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Copy from https://en.wikipedia.org/wiki/VPL_Research . Originally licensed under CC BY SA 4.0. https://creativecommons.org/licenses/by-sa/4.0
{{short description|Virtual reality company}}
'''VPL Research''' was one of the first companies that developed and sold [[virtual reality]] products. It was founded by computer scientist [[Jaron Lanier]] in 1984.<ref>{{Cite web|title=VPL Research {{!}} C-SPAN.org|url=https://www.c-span.org/organization/?112710/VPL-Research|access-date=2021-01-22|website=www.c-span.org}}</ref> "VPL" stood for "Virtual Programming Languages".<ref>{{Citation |last=Burbules |first=Nicholas C. |title=Rethinking the Virtual |date=2006 |url=https://doi.org/10.1007/978-1-4020-3803-7_1 |work=The International Handbook of Virtual Learning Environments |pages=37–58 |editor-last=Weiss |editor-first=Joel |access-date=2023-10-12 |place=Dordrecht |publisher=Springer Netherlands |language=en |doi=10.1007/978-1-4020-3803-7_1 |isbn=978-1-4020-3803-7 |editor2-last=Nolan |editor2-first=Jason |editor3-last=Hunsinger |editor3-first=Jeremy |editor4-last=Trifonas |editor4-first=Peter}}</ref> In 1990, VPL Research filed for bankruptcy and in 1999 all of its patents were bought by [[Sun Microsystems]].<ref>{{Cite magazine|title=Sun Snaps Up Original VR Patents|language=en-us|magazine=Wired|url=https://www.wired.com/1998/02/sun-snaps-up-original-vr-patents/|access-date=2021-01-22|issn=1059-1028}}</ref>

VPL's funding came in part from [[Marvin Minsky]].<ref>{{cite web |title=Virtual reality: spreadsheets for industry - tutorial |url=https://web.archive.org/web/20110222002357if_/http://findarticles.com/p/articles/mi_m0REL/is_n10_v90/ai_9543499/pg_6 |website=BNET |publisher=CBS |access-date=11 March 2024}}</ref>

==Products==
[[File:VPL DataSuit 1.jpg|200px|right|thumb|A VPL Research DataSuit, a full-body outfit with sensors for measuring the movement of arms, legs, and trunk. Developed circa 1989. Displayed at the Nissho Iwai showroom in Tokyo]]

===The DataGlove===
This device originally started as an input system for computers. It was later used for virtual reality systems. [[Thomas G. Zimmerman|Thomas Zimmerman]] invented the prototype of the DataGlove and began looking for other people to help work on it. The device used 6502 microcontrollers. Zimmerman met [[Mitch Altman]] and asked him to join VPL part-time because Altman knew how to program the microcontrollers.<ref>{{cite video |people=Altman, Mitch |publisher=Terndrup, Matthew |title=An Interview with Mitch Altman (Inventor and Virtual Reality Pioneer from the 80's) |url=https://www.youtube.com/watch?v=5TrRO_j_efg#t=2148}}</ref>

The system was wired to a computer. It was interactive and contained fiber-optic bundles to track movements and orientation. That data would then be transmitted to the computer so that the information could be duplicated virtually. It allowed for people to manipulate and re-orient virtual objects. Applications for this wearable device centered on input computer control, gaming, and also the potential for remote surgery.

===The EyePhone===
This was a head mounted display (HMD) that was meant to immerse users into a computer simulation. It could track head movements. The headset used [[Fresnel lens|Fresnel lenses]].<ref>{{cite book|last1=Delaney|first1=Ben|title=Sex, Drugs and Tessellation: The Truth About Virtual Reality, as Revealed in the Pages of CyberEdge Journal|date=2014 |isbn=978-1500893293|page=274|publisher=CyberEdge Information Services |url=http://www.bendelaney.com/services.writer.sd&t.html}}</ref>

===The DataSuit===
The DataSuit was a full-body outfit with sensors for measuring the movement of arms, legs, and trunk.

==Team members==
;R&D team
* [[Jaron Lanier]]
* [[Mitch Altman]]
* [[Thomas G. Zimmerman|Thomas Zimmerman]]
* Chuck Blanchard
* Steve Bryson
* Young Harvill – In his spare time, Harvill created a program called Swivel 3D which was used for creating computer art. It gave the users the ability to generate virtual worlds on a Macintosh computer. He licensed that software to VPL. Shortly after, Harvill joined VPL as their fourth employee in 1985. During his time there, he worked on a project called "Reality Built for Two (RB2)" which was the first VR system at that time. He also helped with the Data Glove as well.<ref>{{cite web|title=Techie Entrepreneurs – Young Harvill|url=http://www.evergreen.edu/magazine/2008spring/harvill|publisher=Evergreen Magazine|date=2015-06-17}}</ref>
* Jeff Wright – Worked with Lanier and Blanchard on the Embrace visual programing language from 1988 to 1991. In his Dec. 1989 Computer Graphics World article "Altered States: a software developer's vision of the future of virtual reality" he asked, "What would it mean for people to be able to choose and create their own reality?" speculating that it would "... make people aware of the fact that they already do that, whether or not they realize it, in the natural construction of ordinary reality."<ref>{{Cite news|title=Altered States: a software developer's vision of the future of virtual reality|language=en-us|work=Computer Graphics World|url=https://link.gale.com/apps/doc/A7942350/AONE?u=spl_main&sid=AONE&xid=0db4bab5|access-date= 2020-06-15|issn=0271-4159}}</ref>
* David Levitt
* Marc deGroot
* Mark Oberman
;Management
* [[Jaron Lanier]]
* Jean-Jacques Grimaud - Co-founder, President, VP of Engineering<ref>{{cite web|url=http://www.linkedin.com/pub/jean-jacques-grimaud/0/35/54/en |title=Jean-Jacques Linkedin Profile Page}}</ref>
;Associated people
* [[Timothy Leary]] – When Leary got out of jail, he was interested in finding legal ways to explore consciousness which led him to working with individuals at VPL.<ref>{{cite video |people=Altman, Mitch |publisher=Terndrup, Matthew |title=An Interview with Mitch Altman (Inventor and Virtual Reality Pioneer from the 80's) |url=https://www.youtube.com/watch?v=5TrRO_j_efg#t=4611}}</ref>

==In popular culture==
*The Data Suit and EyePhone were featured in the 1992 science fiction film ''[[The Lawnmower Man (film)|The Lawnmower Man]]''.
*Based on VPL's $10,000 Data Glove, [[Mattel]] rushed its $90 [[Power Glove]] to market, becoming "one of the hottest gift items of the 1989 holiday season" and selling 1.3 million worldwide, but disappointed buyers with its lack of functionality in video games for the [[Nintendo Entertainment System]].<ref>{{cite web|title=An Oral History of Nintendo's Power Glove|url=https://www.mentalfloss.com/article/91939/losing-their-grip-oral-history-nintendos-power-glove|publisher=Mental Floss – online magazine|date=2017-02-22}}</ref>

==References==
{{Reflist}}

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