Virtual reality has a long and tumultuous past
filled with as many deaths as it has attempts at revival. However, the recent
surge in production and society’s fascination could finally be the industry’s
salvation. Let us take a look at history to see how VR got here.
In 1955, Morton Heilig devised the Sensorama, which by 1962 was a working prototype. It was the first 4D film-viewer in which a person would put their head and have all their senses stimulated. It could display wide-angle stereoscopic 3D images and create stereo sound, vibrations and even blow wind and context-specific aromas towards your head. This technology, however, was stylistically a booth and not a head-mounted display (or HMD) system.
It was not until 1968 when the first HMD was created by Ivan Sunderland, which he named the “Ultimate Display”. Also referred to as The Sword of Damocles due to its room-filling proportions, it successfully immersed the wearer in a virtual world, albeit primitive and wireframe. However, it was heavy and thus needed to be connected to a mechanical arm attached to the roof of the lab.
From the 60s throughout the 80s, there was a steady
amount of development in the field which is mainly credited to military-type
experiments such as vehicle simulators. Fast forward to the 1995 release of
Nintendo’s VirtualBoy: An expensive, uncomfortable, black and red
colour-screen doomsday for the consumer VR industry. This terrible 3D gaming
experience was enough to bury VR from the world for almost a decade.
When all hope seemed lost, Oculus VR launched a
Kickstarter campaign for their take on a high-tech and lightweight VR headset
in 2012. It amassed a large following and was eventually bought by Facebook in
2014 and released early 2016. This inspired the consumer VR resurrection we see
today.
Author: Ryan Manoim
References:
GameSpot, 2014. [Online]
Available at: https://www.youtube.com/watch?v=43mA_ypfwKg
Available at: https://www.youtube.com/watch?v=43mA_ypfwKg
Burton, R., 2012. Ivan Sutherland. [Online]
Available at: http://amturing.acm.org/award_winners/sutherland_3467412.cfm
[Accessed 25 April 2016].
Available at: http://amturing.acm.org/award_winners/sutherland_3467412.cfm
[Accessed 25 April 2016].
Turi, J., 2014. The sights and scents of the
Sensorama Simulator. [Online]
Available at: http://www.engadget.com/2014/02/16/morton-heiligs-sensorama-simulator/
[Accessed 25 April 2016].
Available at: http://www.engadget.com/2014/02/16/morton-heiligs-sensorama-simulator/
[Accessed 25 April 2016].
Langshaw, M., 2014. Virtual Boy retrospective:
Nintendo's disastrous foray into VR. [Online]
Available at: http://www.digitalspy.com/gaming/retro-corner/feature/a562419/virtual-boy-retrospective-nintendos-disastrous-foray-into-vr/
[Accessed 26 April 2016].
Available at: http://www.digitalspy.com/gaming/retro-corner/feature/a562419/virtual-boy-retrospective-nintendos-disastrous-foray-into-vr/
[Accessed 26 April 2016].
No comments:
Post a Comment