Engineering:Glasstron

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Glasstron was a line of portable head-mounted displays (HMD) produced by Sony from 1996 to the early 2000s. First introduced in Japan with the PLM-50 in June 1996, the devices were marketed primarily as personal viewing monitors for video playback and video games, simulating a large-screen television viewed from a distance.[1][2] Widely viewed as an early precursor to modern virtual reality hardware, the Glasstron differed fundamentally from contemporary VR headsets by lacking spatial computing and positional tracking, operating strictly as a wearable display.

Prior to the Glasstron, Sony demonstrated prototype head-mounted displays, including the "Visortron" at consumer electronics exhibitions in the early to mid-1990s.[3][4] The line was later discontinued, though Sony returned to consumer head-mounted displays in 2011 with the HMZ-T1.[2]

Features

The Glasstron utilized twin color liquid-crystal display screens positioned in front of the wearer's eyes, accompanied by integrated stereo earphones. Depending on the model, the optics simulated viewing a 52-inch screen from a distance of 2 meters (6.6 ft).

Select models, including the PLM-A55 and the flagship PLM-S700, incorporated an adjustable liquid crystal shutter system. By toggling the shutter, users could adjust the background visibility from fully opaque (for focused viewing) to semi-transparent, allowing the user to view their physical surroundings while watching video content.[5]

Unlike modern virtual reality systems, the Glasstron included no spatial computing capabilities, sensors for head orientation, or positional tracking. Because the hardware lacked real-time spatial positioning, the projected image remained fixed directly in front of the wearer's line of sight rather than anchoring an interactive environment around them.

Models

Model Release date Resolution Video inputs Notes
PLM-50 June 1996[6] 0.7-inch LCD (approx. 180,000 pixels) Composite video First commercial model; released in Japan.
PLM-A35 June 1997 Dual 0.7-inch LCD Composite, S-Video[7] Entry-level model with opaque visor.
PLM-A55 June 1997 Dual 0.7-inch LCD Composite, S-Video Included an electronic see-through shutter.
PLM-100 1998 Dual 0.7-inch LCD Composite (NTSC)[8] Features see-through shutter functionality.
PLM-S700 / S700E November 1998[5] SVGA (800×600 per eye) VGA (15-pin), S-Video, Composite "PC Glasstron" aimed at computer users; used 0.44-inch high-density LCDs (1.44 million dots total). PLM-S700 used NTSC video signals; S700E supported PAL.

Software and accessories

While predominantly used for personal media consumption, third-party software and peripherals occasionally integrated the Glasstron. The PC release of Software:MechWarrior 2: 31st Century Combat included native support for the display, allowing the player to view the cockpit directly inside the headset.[9]

See also

References

  1. ↑ "Reality Check". Electronic Gaming Monthly (Ziff Davis) (85): 14–16. August 1996. 
  2. ↑ 2.0 2.1 McCracken, Harry (2 February 2012). "Sony's Highly Personal, Surprisingly Decent 3D Viewer". Time. https://techland.time.com/2012/02/02/sonys-highly-personal-surprisingly-decent-3d-viewer/. Retrieved 23 September 2016. 
  3. ↑ "Visortron". Baltimore Sun. AP. 10 October 1995. http://www.baltimoresun.com/health/bal-japan-audio-fair20090828125502-photo.html. 
  4. ↑ Free, John (March 1993). "Electronics Newsfront: ...and Visortrons from Japan". Popular Science (March 1993): 26. https://books.google.com/books?id=IDpkBfTEN-4C&q=visortron&pg=PA26. Retrieved 23 September 2016. 
  5. ↑ 5.0 5.1 "Sony Announces New Personal LCD Monitor PC Glasstron" (Press release). Sony. 29 September 1998. Retrieved 23 September 2016.
  6. ↑ "Sony Corporate Info: Projector Head Mounted Display". Sony. http://www.sony.net/SonyInfo/CorporateInfo/History/sonyhistory-n.html. 
  7. ↑ "Glasstron PLM-A35 Operating Instructions". Sony Corporation. 1999. https://www.sony.com/electronics/support/res/manuals/W000/W0009024M.pdf. 
  8. ↑ Edwards, J. (1999). Computer Science '99: Proceedings of the 22nd Australasian Computer Science Conference. Springer. pp. 126–127. ISBN 978-981-4021-54-8. https://books.google.com/books?id=wH1QAAAAMAAJ. Retrieved 30 March 2024. 
  9. ↑ Sperry, Tony (2003). Beyond 3D TV. Lulu Press. p. 39. ISBN 978-1411602939.