Virtual reality has fascinated us for decades, with roots in the 1930s. But it wasn’t until 1968 that the first VR headset was made. Ivan Sutherland and Bob Sproull, an American computer scientist and his student, created it. Their device, called the Sword of Damocles, was a major step in VR history.
Sutherland and Sproull’s invention was a big leap in VR technology. It let users dive into a virtual world. The headset had two CRTs for 3D images. Even though it was basic, it showed VR’s potential and started a lot of research.
The Sword of Damocles wasn’t the only early VR headset. In 1960, Morton Heilig made the Telesphere Mask, the first HMD. But Sutherland and Sproull’s device was the first to use computer graphics and interact with users, making it a true pioneer.
Key Takeaways
- The first virtual reality headset, the Sword of Damocles, was created in 1968 by Ivan Sutherland and Bob Sproull.
- The Sword of Damocles used two small CRTs to display stereoscopic images, creating a 3D effect.
- Although primitive by today’s standards, the first vr headset demonstrated the potential for creating immersive vr experiences.
- The Sword of Damocles sparked a wave of research and development in the field of virtual reality.
- Morton Heilig’s Telesphere Mask, introduced in 1960, was the first HMD designed for immersive vr experiences, but lacked computer-generated graphics and interactivity.
Early Concepts and Precursors to Virtual Reality
The journey of virtual reality began with early ideas and inventions. These early steps laid the groundwork for today’s VR technology. They show our drive to explore and create new worlds.
Stereoscopic Photos and Viewers in 1838
In 1838, Charles Wheatstone found out how our brains mix two images into one 3D picture. This led to the creation of stereoscopic photos and viewers. These devices let people see depth and feel immersed in images.
Stereoscopic photography became popular in the 19th and early 20th centuries. Many stereoscope designs, like the lenticular and Holmes stereoscopes, were made. They offered a new way to see images, hinting at the immersive experiences of the future.
Stanley G. Weinbaum’s Science Fiction Story “Pygmalion’s Spectacles” in 1935
In 1935, Stanley G. Weinbaum wrote “Pygmalion’s Spectacles.” It was about a device that could simulate real experiences. The story’s main character, Dan Burke, uses goggles to enter a fictional world.
Weinbaum’s story was ahead of its time. It showed how science fiction can predict and inspire real tech. His vision of a device that simulates all senses was a glimpse into the future of VR.
Year | Milestone | Significance |
---|---|---|
1838 | Charles Wheatstone’s stereoscopic research | Demonstrated the brain’s ability to process two 2D images into a 3D object |
1939 | View-Master stereoscope patented | Popularized stereoscopic photography and immersive viewing experiences |
1935 | Stanley G. Weinbaum’s “Pygmalion’s Spectacles” published | Introduced the concept of a virtual reality device in science fiction literature |
These early ideas and inventions paved the way for today’s VR. From stereoscopic photos to science fiction, pioneers explored immersive experiences. Their work has shaped the history and future of virtual reality.
Morton Heilig’s Sensorama: The First VR Machine
In the late 1950s, Morton Heilig dreamed up a new way to engage our senses. He wanted to make movies more immersive. His creation, the Sensorama, was a step towards virtual reality.
Introducing the Sensorama in 1957
Heilig unveiled the Sensorama in 1957. It was the first virtual reality machine, even though it wasn’t computerized. It offered a multisensory experience in an arcade-style theater cabinet. Heilig patented it in 1962, aiming to engage all senses for a deeper experience.
“The cinema of the future will far surpass the ‘reality’ of the present-day cinema. The screen will not fill only 5% of your visual field, but 100%. The cinema will look, smell, and feel like reality.” – Morton Heilig, “The Cinema of the Future” (1955)
Features and Capabilities of the Sensorama
The Sensorama had unique features that made it stand out. It included:
- Stereoscopic 3D display for depth perception
- Stereo speakers for immersive audio
- Fans to simulate wind and air movement
- Smell generators to incorporate scents into the experience
- A vibrating chair to provide tactile sensations
Heilig made six short films for the Sensorama. He shot, produced, and edited them himself. These films, like “Motorcycle,” showed how it could transport you to different places by using all your senses.
Sensory Element | Sensorama Feature | Immersive Effect |
---|---|---|
Sight | Stereoscopic color display | Creates depth perception and 3D imagery |
Sound | Stereo‐sound system | Provides immersive audio experience |
Smell | Odor emitters | Incorporates scents to enhance realism |
Touch | Motional chair | Simulates physical sensations and movement |
Though ahead of its time, the Sensorama faced funding issues. Heilig’s ideas were not widely accepted. Yet, his work inspired many to explore virtual reality further.
