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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>
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===1956 - The Sensorama===
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[[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>
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===1960 - First VR Head-Mounted Display===
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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===
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Motion tracked-HMDs can be used for immersive remote viewing of dangerous situations, for use in military.<ref>Philco [[Headsight]], by two Philco Corporation engineers, Comeau and Bryan</ref> An immersive device like this does not need to have a computer rendering system attached. It can be attached to a motion tracked camera using an electromagnetic tracking system. This type of device can use a video screen for each eye. In this type of system, the head movements of the user are replicated by a remote camera, allowing him to look around the environment.<ref name=”1”></ref>
Motion tracked-HMDs can be used for immersive remote viewing of dangerous situations, for use in military.<ref>Philco [[Headsight]], by two Philco Corporation engineers, Comeau and Bryan</ref> An immersive device like this does not need to have a computer rendering system attached. It can be attached to a motion tracked camera using an electromagnetic tracking system. This type of device can use a video screen for each eye. In this type of system, the head movements of the user are replicated by a remote camera, allowing him to look around the environment.<ref name=”1”></ref>
===1965 - The Ultimate Display===
===1965 - The Ultimate Display===
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[[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===
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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>
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===1969 - Artificial Reality===
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[[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>
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===1975 - Videoplace===
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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>
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===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>
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===1987 - The term "virtual reality” is created===
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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.<ref name="g041">{{cite web | title=LeepVR | website=LeepVR | date=1983-09-27 | url=http://www.leepvr.com/about.php | access-date=2024-08-14}}</ref>
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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>
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===1991 - Virtuality Group===
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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>
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===1993 - Sega’s virtual reality headset===
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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>
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===1995 - Nintendo Virtual Boy===
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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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===Virtual reality in the 21st century===
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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>
The interest in VR regained momentum after [[Palmer Luckey]] created the first prototype of the [[Oculus Rift]], in the year +2011, and launched a kickstarter campaign for its development in the year +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>
The interest in VR regained momentum after [[Palmer Luckey]] created the first prototype of the [[Oculus Rift]], in the year +2011, and launched a kickstarter campaign for its development in the year +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>