Numerous individuals and organizations have developed virtual reality technology over many years. However, the concept of virtual reality can be traced back to the mid-20th century, when science fiction authors such as Ray Bradbury and Arthur C. Clarke wrote about the idea of virtual reality in their stories.

Computer scientists and researchers took the first significant steps toward developing modern virtual reality technology in the 1960s and 1970s. Ivan Sutherland, a computer scientist, is widely credited with creating the first virtual reality headset in 1968. The device was called “The Sword of Damocles” and consisted of a head-mounted display connected to a computer.

Since then, virtual reality technology has continued to evolve and improve, with the development of more advanced hardware and software. Today, virtual reality is used in a wide range of applications, from entertainment and gaming to training and education.

What is the definition of virtual reality?

Virtual reality refers to a computer-generated environment that simulates a realistic 3D experience, often in real time. It is an immersive technology that allows users to interact with and manipulate virtual objects and surroundings as if they were real. This is typically achieved using a head-mounted display or other specialized equipment, which tracks the user’s movements and adjusts the virtual environment accordingly.

In virtual reality, users can explore and interact with virtual worlds in ways that would not be possible in the real world. For example, they can experience the sensation of flying, visit exotic locations, or interact with virtual characters and objects. Virtual reality is used in a variety of fields, including entertainment, education, healthcare, and business, among others.

The early history of VR

history of VR

1838

Picture this: it’s 1838 and you’re at a fair. You stumble upon a tent with a sign that reads “Stereoscopic Photos & Viewers”. You’re curious, so you go in. What you find is a new technology that would eventually pave the way for virtual reality.

Stereoscopic photos were a form of early 3D technology. They were created by taking two nearly identical photographs of the same scene but from slightly different angles. These photos were then mounted side by side and viewed through a special device called a stereoscope. When you looked through the stereoscope, the two images merged into a single 3D image, giving the viewer the illusion of depth.

The first stereoscopic photos were created by Sir Charles Wheatstone in 1838. They were a novelty at the time but quickly became popular. People would collect stereoscopic cards, which featured images of landscapes, famous landmarks, and even portraits of celebrities.

But it wasn’t just the photos that were popular – the viewers themselves became a cultural phenomenon. Stereoscopes were often ornate, with intricate designs and decorations. They were made from materials such as wood, brass, and ivory, and were often displayed as status symbols in people’s homes.

The popularity of stereoscopic photos and viewers eventually waned, but the technology continued to evolve. In the 20th century, the invention of motion pictures and the development of 3D glasses brought the concept of stereoscopy back into the public eye.

Fast forward to today, and we have virtual reality – a technology that owes its existence to the humble stereoscope. VR takes the concept of stereoscopy and elevates it to a whole new level, immersing users in fully-realized 3D environments that they can interact with and explore.

So the next time you put on a VR headset, take a moment to appreciate the humble origins of this technology. It all started with a simple pair of stereoscopic photos and a viewer, and it’s amazing to see how far we’ve come.

1929

It’s 1929, and you’re a pilot in training. You’re itching to take to the skies, but unfortunately, the weather is not cooperating. What can you do? Enter the Link Trainer – the first flight simulator and a precursor to the virtual reality technology we know today.

The Link Trainer was invented by Edwin Link, who was himself a pilot. He recognized the need for a training device that would allow pilots to practice flying in a safe, controlled environment. The Link Trainer was a wooden box with a seat, controls, and instruments, all of which were connected to a system of pneumatic pumps and valves. When the pilot manipulated the controls, the pumps, and valves would adjust the resistance and force of the simulated flight, giving the pilot the sensation of flying a real airplane.

The Link Trainer quickly became popular among pilots and aviation enthusiasts. It was used to train military pilots during World War II and later became a staple of commercial pilot training programs.

Fast forward to the present day, and we have virtual reality flight simulators that take the concept of the Link Trainer to a whole new level. VR flight simulators allow users to experience the sensation of flying in a completely immersive environment. With a VR headset and specialized controls, users can take off, fly, and land planes in realistic simulations that mimic real-world conditions.

But the legacy of the Link Trainer lives on. Without this early flight simulator, it’s possible that we wouldn’t have the advanced flight simulators and VR technology that we have today. So the next time you take to the skies in a virtual reality flight simulator, take a moment to appreciate the ingenuity and innovation of the Link Trainer – the device that started it all.

1930s

Writers are dreaming up fantastical worlds and technologies that seem impossible in the present day. But one writer, Stanley G. Weinbaum, may have predicted the future of virtual reality in his short story “Pygmalion’s Spectacles”.

In the story, the main character, Dan Burke, discovers a pair of special goggles that allow the wearer to fully immerse themselves in a fictional world. The goggles use a combination of holograms, sound, and scent to create a completely immersive experience. Burke finds himself transported to a world of his creation, where he can touch, feel, and interact with his surroundings as if they were real.

