HISTORY115 - Virtual Reality
I have long wanted to understand
how virtual reality works and the history of its development. I’ve looked at it several times in the past
as a possible blog subject, but was discouraged by its complexity and a seeming
lack of organized, understandable (to me) source materials. On several recent articles, I used the newly-available
AI/chatGPT summaries in my Google research and found that they really opened up
my research world, providing very well organized, comprehensive, understandable
explanations of key issues (with sources listed) and thus a handy framework to
expand my research.
So, I decided that now was the
time to tackle the history of virtual
reality. My general challenge is
for me to understand and appreciate this evolving technology, and to create an
article that the reader can understand, enjoy, and learn from.
My specific challenge is to
overcome a huge limitation: I am unable
to demonstrate this amazing technology in this format (without the required
equipment). After a false start, I
decided to first describe the full-up VR technology that is available today,
including some of the fantastic ways it can be used. I want the reader to appreciate how wonderful
and important VR is, before getting into the history of its development.
I will list my principal sources
at the end.
Introduction
Virtual Reality (VR) is
a technology that allows users to immerse themselves in a simulated,
computer-generated, three-dimensional (3D) environment, interacting with it as
if they were physically present - a lifelike experience that looks and
seems real.
This
artificial environment can be similar to, or entirely different from, the real
world.
VR typically incorporates visual and sound effects, and
may also create sensations of touch by applying forces, vibrations,
or motions to the user.
A person immersed in VR environment is able to look around
the artificial world, move around in it, and interact with it (explore and
manipulate virtual objects).
The virtual effect is created by specialized hardware and
software, including VR headsets, consisting of a head-mounted
display with a small screen in front of the eyes that look through
stereoscopic 3D lenses with head motion tracking to allow users to explore
interact with virtual world as if they were physically present. Virtual effects can also be experienced in specially-designed
rooms with multiple large screens. Computer
software, includes 3D modeling, animation, and physics simulations, which
generate realistic and immersive environments.
Hand-held VR controllers translate user physical movements into digital actions, enabling them to pick up objects, navigate virtual spaces, and interact with virtual elements in an intuitive and immersive way.
Modern example of a user operating in a virtual environment created by his headset, and using a VR controller in each hand
Applications
of the evolving VR technology include those listed below. There are many other current and emerging
applications.
Gaming: Gaming was/is
a major driver of commercial VR technology, offering highly immersive and
interactive experiences with realistic graphics and 3D environments.
Training: VR is revolutionizing training across industries.
Pilots can train in realistic flight simulators, and construction
workers can learn to operate heavy machinery without real-world risks.
Surgeons can practice complex procedures in a safe, simulated
environment.
Education:
VR offer engaging and interactive
educational experiences, such as virtual field trips to historical sites,
museums, art galleries, or scientific demonstrations. For example,
in a well-designed immersive VR art gallery environment, you can walk closer to
a particular painting to get a better view. VR allows for a level of proximity
and detail that might not be possible in a physical gallery due to ropes,
barriers, or crowds.
Healthcare: VR is being used for therapeutic purposes, including
pain management, physical rehabilitation, and mental health treatment. It
can also aid in medical diagnosis and surgical planning.
Architecture
and Design: VR allows
architects and designers to visualize buildings and spaces in 3D, making it
easier to make design decisions and showcase projects to clients. It also
helps in visualizing interior designs and testing spatial layouts.
Marketing
and Sales: VR allows
businesses to create immersive product demonstrations and virtual showrooms.
This can enhance customer engagement and provide a more compelling brand
experience.
Virtual
tourism: With VR you
can exploring tourist destinations from the comfort of home. For example,
in an immersive national park scene, you can move around and view spectacular scenery
from different distances and angles.
Sports:
VR is finding diverse
applications in sports, ranging from athlete training and performance
enhancement to fan engagement and injury rehabilitation. VR can improve
skills, analyze performance, and create new ways for fans to experience sports. For example,
baseball players can see pitches and take batting practice in an immersive VR
environment. Batters can improve their timing, pitch recognition, and
make game-speed swing decisions without a batting cage or live pitching. They
can work on specific drills designed to improve different aspects of hitting,
like pitch recognition or hitting to specific areas of the field.
I
want to stress the point that these applications are real! There are several platforms available today
for each application.
As we transition to the history of VR development,
you will see that VR has been in continuous development for almost a century,
with many contributors gradually, step-by-step inventing and assembling the
building block technologies and systems that evolved and are integrated into
today’s VR systems.
Precursor Development: Stereoscope
In
1838, English physicist and inventor Charles Wheatstone’s research demonstrated
that the brain processes the different two-dimensional images from each eye
into a single object of three dimensions.
Viewing two side by side stereoscopic images or photos through a
stereoscope gave the user a sense of depth and immersion.
