The history of virtual reality stretches back further than most people realize. Today’s tech, featuring goggles and controllers that bring a three-dimensional (3D) world to life all around us, is based on ideas that were introduced as early as the 1800s; after the invention of photography. These 3D photos had long-lasting appeal. Ever clicked through an old “Viewmaster” to see 3D slides come to life? This is virtual reality in its most basic form, and toys like the Viewmaster are based on photography techniques and 3D imaging that is nearly as old as photography itself.
When Was Virtual Reality Created?
When virtual reality was first invented depends on your definition of when it was created as an idea, versus a basic VR image, versus the headsets, like the Oculus, we use today. Virtual reality as a 3D image emerged in the 1800s, a work of fiction about virtual reality was published in the 1930s, and the first headset was created in the late 1950s. There are multiple key dates and milestones in the virtual reality timeline, including:
- 1961: The first VR headset display was invented.
- 1978: The first VR travel experience is offered.
- 1987: The term “virtual reality” is coined
- 1995: The Nintendo “Virtual Boy” is released.
- 2007: Google “Street View” is announced.
- 2010: The “Oculus Rift” prototype is revealed.
- 2014: Sony releases “PlayStation VR”.
- 2015: Google creates the “Cardboard DIY headset”.
How Virtual Reality Was Invented
Key dates on the VR timeline show how this technology started as an idea and a fantasy to a technology that’s accessible in many places throughout the world. VR technology has come a long way from Ivan Sutherland’s “Sword of Damocles” headset, invented in 1968. This big, unwieldy contraption presented a 3D room that was a very basic example of what was come in the world of virtual reality. A year later, Myron Krueger developed this technology further with the VIDEOPLACE program. His program allowed users to communicate with each other in a computerized environment. Developments in VR tech led to flight simulators, travel simulations, and Sayre gloves that allowed for simulated hand and finger motion.
In 1985, the VPL Research pioneers became the first company to sell VR headsets and the “DataGlove”. In the late ’80s, NASA further developed VR technology to help train astronauts and from there. Technology was accessible enough for Nintendo to create the Power Glove and for arcades to use VR in game systems that anyone could enjoy.
In 2010, the Oculus Kickstarter was launched, and created the modern VR revolution. With video game platforms like PlayStation and Xbox creating VR systems and capabilities, the tech and appeal are spreading. New users join the virtual reality world daily.
As Virtual Reality (VR) technology advances, it becomes significantly integral to professional growth and therapeutic interventions in various sectors. Its integration into domains that demand rigorous confidentiality and data protection emphasizes the necessity of aligning with regulatory frameworks such as HIPAA. Organizations employing VR technology must rigorously follow a comprehensive HIPAA compliance checklist. This ensures that their applications do not only improve health care results but also fulfill strict confidentiality and security standards, rendering their deployment both efficient and ethically responsible.
Who First Invented Virtual Reality?
We can credit the term “virtual reality” to one of the founders of VPL Research, Jaron Lanier. Jaron Lanier and Tom Zimmerman poured research into the field of virtual reality, arguably more so than any other professional. They can be credited as the inventors of the modern virtual reality headsets and controllers that we use today, although they certainly built on the work of many scientists who came before them.
Virtual reality (VR) seems to have even transcended the confines of science fiction into a very real, impact-making technology across various industries. From its beginning until now, the revolution of VR technology has gone through marvelous waves. This article plunges into the history of virtual reality, detailed up to the key milestones, and answers, if not all the questions, one of the critical ones: who actually invented virtual reality? So, let us start on the journey through the virtual worlds that were to determine our digital landscape.
The Genesis of Virtual Reality Concepts
Who invented virtual reality? The concept of virtual reality can be traced back to the 1950s. Morton Heilig, a cinematographer, is often credited with pioneering VR through his invention of the Sensorama in 1957. The Sensorama was an early VR machine that provided multisensory experiences, including sight, sound, smell, and touch. This groundbreaking development set the stage for the immersive technologies we experience today.
1957: Morton Heilig invents the Sensorama
In 1957, Morton Heilig made a significant breakthrough in the realm of immersive technology with the invention of the Sensorama. This pioneering VR machine marked a revolutionary step forward in media consumption, offering users multisensory experiences that transcended traditional forms of entertainment. Heilig’s vision for the Sensorama encompassed a wide range of sensory stimuli, including sight, sound, smell, and touch, thereby providing users with a truly immersive experience.
