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  • War games paintball combatant at Sad Sack's Paintball Park, near Los Angeles, California, USA. MODEL RELEASED.
    USA_MILT_18_xs.jpg
  • Man with Mayan features wearing a straw sombrero in a market in Campeche, Mexico.
    MEX_111_xs.jpg
  • Virtual reality. Jamaea Commodore wears a virtual reality headset and data glove appears immersed in a computer-generated world. Virtual reality headsets contain two screens in front of the eyes, both displaying a computer- generated environment such as a room or landscape. The screens show subtly different perspectives to create a 3-D effect. The headset responds to movements of the head, changing the view so that the user can look around. Sensors on the data glove track the hand, allowing the user to manipulate objects in the artificial world with a virtual hand that appears in front of them. Model Released (1990)
    USA_SCI_VR_28_xs.jpg
  • Virtual reality: Jaron Lanier, head of VPL Research of Redwood City, California, photographed surrounded by demonstration images of the virtual, non-real worlds that VPL have created. Fiber- optic sensors in the black rubber glove Lanier is wearing transmit a user's movements into the computer-generated virtual environment. A user's view of such a world is projected by the computer into 2 eye phones mounted on a headset. Model Released (1990)
    USA_SCI_VR_25_xs.jpg
  • Virtual reality: Jaron Lanier, head of VPL Research of Redwood City, California. Fiber- optic sensors in the black rubber glove Lanier is wearing transmit a user's movements into the computer-generated virtual environment. A user's view of such a world is projected by the computer into 2 eye phones mounted on a headset. Model Released (1990)
    USA_SCI_VR_23_xs.jpg
  • Virtual or artificial reality. Alvar Green, CEO of Autodesk in 1990, Playing Cyberspace, a sophisticated videogame designed by AutoDesk Inc., USA. The computer monitor displays an image of one of Cyberspace's virtual (non-real) environments - a room - into which the player enters by wearing a headset & data glove. Two video images of the environment fit are projected into the eyes, whilst physical interaction is achieved through spatial sensors in the headset & optical fibers woven into the black rubber data glove, which send data to the computer on the player's position & movements in space. Alvar Green Model Released (1990)
    USA_SCI_VR_26_xs.jpg
  • Virtual reality: Jaron Lanier, head of VPL Research of Redwood City, California, photographed surrounded by demonstration images of the virtual, non-real worlds that VPL have created. Fiber- optic sensors in the black rubber glove Lanier is wearing transmit a user's movements into the computer-generated virtual environment. A user's view of such a world is projected by the computer into 2 eye phones mounted on a headset (seen unworn at left, on top of the computer monitor). Model Released (1990)
    USA_SCI_VR_24_xs.jpg
  • Virtual reality: Jaron Lanier, head of VPL Research of Redwood City, California. Fiber- optic sensors in the black rubber glove Lanier is wearing transmit a user's movements into the computer-generated virtual environment. A user's view of such a world is projected by the computer into 2 eye phones mounted on a headset. Model Released (1990)
    USA_SCI_VR_22_xs.jpg
  • New Age meditation technology. Customers relaxing during a 'brain tune-up' session at the Universe of You clinic. Each customer is wearing a Synchro-Energiser. This projects patterns of colored lights into the eyes, and plays the sound of ocean waves into the ears. It is claimed that this helps the wearer to achieve a meditative state, from, which they enjoy deep mental and physical relaxation. Further claims for long-term use of the system include increased creativity, improved memory and improvements in problem- solving and decision-making abilities. A session lasts for 45 minutes. The clinic is in Corte Madera, California. [1988].
    USA_SCI_NEWAGE_01_xs.jpg

Peter Menzel Photography

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