History of Virtual Reality
Summary
TLDRIn this lecture, Professor Varunat from IIT Mandi traces the evolution of virtual reality (VR), starting with Morton Heilig's 1957 Sensorama, the first immersive 3D experience. He explores key milestones like the 1961 head-mounted display, the 1987 coining of the term 'virtual reality' by John Lanier, and VR's applications in gaming, therapy, and military training. The lecture highlights the progression of VR technologies, including the development of flight simulators, VR arcades, and therapeutic uses for PTSD. The course encourages students to reflect on VR's historical innovations and propose modern upgrades, emphasizing critical thinking and creativity.
Takeaways
- π Virtual reality (VR) is an evolving field that started in 1957 with Morton Heilig's invention of Sensorama, offering 3D immersive experiences along with sensory elements like wind and smell.
- π The term 'virtual reality' was coined in 1987 by Jeran Lier, marking a significant milestone in the field.
- π In 1935, the science fiction book 'Pagmillian Spectacles' by Stanley by introduced the concept of VR goggles, which was the first attempt to conceptualize immersive experiences.
- π Sensorama, developed by Morton Heilig in 1957, provided early VR experiences with a 3D movie system that also included smells, vibrations, and wind to enhance immersion.
- π In 1961, the first head-mounted display, 'Headsight,' was created by Kimu and Ryan, which tracked head movements and allowed users to control remote cameras.
- π In 1966, the first flight simulator was developed, helping train pilots and sparking further interest in VR technology for training purposes.
- π 1968 marked the invention of the first VR head-mounted display, the 'Sword of Demos,' by Ian Sutherland, which superimposed graphics on real-time video, an early form of augmented reality.
- π The 1978 Aspen Movie Map, developed by MIT, allowed users to explore the city of Aspen, Colorado, in a virtual, interactive 2D format, resembling the modern-day Google Street View.
- π In the 1980s, VR began to gain popularity in gaming and simulations, with notable milestones like the 1982 film *Tron* and the development of visual systems for training pilots.
- π In 1991, VR arcade games were introduced, allowing players to immerse themselves in real-time games using VR goggles, marking VR's entry into mainstream entertainment.
- π The Virtual Boy, released by Nintendo in 1995, was an early attempt to bring VR to home consoles, though it failed due to high cost, limited graphics, and poor software support.
Q & A
What was the first device to provide a 3D immersive experience in virtual reality?
-The first device to provide a 3D immersive experience was the 'Sensorama,' developed by Morton Heli in 1957. It offered a multi-sensory experience, including sight, sound, smell, and touch sensations.
What is the significance of the term 'virtual reality' and who coined it?
-The term 'virtual reality' was coined in 1987 by Jaron Lanier, marking a shift towards the formalization and commercialization of the concept of VR technology.
How did Morton Heli's Sensorama contribute to virtual reality?
-Morton Heli's Sensorama was one of the first attempts at creating an immersive experience that simulated real-world sensations, such as wind, smell, and vibrations, alongside visual and auditory stimuli, setting the stage for future VR advancements.
What was the purpose of the 'Headsight' device created in 1961?
-The 'Headsight' device, created by Kimu and Ryan, was the first head-mounted display, primarily used for remote camera viewing. It included two video cameras and magnetic tracking to track head movements, providing an early form of motion tracking in VR.
How did VR technology contribute to flight simulation in the 1960s?
-In 1966, Thomas Fes developed the first flight simulator for the Air Force, using VR technology to train pilots. This marked a significant milestone, showing the potential of VR in simulation-based training.
What was the 'Sword of Demos' developed by Ivan Sutherland?
-The 'Sword of Demos,' developed by Ivan Sutherland in 1968, was the first VR head-mounted display that superimposed computer-generated graphics onto a real-world camera feed, creating a rudimentary form of augmented reality.
What was the Aspen Movie Map, and how did it relate to VR?
-The Aspen Movie Map, developed in 1978 by MIT, allowed users to virtually travel through the city of Aspen, Colorado, by viewing photographs and navigating through them in a car-like interface. This is considered the precursor to modern virtual navigation systems like Google Street View.
How did the movie 'Tron' (1982) contribute to VR culture?
-The movie 'Tron' popularized the concept of virtual environments by depicting characters who were immersed in a fully virtual world. It helped introduce the idea of VR to a mass audience, especially to gamers.
What was the role of VR in training and therapy in the 1990s?
-In the 1990s, VR was applied not only in training pilots and military personnel but also in therapeutic settings. In 1997, VR was used to simulate war zones to treat veterans suffering from PTSD, showing its potential in mental health treatments.
What were some of the challenges that early VR technologies faced?
-Early VR technologies faced numerous challenges, including technical limitations such as poor graphics, expensive hardware, and a lack of color in displays. Additionally, devices like the Nintendo Virtual Boy struggled with poor software support and high costs, leading to limited success in the market.
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