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===1969 - Artificial Reality===
 
===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>
 
[[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===
 
===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>
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===
 
===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>
 
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===
 
===1985 - NASA project===
   
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>
 
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>
    
===1987 - The term "virtual reality” is created===
 
===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>
 
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===
 
===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. 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>
 
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. 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===
 
===1993 - Sega’s virtual reality headset===
   
At the Consumer Electronics Show in the year +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>
 
At the Consumer Electronics Show in the year +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>
    
===1995 - Nintendo Virtual Boy===
 
===1995 - Nintendo Virtual Boy===
   
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>
 
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>
    
===Virtual reality in the 21st century===
 
===Virtual reality in the 21st century===
   
After the year +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>
 
After the year +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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