Main content
Virtual Reality and New Media /
The Evolution of Virtual Reality: A Historical Perspective
- The Native Tribe
- Dr. Sivarethinamohan R
Date created: | Last Updated:
: DOI | ARK
Creating DOI. Please wait...
Category: Project
Description: DOI: 10.17605/OSF.IO/H3BQP The Evolution of Virtual Reality: A Historical Perspective. Dr. Sivarethinamohan R, Associate Professor, Department of Professional Studies, Christ University, Bengaluru, Karnataka, India. ORCID iD: 0000-0003-1918-8931 Abstract: Virtual reality (VR) technology has progressed significantly since its inception in the 1960s. Beginning with Ivan Sutherland's invention of the first head-mounted display in the 1960s, this article provides a historical perspective on the evolution of virtual reality. The article describes significant developments in the evolution of VR technology, including the DataGlove by VPL Research and the Sega VR headset. The article also examines the technological advancements in virtual reality in the 21st century, including Palmer Luckey's creation of the Oculus Rift and its applications in healthcare, education, and entertainment. VR has enormous potential, and as technology advances, we can anticipate even more innovative applications of this technology. Keywords: Virtual Reality, VR, Historical Perspective, Evolution, Healthcare, Education, Entertainment, Immersion, Interaction. Spanish: La tecnología de realidad virtual (VR) ha avanzado significativamente desde su creación en la década de 1960. A partir de la invención del primer display montado en la cabeza por Ivan Sutherland en los años 60, este artículo ofrece una perspectiva histórica sobre la evolución de la realidad virtual. El artículo describe desarrollos significativos en la evolución de la tecnología VR, como el DataGlove de VPL Research y el casco Sega VR. También examina los avances tecnológicos en realidad virtual del siglo XXI, incluyendo la creación del Oculus Rift por Palmer Luckey y sus aplicaciones en cuidados de salud, educación y entretenimiento. La VR tiene un enorme potencial y, a medida que la tecnología avanza, podemos anticipar aún más aplicaciones innovadoras de esta tecnología. Palabras clave: Realidad Virtual, VR, Perspectiva Histórica, Evolución, Cuidado de la Salud, Educación, Entretenimiento, Inmersión, Interacción. Introduction: Since its inception in the 1960s, virtual reality (VR) technology has advanced dramatically. Ivan Sutherland invented the first head-mounted display (HMD) in 1968, but it was cumbersome and expensive. In the 1980s, the military and NASA began using virtual reality (VR) for training purposes, and VPL Research introduced DataGlove, which enabled users to interact with virtual objects using hand gestures. In the 1990s, SEGA released the Sega VR headset for home use, but technical problems plagued it, and it quickly pulled from the market. VR technology has advanced significantly in recent years. In 2010, Palmer Luckey created the Oculus Rift, the first virtual reality headset designed specifically for gaming, paving the way for the current generation of VR headsets. Several industries, such as healthcare, education, and entertainment, have implemented VR technology. VR is used in healthcare for pain management, surgical training, and rehabilitation, among other applications. In the education sector, VR is used for immersive learning experiences and simulations, while in the entertainment sector, VR is used for gaming and virtual experiences. VR's potential to revolutionise how we interact with digital content is one of its most alluring characteristics. Users can interact with digital content more naturally and intuitively than traditional interfaces such as computer monitors and touchscreens. In architecture and design, architects and designers can create immersive 3D models of their designs using virtual reality. Virtual reality improves mental health by providing a safe, regulated environment for exposure therapy and anxiety disorder treatment. Immersive and interactive learning environments can ultimately transform education. The development of virtual reality has been a fascinating journey with limitless potential. We can anticipate even more impressive VR applications as hardware and software advance. VR can transform how we interact with digital content, collaborate with others, design spaces, treat mental disorders, and learn. Early Developments of Virtual Reality: The history of virtual reality technology dates back to the 1960s. In 1968, computer scientist Ivan Sutherland developed the first head-mounted display (HMD), also known as the "Sword of Damocles." It was a significant technological advancement that allowed users to experience a basic form of virtual reality, despite the device's size and cost. Virtual reality gained popularity in the 1980s as new hardware and software were developed. The military and NASA began utilising VR for training purposes, and the technology's potential became apparent. 