The Telesphere Mask: The First VR Head-Mounted Display
In 1960, Morton Heilig created the Telesphere Mask, the first virtual reality head-mounted display (HMD). It wasn’t interactive and didn’t track movement. Yet, it offered an immersive 3D experience with wide vision and stereo sound.
The Telesphere Mask was a 3D video headset with unique features. It had 100% peripheral vision, binaural sound, and even scents and air breezes. Yet, a similar product on Kickstarter 55 years later didn’t reach its funding goal, showing the ongoing challenges in making these devices successful.
“He was so far ahead of his time that the world is still trying desperately to catch up to his vision, over half a century later.” – Alex Lambert, Creative Director of immersive experiences
Morton Heilig’s widow, Marianne Heilig, keeps the Telesphere Mask in a wooden box. She’s sad that it’s not recognized for its groundbreaking role in VR. Despite VR’s growing popularity, Heilig’s genius is still underappreciated. Many of his inventions are yet to be discovered and celebrated.
VR Device | Year | Price |
---|---|---|
Telesphere Mask | 1960 | N/A |
VPL Eyephone | 1989 | $9,400 |
Oculus Rift (Kickstarter) | 2012 | $300 |
Microsoft Hololens (Developer Edition) | 2016 | $3,000 |
The Telesphere Mask was a key step in the development of VR headsets. It paved the way for more advanced VR technologies. Though it wasn’t a commercial success in Heilig’s time, his vision and inventions have greatly influenced VR today.
Ivan Sutherland’s Vision: The Ultimate Display
In 1965, Ivan Sutherland introduced a groundbreaking concept that changed virtual reality forever. His idea, called the “Ultimate Display,” aimed to create a world that felt real. This vision inspired many to work on immersive virtual reality experiences.
Sutherland’s 1965 Paper and Its Impact on VR Development
Sutherland’s paper, “The Ultimate Display,” was published in 1965. He described a world where users could feel and see everything around them. He dreamed of a room where computers could make things real, letting users touch virtual objects.
Some key points from Sutherland’s paper include:
- The ultimate display would involve a room where the computer can control the existence of matter, creating a fully immersive virtual reality environment.
- Sutherland acknowledged that displays available commercially at the time lacked the ability to present area-filling pictures for direct human use.
- He predicted that future computer users would likely interact with computers through various input devices, such as typewriters, knobs, joysticks, and even syllable voice input.
- Sutherland emphasized the potential for kinesthetic displays that could provide users with the sensation of forces exerted on virtual objects.
- He also suggested that machines could be built to sense and interpret eye motion data for computer control, enhancing the interactivity of virtual environments.
Sutherland’s vision was a roadmap for virtual reality’s future. It inspired his own work and many others to create immersive environments. His ideas led to the development of head-mounted displays and haptic feedback systems.
“The ultimate display would, of course, be a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal.” – Ivan Sutherland, 1965
Sutherland’s work at the University of Utah and Harvard University was key to virtual reality’s progress. His students and colleagues, like Fred Brooks, made big contributions. This solidified Sutherland’s place as a pioneer in computer-generated environments.
After “The Ultimate Display,” Sutherland kept pushing virtual reality’s limits. By 1968, he had made the first head-mounted display, the Sword of Damocles. This device was a major step forward in virtual reality technology.
The Sword of Damocles: The First VR/AR Head-Mounted Display
In 1968, Ivan Sutherland and Bob Sproull made a big leap in virtual and augmented reality. They created the first head-mounted display (HMD) that made the real and virtual worlds seem to merge.
Development by Ivan Sutherland and Bob Sproull in 1968
The “Sword of Damocles” was a huge achievement back then. It had six key parts: a divider, multiplier, generator, headset, sensor, and a computer. These worked together to create a system that was the start of today’s virtual reality machines.
Sutherland’s smart move was to use a computer instead of a camera in the headset. This was a big step towards making the first real virtual reality machines.
Features and Limitations of the Sword of Damocles
The Sword of Damocles was a big deal, but it had some big drawbacks. It was so heavy, it had to hang from the ceiling. People could only use it for a little while because it was so heavy. Also, it only showed a 40-degree view, which is much smaller than what we can see.
The graphics were simple, with just wireframes and shapes. This was because computers were not very powerful back then. But, the headset could change the view based on head movements. This was a big step for augmented reality technology.