While “Pygmalion’s Spectacles” is undoubtedly a work of fiction, it’s interesting to note how accurately Weinbaum’s vision of virtual reality aligns with modern technology. VR headsets use similar principles of audio and visual immersion to create a fully-realized digital environment. And while we can’t yet add scent and touch to the mix, it’s not hard to imagine that these technologies could be developed in the future.

“Pygmalion’s Spectacles” may have been written almost a century ago, but it’s remarkable how prescient Weinbaum’s ideas were. It’s a testament to the power of science fiction to inspire and shape our vision of the future. Who knows – perhaps the next great innovation in virtual reality will be inspired by a science fiction story yet to be written.

VRs were used to train military pilots. Source: XD Cinema

1935

It’s 1935, and the world is changing fast. Technology is advancing rapidly, and people are dreaming up new ways to use it. One of those dreamers was a man named Edwin Link, who invented the Link Trainer – the first flight simulator and an early precursor to virtual reality.

The Link Trainer was a wooden box with a seat, controls, and instruments, all of which were connected to a system of pneumatic pumps and valves. When a pilot manipulated the controls, the pumps, and valves would adjust the resistance and force of the simulated flight, giving the pilot the sensation of flying a real airplane. While the Link Trainer was not a true virtual reality device, it was a step in that direction, offering users a simulated experience of the real thing.

The Link Trainer quickly became popular among pilots and aviation enthusiasts. It was used to train military pilots during World War II and later became a staple of commercial pilot training programs. But its impact went beyond just aviation – the Link Trainer helped to inspire new thinking about how technology could be used to simulate real-world experiences.

Today, we have virtual reality technology that takes the concept of the Link Trainer to a whole new level. VR headsets and controllers allow users to fully immerse themselves in a digital world, interacting with it as if it were real. From gaming to education to medicine, virtual reality has countless applications, and its potential is only just beginning to be realized.

Author Stanley G. Weinbaum, a visionary in the evolution of VR. Source: sffaudio.com

1950 Onwards

1950s

Welcome to the 1950s, when a man by the name of Morton Heilig created the Sensorama – a unique device that was a major milestone in the development of virtual reality technology.

The Sensorama was essentially a large cabinet that users could sit in, with a screen that displayed 3D images and a set of speakers that provided stereo sound. But what set the Sensorama apart was the addition of a series of mechanical devices that added tactile sensations to the experience. Fans, heaters, and vibrating motors were all used to simulate wind, heat, and other physical sensations.

The Sensorama was designed to offer a fully immersive experience to users. They could watch a film or play a game that felt like it was happening all around them, with realistic sounds and physical sensations adding to the experience. While the Sensorama was not a true virtual reality device – users could not move around or interact with the environment – it was a major step forward in creating a more realistic and engaging experience.

Despite its innovative design, the Sensorama was not a commercial success. It was too expensive to produce and too bulky to be practical for most people. But it was a precursor to the VR technology we have today, and it showed that there was a market for immersive experiences that went beyond just watching a screen.

The first HMD connected to a Computer in 1968. It contributed greatly to the advancement in the field of VR

1960

Step into the 1960s, when the concept of virtual reality was taking another leap forward with the development of the first head-mounted display, or HMD.

The HMD was created by Ivan Sutherland, who was a computer scientist and researcher at the Massachusetts Institute of Technology (MIT). His device was a large, clunky headset that users could wear to see simple wireframe graphics in 3D. While the technology was primitive compared to what we have today, it was groundbreaking at the time – it was the first time that users could experience virtual reality in a truly immersive way.

The HMD used a system of lenses and mirrors to project images onto a small screen that was positioned close to the user’s eyes. The user’s head movements were tracked by sensors in the device, which allowed them to look around the virtual environment and see different parts of it.

While the HMD was not a commercial success, it paved the way for future developments in virtual reality technology. It showed that it was possible to create a fully immersive experience for users, and it sparked the imagination of researchers and engineers around the world.

1961

Let’s take a trip back to 1961 when researchers were making great strides in the development of virtual reality technology. That year, a man named Philco Corporation developed the first HMD with motion tracking, which was a major milestone in the history of VR.

The Philco HMD was designed to be worn by military pilots, who could use it to train for combat situations without actually being in the air. The device used a system of motion-tracking sensors that were attached to the user’s head, allowing them to look around the virtual environment and see different parts of it. This was a huge step forward in creating a more immersive experience for users, as it allowed them to move around and interact with the virtual world more naturally.

The Philco HMD was not without its drawbacks, however. It was heavy, making it uncomfortable to wear for extended periods of time periods limited field of view, which made it difficult to fully immerse users in the virtual environment.

Despite its limitations, the Philco HMD was a major step forward in the development of virtual reality technology. It showed that it was possible to create a device that could track the user’s movements in real time, allowing them to move around and naturally interact with the virtual world. This technology would go on to be refined and improved over the years, leading to the VR headsets we have today that offer a truly immersive experience.

As we continue to push the boundaries of what’s possible with VR technology, we should always remember the pioneers who came before us and laid the foundation for the amazing experiences we have today.