- Multisensory Immersion: The Sensorama aimed to engage multiple senses simultaneously, allowing users to fully immerse themselves in virtual environments.
- Groundbreaking Technology: Heilig’s invention incorporated cutting-edge features such as stereoscopic displays, stereo speakers, scent emitters, and haptic feedback mechanisms.
- Innovative Experiences: Users could interact with various virtual scenarios, from simulated motorcycle rides to immersive city tours, within the confines of the Sensorama.
1962: Heilig patents the Telesphere Mask
Building upon the success of the Sensorama, Morton Heilig continued to push the boundaries of immersive technology with the patenting of the Telesphere Mask in 1962. This early iteration of a head-mounted display (HMD) served as a precursor to the modern VR headset, offering users a more personal and immersive way to experience virtual environments.
- Head-Mounted Design: The Telesphere Mask introduced a hands-free approach to VR interaction, allowing users greater mobility and freedom of movement.
- Enhanced Visual Experience: Heilig’s invention provided users with a more immersive viewing experience compared to traditional screens, laying the groundwork for future advancements in HMD technology.
- Continued Innovation: The Telesphere Mask represented a significant step forward in the evolution of VR devices, inspiring subsequent generations of researchers and engineers to explore new possibilities in immersive technology.
The 1960s: Ivan Sutherland and the Sword of Damocles
In the 1960s, computer scientist Ivan Sutherland, another contender for who invented virtual reality, made significant contributions with the creation of the Sword of Damocles. Dubbed as the first VR head-mounted display system, it was both primitive and revolutionary. Although rudimentary by today’s standards, it introduced the concept of computer-generated imagery being used to create immersive environments.
1968: Introduction of the Sword of Damocles.
In the landscape of technological innovation, 1968 stands as a pivotal year marked by the emergence of Ivan Sutherland’s groundbreaking creation: the Sword of Damocles. This revolutionary device, while born in an era of rudimentary computing power, ignited a spark that would eventually ignite the flames of modern virtual reality (VR). Sutherland’s vision and ingenuity catapulted the world into uncharted territories of immersive computing, laying the cornerstone for a future where virtual environments would seamlessly intertwine with reality.
- Introduction of Head-Mounted Display: The Sword of Damocles pioneered the concept of integrating a head-mounted display (HMD) into the realm of computing, revolutionizing the way users interacted with virtual environments. By placing the display directly in front of the user’s eyes, Sutherland enabled a level of immersion previously unattainable, heralding the dawn of a new era in human-computer interaction.
- Utilization of Computer-Generated Imagery: Central to the Sword of Damocles was its utilization of computer-generated imagery (CGI) to craft immersive virtual environments. Through the manipulation of pixels and vectors, Sutherland breathed life into digital landscapes, transporting users to realms limited only by the bounds of imagination. Despite the technological constraints of the time, the Sword of Damocles showcased the potential of CGI in creating immersive experiences, foreshadowing the transformative impact it would have on industries ranging from entertainment to education.
- Wireframe Room Graphics: At the heart of the Sword of Damocles lay its ability to render wireframe room graphics, providing users with a rudimentary yet compelling visualization of virtual spaces. While simplistic by contemporary standards, these wireframe representations served as a testament to Sutherland’s pioneering spirit, offering users a tantalizing glimpse into the possibilities of immersive visualization.
Visualization
The Sword of Damocles was not merely a static display of technological prowess; it was a gateway to realms of boundless imagination and exploration.
- Real-Time Perspective Changes: With the Sword of Damocles, users could experience real-time changes in perspective, enabling them to navigate virtual environments with unparalleled freedom. This dynamic interplay between user and environment laid the foundation for future innovations in immersive simulation, fostering a sense of agency and presence within digital worlds.
- Interactive Simulation: Beyond mere visualization, the Sword of Damocles facilitated interactive simulation, allowing users to manipulate objects within the virtual realm. This interactivity added a layer of depth to the user experience, fostering engagement and immersion in ways previously thought impossible.
Legacy and Impact
Although the Sword of Damocles may seem rudimentary by today’s standards, its significance in the history of VR cannot be overstated. Ivan Sutherland’s visionary work paved the way for the development of modern VR technologies, inspiring subsequent generations of researchers, engineers, and innovators to explore the boundless possibilities of immersive virtual environments.
