VR

  • Sir Charles Wheatstone discovered the possibility of VR

    Sir Charles Wheatstone was the first to describe stereopsis in 1838 and was awarded the Royal Medal of the Royal Society in 1840 for his explanation of binocular vision, a research which led him to construct the stereoscope.
  • Stanley Weinbaum writes a story about fictional VR goggles

    In 1935 American science fiction writer Stanley Weinbaum presented a fictional model for VR in his short story Pygmalion's Spectacles.
  • Morton Heilig created Sensorama, the first VR machine

    It was a large booth that could fit up to four people at a time. It combined multiple technologies to stimulate all of the senses: there was a combined full colour 3D video, audio, vibrations, smell and atmospheric effects, such as wind.
  • Heilig patented the Telesphere Mask

    It was the first head-mounted display
  • Headsight was created by Comeau and Bryan

    Headsight was the first motion tracking HMD. It had built-in video screens for each eye and a head-tracking system.
  • Ivan Sutherland presented his vision of the Ultimate Display.

    The concept was of a virtual world viewed through an HMD which replicated reality so well that the user would not be able to differentiate from actual reality. This included the user being able to interact with objects. This concept featured computer hardware to form the virtual world and to keep it functioning in real-time. His paper is seen as the fundamental blueprint for VR.
  • Thomas Furness created the first flight simulator for the Air Force.

    This assisted in the progression of VR because the military subsequently provided a lot of funding for producing better flight simulators.
  • Sutherland and Bob Sproull, created the first virtual reality HMD, The Sword of Damocles

    This head-mount connected to a computer rather than a camera and was quite primitive as it could only show simple virtual wire-frame shapes. These 3D models changed perspective when the user moved their head due to the tracking system. It was never developed beyond a lab project because it was too heavy for users to comfortably wear; they had to be strapped in because it was suspended from the ceiling.
  • Myron Krueger developed a succession of artificial reality experiences using computers and video systems

    He created computer-generated environments that responded to the people in it. These projects led to VIDEOPLACE technology which is mentioned later.
  • General Electric Corporation built a computerised flight simulator

    This featured a 180-degree field of vision by using three screens surrounding the cockpit.
  • Krueger's VIDEOPLACE, the first interactive VR platform, was displayed at the Milwaukee Art Center.

    It used computer graphics, projectors, video cameras, video displays and position-sensing technology and it didn't use goggles or gloves. VIDEOPLACE consisted of dark rooms with large video screens to surround the user in VR.
  • Aspen Movie Map was created by MIT

    This program enabled users to virtually wander through Aspen city in Colorado, like with Google Street View. There were three modes: summer, winter and polygons.
  • McDonnell-Douglas Corporation integrated VR into its HMD, the VITAL helmet, for military use.

    A head tracker in the HMD followed the pilot's eye movements to match computer-generated images.
  • StereoGraphics company created stereo vision glasses.

  • Sayre gloves were created by Sandin and Defanti

    These gloves were the first wired gloves. They monitored hand movements by using light emitters and photocells in the gloves' fingers. So, when the user moved their fingers the amount of light hitting the photocell varied which then converted the finger movements into electrical signals. This may have been the beginning of gesture recognition.
  • Jaron Lanier and Thomas Zimmerman founded VPL Research, Inc.

    This company is known as the first company to sell VR goggles and gloves. They developed a range of VR equipment, such as, the DataGlove, EyePhone HMD and the Audio Sphere.
  • Furness developed a flight simulator between 1986-1989 known as the Super Cockpit.

    The training cockpit featured: computer-generated 3D maps, advanced infrared and radar imagery and the pilot could see and hear in real-time. The helmet's tracking system and sensors allowed the pilot to control the aircraft using gestures, speech and eye movements.
  • British Aerospace used the HMD similarly to Furness' Super Cockpit and developed the Virtual Cockpit which also featured speech recognition.

    Jaron Lanier popularised the term "Virtual Reality" while at VPL Research. The VR and graphics-related patents were later bought by Sun Microsystems. The company Dimension International created a software that could build 3D worlds in a PC.
  • Scott Foster founded Crystal River Engineering Inc after receiving a contract from NASA to develop the audio element of the Virtual Environment Workstation Project

    through this company real-time binaural 3D audio processing was developed.
  • Jonathan Waldern exhibited Virtuality, a VR arcade machine, at the Computer Graphics 90 exhibition in London.

