Located on a rather nondescript industrial estate in a suburb of Leicester you'll find an equally nondescript warehouse unit. Nestled amongst the usual glut of logistics companies and scrap metal merchants, the building in question once housed a firm that was poised to dramatically alter the world of interactive entertainment as we know it, and worked with such illustrious partners as Sega, Atari, Ford and IBM.That company was Virtuality. Founded by a dashing and charismatic Phd graduate by the name of Jonathan D. Waldern, it placed the UK at the vanguard of a Virtual Reality revolution that captured the imagination of millions before collapsing spectacularly amid unfulfilled promises and public apathy.The Lawnmower Man may not have been a critical success, but it kick-started the general public's interest in VR.

The genesis of VR begins a few years prior to Virtuality's birth in its grey and uninspiring industrial surroundings. The technology was born outside of the entertainment industry, with NASA and the US Air Force cooking up what would prove to be the first VR systems, intended primarily for training and research. The late '80s and very early '90s saw much academic interest in the potential of VR, but typically, it took a slice of Hollywood hokum to really jettison the concept into the global consciousness and create a new buzzword for the masses."The fundamental driver was public interest," says Kevin Williams, who worked at another UK-based VR company during this period, and has since become something of an expert on the topic. "The 1992 motion picture The Lawnmower Man boasted ground-breaking CG special effects that encapsulated what had been written and reported about VR, and drove imagination in a similar way to how Steven Spielberg's Minority Report recently fuelled perception of what Augmented Reality can offer."It wasn't long before savvy developers saw potential applications in the sphere of interactive entertainment, and given the groundswell of interest in the tech, it was fairly easy for an energetic start-up like Virtuality to capitalise. "The company was the UK superstar of the VR concept," adds Williams. "They were willing to self-promote to publicise their vision of how VR worked, and took a route to adoption through the amusement sector - an industry that was at the time trapped in a downward spiral, in need of unique technology to distance itself from the erosion started by the home console revolution." VR was about to become huge news, and Virtuality had jumped on the bandwagon at precisely the right moment.

http://www.eurogamer.net/articles/20...happened-to-vr