space simulator "Elite", considered a pioneer of the open world; Gamasutra argues that its open-ended sandbox style is rooted in flight simulators, such as SubLOGIC's "Flight Simulator" (1979/1980), noting most flight sims "offer a 'free flight' mode that allows players to simply pilot the aircraft and explore the virtual world". Others trace the concept back to 1981 CRPG "", which had a free-roaming overworld map inspired by tabletop RPG "Dungeons & Dragons". The overworld maps of the first five "Ultima" games, released up to 1988, lacked a single, unified scale, with towns and other places represented as icons; this style was adopted by the first three "Dragon Quest" games, released from 1986 to 1988 in Japan.
The GeForce 800 series name was originally planned to be used for both desktop and mobile chips based on the Maxwell microarchitecture (GM-codenamed chips), named after the Scottish theoretical physicist James Clerk Maxwell, which was previously introduced into the GeForce 700 series in the GTX 750 and GTX 750 Ti, released on February 18, 2014. However, because mobile GPUs under the GeForce 800M series had already been released using the Kepler architecture, Nvidia decided to rename its GeForce 800 series desktop GPUs as the GeForce 900 series.
The game originated as an entry in the 2013 7 Day FPS Challenge, which Superhot Team expanded into a browser-based demonstration that September. Widespread attention from the demonstration prompted the team to develop out the full game, using Kickstarter to secure funding to complete the title. "Superhot" was released for Microsoft Windows, OS X, and Linux in February 2016. An Xbox One version was released in May 2016, and a PlayStation 4 version was released in July 2017. A rebuilt version of the game to better support virtual reality, Superhot VR, was later released for the Oculus Rift, HTC Vive, and PlayStation VR headset devices. A standalone expansion, Superhot: Mind Control Delete, which utilizes roguelike elements such as procedural generation and permadeath, is planned for a 2018 release and became available through early access in December 2017.
Prior to and after the mandate, all Xbox One consoles initially shipped with the Kinect sensor included. On June 9, 2014, cheaper Xbox One bundles were introduced, which did not include the Kinect sensor. Microsoft stated the decision to offer Xbox One bundles without Kinect was to "[offer] a choice to people that would allow people to buy an Xbox One and then ramp up to Kinect when they can afford to", while also allowing games to use processing power that was previously reserved for Kinect. An updated Xbox Development Kit issued in June 2014 allows developers to explicitly disable motion tracking functionality in games, allowing access to additional system resources that represent about 10% of the GPU processing power. These resources were previously reserved for Kinect skeletal tracking, regardless of whether the Kinect sensor was attached or in use.
In December 2007, SRI launched a spin-off company, Siri Inc., which Apple acquired in April 2010. In October 2011, Apple announced the Siri personal assistant as an integrated feature of the Apple iPhone 4S. Siri's technology was born from SRI's work on the DARPA-funded CALO project, described by SRI as the largest artificial intelligence project ever launched. Siri was co-founded in December 2007 by Dag Kittlaus (CEO), Adam Cheyer (vice president, engineering), and Tom Gruber (CTO/vice president, design), together with Norman Winarsky (vice president of SRI Ventures). Investors included Menlo Ventures and Morgenthaler Ventures.
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Shortly after the partnership with Microsoft, Silicon Knights announced that "Too Human", a game originally conceived for the Sony PlayStation, would be coming to Microsoft's Xbox 360 console as a planned trilogy. The game, dramatically reworked from the original concept, married the ideas of Norse mythology with high technology. The company was subject to a successful countersuit from Epic Games in May 2012 over the development of games using Epic's Unreal Engine 3, and the latter was awarded US $4.45 million in damages. Silicon Knights was also ordered to destroy all copies of existing titles using the engine, as well as in-development games "The Sandman", "Siren in the Maelstrom" and "The Box/Rytualist".
The Graphics Group, which was one-third of the Computer Division of Lucasfilm, was launched in 1979 with the hiring of Catmull from NYIT, where he was in charge of the Computer Graphics Lab. He was then reunited with Smith, who also made the journey from NYIT to Lucasfilm, and was made director of The Graphics Group. At NYIT, the researchers pioneered many of the CG foundation techniques—in particular the invention of the alpha channel (by Catmull and Smith). Years later, the CGL produced a few frames of an experimental film called "The Works". After moving to Lucasfilm, the team worked on creating the precursor to RenderMan, called REYES (for "renders everything you ever saw") and developed a number of critical technologies for CG—including "particle effects" and various animation tools.
In 1972, the first commercially available video game console, the Magnavox Odyssey, had a light gun accessory, the Shooting Gallery. This was the first involvement of Nintendo in video games. According to Martin Picard in the "International Journal of Computer Game Research": "in 1971, Nintendo had -- even before the marketing of the first home console in the United States -- an alliance with the American pioneer Magnavox to develop and produce optoelectronic guns for the Odyssey (released in 1972), since it was similar to what Nintendo was able to offer in the Japanese toy market in 1970s".