  • Antonio Medina, a NASA scientist, designed a VR system to drive the Mars robot rovers from Earth in supposed real-time despite signal delays between the planets. This system is called "Computer Simulated Teleoperation".

  • The Virtuality Group launched Virtuality. These were VR arcade machines where gamers could play in a 3D gaming world.

    This was the first mass-produced VR entertainment system. A Virtuality pod featured VR headsets and real-time immersive stereoscopic 3D images. Some of the machines could be networked together for multi-player games. Eventually some of the very popular arcade games, like Pac-Man, had VR versions.
  • SEGA released SEGA VR-1, a motion simulator arcade machine.

  • Nintendo launched the Virtual Boy console

    which played 3D monochrome video games. It was the first portable console to display 3D graphics. But it was a commercial failure due to:
    The lack of colour graphics
    The lack of software support
    It wasn't comfortable to use
    One year later it was discontinued.
  • Georgia Tech and Emory University researchers used VR to create war zone scenarios for veterans receiving exposure therapy for PTSD

  • SAS Cube was the first PC based cubic room

    It led to Virtools VR Pack.
  • Google introduced Street View

    Immersive Media was identified as the contractor that captured the imagery for four of the five cities initially mapped by Street View, using its patented dodecahedral camera array on a moving car.
  • Google introduced a stereoscopic 3D mode for Street View.

  • Palmer Luckey, an 18-year-old created the first prototype of the Oculus Rift headset

    It featured a 90-degree field of vision, which had never been seen before, and relied on a computer's processing power to deliver the images. This new development boosted and refreshed interest in VR.
  • Luckey launched a Kickstarter campaign for the Oculus Rift which raised $2.4 million.

  • Facebook bought the Oculus VR company for $2 billion

    This was a defining moment in VR's history because VR gained momentum rapidly after this.
  • Sony announced that they were working on Project Morpheus, a VR headset for the PS4

  • Google released the Cardboard

    a low-cost and do-it-yourself stereoscopic viewer for smartphones.
  • Samsung announced the Samsung Gear VR

    a headset that uses a Samsung Galaxy smartphone as a viewer.
  • VR possibilities started becoming widely available to the general public

    for example:
    The Wall Street Journal launched a VR roller coaster that followed the ups and downs of the Nasdaq Stock Market.
    The BBC created a 360-degree video where users view a Syrian migrant camp.
    The Washington Post released a VR experience of the Oval Office at the White House Correspondents’ Association Dinner.
    RYOT, a media company, exhibited Confinement, a short VR film about solitary confinement in US prisons.
    Etc.
  • hundreds of companies were developing VR products.

    Most of the headsets had dynamic binaural audio. Haptic interfaces were underdeveloped. Haptic interfaces are systems that allow humans to interact with a computer using their touch and movements - like the Gloveone gloves that were being developed. This meant that handsets were typically button-operated. HTC released its HTC VIVE SteamVR headset. This was the first commercial release of a headset with sensor-based tracking which allowed users to move freely in a space.
  • Many companies are developing their own VR headsets

    including HTC, Google, Apple, Amazon, Microsoft Sony, Samsung etc. Sony may be developing a similar location tracking tech to HTC's VIVE for the PlayStation 4.
  • At Facebook F8, Oculus demonstrated a new headset prototype, the Half Dome. This is a varifocal headset with a 140 degrees field of vision.

    Virtual reality has significantly progressed and is now being used in a variety of ways, from providing immersive gaming experiences, to helping treat psychological disorders, to teaching new skills and even taking terminally ill people on virtual journeys. VR has many applications and with the rise in smartphone technology VR will be even more accessible.
  • Forbes describes this as The Year Virtual Reality Gets Real

    Oculus Quest, Facebook's standalone headset, created a lot of interest and momentum, selling out in many locations and generating $5 million worth of content sales. The shift from tethered to standalone VR headsets represented a shift within the immersive ecosystem, as standalone headsets are much easier to use for the average consumer. Road to VR reported that the monthly-connected VR headsets on Steam had surpassed 1 million for the first time.
  • The Oculus Quest 2 was unveiled

    The Quest 2 received mostly positive reviews as an incremental update to the Quest and continues to sell in the millions around the world.