In the realm of technology, few concepts have captured the imagination quite like virtual reality (VR). From humble beginnings to cutting-edge tech, VR has undergone an evolution, reshaping how we interact with digital worlds.
Virtual reality didn't emerge overnight; it was the culmination of ideas spanning centuries. In fact, the seeds of VR as we know it today were planted almost two centuries ago.
1830s: Stereopsis defined
Sir Charles Wheatstone made groundbreaking discoveries in binocular vision, revealing how the brain combines two photographs of the same object from different angles to create a 3D effect.
His work paved the way for the earliest stereoscope, an instrument that positions mirrors at 45-degree angles to give users an immersive experience.
1930s: A vision is born
A century later, in 1935, Stanley Weinbaum wrote a sci-fi story, ‘Pygmalion’s Spectacles’. The main character wears a pair of goggles that transport him to a fictional world, plunging him into
"a movie that gives one sight and sound [...] taste, smell, and touch. [...] You are in the story, you speak to the shadows (characters) and they reply [...] the story is all about you, and you are in it."
Sound familiar?
1950s: Furthering the imagination
Writers like Ray Bradbury continued this imaginative journey, envisioning immersive, computer-generated worlds in their stories. But in the 1960s, technology began to catch up with the dreams they imagined.
The 60s saw a lot of development in the concepts surrounding VR, as well as the first head-mounted devices (HMDs).
1960s: Sensorama and the sensor-based pioneers
In 1962, cinematographer Morton Heilig developed the Sensorama, a unique, arcade-style machine that could fit four people into a booth and engage multiple senses simultaneously.
It featured a full-colour 3D display, stereo sound, vibrations – even scent dispensers and atmospheric effects such as wind. While not quite VR by modern standards, it marked a significant step in the quest for immersion. Heilig imagined the Sensorama as the "cinema of the future" and developed six short films for it.
As well as the Sensorama, Heilig patented the first ever head-mounted display - or HMD - with stereoscopic 3D images.
1961: Motion-tracking and simulators are born
As is often the case with tech advancement, military funding pushed VR forward.
First in 1961 when the first motion-tracking HMD came with the invention of Headsight by Comeau and Bryan, two Philco Corporation engineers.
It had built-in video screens for each eye and head-tracking, and was used by the military to allow them to observe dangerous situations remotely.
Then in 1966, when Thomas Furness created the first flight simulator for the US Air Force.
1968: The Sword of Damocles
Not long after, Ivan Sutherland – often called the father of computer graphics – created an HMD in 1968 that he called the Sword of Damocles. It was big and unwieldy, but by enabling users to experience primitive virtual environments, it laid the foundation for future HMDs.
“The ultimate display would, of course, be a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in.
Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal. With appropriate programming such a display could literally be the Wonderland into which Alice walked.”
1980s: VR research levels up
The 1980s witnessed the rise of VR as a serious field of research. Companies like VPL Research, founded by Jaron Lanier, developed the DataGlove and the EyePhone, pioneering the use of hand- and head-tracking in virtual environments.
While these early systems were expensive and limited in scope, they ignited a spark of curiosity.
1990s: VR enters the mainstream
In the beginning of the rise we see today, the 1990s saw VR making its way into the entertainment industry.
Sega's VR-1 motion simulator and Nintendo's Virtual Boy console brought VR experiences to homes and arcades. But these attempts fell short of expectations, often leading to discomfort and nausea among users.
Neal Stephenson’s novel ‘Snow Crash’ coined the concept of a metaverse, but it would be years before this idea would take hold in a real sense.
2000s: The VR winter
As technology progresses, it can go through various stages of public acceptance. After the high expectations and disappointments of the ‘90s, the turn of the millennium marked what’s often referred to as the VR Winter.
Interest in virtual reality waned due to high costs, limited computing power, and the failure of early consumer products. Despite the setbacks, VR research continued in academic and military contexts.
2010s: The resurgence – Oculus Rift and beyond
The 2010s heralded a remarkable resurgence of virtual reality. Key players like Oculus VR (later acquired by Meta), HTC, and Sony brought VR back into the limelight with high-quality HMDs, such as the Oculus Rift and HTC Vive. These devices offered improved graphics, tracking, and comfort, making them appealing to a broader audience.
Suddenly, VR use began to rise. Beyond 2010, it touched a number of industries.
Virtual gaming
The gaming industry became one of the primary beneficiaries of VR's resurgence. Titles like "Beat Saber" and "Half-Life: Alyx" showcased the immersive potential of VR gaming. Beyond gaming, VR began finding applications in healthcare, education, architecture, and even therapy.
Augmented Reality and Mixed Reality enter the scene
While VR was redefining immersive experiences, augmented reality (AR) and mixed reality (MR) were also making strides. AR, popularised by applications like Pokémon Go, overlays digital elements onto the real world. MR, like Microsoft's HoloLens, blends the physical and virtual realms, offering new possibilities for industries like manufacturing and design.
2019: The quest for wireless and standalone VR
In the quest for greater accessibility, the industry turned its attention to wireless and standalone VR devices. Oculus Quest, released in 2019, was a game-changer.
It combined the power of high-quality VR with the convenience of no cords and no need for a powerful PC. This marked a significant leap toward mass adoption.
The future of VR
From science fiction to high-tech headsets and immersive experiences, VR has come a long way.
As we look to the future, we can expect to see enhanced realism, more social VR, a rise in education, training and healthcare applications, business and industry innovations and deeper consideration of ethical and privacy concerns.
The future of virtual reality holds limitless possibilities – and combined with AI, we can only imagine what lies ahead.