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Webcam

Video camera connected to a computer or network

  • 12 min read
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Cropped from original.
Masahiko OHKUBO from Kobe, Japan · CC BY 2.0

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Webcams have been used on the Internet as early as 1993, and the first widespread commercial one became available in 1994. Early webcam usage on the Internet was primarily limited to stationary shots streamed to web sites. In the late 1990s and early 2000s, instant messaging clients added support for webcams, increasing their popularity in video conferencing. Computer manufacturers later started integrating webcams into laptop hardware. In 2020, the COVID-19 pandemic caused a shortage of webcams due to the increased number of people working from home and children attending school remotely.

History

Early development (early 1990s)

First developed in 1991, a webcam was pointed at the Trojan Room coffee pot in the Cambridge University Computer Science Department (initially operating over a local network instead of the web). The camera was finally switched off on August 22, 2001. The final image captured by the camera can still be viewed at its homepage. The oldest continuously operating webcam, San Francisco State University's FogCam, has run since 1994 and is still operating as of September 2026. It updates every 20 seconds.

The SGI Indy, released in 1993, is the first commercial computer to have a standard video camera, and the first SGI computer to have standard video inputs.

The maximum supported input resolution is 640×480 for NTSC or 768×576 for PAL. A fast machine is required to capture at either of these resolutions, though; an Indy with slower R4600PC CPU, for example, may require the input resolution to be reduced before storage or processing. However, the Vino hardware is capable of DMAing video fields directly into the frame buffer with minimal CPU overhead.

The first widespread commercial webcam, the black-and-white QuickCam, entered the marketplace in 1994, created by the U.S. computer company Connectix. QuickCam was available in August 1994 for the Apple Macintosh, connecting via a serial port, at a cost of $100. Jon Garber, the designer of the device, had wanted to call it the "Mac-camera", but was overruled by Connectix's marketing department; a version with a PC-compatible parallel port and software for Microsoft Windows was launched in October 1995. The original Quick Cam provided 320x240-pixel resolution with a grayscale depth of 16 shades at 60 frames per second, or 256 shades at 15 frames per second. These cams were tested on several Delta II launch using a variety of communication protocols including CDMA, TDMA, GSM and HF.

Videoconferencing via computers already existed, and at the time client-server based videoconferencing software such as CU-SeeMe had started to become popular.

The first widely known laptop with integrated webcam option, at a price point starting at US$ 12,000, was an IBM RS/6000 860 laptop and its related ThinkPad 850, released in 1996.

Entering the mainstream (late 1990s)

One of the most widely reported-on webcam sites was JenniCam, created in 1996, which allowed Internet users to observe the life of its namesake constantly, in the same vein as the reality TV series Big Brother, launched four years later. Other cameras are mounted overlooking bridges, public squares, and other public places, their output made available on a public web page in accordance with the original concept of a "webcam". Aggregator websites have also been created, providing thousands of live video streams or up-to-date still pictures, allowing users to find live video streams based on location or other criteria.

In the late 1990s, Microsoft NetMeeting was the only videoconferencing software on PC in widespread use, making use of webcams. In the following years, instant messaging clients started adding webcam support: Yahoo Messenger introduced this with version 5.5 in 2002, allowing video calling in 20 frames per second using a webcam. MSN Messenger gained this in version 5.0 in 2003.

2000s–2019

Around the turn of the 21st century, computer hardware manufacturers began building webcams directly into laptop and desktop screens, thus eliminating the need to use an external USB or FireWire camera. Gradually webcams came to be used more for telecommunications, or videotelephony, between two people, or among several people, than for offering a view on a Web page to an unknown public.

For less than US$100 in 2012, a three-dimensional space webcam became available, producing videos and photos in 3D anaglyph image with a resolution up to 1280 × 480 pixels. Viewers must use 3D glasses to see the effect of three-dimensional images.

2020

With remote work entering the mainstream, the built-in cameras of average laptops were sometimes considered inadequate. Consequently, during the COVID-19 pandemic, a shortage of external webcams in retail occurred. Most laptops before and during the pandemic were made with cameras capping out at 720p recording quality at best, compared to the industry standard of 1080p or 4K seen in smartphones and televisions from the same period. The backlog on new developments for built-in webcams is the result of a design flaw with laptops being too thin to support the 7mm camera modules to fit inside, instead resorting to ~2.5mm. Also, the camera components are more expensive, and there has not been a high level of demand for this feature. Smartphones started to be used as a backup option or webcam replacement, with kits including lighting and tripods or downloadable apps.

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