Difference between revisions of "Virtual reality"

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[[File:Beat Saber.jpg|thumb|Beat Saber, an example of a game in virtual reality]]
'''Virtual reality (VR)''' is the experience of having a computer generated environment immerse the user. It involves technology that uses computer-generated environments to simulate a physical presence in a virtual world. The system uses position-tracking and responds to the user’s inputs.
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[[File:Virtual Reality (Unsplash).jpg|thumb|A man wearing a virtual reality headset]]
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'''Virtual reality (VR)''' is technology that puts the user in a virtual world, typically a 3D spatial environment generated by a computer. It can be done by using a [[VR headset]]. It uses [[position tracking]] and responds to the user’s inputs.
 +
__NOTOC__
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Virtual reality is related to [[augmented reality]].
  
Virtual reality can be used as an interactive and immersive medium, which can be used to create unique experiences that are unattainable elsewhere.
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Virtual reality based on a head-mounted display without vestibular stimulation is incomplete because it does not cover the full human [[perceptual space]].
 
Virtual reality is related to [[augmented reality]]. Augmented reality enhances the real world by overlaying data.<ref name=”6”></ref>
 
  
==Hardware technologies==
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A limitation of virtual reality technology is that the motion tracking is inaccurate. It goes through a filtering process which removes the transients. This gives a floating dizzying effect. This is visible in 2D movies made of VR experiences.<ref name="b678">{{cite web | title=Henry a VR Experience | website=YouTube | date=2024-03-06 | url=https://www.youtube.com/watch?v=IUY2yI5F16U | access-date=2024-08-26}}</ref> This is present in IMU+optical tracking systems including the [[Oculus Rift CV1]], the [[HTC Vive]], the [[Valve Index]], and the [[Quest 2]].
===Head-mounted display===
 
VR is enabled by [[head-mounted display]]s (HMDs) such as the [[Oculus Rift]]. HMDs utilize [[stereoscopic displays]] and specialized [[lenses]] along with [[#Motion Tracking|motion tracking hardware]] to give the illusion that the user is physically inside the virtual world.  
 
  
The headset tracks the movement of your head and changes the images shown on the display based on it. This process creates the sensation that users are located within the virtual environment. Users of these devices are able to interact with the virtual environments. Various input methods, from the traditional game controllers and keyboards to the futuristic hand gestures and voice commands, are available or under development.
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'''Artificial reality''', referring to [[virtual reality]], is a term from [[Myron Kreuger]].<ref>ISBN 978-1500893293 Page 62</ref>
  
===Position and rotation tracking===
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For facial interface headsets like the Rift CV1 and the HTC Vive, the motion tracking issue is further compounded by the mass imbalance of the headset, where it is heaver at the front, making the user's head movements unusual. This is the case for halo headband style headsets too.
A HMD tracks the movement of the user's head and updates the rendered scene based on the head's position and orientation. This process is similar to how we look around in real life. There are 2 classifications of tracking: [[rotational tracking]] and [[positional tracking|positional]].  
 
  
[[Rotational tracking]] tracks the 3 rotational movements: pitch, yaw, and roll. It is performed by [[IMUs]] such as [[accelerometer]]s, [[gyroscope]]s and [[magnetometer]]s.  
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==Technology==
 +
===Head-mounted display===
 +
VR is enabled by [[head-mounted display]]s (HMDs) such as the [[Oculus Rift]]. HMDs utilize [[stereoscopic displays]] and specialized [[lenses]] along with [[#Motion Tracking|motion tracking hardware]] to give the illusion that the user is physically inside the virtual world.  
  
[[Positional tracking]] tracks the 3 translational movements: forward/back, up/down and left/right.
+
The headset tracks the movement of your head and changes the images shown on the display according to the movement. This process creates the sensation that users are located within the virtual environment. Users of these gadgets are able to interact with the virtual environments. Various input methods, from the traditional game controllers and keyboards to the futuristic hand gestures and voice commands, are available or under development.
  