In 1981, he wired together the backplanes of two DEC VAX-11/780's and made the first multi-CPU Unix computer, preceding DEC's dual processor VAX-11/782. The operating system was based on the 4.2 BSD kernel, and the modifications thus made eventually made it into the 4.3 BSD Unix release. At the beginning of the 4.3 BSD user manuals, Bill Joy wrote a special note of thanks to GHG for being courageous enough to put the multi-CPU kernel into a production environment before anyone else did. (However, the frequent crashes for a while inspired the writing of many humorous text files by the Purdue University Electrical Engineering student body, such as "The VAX had a Blowout", to be sung to the tune of London Bridge is Falling Down). The development of the Dual-CPU Unix system was the subject of Goble's Master's thesis.
Their first video arcade game was 1975's "EVR Race"; a handful of others followed in the next several years, "Radar Scope" and "Donkey Kong" being among the most famous of these. The early 1980s saw Nintendo's video game division (led by Yokoi) creating some of its most famous arcade titles. The massively popular "Donkey Kong" was created in 1981, with Shigeru Miyamoto as its mastermind, and released in the arcades and on the Atari 2600, Intellivision, and ColecoVision video game systems (although Nintendo themselves generally had no involvement with these early console ports). This release method would be used on several later Nintendo arcade games of this same period, including the original "Mario Bros." (not to be confused with the later "Super Mario Bros.") In addition to this arcade and dedicated console game activity, Nintendo was testing the consumer handheld video game waters with the Game & Watch.
In 1971, Nolan Bushnell and Ted Dabney founded a small engineering company, Syzygy Engineering, that designed and built "Computer Space", the world's first commercially available arcade video game, for Nutting Associates. On June 27, 1972, the two incorporated Atari, Inc. and soon hired Al Alcorn as their first design engineer. Bushnell asked Alcorn to produce an arcade version of the Magnavox Odyssey's Tennis game, which would be named Pong. While Bushnell incorporated Atari in June 1972, Syzygy Company was never formally incorporated. Before Atari's incorporation, Bushnell considered various terms from the game Go, eventually choosing "atari", referencing a position in the game when a group of stones is imminently in danger of being taken by one's opponent. Atari was incorporated in the state of California on June 27, 1972.
In 1973, Atari secretly spawned a competitor called Kee Games, headed by Nolan's next door neighbor Joe Keenan, to circumvent pinball distributors' insistence on exclusive distribution deals; both Atari and Kee could market virtually the same game to different distributors, each getting an "exclusive" deal. Joe Keenan's management of the subsidiary led to him being promoted president of Atari that same year.
The World Wide Web Virtual Library was the first index of content on the World Wide Web and still operates as a directory of e-texts and information sources on the web. It was started by Tim Berners-Lee creator of HTML and the World Wide Web itself, in 1991 at CERN in Geneva. Unlike commercial index sites, it is run by a loose confederation of volunteers, who compile pages of key links for particular areas in which they are expert. It is sometimes informally referred to as the "WWWVL", the "Virtual Library" or just "the VL".
Still, the technical setup of the 2014 experiments was not feasible yet for a permanent installation. Most of all, mounting a computer on a coaster train would not have worked due to the continuous heavy vibrations; also the usual cable connection of a classical virtual reality headset like the Oculus Rift would have meant a serious safety hazard. Wagner and his team could eventually overcome these problems by deploying so called mobile virtual reality headsets like the Samsung Gear VR, where the entire image generation happens directly inside of the actual headset. The very first virtual reality roller coaster installations have been opened to the public in late 2015, starting at Europa-Park, Germany, followed by Canada's Wonderland and Universal Studios Japan, all of them developed by the startup company VR Coaster, which originated from Wagners Research Group.
Nintendo's Virtual Boy console was released in 1995. Also in 1995, a group in Seattle created public demonstrations of a "CAVE-like" 270 degree immersive projection room called the Virtual Environment Theater, produced by entrepreneurs Chet Dagit and Bob Jacobson. Forte released the VFX1, a PC-powered virtual reality headset in 1995.
Plans for a virtual reality headset for the Jaguar were set before the system was officially launched to market, with Atari Corporation originally approaching to Virtuality Group in but they did not settled an agreement with the latter for unknown reasons, but on October Atari Corp. announced their partnership with Virtuality to create a headset for the Jaguar that would have been released on stores by Christmas 1995 and was originally set to be retailed at US$200. The development of the headset for the system was started before Nintendo officially unveiled their own virtual reality console, the Virtual Boy, a month later. The unit itself was revealed at WCES 1995, with both "GameFan" and "GamePro" magazines showcasing a mock up design of the headset in their January and February 1995 issues respectively.
In 2015 he introduced the concept for the world's first virtual reality album and has developed multi sensory experiences for songs such as Snow, OTE, Stained and Eluded since.
He has performed using a virtual reality headset for the first time at the London Institute of Contemporary Art, in collaboration with TheWaveVR.