The Philco headset was released by Philco Corporation in November 1961

1965

Now we’ll explore a groundbreaking concept that would revolutionize the world of virtual reality: the Ultimate Display.

The Ultimate Display was a vision put forth by computer scientist Ivan Sutherland, who was also responsible for developing the first head-mounted display (HMD) a few years earlier. The idea behind the Ultimate Display was to create a virtual world that was indistinguishable from the real world, with high-resolution graphics, realistic sound, and even tactile feedback.

Sutherland’s vision was far ahead of its time, and the technology to create such a display did not yet exist. However, the idea inspired other researchers to begin exploring new methods for creating immersive virtual environments. It also set the stage for the development of the first VR systems in the years to come.

The concept of the Ultimate Display remains influential to this day, as researchers continue to work on creating ever more realistic and immersive virtual experiences. While we may not have reached the level of the Ultimate Display just yet, we’ve come a long way since Sutherland’s groundbreaking vision was first introduced.

Morton Heilig’s Telesphere Mask

1966

In 1966, a man named Thomas Furness created the first-ever head-mounted display (HMD) for use in flight simulations. This device was a major milestone in the history of virtual reality, as it paved the way for the development of the immersive VR experiences we have today.

The Furness Flight Sim was designed to provide pilots with a more realistic training experience. By wearing the HMD, pilots could be immersed in a virtual environment that replicated the experience of flying a real airplane. The device was also equipped with motion tracking sensors, which allowed pilots to move their heads and look around the virtual environment as if they were actually in the cockpit of a plane.

The Furness Flight Sim was a significant improvement over previous flight simulators, which had relied on large, bulky machines that were expensive to operate and maintain. With the HMD, pilots could train in a much more efficient and cost-effective manner, without having to leave the ground.

Furness’s work on the Flight Sim laid the foundation for the development of other VR systems in the years to come. His innovations would go on to be used in a variety of industries, from healthcare to entertainment.

1968

Welcome back to 1968, where we’ll take a closer look at one of the most important developments in the history of virtual reality: the Sword of Damocles.

The Sword of Damocles was the name given to a headset designed by computer scientist Ivan Sutherland. It was the first true augmented reality system, as it overlaid computer-generated graphics onto the real world in real time.

The headset was massive and heavy, and it had to be suspended from the ceiling using a mechanical arm, earning it the name “Sword of Damocles.” But despite its unwieldiness, the Sword of Damocles represented a breakthrough in the development of VR technology.

The headset was equipped with two screens that displayed a 3D virtual world, which could be viewed by the user through lenses mounted in the headset. The user could also interact with the virtual environment by using a handheld controller.

The Sword of Damocles was a major step forward in the development of VR technology because it allowed users to see and interact with computer-generated environments in a way that had never been possible before. It laid the groundwork for the development of more advanced VR systems in the years to come.

While the Sword of Damocles was a far cry from the lightweight, portable VR headsets we have today, it was an important first step in the evolution of VR technology. It showed that it was possible to create immersive virtual environments that users could interact with in real time, and it opened the door to a whole new world of possibilities.

 1969

Artificial reality. This term was coined by Myron Krueger, a computer scientist and pioneer in the field of interactive art and human-computer interaction.

Krueger believed that computers could be used to create interactive environments that responded to human gestures and movements. His goal was to create a system that would allow people to interact with a computer-generated world in a way that felt natural and intuitive.

To achieve this, Krueger developed a system of cameras and projectors that could track the movements of people in a physical space and project computer-generated images onto the surfaces around them. He called this system “artificial reality,” and he saw it as a new form of interactive art that could blur the lines between the real and virtual worlds.

Krueger’s work on artificial reality was groundbreaking, as it laid the foundation for the development of virtual reality and augmented reality systems. His vision of a world in which people could interact with virtual environments naturally and intuitively has become a reality, thanks to the efforts of countless researchers and innovators over the years.

Late 1900s

1972

let’s talk about the year 1972 when GE built a digital flight simulator that paved the way for the discovery of virtual reality!

Okay, so first off, you might be wondering what a flight simulator even is. It’s a device that pilots use to train for flying planes without actually having to take off the growth und. It’s like a big video game where you sit in a cockpit and practice flying different scenarios.

Now, in 1972, GE took things to the next level by creating a digital flight simulator. This meant that instead of using physical controls and instruments like previous simulators, pilots could interact with a virtual environment using computer-generated graphics.

This was a big deal because it allowed for more complex and realistic training scenarios. Pilots could now practice flying in different weather conditions, terrain, and even emergencies without any risk to themselves or the aircraft.

But here’s where things get interesting. During the development of the digital flight simulator, GE engineers discovered something called virtual reality. They noticed that when pilots were fully immersed in the virtual environment, they would sometimes forget that they were in a simulator and they were flying a real plane.

This realization led to the birth of virtual reality as we know it today. The idea is that we could create immersive digital environments that feel so real, our brains can’t distinguish them from reality.