In 1849, another British scientist, David Brewster, invented
an improved stereoscope, which he called a "lenticular stereoscope"
and which became the first portable 3D-viewing device. He also invented the stereoscopic camera that
used double-lensed cameras, thereby replicating the two images received by our two
eyes and producing a pair of photos that provided a 3D image when seen through
a special viewer.
The
design principles of the stereoscope are used today in VR head-mounted
displays.
An early lenticular stereoscope.
VR Concept
Exploration and Pioneering Inventions (1930s-1960s)
VR development between the 1930s and
1960s was characterized by early exploration of immersive experiences and
pioneering inventions laying the groundwork for future VR technology.
Science Fiction and the First Flight
Simulation (1930s and 1940s)
Science Fiction Inspiration: Stanley G. Weinbaum's 1935
science fiction story, "Pygmalion's Spectacles," introduced the idea
of goggles that allowed the wearer to experience a fictional world through
multiple senses, anticipating many aspects of modern VR.
First Flight Simulation: In the mid-1930s, after several fatal
crashes during Army Air Corps air mail flights, when pilots faced difficulties
flying in bad weather without proper instrument flight training, the Link
Trainer was used for pilots to practice flying by instruments. Invented in 1929 by Edwin Alber Link, the
electromechanical device could simulate the motions and sensations of flight on
the ground. The Link Trainer's significance grew rapidly, especially during
World War II, when it became a crucial tool for training over half a million
pilots from various Allied nations. The trainer played a vital role in
preparing pilots for combat missions by providing a safe and effective way to
practice flying in different scenarios. This marked the true beginning of
the flight simulation industry, providing an early example of an immersive
training device.
![]() |
The first electromechanical flight simulator was used to train pilots for World War II. |
Multisensory Immersion and Early Head-Mounted
Displays (1950s)
Multisensory Immersion: Morton Heilig, a
cinematographer, designed the Sensorama in the mid-1950s, a mechanical
device featuring a stereoscopic display of 3D film, fans, smell generators,
stereo sound, and a vibrating chair for a multi-sensory experience.
Morton Heilig’s Sensorama simulated all the senses.
Head-Mounted Displays (HMDs): Heilig also developed the Telesphere
Mask in the late 1950s, which provided stereoscopic 3D and wide vision with
stereo sound, considered an early iteration of an HMD.
Foundational Technologies (1960s)
Motion Tracking: Philco Corporation engineers
developed Headsight in 1961, a surveillance system to allow for
immersive remote viewing of dangerous situations by the military. The system had a head-mounted display that
tracked head movement.
The Ultimate Display: Harvard Professor Ivan
Sutherland's concept of the Ultimate Display in 1965 envisioned a
virtual world that could be indistinguishable from reality through advanced HMD
technology and interaction. This paper
would become a core blueprint for the concepts that encompass virtual reality
today.
The Sword of Damocles: In 1968, Sutherland and his
student Bob Sproull created the Sword of Damocles, an early HMD system
capable of displaying simple wire-frame 3D models (geometric shapes) and
tracking head movement. The name "Sword of Damocles" came from the
system's heavy, ceiling-mounted structure, which resembled the mythical sword
hanging precariously over Damocles' head. The HMD system required a mechanical structure suspended from the ceiling
to track the user's head movements and update the virtual environment
accordingly. This groundbreaking invention laid the foundation for the
virtual reality devices we use today.
Harvard Professor Ivan Sutherland created the first head-mounted display system for use in an immersive computer simulation.
Artificial Reality: In 1969, American inventor
Myron Krueger began developing interactive computer-generated environments
(that responded to the people in it), leading later to his work on artificial
reality experiences (see below).
This period from the 1930s to the
1960s laid the conceptual and foundational technological groundwork for virtual
reality, progressing from fictional concepts to early immersive experiences and
rudimentary head-mounted displays.
Key Advancements and Exploration of
Applications (1970s-1990s)
From
the 1970s to the 1990s, VR development saw significant strides, moving from
experimental lab projects towards commercial applications, although with mixed
success.
Early
Stages (1970s)
Pioneering
Systems: Research
institutions and the military started exploring the potential of VR for tasks
like flight simulation and training.
General Electric developed a flight simulator with a 180-degree view.
Early
Virtual Worlds: MIT
created the Aspen Movie Map, a pioneering virtual tour of Aspen,
Colorado using photographic images.
Interactive
Environments: Myron
Krueger developed Videoplace, an artificial reality laboratory allowing
users to interact with computer-generated graphics and each other's silhouettes
through video projections.
