Changes

Jump to navigation Jump to search
18 bytes removed ,  15:34, 27 July 2024
no edit summary
Line 22: Line 22:     
==History==
 
==History==
VR is 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>
+
VR is 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>
+
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>
    
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>
 
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>
   −
Virtual reality is related to flight simulators.<ref name=”1”></ref> <ref name=”3”></ref>
+
Virtual reality is related to flight simulators.<ref name=”1”></ref><ref name=”3”></ref>
    
===1936 - Pygmalion’s Spectacles===
 
===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>
+
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===
 
===1956 - The Sensorama===
[[Morton Heilig]] developed the Sensorama, which was patented only in the year +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>
+
[[Morton Heilig]] developed the Sensorama, which was patented only in the year +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===
 
===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>
+
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>
    
===Motion tracking HMD based solely on camera imagery===
 
===Motion tracking HMD based solely on camera imagery===
Line 47: Line 47:  
===1965 - The Ultimate Display===
 
===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>
+
[[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===
 
===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>
+
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===
 
===1969 - Artificial Reality===
Line 59: Line 59:  
===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===
Line 75: Line 75:  
===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===
Line 83: Line 83:  
===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===

Navigation menu