1975

let’s talk about the year 1975 when artist Myron Krueger created something called “VIDEOPLACE,” which is widely considered to be one of the earliest forms of virtual reality.

So, what exactly is VIDEOPLACE? Well, it was an interactive art installation that allowed people to interact with a virtual environment using their body movements. Think of it like a digital playground where you could touch, push, and manipulate different objects on a screen using only your hands.

The technology behind VIDEOPLACE was pretty groundbreaking for its time. Krueger used cameras and projectors to track people’s movements and display them on a screen in real time. This created the illusion that people were actually inside the virtual environment and interacting with the digital objects around them.

But what’s interesting about VIDEOPLACE is how it paved the way for the discovery of virtual reality. Krueger’s installation was one of the first examples of using technology to create an immersive and interactive digital environment. And even though it wasn’t explicitly referred to as “virtual reality” at the time, the concept was certainly there.

Krueger’s work with VIDEOPLACE also inspired other artists and technologists to explore the possibilities of virtual reality. It opened up new avenues for creativity and experimentation and eventually led to the development of more sophisticated VR technologies that we see today.

1977

The year 1977 when MIT researchers created something called “Movie Map,” which is considered to be one of the earliest examples of virtual reality.

So, what exactly is Movie Map? Well, it was a digital map of the MIT campus that allowed users to explore it in a virtual environment. Using a head-mounted display and a handheld controller, people could navigate through the campus and even enter different buildings.

The technology behind Movie Map was pretty advanced for its time. It used computer graphics and video to create a seamless and immersive virtual environment. And even though the graphics were pretty basic compared to what we have today, it was still a big deal back then.

But what’s really interesting about Movie Map is how it laid the groundwork for virtual reality. The idea of using technology to create a realistic and interactive digital environment was still pretty new in the 1970s. And yet, MIT researchers were already exploring the possibilities of this kind of technology.

Movie Map also paved the way for other VR technologies that we see today. It showed that it was possible to create an immersive digital environment that could be used for things like education, training, and entertainment.

So, there you have it. In 1977, MIT researchers created Movie Map, a digital map of the MIT campus that helped lay the foundation for virtual reality. It’s just another example of how early innovators paved the way for the amazing VR technologies we have today.

1979

Now, let’s talk about the late 70s, specifically the year 1979. It was a time when music was groovy, fashion was funky, and the world was introduced to a revolutionary technology that would change the way we perceive reality forever. I’m talking about the McDonnell-Douglas HMDr more commonly known as the virtual reality (VR) headset.

Now, I know what you’re thinking, “But wait, didn’t virtual reality only become a thing in the 90s?” Well, technically yes, but the roots of modern VR can be traced back to the late 70s and the development of the McDonnell-Douglas HMD.

So, what exactly is the McDonnell-Douglas HMD, you ask? It was essentially a helmet-like device that had two small screens in front of each eye that displayed computer-generated images. The images would move in response to the wearer’s head movements, creating an immersive experience that simulated a virtual environment.

The McDonnell-Douglas HMD was initially developed for military use, specifically for pilots to train in simulated combat scenarios. However, it quickly became apparent that the potential for this technology extended far beyond the military.

In the years following its creation, the McDonnell-Douglas HMD was used for various applications, including medical simulations, video game development, and even entertainment. While the technology was still in its early stages and had a long way to go before it would become the VR that we know today, it was undoubtedly a significant step forward in the field of virtual reality.

It’s fascinating to think about how far VR technology has come since the days of the McDonnell-Douglas HMD. Today, we have high-end VR headsets like the Oculus Rift and the HTC Vive that can transport us to completely immersive virtual worlds. And who knows what the future holds? Maybe we’ll even see full-body VR suits or neural interfaces that allow us to experience virtual reality in even more profound ways.

1982

The early 80s, specifically the year 1982. It was a time when people were dancing to Michael Jackson’s “Thriller” and watching E.T. on the big screen. But 1982 also saw the discovery of an exciting new technology that would have a significant impact on the world: virtual reality (VR). And it all started with the Sayre Gloves.

So, what are Sayre Gloves, you ask? Well, they were a set of gloves equipped with sensors that could detect the wearer’s hand movements and transmit them to a computer. The computer would then use that information to create a visual representation of the hands in a virtual environment.

While the Sayre Gloves themselves weren’t necessarily VR technology, they were the first step towards creating a more immersive virtual experience. By allowing users to see their hands in a virtual world, the Sayre Gloves created a stronger sense of presence and helped to blur the line between reality and the virtual world.

The Sayre Gloves were initially developed for medical purposes, specifically for doctors to practice surgical procedures in a simulated environment. However, it wasn’t long before people realized the potential for this technology outside of the medical field.

In the years following the creation of the Sayre Gloves, the technology was used for a variety of applications, including video game development and entertainment. And while the technology was still in its early stages, it laid the groundwork for the VR technology that we have today.

It’s incredible to think about how far VR technology has come since the days of the Sayre Gloves. Today, we have high-end VR headsets that can transport us to completely immersive virtual worlds, and we can interact with those worlds using specialized controllers and even our bodies.