The 1980s: Commercialization Begins
The 1980s emerged as a pivotal era for virtual reality (VR), witnessing the transition from laboratory experiments to the commercialization of VR technology. Companies such as VPL Research, founded by Jaron Lanier in 1985, played a significant role in this transition by developing and selling VR goggles and gloves, thus expanding the accessibility of VR to various industries.
VPL Research and the Expansion of VR Technology
In 1985, Jaron Lanier established VPL Research with the vision of bringing VR technology out of the research labs and into the hands of consumers. Through VPL Research, Lanier aimed to democratize access to VR technology, making it available to industries beyond academia and research institutions.
Year | Event |
1985 | Establishment of VPL Research |
1985 | Introduction of VPL’s VR products |
1985 | Commercialization of VR goggles and gloves |
VPL’s VR Products
VPL Research introduced a range of VR products in the mid-1980s, including VR goggles and gloves, which played a crucial role in expanding the applications of VR technology across various industries.
- VR Goggles: Equipped with high-resolution displays, VPL’s VR goggles provided users with immersive visual experiences, transporting them to virtual environments with unprecedented realism.
- VR Gloves: With VPL’s virtual reality gloves, users could precisely control virtual objects and situations by recording their hand movements and gestures.
Applications of VR Technology
The commercialization of VR technology by VPL Research opened up new avenues for its application across diverse industries, including gaming, medicine, and architecture.
Applications of VR Technology:
- Gaming: Through the provision of immersive gaming experiences that went beyond conventional screen-based interactions, virtual reality technology completely changed the gaming business. Virtual worlds allowed gamers to engage with characters and surroundings in ways that were unthinkable a few years ago.
- Medicine: VR technology found applications in medicine, enabling surgeons to practice complex procedures in virtual environments before performing them on patients. Medical students also benefited from VR simulations for training purposes, gaining hands-on experience in a risk-free virtual setting.
- Architecture: Architects and designers leveraged VR technology to create immersive 3D visualizations of building designs, allowing clients to explore virtual spaces and provide feedback before construction began. VR simulations also facilitated collaborative design processes, enabling teams to work together in virtual environments regardless of geographical locations.
Legacy and Impact
The commercialization of VR technology by VPL Research in the 1980s marked a significant milestone in the evolution of virtual reality. By making VR accessible to industries outside the realm of academia, VPL Research paved the way for its widespread adoption and integration into various aspects of society. The legacy of VPL’s VR products continues to influence the development of VR technology today, shaping the way we interact with digital environments and transforming industries across the globe.
The 1990s: VR Enters the Gaming World
The 1990s marked a transformative period in the history of virtual reality (VR), as the technology began to make significant inroads into the gaming industry. Two of the most prominent players in the gaming market, Sega and Nintendo, made bold attempts to commercialize VR headsets for the consumer market during this era. While these endeavors faced challenges and technical limitations, they laid important precedents for the future of VR gaming.
Sega VR Headset (1991)
In 1991, Sega announced the development of the Sega VR headset, aiming to revolutionize gaming by immersing players in virtual worlds like never before. The Sega VR headset was designed to provide users with an immersive gaming experience, leveraging cutting-edge technology to transport players into virtual environments.
- Immersive Gameplay: The Sega VR headset promised to immerse players in virtual environments, offering a heightened sense of presence and immersion.
- Head Tracking Technology: Utilized head-tracking technology to allow players to look around the virtual environment, enhancing the sense of realism and interactivity.
- Stereoscopic Displays: Incorporated stereoscopic displays to provide players with a 3D visual experience, adding depth to the virtual worlds they explored.
Despite the ambitious vision behind the Sega VR headset, technical challenges and concerns over user safety ultimately led to the project’s cancellation before it could be released to the mass market. Issues such as motion sickness and discomfort experienced by some users highlighted the need for further advancements in VR technology.
Nintendo Virtual Boy (1995)
In 1995, Nintendo ventured into the realm of virtual reality with the release of the Virtual Boy console. Marketed as a portable gaming system capable of delivering immersive 3D gameplay, the Virtual Boy garnered significant attention upon its release.
- Stereoscopic 3D Display: The Virtual Boy featured a stereoscopic 3D display, offering players a sense of depth and immersion in their gaming experiences.
