The History of Augmented and Virtual Reality
By 2022, 3.5 billion AR devices are expected to be in use.
By 2020, ⅓ of global consumers are expected to be using VR
It’s easy to feel like AR and VR have popped into our lives overnight—but their development has been a long time coming.
The Origins of AR & VR
1838
Stereoscope
Invented by Charles Wheatstone
Allowed users to view a pair of separate images for each eye, creating a seemingly distant and larger 3D image
1891
Kinetoscope
Invented by Thomas Edison and William Dickson
Sent a piece of film between a lens and a light bulb while the user peered through a peephole showing images at 46 FPS
1929
Link Trainer Flight Simulator
Developed by Edwin Link of the Link Piano and Organ Company
Fuselage that simulated plane movement, cockpit enclosure, and realistic dangers of air travel through pneumatic pumps
1935
Science Fiction: Pygmalion’s Spectacles
Sci-fi story written by Stanley G. Weinbaum
Described pair of goggles that allows people to experience virtual senses including sight, smell, touch, and taste
1938
View-Master
Developed by William Gruber and Harold Graves
Stereoscopic 3D photo viewer introduced at the 1939 New York World’s Fair as an update to the scenic postcard
Beginning in the mid- to late 20th century, AR and VR as we know them today truly truly took off
Breakthroughs of the Late 20th Century
1960
Telesphere Mask
Developed by Morton Heilig, cinematographer and VR pioneer
First ever head-mounted display (HMD), which used stereoscopic technology, 3D imagery, widescreen vision, and stereo sound
1961
Headsight
Developed by Philco Corporation engineers
First motion-tracking HMD that took pictures and was designed to allow remote viewing of dangerous situations by the military
1962
Sensorama and Motorcycle Simulator
Developed by Morton Heilig
3D-equipped booth that produced sensations to simulate real experiences, such as a vibrating seat and the smell of hot dog stalls to simulate riding a motorcycle through New York
1968
Sword of Damocles
Developed by Ivan Sutherland
Primitive and heavy headset that was suspended from the ceiling, which earned it its name from the Greek myth
1977
Sayre Glove
Created by scientists at the Electronic Visualization Laboratory at the University of Illinois
The first wired glove, which turned finger movement into electrical signals
1982
Power Glove and DataGlove
Created by Thomas G. Zimmerman and Jaron Lanier
Gloves used an optical flex sensor and ultrasonic and magnetic hand position tracking technology
1986
Air Force Super Cockpit Program
Designed and directed by Thomas Furness
HMD that projected computer-generated 3D maps, infrared and radar imagery, and avionics data to create a simulated aircraft that pilots could operate with gestures and eye movements
1988
Virtual Interface Environment Workstation (V.I.E.W.)
Developed by NASA in partnership with VPL Research, Inc.
HMD that showed a CGI environment or a real environment relayed from remote video cameras and used DataGlove and DataSuit clothing
1991
Virtuality Group Arcade Machines
Developed by Dr. Jonathan D Waldern and W Industries
Used magnetic stereoscopic visors, joysticks, and networked units for multiplayer gaming in stand-up and sit-down pod variants
1992
Cave Automatic Virtual Environment (CAVE)
First developed by Chicago Electronic Visualization Laboratory
Room in which realistic visuals are projected from outside and controlled by user movement inside through motion capture, stereoscopic LCD shutter glasses, and mirrors
1995
Virtual Boy
Developed by Nintendo designer Gunpei Yokoi
This failed portable video game console simulated red and black 3-D images through a visor connected to a handheld controller
From the clunky first generation headsets of the 1960s to the over 250 sleek options available on Amazon today, it’s clear AR and VR have come a long way in a short time
The 21st Century and The Future
2000s-Present
The AR and VR Market:
Google Cardboard: $15
Samsung Gear: $129.99
NVIDIA 3D Vision 2: $141.91
Sony’s Playstation VR: $299.00
Oculus Rift: $399.00
HTC VIVE: $499.99
Lampix tabletop AR: $599.00
Magic Leap One: $2,295
Microsoft HoloLens for Developers: $3,000
What the Future Looks Like
Ways AR & VR Are Changing the World
Education
Giving students virtual field trips, language immersion, and game-based learning
Selfies
Enhancing environments for more striking pictures
Public Safety
Training first responders, law enforcement, and firefighters
Business
Allowing real-time, hands-on collaboration on projects
Healthcare
Providing accessible therapy, reducing pain, and virtual trips
Navigation
Sending users immersive directions they can follow without a map
The history of AR and VR is still being written, and innovations are leading to breakthroughs in industry after industry―put on a headset and see where the future takes you.
Sources:
https://techcrunch.com/2018/01/25/ubiquitous-ar-to-dominate-focused-vr-by-2022/
https://www.ericsson.com/en/trends-and-insights/consumerlab/consumer-insights/reports/tv-and-media-2017
https://www.smithsonianmag.com/innovation/sterographs-original-virtual-reality-180964771/
https://www.1939nyworldsfair.com/worlds_fair/viewmaster/index.htm
https://www.britannica.com/technology/Kinetoscope
https://www.simulationinformation.com/education/early-history-flight-simulation
https://www.vrs.org.uk/virtual-reality/history.html
https://www.viewmaster.co.uk/htm/history.asp
https://www.mortonheilig.com/InventorVR.html
https://lowdown.carphonewarehouse.com/detail.aspx?channel=smart-tech&articleid=29235
https://www.historyofinformation.com/expanded.php?id=1087
https://www.historyofinformation.com/expanded.php?id=4081
https://www.britannica.com/technology/virtual-reality#ref884322
https://www.nasa.gov/ames/spinoff/new_continent_of_ideas/
https://www.researchgate.net/publication/4709345_Virtual_Interface_Environment_Workstations
https://www.theatlantic.com/entertainment/archive/2015/02/when-vr-was-an-arcade-game/385139/
https://whatis.techtarget.com/definition/CAVE-Cave-Automatic-Virtual-Environment
https://www.yulio.com/blog-vr-research-numbers-roundup/
https://vr.google.com/cardboard/
https://www.samsung.com/global/galaxy/gear-vr/
https://www.magicleap.com/magic-leap-one?zip_modal=true
https://www.playstation.com/en-ae/explore/playstation-vr/
https://www.oculus.com/rift/
https://www.vive.com/us/
https://lampix.com/products/lampix
https://www.microsoft.com/en-us/hololens
https://www.opencolleges.edu.au/informed/edtech-integration/10-ways-virtual-reality-already-used-education/
https://www.digitalinformationworld.com/2018/08/selfies-augmented-reality-by-the-numbers-infographic.html
https://www.nist.gov/news-events/news/2018/05/not-game-nist-virtual-reality-aims-win-public-safety
https://www.realitytechnologies.com/applications/business/
https://uploadvr.com/healthcare-vr-improve/
https://www.theverge.com/2018/5/8/17332480/google-maps-augmented-reality-directions-walking-ar-street-view-personalized-recommendations-voting
<