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When I was browsing at a local thrift store, I came across something that I might have picked up — if I didn't already have one in storage somewhere.
This is the Sony Watchman FD-C290 TV/Radio alarm clock. It has an LED clock display, an AM/FM radio, and a tiny television. You'd expect something of this size to be a little LCD display, and ten or twenty years later you'd be right — but this little guy came out in the late 1980s, so those didn't exist. No, this thing has a CRT.
(This photo is taken from a teardown of the related FD-20 by experimental-engineering.co.uk .)
Now, the story of how I came to have one of these is a bit odd. My senior year in high school — 1993-4 — I got together with another guy in my class to do a science fair project. Now, we were in rural Wyoming, and it was pretty rare for even people in big cities to have access to the internet, but our bright idea was to build a virtual reality setup.
I'd picked up a book with a CD attached which included a software package called Rend386, which would display, in real time and on 80386 and 80486 PCs, very constrained virtual worlds. These were incredibly simple, of course; to my memory it was primitive-based, where you could define cubes, cylinders, and spheres, and combine those into more complex shapes, with a degree of animation and interactivity possible. I don't think there were hardware 3d graphics available yet at all in the PC world, so this was all running on incredibly overtaxed CPUs. But it did give a glimpse of what VR would become.
The software supported two bits of repurposed game hardware: the active 3d glasses Sega made for the Master System, and the Nintendo Power Glove. By some coincidence, those two items, and a couple of Sony Watchmans (one standalone and one in a clock radio), were standing dusty on the electronics shelf of the local Ben Franklin/Ace Hardware, and by further coincidence my mom worked there at the time; she talked her boss into discounting the stuff to be purchasable by our meager funds.
The glasses worked by blocking one eye, then the other, while you looked at a screen that showed the scene from each eye's viewpoint in synchrony. The PowerGlove worked by having bend sensors to detect your hand making a fist, and ultrasonic sensors to detect its position in 3d space. The book gave directions for building a circuit to interface the two to a PC, which my friend followed, since he was the one who knew how to solder. (I wouldn't learn until decades later.) And this all actually worked, most of the time — you could steer your avatar, rendered by a single floating hand, around the simple world via joystick, see everything in 3d, and pick up and drop designated objects by moving your hand into them and making a fist. Of course, the frame rate was terrible, and using the glasses cut that in half, but it was all pretty exciting at the time. One of the big demos was navigating around some objects and walking onto a Ferris wheel, which would lift you up in the air and everything.
The book had some stuff about getting two VGA cards to run on the same machine, in order to output the two stereo views at the same time, and to use expensive displays and optics to create a head-mounted display. But our quick-and-dirty plan was to take the VGA signal from the computer, convert that down to NTSC video and use an RF modulator to put it on a TV channel, and feed it into the two Watchmans, which we'd affix to the glasses, one attached over each eye; they'd both be showing both views, but you'd only be able to see the proper ones. Unfortunately, we ran out of time and technical skills, and the science fair hit when we were still displaying on a big CRT. We actually went to the state science fair with that project, though it didn't get much love from the judges there.
I inherited most of the equipment afterwards — my friend claimed the standalone Watchman — and I'm not entirely sure if I still have the PowerGlove or not. But I do have the clock radio. Somewhere.
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