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".
Meron Gribetz
In 2016, Meron Gribetz introduced the Meta 2 at TED conference (TED). The Meta 2 consisted of an augmented reality headset that maked it possible for users to see, grab, interact with, and move holograms in a natural fashion. At TED, Gribetz suggested this new technology was designed to allow users to interact with virtual objects yet maintain their sense of presence and interaction with their natural surroundings rather than being focused or distracted by traditional 2D computer screens.