1985

First off, can you imagine a world without VR? Back in the day, people thought it was impossible to create a completely immersive experience that would transport you to a different world. But in 1985, VPL Research proved them all wrong.

VPL Research, founded by Jaron Lanier, was the first company to develop and sell VR products. They created a whole new industry and opened up a world of possibilities for gaming, education, and even therapy.

But let’s talk about the actual discovery of VR. VR is a computer-generated environment that simulates a three-dimensional world, allowing users to interact with it as if it were real. The concept of VR had been around for a while, but it wasn’t until 1985 that it became a reality.

Jaron Lanier and his team at VPL Research developed a head-mounted display that used stereoscopic displays to create a 3D environment. This allowed users to see and interact with the virtual world in a way that had never been possible before.

This breakthrough led to the development of other VR technologies, including data gloves and haptic feedback devices that allowed users to feel the virtual world around them.

The impact of VR has been huge since its discovery in 1985. It has revolutionized the gaming industry, with VR games allowing players to fully immerse themselves in the game world. It has also been used in education and training, allowing students and employees to practice in a safe and controlled environment.

1986

let’s talk about the year 1986 when Tom Furness invented the Super Cockpit and took the world of virtual reality (VR) to a whole new level.

Before we get into the details, let’s just take a moment to appreciate how far VR has come. Back in the day, people were blown away by basic VR headsets, but now we have full-body suits and even treadmills that allow us to move around in virtual worlds. And it all started with Tom Furness and his Super Cockpit.

Tom Furness was a researcher at the University of Washington’s Human Interface Technology Lab (HIT Lab) when he came up with the idea for the Super Cockpit. The idea was to create a fully immersive training environment for pilots, allowing them to practice flying realistically and safely.

The Super Cockpit was a full-scale replica of a cockpit that was equipped with VR technology, including head-mounted displays and motion tracking sensors. It allowed pilots to train in a virtual environment that closely mimicked the real thing. This was a huge breakthrough in aviation training, as it allowed pilots to practice dangerous maneuvers and emergency procedures without putting themselves or others in harm’s way.

But the Super Cockpit wasn’t just limited to aviation training. It was also used in the military for mission planning and in the medical field for surgical simulations. Its impact was felt across multiple industries, and it paved the way for even more advanced VR technologies.

Tom Furness is considered to be one of the founding fathers of VR, and his contributions to the field cannot be overstated. He pushed the boundaries of what was possible with VR and showed the world just how powerful this technology could be.

1987

Believe it or not, before 1987, there was no official name for this amazing technology. People had been tinkering with VR for a few years, but they didn’t have a name for it. That all changed in 1987 when Jaron Lanier, the founder of VPL Research, coined the term “virtual reality” and gave this technology a name that has since become synonymous with immersive experiences.

So, what exactly is virtual reality? It’s a computer-generated environment that simulates a three-dimensional world, allowing users to interact with it as if it were real. And while the concept of VR had been around for a while, it wasn’t until Jaron Lanier came up with the name that it took off.

The term “virtual reality” perfectly encapsulated what this technology was all about. It was a way to create a reality that wasn’t there, but that felt just as real as the world around us. It was a way to step into a completely different world and experience things in a way that had never been possible before.

The impact of virtual reality since its discovery in the 80s has been huge. It’s revolutionized industries like gaming, education, and medicine, allowing people to do things like practice surgeries, fly planes, and explore new worlds without ever leaving their homes.

Looking back on the year 1987, it’s clear that Jaron Lanier’s decision to give this technology a name was a game-changer. It allowed people to understand what VR was all about and opened up a world of possibilities for what we can do with this technology.

1989

NASA had always been at the forefront of technological innovation, so it’s no surprise that they were an early adopter of VR. In 1989, they established the Virtual Interface Environment Workstation (VIEW) project, which aimed to use VR technology to enhance the way they trained astronauts.

The VIEW project was a collaboration between NASA and a company called VPL Research, which was founded by Jaron Lanier, the same person who coined the term “virtual reality” just two years prior. Together, they worked on developing a virtual reality headset and hand controllers that would allow astronauts to train for spacewalks in a more immersive and realistic environment.

The VR technology that NASA and VPL Research developed was groundbreaking. It allowed astronauts to train for spacewalks in a virtual environment that was so realistic, they felt like they were actually in space. The technology also allowed for real-time feedback, so astronauts could adjust their movements and techniques on the fly.

But the VIEW project wasn’t just limited to spacewalk training. NASA also used VR to simulate space missions and test equipment in a safe and controlled environment. This allowed them to identify and fix any issues before they became a problem in space.

The impact of NASA’s foray into VR has been immense. It’s revolutionized the way astronauts train and prepares for space missions, making space exploration safer and more efficient. It’s also had a ripple effect in other industries, such as medicine and engineering, where VR is now used to simulate surgeries and test new products.

1991

let’s talk about the year 1991, which was a significant year in the world of virtual reality (VR). This was the year when the first commercial VR headset, the Virtuality 1000CS, was released, and VR started to become more accessible to the general public.