Motion tracking is not only used to track your head in HMDs but also used to track your hands and rest of your body through various [[Input Devices|input devices]].
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More primitive ideas than VR can be implemented using a fixed [[stereoscope]], or panoramic murals (or 360-degree murals). These fill the viewer’s field of vision with the intention of making him feel a sense of presence at a certain event or scene.<ref name=”1”> Virtual Reality Society. History of Virtual Reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html</ref><ref name=”2”> The Franklin Institute. History of Virtual Reality. Retrieved from https://www.fi.edu/virtual-reality/history-of-virtual-reality</ref>
  
==Platforms==
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Stereoscopes work because the brain processes different two-dimensional images for each eye into a single three dimensional-ish object. A stereoscope gives some sense of depth and immersion.<ref name=”1”></ref><ref name=”2”></ref><ref name=”3”> Gemsense. Virtual Reality: History, projections and developments. Retrieved from http://gemsense.cool/virtual-reality-developments/</ref>
'''[[visionOS]]''' - '''[[Apple Vision Pro]]'''
 
  
'''[[Oculus Rift]]'''
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===3D tracking===
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There are 2 classifications of tracking: [[rotational tracking]] and [[positional tracking|positional]].
  
'''[[Oculus Quest]]'''
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[[Rotational tracking]] tracks the 3 rotational movements: pitch, yaw, and roll. It is performed by [[IMUs]] such as [[accelerometer]]s, [[gyroscope]]s and [[magnetometer]]s.
  
'''[[SteamVR]]'''
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[[Positional tracking]] tracks the 3 translational movements: forward/back, up/down and left/right.
 
 
'''[[PlayStation VR]]'''
 
 
 
'''[[Daydream]]'''
 
  
'''[[OSVR]]'''
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Motion tracking can also be used to track your hands and rest of your body through various control peripherals.
  
'''[[Vive]]'''
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3D tracking can be done using [[fiducial marker]]s.
  
 
==History==
 
==History==
 +
===Ivan Sutherland's head-mounted display===
 +
[[File:Ivan Sutherland's head-mounted display with ultrasonic tracking system.jpg|thumb|[[Ivan Sutherland's head-mounted display]]]]
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[[Ivan Sutherland]] created the first headset with graphics that came from a computer. Beforehand, there was the [[Philco headsight]], which used a live analog camera feed and a motion tracker.
  
[[File:Stereoscopic images.png|thumb|Figure 1. Stereoscopic images (Image: www.vrs.org.uk)]]
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Ivan Sutherland and Bob Sproull created "[[A Head-Mounted Three-Dimensional Display]]", an HMD that was held by a mechanical arm mounted on a ceiling. The gadget was connected to a computer and displayed simple wireframe graphics to the user. The arm tracked the user’s head movements but was difficult to use. The contraption was also too heavy and bulky for comfortable use.<ref name=”1”></ref><ref name=”4”></ref><ref name=”6”></ref>
[[File:Link trainer.png|thumb|Figure 2. Link Trainer (Image: www.vrs.org.uk)]]
 
[[File:Sensorama.png|thumb|Figure 3. Sensorama (Image: www.vrs.org.uk)]]
 
[[File:VR Nasa.png|thumb|Figure 4. Virtual Environment Reality workstation technology (Image: www.sciencefocus.com)]]
 
[[File:VR arcade.png|thumb|Figure 5. VR Arcade Machines (Image: www.vrs.org.uk)]]
 
 
 
VR is made possible using electronics and computer technology. More primitive ideas can be implemented using more primitive technology, such as a fixed [[stereoscope]], or panoramic murals (or 360-degree murals). These fill the viewer’s field of vision with the intention of making them feel a sense of presence at a certain historical event or scene.<ref name=”1”> Virtual Reality Society. History of Virtual Reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html</ref> <ref name=”2”> The Franklin Institute. History of Virtual Reality. Retrieved from https://www.fi.edu/virtual-reality/history-of-virtual-reality</ref>
 
 
 
Stereoscopes work because the brain processes different two-dimensional images for each eye into a single three dimensional-ish object. A stereoscope gives some sense of depth and immersion.<ref name=”1”></ref> <ref name=”2”></ref> <ref name=”3”> Gemsense. Virtual Reality: History, projections and developments. Retrieved from http://gemsense.cool/virtual-reality-developments/</ref>
 
 
 
The View-Master is a type of stereoscope.
 
