Engineering:Glasstron
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
- ↑ "Reality Check". Electronic Gaming Monthly (Ziff Davis) (85): 14–16. August 1996.
- ↑ 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.
- ↑ "Visortron". Baltimore Sun. AP. 10 October 1995. http://www.baltimoresun.com/health/bal-japan-audio-fair20090828125502-photo.html.
- ↑ 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.
- ↑ 5.0 5.1 "Sony Announces New Personal LCD Monitor PC Glasstron" (Press release). Sony. 29 September 1998. Retrieved 23 September 2016.
- ↑ "Sony Corporate Info: Projector Head Mounted Display". Sony. http://www.sony.net/SonyInfo/CorporateInfo/History/sonyhistory-n.html.
- ↑ "Glasstron PLM-A35 Operating Instructions". Sony Corporation. 1999. https://www.sony.com/electronics/support/res/manuals/W000/W0009024M.pdf.
- ↑ 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.
- ↑ Sperry, Tony (2003). Beyond 3D TV. Lulu Press. p. 39. ISBN 978-1411602939.