Emerging
Technologies (1980s)
VR Devices: The
term "virtual reality" was popularized by Jaron Lanier, an American computer scientist, visual
artist, computer philosophy writer, technologist, futurist,
and composer of contemporary classical music. In 1984, Lanier
founded VPL Research, the first company to sell VR
products. They developed devices such as
the DataGlove (for hand gesture interaction) and the EyePhone (a
head-mounted display).
Jaron Lanier is considered to be a founder of VR.
Improved
HMDs: NASA's
Ames Research Center developed the Virtual Interface Environment Workstation
(VIEW), which used the LEEP optical system to create a realistic sense of depth and
immersion by providing a wide field of view.
The system also employed gloves
for tactile input, speech recognition, and gesture tracking.
Military
Simulations: Early VR
development received substantial investment from the military, particularly for
flight simulators, training, and decision-making systems. Thomas Furness developed the Super Cockpit
flight simulator with advanced features like 3D maps and real-time sensory
data.
Early
Commercial Attempt: Atari
founded a VR research lab, but it closed due to the video game crash of
1983-1985, a
large-scale recession in the video game industry in the
U.S., attributed to market saturation and poor quality.
Increased
Interest and Applications (1990s)
Commercial VR: Arcade
VR machines offered immersive multiplayer experiences with headsets and wearable
electronic gloves, providing
users with the sense of touch, achieved through electrical stimulation to the
hand and fingers, simulating tactile sensations like pressure, vibration, and
even temperature.
Home
VR Systems: Sega
announced the Sega VR headset, though it was eventually canceled. Nintendo launched the Virtual Boy
console, but it failed commercially due to various limitations.
Institutional
Use: NASA
scientists created VR systems for applications like controlling Mars
rovers. Researchers utilized VR for
exposure therapy to treat PTSD in Vietnam veterans.
Medical
Simulation: Medical
simulations began to take off, utilizing VR technologies for surgical training
and other applications.
CAVE
Systems: The Cave
Automatic Virtual Environment (CAVE) system was introduced, allowing users
to enter room-sized virtual environments projected onto walls.
For complete immersion, CAVE systems incorporated 360-degree cameras capable of capturing the entire surrounding space for a complete virtual reconstruction.
The
period from the 1970s to the 1990s was crucial for laying the groundwork for
modern VR. While technical limitations,
commercial challenges, and cost hindered widespread adoption, important steps
were taken in areas like display technology, head tracking, interactive
environments, and specialized applications, particularly in military and
medical training.
Resurgence and Modern VR (2000-Present)
From
2000 to the present, VR development went through distinct phases, characterized
by periods of declining and then surging interest, leading to significant
technological advancements and explosive growth.
Quiet
Period and Underpinnings (2000-2010)
Decline: The early 2000s saw a decline in public and
investment interest in commercially available VR technologies, partly due to
disappointing sales in the previous decade and the dot-com bubble burst in the late 1990s and early 2000s, when "irrational exuberance" saw the Nasdaq Composite
Index soar to unprecedented heights, only to crash dramatically, causing
significant losses for investors.
Advancements: Despite the overall VR decline, advancements
continued in research and niche applications, including the development of
PC-based CAVE systems and Google's introduction of Street View (later
with a stereoscopic 3D mode).
CAVE system applications include scientific research,
medical training, architectural design, and entertainment. These systems
offer immersive, collaborative virtual experiences by projecting 3D images onto
multiple screens surrounding the user, creating a shared virtual space.
Google Street View is featured in
Google Maps and Google Earth applications to provide interactive
panoramas from positions along many streets in the world, allowing you to
virtually walk down streets and experience locations as if you were
there. It was launched in 2007 in several cities in the United States,
and has since expanded to include all of the country's major and minor cities,
as well as the cities and rural areas of many other countries worldwide. The interactive panoramas are made up of stitched VR
photographs. Most photography is done by
car, but some is done by tricycle, camel, boat, snowmobile, underwater apparatus, and on foot.
Google camera cars traversed areas depicted in Google Maps and Google Earth to take stereoscopic VR photos
Commercial
Ventures: Some notable
commercial ventures succeeded, such as Virtuality Gaming Machines that delivered real-time VR gaming via
a stereoscopic VR headset, joysticks, tracking devices, and
networked units for a multi-player experience.
VR Revival and Mass
Adoption (2010 - 2025)
Oculus Rift Headset: In 2012, Palmer Lucky founded the
Oculus company to launch the Oculus Rift headset that sparked renewed VR
interest and kicked off the modern VR industry.
It was the
first VR headset to provide a realistic experience at an accessible price,
utilizing novel technology to increase quality and reduce cost by orders of
magnitude compared to earlier systems. This
led to a surge in development and competition among companies.
Major
Investments and Product Launches: Facebook's
acquisition of Oculus in 2014 for $2 billion further fueled investment and
signaled the potential for broader applications beyond gaming. Other companies like Sony (PlayStation VR)
and Google (Cardboard) entered the market with varying approaches.