Feature | Sword of Damocles (1968) |
---|---|
Field of View | 40 degrees |
Graphics | Wireframes and basic geometric shapes |
Weight | Suspended from the ceiling due to heavy weight |
Key Innovation | Replaced camera with computer in the viewing device |
Even with its flaws, the Sword of Damocles was a huge step forward. It showed that head-mounted displays could create amazing experiences. Sutherland and Sproull’s work was a big proof of concept for virtual and augmented reality.
The Birth of the Term “Virtual Reality” and VPL Research
In the late 1980s, virtual reality started to become a real field of study. This was thanks to Jaron Lanier, who made the term “virtual reality” popular in 1987. His work at VPL Research was key in making VR a known and exciting technology.
Jaron Lanier Popularizes the Term “Virtual Reality” in 1987
Jaron Lanier, a virtual reality pioneer, coined the term “virtual reality” in 1987. This naming helped unite various VR research and development efforts. It made it easier for everyone to talk and understand VR. Lanier’s work at VPL Research helped make VR well-known.
VPL Research: The First Company to Sell VR Goggles and Gloves
Founded by Jaron Lanier in 1984, VPL Research was the first to sell VR goggles and gloves. They created innovative VR gear like the DataGlove, EyePhone, and AudioSphere. These products were key to VR’s growth and made VPL Research a leader.
VPL Research Product | Description |
---|---|
DataGlove | A glove-like device that captures hand movements and translates them into virtual environments |
EyePhone | A head-mounted display that uses Fresnel lenses to create immersive visual experiences |
AudioSphere | A 3D audio system that provides spatialized sound in virtual environments |
Despite its groundbreaking work, VPL Research faced financial troubles and went bankrupt in 1990. But its legacy lived on. Sun Microsystems bought its patents in 1998. VPL Research’s impact on VR is huge, paving the way for future advancements and making VR known to the public.
The Rise of VR in Gaming and Entertainment
The 1980s and 1990s were key times for virtual reality (VR) in gaming and entertainment. Companies like Atari and Virtuality led the way with new tech. They changed how we experience games and shows.
ATARI Introduces the First Video Game with 3D Technology in 1989
In 1989, Atari released the first 3D video game for the masses. This game showed VR’s power and set a new standard. Atari’s use of 3D visuals brought games to life in a new way.
Virtuality: Mass-Produced VR Arcade Games and Entertainment Systems
After Atari’s success, Virtuality started making VR arcade games in the early 1990s. They created the first widely available VR arcade systems. Their machines had advanced VR headsets and allowed for multiplayer fun.
Virtuality’s machines changed entertainment forever. They let players dive into virtual worlds. The multiplayer feature added a social twist, making games more fun with friends.
Company | Contribution | Year |
---|---|---|
Atari | First video game with 3D technology | 1989 |
Virtuality | Mass-produced VR arcade games and entertainment systems | Early 1990s |
Atari and Virtuality set the stage for VR’s future. Their work inspired others to explore VR. This led to more interest and investment in VR in the 1990s. It paved the way for VR’s comeback in the 2010s.
Early Attempts at Consumer VR Headsets
In the 1990s, many tried to make virtual reality headsets for home use. These early tries had problems but helped start the VR comeback in the 2010s. Devices like the Oculus Rift and PlayStation VR followed.
SEGA VR Headset Announcement and Cancellation
In 1991, Sega said they would make a VR add-on for the Genesis, called the Sega VR. They showed it off at shows, getting gamers excited. But, they stopped working on it in 1994 because of health worries and high costs.
Virtual IO I-Glasses: Making VR More Accessible
The Virtual IO I-Glasses came out in 1995, trying to make VR easier for people to use. It had a special design that let you see around you while in VR. But, it was pricey and didn’t have much software.
Nintendo’s Virtual Boy Console
Nintendo joined the VR scene in 1995 with the Virtual Boy. It was a special console for VR games. It had games like Mario’s Tennis and Teleroboxer. But, it had problems like being hard to hold and causing eye strain.
Headset | Release Year | Key Features | Challenges |
---|---|---|---|
Sega VR | Canceled (1994) | VR peripheral for Genesis console | Health concerns, high cost |
Virtual IO I-Glasses | 1995 | Transparent display, accessible design | High price, limited software |
Nintendo Virtual Boy | 1995 | 32-bit VR console, red monochromatic display | Ergonomic issues, limited color palette, side effects |
Even though these early VR headsets had big problems, they showed VR’s promise. They got people excited and helped make future VR better and easier to use.
