1950s - Morton Heilig's Sensorama
1950s - Morton Heilig's Sensorama
The 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. Ivan
Sutherland
This paper would become a core blueprint for the concepts that encompass virtual
reality today.
Virtual reality has beginnings that preceded the time that the concept was coined
and formalised. In this detailed history of virtual reality we look at how technology
has evolved and how key pioneers have paved the path for virtual reality as we
know it today.
Panoramic paintings
If we focus more strictly on the scope of virtual reality as a means of creating the
illusion that we are present somewhere we are not, then the earliest attempt at
virtual reality is surely the 360-degree murals (or panoramic paintings) from the
nineteenth century. These paintings were intended to fill the viewers entire field of
vision, making them feel present at some historical event or scene.
Battle of Borodino, 181
1960 The first VR Head Mounted Display
Morton Heiligs next invention was the Telesphere Mask (patented 1960) and was
the first example of a head-mounted display (HMD), albeit for the non-interactive
film medium without any motion tracking. The headset provided stereoscopic 3D
and wide vision with stereo sound.
A virtual world viewed through a HMD and appeared realistic through augmented 3D
sound and tactile feedback.
Computer hardware to create the virtual word and maintain it in real time.
The ability users to interact with objects in the virtual world in a realistic way
The 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. Ivan
Sutherland
This paper would become a core blueprint for the concepts that encompass virtual
reality today.
Recently companies like Google have released interim virtual reality products such
as the Google Cardboard, a DIY headset that uses a smartphone to drive it.
Companies like Samsung have taken this concept further with products such as the
Galaxy Gear, which is mass produced and contains smart features such as
gesture control.
Developer versions of final consumer products have also been available for a few
years, so there has been a steady stream of software projects creating content for
the immanent market entrance of modern virtual reality.
It seems clear that 2016 will be a key year in the virtual reality industry. Multiple
consumer devices that seem to finally answer the unfulfilled promises made by
virtual reality in the 1990s will come to market at that time. These include the
pioneering Oculus Rift, which was purchased by social media giant Facebook in
2014 for the staggering sum of $2BN. An incredible vote of confidence in where the
industry is set to go. When the Oculus Rift releases in 2016 it will be competing
with products from Valve corporation and HTC, Microsoft as well as Sony
Computer Entertainment. These heavyweights are sure to be followed by many
other enterprises, should the market take off as expected.