The
Mid-2010s Breakthrough: Companies
like Oculus, HTC Vive, and Sony (PlayStation) introduced high-quality VR
headsets, leveraging improved graphics and motion tracking.
Mixed
Reality: In 2015/2016, Brazilian software
engineer and inventor Alex Kipman developed the Microsoft HoloLens, a
computer-powered headset featuring sensors and lenses for a mixed reality
experience which blends the virtual and real worlds in the eyes of the wearer.
Increased
Accessibility: Google Cardboard
and Samsung Gear VR offered more affordable, smartphone-powered VR
experiences, expanding the market.
Standalone
VR: The introduction of untethered
headsets like the Oculus Go and Oculus Quest made VR more
convenient and accessible by eliminating the need for a powerful PC or
smartphone.
Yours truly looking at a VR demo.
Recent
Developments: In 2021,
Facebook, rebranded as Meta, focused on developing a "Metaverse" of
interconnected virtual reality worlds, extending beyond gaming to areas like
social VR and enterprise applications. Meta continued to release improved
versions of their Quest headsets, and Apple introduced the Vision Pro.
Continued
Innovation: Development
in VR continued with improvements in display resolution, field of view, motion
tracking, processing power, and even discussions about integrating Artificial
Intelligence (AI).
Growing
Applications: VR is now
being applied beyond entertainment, across various industries.
See the Introduction.”
VR
development from 2000-2025 shifted from a niche area with limited public
interest to a rapidly evolving technology with significant investment, diverse
applications, and increasing accessibility for consumers and businesses
alike.
However,
many users experience nausea and discomfort due to the sensory disconnect
between virtual and physical movements, significantly detracting from the
experience and discourage continued use.
Headsets can be heavy and uncomfortable, and prolonged usage can lead to
eye strain and fatigue.
Future
The Challenge: VR hasn't fully integrated into mainstream practical
applications because it still needs to address the balance between immersive
experiences and user comfort and convenience. Many
users experience nausea and discomfort due to the sensory disconnect between
virtual and physical movements. This can significantly detract from the
experience and discourage continued use.
Headsets can be heavy and uncomfortable, and prolonged usage can lead to
eye strain and fatigue. Also, there a
need to expand the compelling range
of readily available content that justifies the investment for a broad
audience.
The Solution: The VR industry is evolving rapidly, with continuous advancements in
hardware, software, and content development. As the challenges identified
above are addressed, VR will become a more integrated and accessible part of
our daily lives. VR experiences will become significantly more realistic, with
advancements in graphics and sensory feedback systems making it difficult to
distinguish virtual from real environments. VR will merge with other
technologies like Artificial Intelligence (AI), Augmented Reality, and, the
Internet of Things to create hybrid platforms, offering more interactive and
personalized experiences. (It’s beyond the scope of this blog to explain
these technologies; happy researching!)
The
future of VR is very exciting. VR is
predicted to continue to move beyond gaming and entertainment into many other
industries and applications, becoming an indispensable tool. The industry is poised for significant continued
growth. The global
VR market projections indicate a rise from $20.83 billion in 2025 to
$123.06 billion by 2032, according to Fortune Business Insights.
Virtual reality
is important because it has the potential to transform how we interact with and
experience the world around us. It
provides a new way of experiencing information, allowing individuals to learn,
practice, and explore in a safe and controlled environment.
Sources
My
principal sources include: “Virtual Reality,” Wikipedia.com; “History of
Virtual Reality,” vrs.org; “The Evolution of Virtual Reality: Exploring The
Past, Present, and Future,” forbes.com; plus, numerous other online
sources. I am increasingly, and
hopefully carefully, using Google’s AI/ChatGPT summaries of searches, including
for this blog “what is virtual reality,” “history of virtual reality,” “what is
the vr development timeline,” “summarize vr developments in 1930s-1960s,”
“summarize vr developments in 1970s-1990s” “summarize vr developments from 2000
to present,” “vr applications,” “what is the future of vr,” and “why haven't practical mainstream applications of vr taken off.”
Fascinating! I had the wonderful opportunity to actually fly a United Airlines DC8 simulator in the '70s (my husband was a pilot for 33 years for United and in the '70s they allowed "civilians" occasionally in their simulators). It was an amazing experience because it was a "full motion" simulator, and I "flew" it to a landing at SFO International airport (with the help of my husband in the co-pilot seat) as well as some other forays that would be illegal in a real airplane. I felt acceleration and deceleration and turn and bank motion, along with video. It was very much like being in the cockpit of a "real" plane in flight. Considering how long ago that was, I think it was, to me, totally realistic. And my husband qualified in each new airplane he flew by flying his qualification rides in simulators.
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