1985 saw the introduction of DataGlove by Jaron Lanier's company, VPL Research, which allowed users to interact with virtual objects using hand gestures. This was a significant step forward in the evolution of virtual reality. In the 1990s, virtual reality (VR) technology expanded. The Sega VR headset was released commercially by SEGA in 1991, but it was plagued by technical issues and quickly withdrawn from the market. Nevertheless, it was a significant development in the evolution of virtual reality. Virtual Boy, a portable gaming console released by Nintendo in 1995, featured a red monochrome display that created the illusion of three dimensions. It was not commercially successful, but it was an essential step in developing portable VR technology. Due to films such as The Lawnmower Man and The Matrix, the entertainment industry developed an interest in virtual reality technology in the late 1990s. This increased awareness and interest in virtual reality technology. Through their innovations and breakthroughs, the early pioneers of virtual reality technology, such as Ivan Sutherland and Jaron Lanier, paved the way for today's highly advanced and sophisticated VR technology. Advancements in the 21st Century: The history of virtual reality (VR) dates back to the 1960s when Ivan Sutherland created the first head-mounted display (HMD). Since then, virtual reality (VR) technology has rapidly advanced, and in recent years, it has been utilised extensively across numerous industries. The development of the Oculus Rift by Palmer Luckey in 2010 was a significant breakthrough that led to the current generation of virtual reality (VR) headsets. In healthcare, virtual reality is used for pain management, surgical training, and rehabilitation. In education, virtual reality is used for immersive learning experiences and simulations. The entertainment industry utilises virtual reality for gaming and virtual experiences such as virtual travel and concerts. Also, VR technology, architecture, engineering, and construction have provided clients and stakeholders with a more immersive and interactive experience. Social VR has been implemented for teamwork, socialisation, and therapy, allowing individuals with social anxiety to practise social situations in a safe setting. Virtual reality (VR) technology can be combined with other technologies, such as augmented reality (AR) and artificial intelligence (AI), to create mixed reality, enabling users to interact with virtual and real-world objects. AI can be used to create more responsive and realistic virtual environments, resulting in more individualised and adaptable learning environments. The development of virtual reality (VR) technology has spawned numerous opportunities and applications in various industries, thereby transforming how we interact with the world. As new opportunities are created, and the world continues to evolve, the future of VR technology combined with other emerging technologies will be fascinating to observe. Conclusion: Since the 1960s, virtual reality has advanced significantly. Virtual reality (VR) has become a valuable tool for various industries due to the development of new hardware and software that has enabled greater immersion and interactivity. VR has tremendous potential, and as the technology continues to advance, we will likely see even more innovative uses of this technology in the future. References: Ambrosio, A. P., & Fidalgo, M. I. R. (2020). Past, present and future of Virtual Reality: Analysis of its technological variables and definitions. Culture & History Digital Journal, 9(1), e010-e010. Anthes, C., García-Hernández, R. J., Wiedemann, M., & Kranzlmüller, D. (2016, March). State of the art of virtual reality technology. In 2016 IEEE aerospace conference (pp. 1-19). IEEE. Balzerkiewitz, H. P., & Stechert, C. (2020, May). The evolution of virtual reality towards the usage in early design phases. In Proceedings of the Design Society: DESIGN Conference (Vol. 1, p Biocca, F., & Levy, M. R. (1995). Virtual reality as a communication system. Communication in the age of virtual reality, 15-31.p. 91-100). Cambridge University Press. Coleman, J., Nduka, C. C., & Darzi, A. (1994). Virtual reality and laparoscopic surgery. Journal of British Surgery, 81(12), 1709-1711. Lawson, G., Salanitri, D., & Waterfield, B. (2016). Future directions for the development of virtual reality within an automotive manufacturer. Applied ergonomics, 53, 323-330. Mandal, S. (2013). Brief introduction of virtual reality & its challenges. International Journal of Scientific & Engineering Research, 4(4), 304-309. Standen, P. J., & Brown, D. J. (2006). Virtual reality and its role in removing the barriers that turn cognitive impairments into intellectual disability. Virtual Reality, 10, 241-252. Stone, R. J. (2001, July). Haptic feedback: A brief history from telepresence to virtual reality. In Haptic Human-Computer Interaction: First International Workshop Glasgow, UK, August 31—September 1, 2000 Proceedings (pp. 1-16). Berlin, Heidelberg: Springer Berlin Heidelberg. Schmitt, P. J., Agarwal, N., & Prestigiacomo, C. J. (2012). From planes to brains: parallels between military development of virtual reality environments and virtual neurological surgery. World neurosurgery, 78(3-4), 214-219. Yoh, M. S. (2001, October). The reality of virtual reality. In Proceedings seventh international conference on virtual systems and multimedia (pp. 666-674). IEEE. Ramsey, E. (2017). Virtual Wolverhampton: Recreating the historic city in virtual reality. ArchNet-IJAR: International Journal of Architectural Research, 11(3), 42-57. Slater, M. (2017). Immersion and the illusion of presence in virtual reality. British Journal of Psychology, 108(3), 1-18. Sutherland, I. E. (1968). A head-mounted three-dimensional display. Proceedings of the December 9-11, 1968, fall joint computer conference, part I, 757-764.
DOI: https://doi.org/10.17605/OSF.IO/H3BQP
The Evolution of Virtual Reality: A Historical Perspective
Dr. Sivarethinamohan R, Associate Professor, Department of Professional Studies, Christ University, Bengaluru, Karnataka, India. ORCID iD: 0000-0003-1918-8931
Abstract Virtual reality (VR) technology has progressed significantly since its inception in the 1960s. Beginning with Ivan Sutherland's in…
Files
Files can now be accessed and managed under the Files tab.
Citation
Recent Activity
Unable to retrieve logs at this time. Please refresh the page or contact support@osf.io if the problem persists.