- Red Monochrome Graphics: Utilized red monochrome graphics to create visual depth, although limited color options were available.
- Immersive Sound: Integrated immersive sound technology to enhance the gaming experience, providing players with audio cues and feedback.
Despite its innovative design and unique features, the Nintendo Virtual Boy faced several challenges that ultimately limited its success in the gaming market. Issues such as the high price point, limited game library, and discomfort caused by prolonged use contributed to its commercial failure.
Legacy and Impact
While the Sega VR headset and Nintendo Virtual Boy may not have achieved the commercial success their creators had hoped for, their contributions to the gaming industry and the development of VR technology cannot be understated. These pioneering efforts paved the way for future advancements in VR gaming, inspiring a new generation of developers and enthusiasts to explore the potential of immersive virtual experiences.
The 2000s: Technological Advancements
The 2000s witnessed a surge in technological advancements that propelled virtual reality (VR) to new heights, transforming the way we interacted with digital environments. Faster processors, improved graphics capabilities, and increased accessibility played pivotal roles in enhancing the VR experience, while the emergence of startups dedicated to VR further fueled innovation and exploration in the field.
Technological Advancements in the 2000s
The 2000s ushered in a wave of technological advancements that revolutionized the VR landscape, paving the way for more immersive and realistic virtual experiences.
- Faster Processors: The development of faster processors enabled VR systems to handle more complex computations and render graphics with greater speed and efficiency. This resulted in smoother and more responsive VR experiences, reducing latency and enhancing overall performance.
- Better Graphics: Improved graphics capabilities led to enhanced realism in virtual environments, with higher-resolution textures, detailed models, and advanced lighting effects. These advancements contributed to a more immersive and visually stunning VR experience, blurring the lines between the virtual and real worlds.
- Increased Accessibility: Lower costs and better availability of VR hardware and software made virtual reality more accessible to a wider audience. This democratization of VR technology enabled more people to experience immersive virtual environments firsthand, driving adoption and innovation in the field.
Rise of VR Startups
The 2000s also witnessed the emergence of several startups dedicated to advancing VR technology and exploring its potential applications across various industries.
- Innovation: VR startups played a crucial role in driving innovation within the VR industry, developing new hardware, software, and applications that pushed the boundaries of what was possible with virtual reality technology.
- Diversification: The rise of VR startups led to a diversification of VR experiences, with companies exploring new use cases and applications for VR technology beyond gaming and entertainment. This expansion of the VR ecosystem fostered creativity and experimentation, leading to new breakthroughs and discoveries.
- Collaboration: VR startups often collaborate with established companies and research institutions to leverage their expertise and resources, facilitating cross-disciplinary collaboration and knowledge sharing within the VR community.
Legacy and Impact
The technological advancements and entrepreneurial spirit of the 2000s laid a solid foundation for the continued growth and development of virtual reality technology in the years to come. The improvements in processing power, graphics capabilities, and accessibility made VR more immersive, engaging, and accessible than ever before, opening up new possibilities for entertainment, education, training, and beyond.
2010s: The Modern Age of VR
The 2010s heralded the dawn of the modern era of virtual reality (VR), characterized by significant advancements in hardware, software, and accessibility. The launch of the Oculus Rift in 2012, initially a Kickstarter project, served as a catalyst for the widespread adoption of VR technology, while Facebook’s acquisition of Oculus VR in 2014 for $2 billion underscored the market’s belief in the immense potential of VR.
Oculus Rift: A Game-Changer for VR
In 2012, Palmer Luckey, a young entrepreneur, launched a Kickstarter campaign for the Oculus Rift, a groundbreaking VR headset that promised to revolutionize the way people experienced virtual worlds. The campaign quickly gained traction, attracting widespread attention and support from enthusiasts, developers, and investors alike.
Year | Event |
2012 | Launch of Oculus Rift Kickstarter Campaign |
2014 | Facebook Acquires Oculus VR |
Facebook’s Acquisition of Oculus VR
In 2014, Facebook made headlines with its acquisition of Oculus VR, the company behind the Oculus Rift, for a staggering $2 billion. The acquisition signaled Facebook’s strategic move into the VR space and underscored the growing importance of VR technology in the tech industry.
