Difference between revisions of "Ono-Sendai"
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==Company== | ==Company== | ||
− | Founded in 1991 and officially incorporated on January 8, 1992{{ref|https://www.cabusinessdb.com/company/1521743/}}, Ono-Sendai was one of the first generation of virtual reality companies to explore the new medium{{ref|https://medium.com/ghvr/tc-shanghai-2016-8ad6c097262d}}, as well as the very first to design and develop products intended for an inexpensive personal consumer market (as opposed to industrial and corporate use.){{ref|https://spectrum.ieee.org/sense-and-sensoribility}} | + | Founded by virtual reality entrepreneur [[Mark Pesce]] in 1991, and officially incorporated on January 8, 1992{{ref|https://www.cabusinessdb.com/company/1521743/}}, Ono-Sendai was one of the first generation of virtual reality companies to explore the new medium{{ref|https://medium.com/ghvr/tc-shanghai-2016-8ad6c097262d}}, as well as the very first to design and develop products intended for an inexpensive personal consumer market (as opposed to industrial and corporate use.){{ref|https://spectrum.ieee.org/sense-and-sensoribility}} |
==External links== | ==External links== |
Revision as of 04:19, 1 October 2021
Ono-Sendai Corporation | ||
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Founded: 1991[1] | ||
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Ono-Sendai Corp. was an American virtual reality hardware developer notable for being contracted by Sega of America to produce the unreleased Sega Mega Drive virtual reality headset Sega VR.[1] Named for the fictional corporation from the 1984 William Gibson cyberpunk novel Neuromancer, Ono-Sendai was the first consumer-oriented virtual reality company.[3]
Company
Founded by virtual reality entrepreneur Mark Pesce in 1991, and officially incorporated on January 8, 1992[2], Ono-Sendai was one of the first generation of virtual reality companies to explore the new medium[1], as well as the very first to design and develop products intended for an inexpensive personal consumer market (as opposed to industrial and corporate use.)[3]
External links
- Learning from History: How to make VR bigger than the Web article by Mark Pesce at Medium