Virtual reality
The 1990s saw the first widespread commercial releases of consumer headsets. In 1991, Sega announced the Sega VR headset for arcade games and the Mega Drive console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to track and react to the movements of the user's head. In the same year, Virtuality launched and went on to become the first mass-produced, networked, multiplayer VR entertainment system. It was released in many countries, including a dedicated VR arcade at Embarcadero Center in San Francisco. Costing up to $73,000 per multi-pod Virtuality system, they featured headsets and exoskeleton gloves that gave one of the first "immersive" VR experiences. "Computer Gaming World" predicted "Affordable VR by 1994".
Andrew Shulkind
In 2015 he designed and commissioned Radiant Images to help develop a novel 32K uncompressed RAW spherical capture device for filming 360° virtual reality content using 18 Codex Digital action cams and nine Codex Digital OnBoard S recorders, resulting in the highest resolution professional 360° camera built to date. Around that product, and in collaboration with several partners, he co-founded the transmedia production company Headcase VR, in addition to serving as director of virtual reality cinematography. The company was initially focused on college and professional sports-related capture and training, but then expanded to a broader range of clientele.