Impact and Implications
The launch of the Oculus Rift and its subsequent acquisition by Facebook had profound implications for the VR landscape, shaping the trajectory of the industry and driving innovation in new directions.
- Market Validation: Facebook’s acquisition of Oculus VR validated the market’s belief in the potential of VR technology, signaling a significant milestone in the mainstream acceptance of VR as a viable platform for entertainment, communication, and more.
- Technological Advancements: The success of the Oculus Rift spurred rapid advancements in VR hardware and software, with competitors entering the market and pushing the boundaries of what was possible with VR technology.
- Ecosystem Development: The Oculus Rift ecosystem flourished, with developers creating a wide range of immersive experiences, from games and simulations to social VR applications and educational content.
- Accessibility: The Oculus Rift’s success made VR more accessible to consumers, driving down costs and expanding the reach of VR technology to a broader audience.
Current Applications of VR
In the contemporary landscape, virtual reality (VR) extends far beyond the realm of gaming, finding diverse applications across multiple sectors such as education, healthcare, and real estate. These applications showcase the versatility of VR technology and its ongoing evolution as a transformative tool in various industries.
Education: Virtual Classrooms and Simulations
Virtual reality has revolutionized the education sector by providing immersive learning experiences that transcend traditional classroom settings. Virtual classrooms enable students to interact with educational content in a dynamic and engaging manner, fostering deeper understanding and retention of complex concepts.
- Virtual Classrooms: VR technology facilitates virtual classrooms where students can attend lectures, participate in discussions, and collaborate on projects with peers from anywhere in the world. This promotes inclusivity and access to education for students in remote areas or those with mobility challenges.
- Simulations: VR simulations allow students to explore and practice real-world scenarios in a safe and controlled environment. From science experiments to historical reenactments, VR simulations enhance experiential learning and provide hands-on training across various disciplines.
Healthcare: Surgery Simulation and Therapy
In the healthcare sector, virtual reality has emerged as a valuable tool for medical training, patient care, and therapy. VR simulations enable surgeons to practice complex procedures in a realistic virtual environment, enhancing their skills and reducing the risk associated with live surgeries. Additionally, VR therapy has proven effective in treating various mental health conditions by providing immersive experiences that promote relaxation and stress relief.
- Surgery Simulation: VR-based surgical simulations offer surgeons a platform to practice procedures, refine techniques, and familiarize themselves with anatomical structures before performing surgeries on patients. This improves surgical outcomes and patient safety while reducing the need for cadaveric training.
- Therapy: VR therapy, also known as virtual reality exposure therapy (VRET), is used to treat phobias, PTSD, anxiety disorders, and other mental health conditions. Patients are exposed to virtual environments that replicate triggering situations, allowing them to confront and manage their fears in a controlled setting under the guidance of a therapist.
Real Estate: Virtual Tours and Property Visualization
In the real estate industry, virtual reality has revolutionized the way properties are marketed and showcased to potential buyers. Virtual tours and property visualizations enable clients to explore homes, apartments, and commercial spaces in immersive 3D environments, providing a realistic sense of scale, layout, and design.
- Virtual Tours: VR-powered virtual tours allow prospective buyers to navigate properties remotely, exploring every room and corner as if they were physically present. This saves time and resources for both buyers and real estate agents while enhancing the overall viewing experience.
- Property Visualization: VR technology enables developers and architects to create realistic 3D visualizations of planned construction projects or interior designs. Clients can visualize their future homes or commercial spaces before they are built, facilitating better decision-making and reducing the risk of design errors.
Conclusion
The history of virtual reality is a testament to human ingenuity and curiosity. From Morton Heilig’s early innovations to the modern headsets and beyond, VR continues to expand its boundaries. The question of who invented virtual reality is not about a single inventor but a community of developers and visionaries who have each contributed to its story. As we look forward to the next chapter of VR, one thing is certain: the virtual worlds we create are only going to get more expansive and realistic, continuing to transform our physical and digital lives.
FAQ
Morton Heilig is considered one of the pioneers, but many contributors like Ivan Sutherland and Jaron Lanier have played significant roles.
From the Sensorama to the Oculus Rift, VR technology has evolved from simple multisensory machines to sophisticated head-mounted displays.
Besides gaming, VR is used in education, healthcare, real estate, and more, providing immersive experiences that enhance learning, training, and entertainment.