A Brief Introduction to Immersive Systems: History of VR (part 1)
According to Oxford Reference, âVirtual reality is a synthetic technology combining three-dimensional video, audio, and other sensory components to achieve a sense of immersion.â Merriam-Webster defines virtual reality as âan artificial environment which is experienced through sensory stimuli (such as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment, also: the technology used to create or access a virtual reality.â
Both of the above definitions focus on the technological aspect of virtual reality, describing it as a contemporary means. However, virtual reality is more than an artificial environment. It is a simulated experience that can be completely different to our reality. The Online Etymology Dictionary defines that the term âvirtualâ was being used meaning âinfluencing by physical virtues or capabilities, effective with respect to inherent natural qualities," as early as the late 1400s. It is also stated that it has been used in the computer sense of "not physically existing but made to appear by software" since 1959. âThe term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick.â
Trying to pinpoint the exact origins of virtual reality has proven to be quite a challenge, considering how difficult it has been to formulate a definition for the concept of an alternative existence. However, in this post, we too will be focusing on the technological milestones that led to todayâs applications of virtual reality, making it an innovative âsoon to be essential- tool.
In 1838, Sir Charles Wheatstone invents the Stereoscope, a device for viewing a stereoscopic pair of separate images, depicting left-eye and right-eye views of the same scene, as a single three-dimensional image.
A 19th century stereoscope:
In 1935, American science fiction writer Stanley Weinbaum presents a fictional model for VR in his short story Pygmalion's Spectacles. In the story, the main character meets a professor who invented a pair of goggles which enabled "a movie that gives one sight and sound [...] taste, smell, and touch. [...] You are in the story, you speak to the shadows (characters) and they reply [...] the story is all about you, and you are in it." This sound a lot like our idea of a tangible painting, doesnât it? (image source)
In 1956, cinematographer Morton Heilig creates Sensorama, the first VR machine (patented in 1962). It is a large booth that can fit up to four people at a time. It combines multiple technologies to stimulate all of the senses: there is a combined full colour 3D video, audio, vibrations, smell and atmospheric effects, such as wind. This is done using scent producers, a vibrating chair, stereo speakers and a stereoscopic 3D screen. Heilig thinks that the Sensorama is the "cinema of the future" and he wants to fully immerse people in their films. Six short films are developed for it.
In 1960, Heilig also patents the Telesphere Mask (image source ), which is the first head-mounted display (HMD). This provides stereoscopic 3D images with wide vision and stereo sound. There is no motion tracking in the headset at this point.
In 1965, Ivan Sutherland, a computer scientist, presents his vision of the Ultimate Display. The concept is of a virtual world viewed through an HMD which replicates reality so well that the user wonât be able to differentiate from actual reality. This includes the user being able to interact with objects. This concept features computer hardware to form the virtual world and to keep it functioning in real-time. His paper is seen as the fundamental blueprint for VR. âThe ultimate display would, of course, be a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal. With appropriate programming such a display could literally be the Wonderland into which Alice walked.â
In 1966, Thomas A. Furness (a.k.a âthe grandfather of VRâ), a military engineer, creates the first flight simulator for the Air Force. This assists in the progression of VR because the military subsequently provides a lot of funding for producing better flight simulators.
In 1968, Sutherland, with his student Bob Sproull, creates the first virtual reality HMD, named The Sword of Damocles. This head-mount connects to a computer rather than a camera and is quite primitive as it can only show simple virtual wire-frame shapes. These 3D models change perspective when the user moves their head due to the tracking system. It was never developed beyond a lab project because it was too heavy for users to comfortably wear; they had to be strapped in because it was suspended from the ceiling.
In 1969, Myron Krueger, a computer artist, develops a succession of "artificial reality" experiences using computers and video systems. He creates computer-generated environments that respond to the people in it. These projects lead to VIDEOPLACE technology which is mentioned later.
In 1972, General Electric Corporation builts a computerised flight simulator which features a 180-degree field of vision by using three screens surrounding the cockpit.
In 1975, Krueger's VIDEOPLACE, the first interactive VR platform, is displayed at the Milwaukee Art Center. It uses computer graphics, projectors, video cameras, video displays and position-sensing technology and it doesn't use goggles or gloves. VIDEOPLACE consistes of dark rooms with large video screens to surround the user in "VR". The users can see their computer-generated silhouettes imitating their own movements and actions - the users' movements are recorded on camera and transferred onto the silhouette. Also, users in different rooms can interact with other users' silhouettes in the same virtual world. This encourages the idea that people can communicate within a virtual world even if they aren't physically close.
In 1977, the Aspen Movie Map is created by MIT. This program enables users to virtually wander through Aspen city in Colorado, like with Google Street View. There are three modes: summer, winter and polygons. It is created using photographs from a car driving through the city. There are no HMDs but it is the use of first-person interactivity and it suggests that VR can transport people to other places.
In 1977, Sayre gloves are created by Daniel J. Sandin and Thomas A. DeFanti, Â at the Electronic Visualization Laboratory, a cross-disciplinary research lab at the University of Illinois at Chicago. These gloves are the first wired gloves. They monitore hand movements by using light emitters and photocells in the gloves' fingers. So when the user moves their fingers the amount of light hitting the photocell varies which then converts the finger movements into electrical signals. This may be the beginning of gesture recognition. Furness creates a working model of a virtual flight simulator, for the military, called the Visually Coupled Airborne Systems Simulator (VCASS). Image of a wired glove:
In 1979, McDonnell-Douglas Corporation integrates VR into its HMD, the VITAL helmet, for military use. A head tracker in the HMD follows the pilot's eye movements to match computer-generated images.
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