Virtual reality has captivated the imagination of individuals and industries alike in recent times. This immersive experience, achievable through hardware such as headsets and software, has allowed users to explore simulated worlds and interact with artificial three-dimensional environments.
However, the question of who exactly defined the concept of virtual reality remains an intriguing topic.
The creation of virtual reality can be seen as a collective effort involving numerous innovators over the years, but several influential figures stand out.
One such individual is Morton Heilig, who was among the first people to bring together an all-encompassing virtual experience in the mid-20th century. Heilig’s extensive background in engineering, philosophy, and art would lend itself to his pioneering work on virtual reality.
Discussing the early days of virtual reality also necessitates mentioning Sir Charles Wheatstone, who first described the concept of stereopsis in 1838. This notion of perceiving depth through the brain’s processing of visual stimuli from both eyes laid the foundation for later developments in the field, such as the creation of the stereoscope.
As this brief introduction suggests, the history of virtual reality is a rich and fascinating one, with many contributors shaping its progress over the decades.
Early Conceptualisation
Ivan Sutherland
Ivan Sutherland, an American computer scientist, made a significant contribution to the field of virtual reality in the 1960s. He introduced the concept in a pivotal manuscript where he described virtual reality as a window through which a user perceives the virtual world as if it looked, felt, and sounded real, and in which the user could act realistically.
Sutherland’s vision laid the foundation for the development of virtual reality as we know it today.
His most notable invention is the Swords of Damocles, a head-mounted display, which is considered the first virtual reality and augmented reality headset. This groundbreaking device paved the way for further advancements in the field and established Sutherland as a pioneer in virtual reality technology.
Myron Krueger
Another major influencer in the evolution of virtual reality was Myron Krueger, an American artist and computer graphics researcher.
In the 1970s, Krueger developed VIDEOPLACE, an interactive environment that combined real-time video imaging, computer graphics, and digital sensing. This innovative setup allowed users to interact with virtual objects without the need for special goggles or gloves, making it a truly immersive experience.
Krueger’s work in virtual reality focused on exploring the possibilities of human-computer interaction and the creation of shared virtual environments. His innovative ideas and contributions to the field have influenced the development of modern virtual reality experiences and the growing interest in exploring new forms of human-computer interaction.
Jaron Lanier and VPL Research
Jaron Lanier is often considered a founding father of virtual reality. In 1984, he founded VPL Research, one of the first companies to develop and sell virtual reality products. The company’s name, “VPL”, stood for “Virtual Programming Languages”, indicating its focus on creating tools and environments for immersive experiences.
Lanier is credited with coining the terms “Virtual Reality” and “Mixed Reality” during his time at VPL Research. Under his leadership, the company introduced groundbreaking innovations such as VR goggles and wired gloves. These early products helped shape the field of virtual reality and set the stage for the technology’s evolution over the years.
Before founding VPL Research, Lanier and his co-founder Thomas G. Zimmerman worked at video game company Atari. They left in 1985 to pursue their goals in the virtual reality field.
In the late 1990s, Lanier worked on applications for Internet2, a project aimed at advancing Internet-based technologies. Throughout the 2000s, he served as a visiting scholar at various institutions, including Silicon Graphics and several universities.
Today, the influence of Jaron Lanier’s early work can be seen in the widespread use of virtual reality across various industries. Not only has it revolutionised the gaming and entertainment industries, but it has also found applications in fields such as medicine, architecture, and education.
Lanier’s vision for a new level of communication between people through virtual reality continues to inspire researchers and developers across the globe.
Other Pioneers in Virtual Reality
Douglas Engelbart
Douglas Engelbart was an American engineer and inventor who is best known for his work on computer interaction, most notably, the invention of the computer mouse. In the 1960s, Engelbart introduced the concept of interactive computing, paving the way for the development of virtual reality technologies.
His research in human-computer interaction focused on augmenting human intellect, allowing users to interact more intuitively with computer systems. This laid the foundation for further advancements in virtual reality by highlighting the importance of user interaction and sensory feedback.
