What was the price of a virtual reality device in 1980?

What was the price of a virtual reality device in 1980?

The concept of virtual reality (VR) has been a fascinating subject since its inception. However, it wasn’t until the late 20th century that we began to see the first rudimentary VR devices.

Introduction

This article delves into the cost of these early VR systems in the year 1980.

The StereoGraphics Caves and Other Early VR Systems

The earliest form of a VR system was developed by Thomas A. Furness III in the late 1960s, but it wasn’t until the 1980s that these systems started to become commercially available.

The StereoGraphics Caves and Other Early VR Systems

One such system was the StereoGraphics Cave Automatic Virtual Environment (CAVE), developed by the Electronic Visualization Laboratory at the University of Illinois at Chicago.

The CAVE system, while not a consumer product, was one of the most advanced VR systems in 1980. It consisted of a room-sized cube with six walls and a floor covered in screens, creating an immersive 3D environment.

The cost of building such a system in 1980 was astronomical, estimated to be around $500,000 – $1,000,000.

The VPL Research DataGlove and EyePhone

Another significant early VR device was the DataGlove and EyePhone developed by VPL Research, founded by Jaron Lanier.

The DataGlove, priced at $15,000 in 1980, was a wearable device that allowed users to interact with virtual environments using hand gestures.

The EyePhone, priced at around $30,000, was a head-mounted display that provided stereoscopic 3D vision.

The cost of these devices made them inaccessible to the average consumer, limiting their use primarily to research and development purposes.

Conclusion

In conclusion, while the seeds of virtual reality were sown in the 1960s, it wasn’t until the 1980s that we saw the first commercial VR systems. However, these early devices were prohibitively expensive, costing hundreds of thousands of dollars, making them inaccessible to the average consumer.

It was only with advancements in technology and manufacturing processes in subsequent decades that VR became more affordable and accessible to a wider audience.