Up until 1991, VR had mainly been used in research and development, and the technology was still relatively new and expensive. But that all changed when Virtuality, a UK-based company, launched their first VR arcade game, Dactyl Nightmare, using their brand new VR headset.

The Virtuality 1000CS was a bulky headset with a built-in screen and head-tracking sensors that allowed players to look around and interact with the virtual environment. It was a significant step forward in VR technology, as it was the first time that the general public could experience virtual reality in a commercial setting.

Dactyl Nightmare was a game that pitted players against each other in a virtual arena, where they had to shoot pterodactyls and each other. The game was a massive hit and quickly became a sensation in arcades around the world. It showed that VR could be not only a tool for research and development but also a form of entertainment.

The success of the Virtuality 1000CS and Dactyl Nightmare paved the way for other companies to start developing their own VR headsets and games. This led to a surge in interest in VR technology, and people began to realize the potential of this immersive and interactive medium.

1992

1992 was a pretty wild year in terms of tech discoveries. Not only did the world get introduced to Windows 3.1, but virtual reality (VR) also made its debut. Can you imagine a world without VR? Yeah, me neither.

So, what exactly happened in 1992 that made VR a thing? Well, a company called VPL Research founded by computer scientist Jaron Lanier released the first VR headset, called the “EyePhone 1.” It was a clunky device that required a backpack-sized computer to function, but it was a huge step forward for the VR industry.

The EyePhone 1 used stereoscopic displays to create a 3D image, which gave the illusion of depth and perspective. The headset also had built-in sensors that could detect head movements, allowing the wearer to look around the virtual environment.

But VR wasn’t just for gaming and entertainment. It also had practical applications. For example, NASA used VR to train astronauts for space missions. They could simulate zero-gravity environments and practice repairing equipment in a safe and controlled setting.

While VR technology has come a long way since 1992, it’s important to remember that this was a major milestone in the development of VR. Without the EyePhone 1, who knows how long it would have taken for VR to become a mainstream technology?

1993

Welcome to 1993, folks! The year that brought us Bill Clinton’s inauguration, the first episode of Beavis and Butt-Head, and most importantly, the announcement of SEGA’s new VR glasses. That’s right, SEGA, the beloved video game company, was getting in on the VR action.

SEGA’s VR glasses were called the “SEGA VR,” and they were designed to work with the company’s Genesis gaming console. The VR glasses promised to provide an immersive gaming experience that would transport players into their favorite games like never before.

The SEGA VR glasses used LCD screens to display the virtual world, and they were equipped with sensors that could detect head movements, similar to the EyePhone 1 from VPL Research. The glasses were also designed to be lightweight and comfortable, which was a major improvement from the clunky EyePhone 1.

Unfortunately, the SEGA VR glasses never actually made it to market. The company announced the glasses in 1993, but they were ultimately canceled due to technical issues and concerns over motion sickness. It was a major disappointment for gamers who were excited about the prospect of virtual reality.

But even though the SEGA VR glasses never saw the light of day, they were still an important step forward in the development of VR technology. SEGA’s announcement helped to raise awareness of VR and showed that even major players in the gaming industry were investing in the technology.

In hindsight, it’s easy to see that the SEGA VR glasses were ahead of their time. It would be another two decades before VR technology would become advanced enough to create truly immersive gaming experiences. But SEGA’s announcement in 1993 was a crucial moment in the evolution of VR, and it helped to set the stage for the VR revolution that we’re experiencing today.

1994

1994, when SEGA was still making waves in the VR world. After the disappointment of their canceled VR glasses in 1993, SEGA came back with a new and improved product – the SEGA VR-1.

The SEGA VR-1 was a head-mounted display (HMD) that promised to deliver a more immersive gaming experience than ever before. Unlike the canceled SEGA VR glasses, the VR-1 was a standalone product and didn’t require a console to function.

The VR-1 used two LCD screens to create a stereoscopic 3D display, which gave players a sense of depth and perspective. The headset was also equipped with sensors that could detect head movements and adjust the virtual environment accordingly.

The VR-1 was a major step forward in terms of VR technology. It was more comfortable than previous VR devices, and it offered a wider field of view that made the virtual world feel more expansive. But perhaps the most impressive feature of the VR-1 was its 360-degree tracking. This allowed players to move freely around the virtual environment, adding an entirely new level of immersion to the gaming experience.

Despite all of its advancements, the VR-1 was still not without its flaws. The headset was heavy and could cause discomfort after prolonged use, and the graphics were still fairly primitive compared to modern VR technology. But the VR-1 was a crucial stepping stone in the development of VR, and it helped to pave the way for future innovations in the field.

1995

The year is 1995, and the world of gaming is about to get another taste of virtual reality with the release of the Nintendo Virtual Boy. While it wasn’t the first VR device, it was a significant milestone in the development of VR technology.

