Virtual reality also has come a long way starting from the early ideas of the scientists up to present-day applications. Picking up from the last blog, this one explores the history of Virtual Reality and the approximate steps of its evolution.
Early Concepts and Inspirations
It is possible to link the idea of making people ‘immerse’ in various kinds of experiences to the context of the early 20th century. The first regulator traced back to 1838, was the stereoscope invented by Sir Charles Wheatstone. This device developed two images into one 3D image, which formed the basis of 3D technology infused into VR devices later on.
The Birth of VR: The 1950s and 1960s
The question "When was VR invented" often leads to the 1950s and 1960s, a pivotal period for VR development. In 1956, Morton Heilig, a cinematographer, created the Sensorama, a multi-sensory simulator that provided the user with visuals, sound, vibrations, and even smells. Although not interactive, the Sensorama was a significant step towards immersive experiences.
Computer scientist Ivan Sutherland with his student Bob Sproull created the first Head Mounted Display (HMD) system in 1968 called the Sword of Damocles. This device, though primitive and heavy and despite the fact it could only support simple wire-frame graphics, is recognized as the first Virtual Reality headset.
The Advancements of the 1980s
Before analyzing the current state, one needs to acknowledge that VR research entered a new level in the 1980s. Jaron Lanier, the founder of the company known as VPL Research, which was the first to offer products in what is called Virtual Reality. VPL created several sorts of VR devices, such as the DataGlove and the EyePhone Head Mounted Display, that let the users have better interaction with virtual environments.
NASA was also during this decade looking into the issue of using VR technology for training and simulation. World’s first agency looking into the matter, NASA also ran another program called Virtual Environment Workstation Project or VIEW which was also intended to develop sophisticated actuality training environments for the astronauts but also to spur the VR tech and its usages ahead.
The Rise of Commercial VR in the 1990s
The early uses of VR appeared in the 1990s and thus was the time when VR started dominating the commercial market. Indeed, Sega and Nintendo tried to popularize VR in the gaming industry with the help of such devices as Sega VR headset and Nintendo Virtual Boy. Sadly, such earlier attempts were not as successful in the commercial business mainly because of various technical troubles and the expenses involved.
However, based on these disappointments, the number of researchers who continued to work on the area of interest was sustained during the 1990s decade. CAVE (Cave Automatic Virtual Environment) systems are another form of experiencing virtual reality because of their development. These room-sized environments used Projected Displays that pictured images on the walls, floors, and ceilings in a manner that make it possible for the users to get lost in them.
The Modern Era: 2000s to Present
Contemporary society can speak about the renewal of VR technology using essential breakthroughs in computing power and graphics. Specifically, Oculus VR LLC was founded by Palmer Luckey in 2012 and had a Kickstarter project of the first well-selling VR headset called Oculus Rift. Meta, which was previously Oculus VR, really brought VR from the concept stage to the mainstream.
As a trend expands with Oculus Rift, other players in the technology industry extend to VR territory. HTC Vive with room-scale optional and Steam VR integration, Sony PlayStation VR as a platform that added more open opportunities for developers, and low-end Google Cardboard which consisted of a smartphone holder and magnets.
Conclusion
Indeed, the history of VR is characterized by persisting innovations and experiments. All those developments, starting with the early ideas in the 19th century and ending with the creation of contemporary VR systems, shaped this technology that can greatly affect various fields. Connecting the dots of the VR evolution presents a better perspective to evaluate such possibilities at the present age and probable enhancements shortly. The Firm believes that as the technology of VR is developed further, the distinctions between the two worlds will seamlessly merge thus paving the way to further entertainment innovations and learning.