 
 
It could be argued that since the creation of stereoscopic images, people have been interested in making images more three dimensional to enrich its experience.<ref name=”3”></ref>
 
 
 
===1929 - Link Trainer===
 
 
 
Edward Link creates the first commercial flight simulator - the Link Trainer (Figure 2). It was entirely electromechanical, “controlled by motors that linked to the rudder and steering column to modify the pitch and roll.” It had a small motor-driven device that simulated turbulence and other disturbances. These flight simulators were used by over 500,000 pilots during World War II for initial training and improving skills.<ref name=”1”></ref> <ref name=”3”></ref>
 
 
 
===1936 - Pygmalion’s Spectacles===
 
 
 
Science fiction writer Stanley G. Weinbaum wrote a short story - Pygmalion’s Spectacles - that had the idea of a pair of goggles that allowed the user to experience a different world through holographic recordings, smell, taste, and touch.<ref name=”1”></ref> <ref name=”3”></ref> <ref name=”4”> Evenden, I. (2016). The history of virtual reality. Retrieved from http://www.sciencefocus.com/article/history-of-virtual-reality</ref>
 
 
 
===1956 - The Sensorama===
 
[[Morton Heilig]] developed the Sensorama, which was patented only in 1962 and might be considered the first true VR system. It was an arcade-style cabinet that stimulated all the senses. It had a stereoscopic 3D display, stereo speakers, vibrating seat, fans, and a scent producer. It was intended to fully immerse a person in a film. Heilig created six short films for his invention titled Motorcycle, Belly Dancer, Dune Buggy, Helicopter, A date with Sabina, and I’m a coca cola bottle! Heilig intended the Sensorama to be one in a line of products for the “cinema of the future”. Unable to secure financial backing, his vision never became reality.<ref name=”1”></ref> <ref name=”2”></ref> <ref name=”4”></ref> <ref name=”5”> Robertson, A. and Zelenko, M. Voices from a virtual past. Retrieved from https://www.theverge.com/a/virtual-reality/oral_history</ref> <ref name=”6”> Mazuryk, T. and Gervautz, M. (1996). Virtual Reality - History, applications, technology and Future (Technical Report). Retrieved from https://www.cg.tuwien.ac.at/research/publications/1996/mazuryk-1996-VRH/TR-186-2-96-06Paper.pdf</ref>
 
 
 
===1960 - First VR Head-Mounted Display===
 
 
 
After the Sensorama, Morton Heilig invented the first example of a virtual reality headset - the Telesphere Mask. It only worked with non-interactive films and didn’t have motion tracking. Nevertheless, the headset provided stereoscopic 3D and wide vision with stereo sound. <ref name=”1”></ref> <ref name=”2”></ref>
 
 
 
===1961 - First motion tracking HMD===
 
 
 
The true precursor of the HMDs available today was developed by two Philco Corporation engineers, Comeau and Bryan. It was called [[Headsight]] and it incorporated a video screen for each eye and a magnetic motion tracking system. This system was linked to a closed circuit camera. The device wasn’t developed for virtual reality applications. Instead, its goal was to allow immersive remote viewing of dangerous situations by the military. The head movements of the used would be replicated by a remote camera, allowing him to look around the environment. While the Headsight was a step in the evolution of the virtual reality headset, it lacked the integration of a computer and image generation.<ref name=”1”></ref>
 
 
 
===1965 - The Ultimate Display===
 
 
 
[[Ivan Sutherland]] developed the concept of the “Ultimate Display”. This device could simulate the natural world so realistically that a user could not tell the difference between actual reality and virtual reality. The concept comprised of a virtual world viewed through an HMD and had augmented 3D sound and tactile feedback; computer hardware that created the virtual environment and maintained it in real time; and interactivity between users and objects from the VR world in a realistic way. Sutherland suggested that the device would serve as a “windows into a virtual world”, and his idea would become a core blueprint for the concepts that encompassed VR as of 2015.<ref name=”1”></ref> <ref name=”2”></ref> <ref name=”6”></ref>
 
 
 
===1968 - Sword of Damocles===
 
 
 
Ivan Sutherland and Bob Sproull created the Sword of Damocles, an HMD that was held by a mechanical arm mounted on a ceiling. The device was connected to a computer and displayed simple wireframe graphics to the user. The arm tracked the user’s head movements but was difficult to use. The contraption was also too heavy and bulky for comfortable use.<ref name=”1”></ref> <ref name=”4”></ref> <ref name=”6”></ref>
 
 
 
===1969 - Artificial Reality===
 
 
 