The Virtual Boy was a tabletop gaming console that used a pair of red LED screens to create a stereoscopic 3D display. It was designed to be played while seated, and the player would look through a headset that rested on a stand. The Virtual Boy’s graphics were simple but effective, and it offered a unique gaming experience that couldn’t be found anywhere else.

But the Virtual Boy was not without its flaws. The headset was heavy and uncomfortable, and the red LED screens could cause eye strain and headaches. The console also had a limited game library, and it didn’t sell well, with only about 770,000 units sold worldwide.

Despite its commercial failure, the Virtual Boy was an important step forward in the development of VR technology. It showed that VR was not just a novelty, but a legitimate gaming platform. And while the Virtual Boy was not the best VR device on the market, it paved the way for future innovations in the field.

Nintendo’s Virtual Boy may have been a short-lived experiment, but it helped to inspire a new generation of VR developers and enthusiasts. It showed that the possibilities of VR were endless and that there was still much to be explored in this exciting and rapidly evolving field.

1997

In 1997, virtual reality (VR) technology made a breakthrough in the world of psychology. A groundbreaking study was published by Barbara Rothbaum and her colleagues at Emory University, showcasing the use of VR as a treatment for post-traumatic stress disorder (PTSD).

The study focused on Vietnam War veterans who were suffering from PTSD. The participants were asked to wear a VR headset and interact with a virtual environment that was designed to simulate their traumatic experiences. By exposing the veterans to these simulated experiences in a controlled environment, the researchers hoped to help them process and eventually overcome their trauma.

The results were remarkable. After just six sessions of VR therapy, 83% of the participants showed significant improvements in their PTSD symptoms. This was a breakthrough in the field of psychology, and it showed that VR could be an effective tool for treating a wide range of mental health disorders.

The use of VR in PTSD treatment has since become more widespread, and it’s now considered to be a promising new approach to therapy. VR therapy offers a level of control and customization that traditional therapy cannot match. Patients can be exposed to their trauma in a safe and controlled environment, and therapists can adjust the experience to suit each patient’s individual needs.

1999

When it comes to the intersection of VR and pop culture, one movie that always comes to mind is “The Matrix,” which was released back in 1999. This groundbreaking film not only introduced us to iconic characters like Neo and Trinity, but it also helped to popularize the idea of VR and virtual worlds.

The movie’s premise centers around the concept of a simulated reality, where humans are unaware that their entire lives are being lived out in a computer-generated world. The film’s depiction of this virtual world, with its iconic green code and sleek, futuristic aesthetic, captured the imaginations of audiences around the world.

One of the most memorable scenes in the movie involves Neo (played by Keanu Reeves) learning how to bend the rules of the virtual world to his advantage. This scene, where he dodges bullets in slow motion, has become iconic and has even been parodied in countless other films and TV shows.

“The Matrix” also helped to introduce viewers to the concept of jacking into a virtual world, with characters using a plug inserted into the back of their heads to enter the Matrix. This idea of a physical connection between humans and virtual worlds is still explored in many modern VR experiences.

Of course, “The Matrix” is just one example of how pop culture has helped to shape our understanding and fascination with VR technology. From movies like “Tron” and “Avatar” to video games like “The Elder Scrolls V: Skyrim VR” and “Beat Saber,” there are countless examples of VR being used as a tool for storytelling and entertainment.

21st Century

2007

The year was 2007, and Google was about to change the way we explore the world with the introduction of Street View. Street View is a feature in Google Maps that allows users to virtually explore a city or location using 360-degree panoramic photos.

Street View was a huge leap forward for VR technology, as it allowed users to immerse themselves in a virtual environment in a way that had never been possible before. Instead of just looking at a flat, 2D map, users could now experience a location in 3D and feel like they were there.

Street View also had practical uses beyond just exploration. It was used by real estate agents to give virtual tours of homes, by businesses to showcase their storefronts, and by city planners to map out routes for public transportation.

But Street View was not without its controversies. Some people were concerned about privacy issues, as the cameras used to capture the images also captured images of people and license plates. There were also concerns about the accuracy of the images, as they could be distorted or outdated.

Despite the criticisms, Street View has become an integral part of Google Maps and has paved the way for even more advanced VR technologies. Today, we have VR headsets that allow us to fully immerse ourselves in virtual worlds, but it’s important to remember the role that Street View played in getting us to where we are today.

2010

The year 2010 was a major turning point for virtual reality (VR) technology. Google’s Street View feature had already revolutionized the way we explored the world, but now it was about to get even more advanced with the introduction of 3D.

In May 2010, Google announced that it was adding 3D images to Street View. This meant that users could now experience a location in 3D, giving them an even more immersive experience than before. This was a breakthrough for VR technology, as it showed that 3D imaging could be used to create truly lifelike virtual environments.

Around the same time, a young entrepreneur named Palmer Luckey was working on a prototype for what would eventually become the Oculus Rift, one of the most popular VR headsets on the market today. Luckey’s prototype was a crude, but effective, a device that used a smartphone screen and a 3D-printed casing to create a virtual reality experience.