Resurgence of VR in the 2010s
The 2010s saw a big comeback in virtual reality technology. This decade brought new VR devices and apps. They changed how we see and interact with digital content and each other.
Google’s Stereoscopic 3D Street View App
In 2010, Google launched a 3D version of Street View. It let users explore places with a new sense of depth. This move made VR more accessible to everyone, setting the stage for more progress.
Palmer Luckey and the Oculus Rift Prototype
The Oculus Rift prototype was a big leap in VR. Palmer Luckey created it in 2012. His Kickstarter for the Rift DK1 raised almost $2.5 million, showing people’s growing interest in VR.
The Rift DK1, released in 2013, had a high resolution and a wide field of view. It was priced at $300, making it affordable for VR fans and developers.
Facebook’s Acquisition of Oculus VR
In 2014, Facebook bought Oculus VR for $2 billion. This move showed Facebook’s big commitment to VR. It brought VR into the mainstream, catching the eye of both users and investors.
Sony’s Project Morpheus and Google Cardboard
In 2014, Sony showed off “Project Morpheus,” a VR headset for the PlayStation 4. It showed VR’s growing appeal in gaming. The same year, Google introduced “Google Cardboard,” a cheap, DIY VR viewer for smartphones. It made VR more accessible to many people.
VR Headset | Release Date | Resolution (per eye) | Field of View | Price |
---|---|---|---|---|
Oculus Rift | March 2016 | 1080×1200 | 88° | $599 |
HTC Vive | April 2016 | 1080×1200 | 92° | $799 |
PlayStation VR | October 2016 | 960×1080 | 96° | $299 |
Oculus Quest | May 2019 | 1440×1600 | 95° | $399 |
The 2010s saw many VR headsets come out. The Oculus Rift, HTC Vive, and PlayStation VR offered top-notch VR experiences. The Oculus Quest, released in 2019, was a standalone headset that didn’t need a PC or sensors.
VR wasn’t just for gaming anymore. Platforms like AltspaceVR made socializing in VR better. Labster even offered virtual lab simulations for students. As VR kept improving, it showed us a future full of immersive experiences.
The First VR Headset’s Legacy and Impact
In 1968, Ivan Sutherland and Bob Sproull created the first VR headset. Their work started a journey in immersive technology. It inspired many to explore virtual reality’s potential, leading to today’s wide range of applications.
Now, VR goes beyond fun and games. It’s used in education, engineering, and healthcare. This shows how versatile and useful immersive technology can be. As tech gets better, the impact of this invention will keep growing, changing how we use digital spaces.
The VR market is growing fast. By 2024, it’s expected to hit $12.9 billion. Oculus VR, now Meta Quest, was a big hit, raising $2.4 million in 2012. They now have 80% of the VR headset market.
“The ultimate display would, of course, be a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal.” – Ivan Sutherland, 1965
Today, we’re working on making VR feel even more real. We’re improving headsets, audio, and adding new senses like touch and smell. These steps will help make VR even better, building on the first headset’s legacy.
- Optimized head-mounted displays
- Synchronized audio to real-time actions
- Incorporation of other senses, such as haptics and olfactory stimuli
These improvements open doors for new companies to grow VR. This will make the first VR headset’s impact even bigger.
Company | Investment in VR (USD) |
---|---|
Meta (Facebook) Reality Labs | $10.19 billion (2021) |
$542 million (acquisition of Magic Leap) | |
Microsoft | $150 million (acquisition of AltspaceVR) |
But, VR still faces challenges. Health and safety are big concerns. Some people might get sick or hurt while using VR. Eye strain and sickness are also issues. Solving these problems is key to VR’s future success.
In summary, the first VR headset’s legacy is one of innovation and endless possibilities. As VR keeps evolving, its impact will grow, changing how we learn, work, and interact with the world.
Conclusion
Virtual reality started in science fiction and grew thanks to pioneers like Ivan Sutherland and Morton Heilig. The first VR headset, the Sword of Damocles, was made in 1968. This was a big step in the history of virtual reality, leading to the immersive experiences we love today.
The VR industry is growing fast, with many uses like healthcare, education, gaming, and entertainment. Now, with devices like Google Cardboard and Oculus Quest, more people can enjoy immersive experiences. This makes virtual reality more accessible than ever.
The future of VR looks very promising. As technology gets better, we’ll see even more amazing things. The mix of VR, AR, and MR will make the virtual and real worlds closer. This opens up new ways for us to experience things that were once just dreams. The potential of virtual reality is endless.