[[Myron Krueger]] developed a series of experiences called “Artificial Reality”. He developed computer-generated environments that responded to the people in it. He created several projects such as Glowflow, Metaplay, and Psychic Space leading to the development of the Videoplace technology. This enabled communication between people at a distance in a responsive computer-generated environment.<ref name=”1”></ref>
 
 
 
===1975 - Videoplace===
 
 
 
Myron Krueger created the Videoplace, which was the first interactive VR platform. The virtual reality surrounded the user and responded to movements and actions without the use of goggles or gloves. The Videoplace was a mix of several other artificial reality systems that he had developed. <ref name=”6”></ref> <ref name=”7”> Freefly VR. Time travel through virtual reality. Retrieved from https://freeflyvr.com/time-travel-through-virtual-reality/</ref>
 
 
 
===1982 - Sayre gloves===
 
 
 
The Sayre glove was the first wired glove. It was invented by Daniel J. Sandin and Thomas Defanti from an idea by Richard Sayre. Both scientists were from the Electronic Visualization Laboratory at the University of Illinois, Chicago. The glove used light emitters and photocells in the fingers. When flexed, the quantity of light reaching the photocell changed, translating the finger movements into electrical signals.<ref name=”4”></ref>
 
 
 
===1985 - NASA project===
 
 
 
The [[Virtual Environment Workstation]] Project at NASA’s Ames Research Center in Mountain View, California, was founded with the purpose of producing a VR system that allowed astronauts to control robots outside a space station (Figure 4). The HMD that was developed had super-wide optics (almost an 180-degree field of view).<ref name=”4”></ref>
 
 
 
===1987 - The term "virtual reality” is created===
 
 
 
Before the year 1987, the term "virtual reality" didn't exist. In 1987, [[Jaron Lanier]], founder of the Visual Programming Lab, VPL, coined the term “virtual reality”. Lanier, through his company, developed a range of VR gear including the [[Dataglove]] and the [[EyePhone]] headset. The company also made the first surgical simulator, the first vehicle prototyping simulator, and the first architecture simulators.<ref name=”1”></ref><ref name=”2”></ref><ref name=”4”></ref>
 
 
 
===1991 - Virtuality Group===
 
 
 
By this time, VR devices started to be available to the public (although owning cutting-edge VR was still out of reach). The [[Virtuality Group]] launched several arcade games and machines in which players would use a set of VR goggles (Figure 5). The machines had immersive stereoscopic 3D visuals, handheld joysticks, and some unit were networked together for multiplayer gaming. There were some discussions about bringing Virtuality to Atari’s Jaguar console, but the idea was abandoned.<ref name=”1”></ref> <ref name=”4”></ref>
 
  
===1993 - Sega’s virtual reality headset===
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Ivan Sutherland also shared the concept of the “Ultimate Display”. This gadget could simulate the natural world so realistically that a user could not tell the difference between actual reality and virtual reality. The concept comprised of a virtual world viewed through an HMD and had augmented 3D sound and tactile feedback; computer hardware that created the virtual environment and maintained it in real time; and interactivity between users and objects from the VR world in a realistic way. Sutherland suggested that the gadget would serve as a “windows into a virtual world”, and his idea would become a core blueprint for the concepts that encompassed the field of virtual reality.<ref name=”1”></ref><ref name=”2”></ref><ref name=”6”></ref>
  
At the Consumer Electronics Show in 1993, Sega announced a virtual reality headset for the Sega Genesis console. The prototype had head tracking, stereo sound and LCD screens in the visor. Sega intended to have a general release of the product, but technical difficulties stopped that from happening and the headset remained as a prototype.<ref name=”1”></ref><ref name=”4”></ref>
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===NASA, LEEP, and VPL===
 +
[[File:LEEP logo (encoding fixed).png|thumb|LEEP logo]]
  
===1995 - Nintendo Virtual Boy===
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'''LEEP Systems''' was a company that developed early VR optics and [[head-mounted display]]s. It was headed by [[Eric Howlett]]. LEEP Systems developed [[LEEP optics]]. LEEP Systems was the first company to offer a commercial head-mounted display.<ref name="g041">{{cite web | title=LeepVR | website=LeepVR | date=1983-09-27 | url=http://www.leepvr.com/about.php | access-date=2024-08-13}}</ref>
  
The [[Virtual Boy]] is a 3D gaming console, marketed as the first portable console that could display 3D graphics. It was released in Japan and North America, and it was a commercial failure for Nintendo. Some of the reasons for the failure were the lack of color in graphics (only red and black), lack of software support, and difficulty in using the console in a comfortable position. Production of the console was halted in the year 1996.<ref name=”1”></ref> <ref name=”4”></ref>
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LEEP enabled VPL and NASA's VR.
  