The combination of Google’s 3D Street View and the development of the Oculus prototype was a major step forward for VR technology. It showed that VR could be used for more than just gaming or exploration, but could also have practical applications in fields like education, medicine, and even the military.

2012

In 2012, the Oculus Kickstarter campaign took the world by storm and changed the landscape of virtual reality (VR) forever. The Oculus Rift, developed by Palmer Luckey and his team, was a VR headset that promised to take the VR experience to a whole new level.

The Kickstarter campaign was a huge success, raising over $2.4 million in just 30 days. This showed that there was a huge demand for VR technology, and that people were willing to invest in it. The success of the campaign also caught the attention of major tech companies, including Facebook, which eventually acquired Oculus for $2 billion.

The Oculus Rift was a breakthrough in VR technology, as it offered a level of immersion that had never been seen before. The headset had a wide field of view, low latency, and high resolution, which made the virtual environment feel more realistic than ever before.

The success of the Oculus Kickstarter campaign also inspired other companies to invest in VR technology. Today, we have a wide range of VR headsets available, from affordable options like Google Cardboard to high-end devices like the HTC Vive and PlayStation VR.

The Oculus Kickstarter campaign was a game-changer for VR technology, as it showed that there was a huge demand for it and that people were willing to invest in it. The success of the campaign paved the way for even more advanced VR technologies that are being used in a wide range of fields, including gaming, education, healthcare, and more.

2014

The year 2014 was a big year for virtual reality (VR) technology. It was the year that Facebook bought Oculus for $2 billion, and Sony announced its own VR project, which would eventually become the PlayStation VR.

Facebook’s acquisition of Oculus was a major turning point for VR technology. At the time, Facebook CEO Mark Zuckerberg said that VR had the potential to become the “next major computing platform” and that the acquisition would help Facebook to “accelerate Oculus’ growth in gaming, communications, and new social experiences.”

Sony’s announcement of its own VR project, which would eventually become the PlayStation VR, was also a major development in the world of VR. The PlayStation VR was designed to work with the PlayStation 4 console and offered a more affordable alternative to high-end VR headsets like the Oculus Rift and HTC Vive.

The announcements by Facebook and Sony helped to legitimize VR technology and brought it to the attention of a wider audience. This helped to fuel investment in VR technology, and we saw a wave of new VR devices hit the market in the following years.

Today, VR technology is used in a wide range of fields, from gaming and entertainment to healthcare and education. Technology has come a long way since the early days of the Oculus Kickstarter campaign, and it’s exciting to think about what the future holds for VR.

2016–2017

The years 2016 and 2017 were significant in the development of virtual reality (VR) technology. During this time, we saw several major advancements that helped to push VR forward and make it more accessible to consumers.

One of the biggest developments in VR during this time was the release of the PlayStation VR. This device was designed to work with the PlayStation 4 console and offered an affordable way for gamers to experience VR. PlayStation VR was a big hit with gamers, and it helped to bring VR into the mainstream.

Another major development in VR during this time was the release of the Oculus Touch controllers. These controllers allowed users to interact with VR environments more naturally and intuitively, and they helped to make VR experiences feel more immersive.

We also saw the release of several other VR devices during this time, including the HTC Vive and the Samsung Gear VR. These devices helped to make VR more accessible to a wider audience and showed that there was a real demand for this type of technology.

In addition to these hardware developments, we saw several new VR experiences and applications released during this time. These included games, educational apps, and even VR experiences designed to help with mental health and therapy.

2018

One of the biggest developments in VR during 2018 was the release of the Oculus Go. This device was a standalone VR headset that didn’t require a PC or a smartphone to operate. It was affordable and easy to use, making it a great choice for people who were new to VR.

Another major development in VR during this time was the release of the Oculus Quest. This device was another standalone VR headset that offered six degrees of freedom (6DOF) tracking, which allowed users to move around and interact with their VR environment more naturally.

We also saw the release of several new VR games and experiences during this time. These included popular titles like Beat Saber, which became a huge hit among gamers and helped to demonstrate the potential of VR as a gaming platform.

2019

The year 2019 was a time of rapid change and growth for virtual reality (VR) technology. We saw several new developments that helped to push the boundaries of what was possible with VR, while also making this technology more accessible to a wider range of users.

One of the biggest trends in VR during 2019 was the growing popularity of location-based VR experiences. These experiences allowed users to step into immersive, interactive worlds that were located in physical spaces like arcades and malls. This helped to make VR more accessible to people who didn’t have the space or resources to set up a VR system in their own homes.

Another major development in VR during this time was the continued growth of the VR gaming industry. We saw the release of several new and highly anticipated VR games, such as Half-Life: Alyx and Asgard’s Wrath, that helped to demonstrate the potential of VR as a gaming platform.

We also saw several new advancements in VR hardware during this time. For example, the Valve Index was released, offering a high-end VR experience with advanced features like finger tracking. We also saw the release of the Oculus Rift S, which offered improved optics and a more comfortable fit compared to its predecessor.

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