Morton Heilig
Morton Heilig, a filmmaker and inventor, was a pioneer in the field of virtual reality. In 1962, he created the Sensorama – an arcade-style machine that combined multiple sensory inputs, such as a 3D display, stereo sound, and even wind and aroma, to immerse users in a simulated reality.
The Sensorama was a groundbreaking invention that showcased the potential of virtual environments as a new form of entertainment. Heilig also developed the Telesphere Mask, an early head-mounted display that used stereoscopic images and sound to simulate a 3D environment.
Both the Sensorama and Telesphere Mask are considered significant milestones in the history of virtual reality, demonstrating the possibilities of combining various sensory inputs to create immersive experiences.
In conclusion, both Douglas Engelbart and Morton Heilig played crucial roles in the development of virtual reality technologies.
Engelbart’s work on human-computer interaction provided a foundation for understanding the importance of user interaction, while Heilig’s inventions showcased the potential of multisensory input in creating immersive virtual environments. Their contributions helped shape the evolution of virtual reality as we know it today.
Modern Development and Adoption
Virtual reality (VR) has come a long way since its early beginnings in the 1930s and 1940s with the Link Trainer, a flight simulator used by the US military. The past few decades have seen significant advancements in VR technology, leading to its widespread adoption in various sectors.
Today’s VR devices like the Oculus Rift, HTC Vive, and Sony PlayStation VR are attracting the attention of both users and researchers due to their low cost and high-quality performance.
These devices are the result of years of research and development, which were significantly supported by the US federal government, particularly the Department of Defense, the National Science Foundation, and the National Aeronautics and Space Administration (NASA).
In recent years, the adoption of augmented reality (AR) and VR has surged due to their varied applications in entertainment, education, and even healthcare. The pandemic-induced social distancing restrictions further emphasised the importance of these immersive technologies, allowing people to stay connected while also providing new opportunities for remote learning and work.
The future of VR and AR seems promising, with ongoing research focusing on improving the quality and accessibility of these technologies. Newer devices like Microsoft’s mixed reality interface, the Hololens, are already taking the user experience to new heights by merging the real and virtual worlds.
While VR and AR continue to evolve, their growing prominence raises concerns and challenges. Issues such as privacy, security, and the potential impact on mental health require careful consideration as we embrace these technologies in our everyday lives.
Future Perspectives
Virtual reality (VR) has attracted a significant amount of interest and investment in recent years, especially after Mark Zuckerberg’s acquisition of Oculus for two billion dollars. As VR technology continues to advance, it is expected to have a major impact on various industries and applications.
In the field of entertainment, virtual reality offers immersive experiences that traditional mediums cannot match. Innovative VR displays are being developed, combining both virtual reality and augmented reality elements to create convincing and interactive experiences. These advances are expected to revolutionise the way people consume content and interact with the digital world consciously.
Education and training are other potential areas where VR technology could bring about profound change. Immersive and interactive environments enabled by VR can provide students and professionals with realistic simulations, allowing them to practice real-life scenarios without any risk or adverse impact.
As VR and AR headset designs become more lightweight and comfortable, their adoption in educational institutions and industries is likely to increase.
Healthcare is another domain where virtual reality has shown promising potential. VR applications can be utilised for pain management, medical training, rehabilitation, and mental health therapy. By creating tailored, immersive environments, individuals can receive more effective and personalised treatment plans.
Moreover, as businesses and individuals continue embracing remote work and online collaboration, virtual reality could potentially revolutionise the way we work. VR meetings and shared workspaces can create an entirely new dimension for remote collaboration, where participants share the same virtual environment and can interact more naturally with their colleagues.
As the technology evolves, virtual reality is expected to become more accessible, affordable, and user-friendly. This will lead to more widespread adoption and a greater variety of applications, ultimately shaping the future of how we perceive and interact with the digital world.