===Virtual reality in the 21st century===
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The [[VIEW]] project at NASA’s Ames Research Center was founded with the purpose of producing a VR system that allowed astronauts to control robots outside a space station. The HMD that was developed had super-wide optics (almost an 180-degree field of view).<ref name=”4”></ref>
  
After 1997, the public interest in VR saw a decrease. Nevertheless, the first fifteen years of the 21st century had several advancements in the field of virtual reality. Computer technology, including small and powerful mobile technologies, increased in power while prices were getting more accessible.<ref name=”1”></ref><ref name=”4”></ref>
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NASA worked with Eric Howlett at LEEP to develop the optics. LEEP developed the [[Cyberface]]. LEEP optics were used by VPL for the first EyePhone.
  
The interest in VR regained momentum after [[Palmer Luckey]] created the first prototype of the [[Oculus Rift]], in 2011, and launched a kickstarter campaign for its development in 2012. The campaign was successful, raising $2.5 million. In March 2014, Facebook bought the company Oculus VR for $2 billion dollars. After this, virtual reality's popularity hugely increased. Multiple companies invested in the development of their own VR systems. The rise of smartphones with high-density displays and 3D capabilities has also enabled the development of lightweight and practical VR devices.<ref name=”1”></ref><ref name=”5”></ref><ref name=”7”></ref>
+
===Oculus Rift, LCD-based VR===
 +
Popular interest in VR increased after [[Palmer Luckey]] created the [[Oculus Rift]] and launched a kickstarter campaign for its development. Facebook bought Oculus VR for 2 billion dollars. After this, virtual reality's popularity hugely increased. Multiple companies invested in the development of their own VR systems.
  
[[Google Cardboard]] happened in about 2015.
+
The rise of smartphones with high-density displays and 3D capabilities has also enabled the development of lightweight and practical VR gadgets.<ref name=”1”></ref><ref name=”5”></ref><ref name=”7”></ref>
  
SteamVR happened. Then the Oculus Quest VR headsets.
+
[[Google Cardboard]] happened. SteamVR further popularized PCVR. Facebook made all-in-one headsets starting with the Oculus Quest, and sold millions of them, with changed models being the [[Meta Quest 2]] and the [[Meta Quest 3]] and [[Meta Quest 3S]].
  
 
==References==
 
==References==

Latest revision as of 03:49, 20 March 2025

Beat Saber, an example of a game in virtual reality
A man wearing a virtual reality headset

Virtual reality (VR) is technology that puts the user in a virtual world, typically a 3D spatial environment generated by a computer. It can be done by using a VR headset. It uses position tracking and responds to the user’s inputs.

Virtual reality is related to augmented reality.

Virtual reality based on a head-mounted display without vestibular stimulation is incomplete because it does not cover the full human perceptual space.

A limitation of virtual reality technology is that the motion tracking is inaccurate. It goes through a filtering process which removes the transients. This gives a floating dizzying effect. This is visible in 2D movies made of VR experiences.[1] This is present in IMU+optical tracking systems including the Oculus Rift CV1, the HTC Vive, the Valve Index, and the Quest 2.

Artificial reality, referring to virtual reality, is a term from Myron Kreuger.[2]

For facial interface headsets like the Rift CV1 and the HTC Vive, the motion tracking issue is further compounded by the mass imbalance of the headset, where it is heaver at the front, making the user's head movements unusual. This is the case for halo headband style headsets too.

Technology[edit]

Head-mounted display[edit]

VR is enabled by head-mounted displays (HMDs) such as the Oculus Rift. HMDs utilize stereoscopic displays and specialized lenses along with motion tracking hardware to give the illusion that the user is physically inside the virtual world.

The headset tracks the movement of your head and changes the images shown on the display according to the movement. This process creates the sensation that users are located within the virtual environment. Users of these gadgets are able to interact with the virtual environments. Various input methods, from the traditional game controllers and keyboards to the futuristic hand gestures and voice commands, are available or under development.

More primitive ideas than VR can be implemented using a fixed stereoscope, or panoramic murals (or 360-degree murals). These fill the viewer’s field of vision with the intention of making him feel a sense of presence at a certain event or scene.[3][4]

Stereoscopes work because the brain processes different two-dimensional images for each eye into a single three dimensional-ish object. A stereoscope gives some sense of depth and immersion.[3][4][5]

3D tracking[edit]

There are 2 classifications of tracking: rotational tracking and positional.

Rotational tracking tracks the 3 rotational movements: pitch, yaw, and roll. It is performed by IMUs such as accelerometers, gyroscopes and magnetometers.

Positional tracking tracks the 3 translational movements: forward/back, up/down and left/right.

Motion tracking can also be used to track your hands and rest of your body through various control peripherals.

3D tracking can be done using fiducial markers.

History[edit]

Ivan Sutherland's head-mounted display[edit]

Ivan Sutherland created the first headset with graphics that came from a computer. Beforehand, there was the Philco headsight, which used a live analog camera feed and a motion tracker.

Ivan Sutherland and Bob Sproull created "A Head-Mounted Three-Dimensional Display", an HMD that was held by a mechanical arm mounted on a ceiling. The gadget was connected to a computer and displayed simple wireframe graphics to the user. The arm tracked the user’s head movements but was difficult to use. The contraption was also too heavy and bulky for comfortable use.[3][6][7]

Ivan Sutherland also shared the concept of the “Ultimate Display”. This gadget could simulate the natural world so realistically that a user could not tell the difference between actual reality and virtual reality. The concept comprised of a virtual world viewed through an HMD and had augmented 3D sound and tactile feedback; computer hardware that created the virtual environment and maintained it in real time; and interactivity between users and objects from the VR world in a realistic way. Sutherland suggested that the gadget would serve as a “windows into a virtual world”, and his idea would become a core blueprint for the concepts that encompassed the field of virtual reality.[3][4][7]

NASA, LEEP, and VPL[edit]

LEEP logo

LEEP Systems was a company that developed early VR optics and head-mounted displays. It was headed by Eric Howlett. LEEP Systems developed LEEP optics. LEEP Systems was the first company to offer a commercial head-mounted display.[8]

LEEP enabled VPL and NASA's VR.

The VIEW project at NASA’s Ames Research Center was founded with the purpose of producing a VR system that allowed astronauts to control robots outside a space station. The HMD that was developed had super-wide optics (almost an 180-degree field of view).[6]

NASA worked with Eric Howlett at LEEP to develop the optics. LEEP developed the Cyberface. LEEP optics were used by VPL for the first EyePhone.

Oculus Rift, LCD-based VR[edit]

Popular interest in VR increased after Palmer Luckey created the Oculus Rift and launched a kickstarter campaign for its development. Facebook bought Oculus VR for 2 billion dollars. After this, virtual reality's popularity hugely increased. Multiple companies invested in the development of their own VR systems.

The rise of smartphones with high-density displays and 3D capabilities has also enabled the development of lightweight and practical VR gadgets.[3][9][10]

Google Cardboard happened. SteamVR further popularized PCVR. Facebook made all-in-one headsets starting with the Oculus Quest, and sold millions of them, with changed models being the Meta Quest 2 and the Meta Quest 3 and Meta Quest 3S.

References[edit]

  1. "Henry a VR Experience". 2024-03-06. https://www.youtube.com/watch?v=IUY2yI5F16U.
  2. ISBN 978-1500893293 Page 62
  3. Jump up to: 3.0 3.1 3.2 3.3 3.4 Virtual Reality Society. History of Virtual Reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html
  4. Jump up to: 4.0 4.1 4.2 The Franklin Institute. History of Virtual Reality. Retrieved from https://www.fi.edu/virtual-reality/history-of-virtual-reality
  5. Gemsense. Virtual Reality: History, projections and developments. Retrieved from http://gemsense.cool/virtual-reality-developments/
  6. Jump up to: 6.0 6.1 Cite error: Invalid <ref> tag; no text was provided for refs named ”4”
  7. Jump up to: 7.0 7.1 Cite error: Invalid <ref> tag; no text was provided for refs named ”6”
  8. "LeepVR". 1983-09-27. http://www.leepvr.com/about.php.
  9. Cite error: Invalid <ref> tag; no text was provided for refs named ”5”
  10. Cite error: Invalid <ref> tag; no text was provided for refs named ”7”