Virtual reality
In 1938, French playwright Antonin Artaud wrote about the illusory nature of theater in a collection titled Le Théâtre et son double. He used the phrase la réalité virtuelle to describe how characters and objects could feel real without actually existing. The English translation appeared in 1958 as The Theater and its Double. This publication marked the earliest known use of the term virtual reality in print. The word virtual itself had been used since the mid-1400s to mean something that exists in effect but not in fact. By 1959, computer scientists began using virtual to describe software-generated realities rather than physical ones. Myron Krueger introduced the term artificial reality in the 1970s to describe interactive art installations. Damien Broderick used virtual reality in a science fiction context with his 1982 novel The Judas Mandala. Jaron Lanier popularized the modern usage of the term during the late 1980s through his company VPL Research. His firm developed business-grade hardware including the DataGlove and EyePhone headsets. These devices laid the groundwork for commercial adoption of immersive simulation technology.
Morton Heilig built a prototype called Sensorama in 1962 that combined sight, sound, smell, and touch into one mechanical device. It played five short films while engaging multiple senses simultaneously. He also patented the Telesphere Mask in 1960 which promised complete sensation of reality with binaural sound and air breezes. Harvard Professor Ivan Sutherland created The Sword of Damocles in 1968 with help from student Bob Sproull. This head-mounted display system was so heavy it had to be suspended from the ceiling. The graphics were simple wire-frame model rooms yet it represented the first HMD for immersive simulation applications. Eric Howlett developed the Large Expanse Extra Perspective optical system in 1979. NASA Ames Research Center redesigned this system in 1985 as the VIEW workstation under Scott Fisher. By the late 1980s VPL Research released the DataSuit full-body outfit with sensors measuring arm leg and trunk movement. Mattel licensed the DataGlove technology to create the Power Glove released in 1989. Sega announced its VR headset for the Mega Drive home console in 1991 using LCD screens and inertial sensors. Virtuality launched the first mass-produced networked multiplayer VR entertainment system costing up to $73,000 per multi-pod unit.
Palmer Luckey designed the first prototype of the Oculus Rift in 2010 with a 90-degree field of vision previously unseen in consumer markets. John Carmack presented the Rift at E3 video game trade show in 2012. Facebook purchased Oculus VR in 2014 for what was stated as $2 billion though later revealed figures reached $3 billion. Valve discovered low-persistence displays in 2013 which eliminated lag-free smear-free display issues. HTC and Valve announced the HTC Vive headset with Lighthouse tracking technology in 2015. Sony introduced Project Morpheus code name PlayStation VR for the PlayStation 4 console in 2014. Google released Cardboard do-it-yourself stereoscopic viewers allowing smartphone placement in cardboard holders worn on heads. By 2016 over 230 companies were developing VR-related products including Amazon Apple Facebook Google Microsoft Sony and Samsung. HTC shipped its first units of the HTC Vive SteamVR headset marking major commercial release of sensor-based tracking. Oculus Quest 2 accounted for 80% of all VR headsets sold in 2021. Meta released the Meta Quest Pro in 2022 featuring mixed reality applications using high-resolution color video passthrough.
Simulated VR surgical environments were first developed in the 1990s under expert supervision to provide repeatable training at low cost. Studies at North Carolina medical institutions showed improvement in technical performance among students and surgeons using LapSim simulation programs. Virtual reality exposure therapy treats anxiety disorders like post traumatic stress disorder and phobias through controlled virtual environments. A VR therapy helps people with psychosis and agoraphobia manage avoidance of outside environments by exploring simulated cafes or busy streets. NICE is assessing whether this therapy should be recommended on the NHS. During the COVID-19 pandemic social VR served as mental health tool enabling self-administered non-traditional cognitive behavioral therapy. Programs assist elderly individuals diagnosed with Alzheimer's disease by simulating real experiences they could not otherwise access. Seventeen recent studies with randomized controlled trials demonstrated effectiveness in treating cognitive deficits with neurological diagnoses. Physical rehabilitation since the 2000s uses VR despite lacking good quality evidence compared to other methods without expensive equipment. Mirror therapy combined with motion tracking offers potential treatment for phantom limb pain through interactive three-dimensional kitchen environments.
One in 4,000 people or .025% may experience twitches seizures or blackouts while using VR headsets even without prior history of epilepsy. Motion sickness eyestrain headaches and discomfort remain most prevalent short-term adverse effects affecting approximately 25, 40% of users. Women are significantly more affected than men by headset-induced symptoms at rates around 77% versus 33%. Nintendo's Virtual Boy received criticism for negative physical effects including dizziness nausea and headaches. Children advised against using VR headsets due to heavy weight causing increased likelihood of discomfort. People quickly lose awareness of real-world surroundings while wearing headsets potentially injuring themselves by tripping over or colliding with objects. Eye fatigue occurs regularly as blinking decreases when watching screens causing eyes to become dried out. The Wall Street Journal found January 2022 that VR usage could lead to leg hand arm shoulder injuries plus neck injuries especially cervical vertebrae damage. Vergence-accommodation conflict remains one main cause of virtual reality sickness occurring when vestibular system does not experience expected motion from visual input through eyes.
Persistent tracking required by all VR systems makes technology particularly useful for mass surveillance including gathering personal actions movements responses. Data from eye tracking sensors projected standard feature in future headsets may indirectly reveal ethnicity personality traits fears emotions interests skills mental health conditions. Advanced VR systems capture biometric data like voice patterns eye movements physiological responses to experiences. Facebook announced August 2020 Oculus products subject to Facebook social network terms requiring account integration beginning January 2023. Following month Facebook halted sale of Oculus products in Germany due to GDPR violation concerns. Company established separate Meta account system in 2022. Researchers from University of Chicago demonstrated security vulnerability in Meta Quest Android-based software January 2024 allowing login credential theft and false detail injection during online banking sessions. General Data Protection Regulation California Consumer Privacy Act apply to VR though enforcing laws challenging due global nature vast amounts collected data. Existing regulations require companies disclose collection methods giving users degree control over personal information despite enforcement difficulties.
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Common questions
When was the term virtual reality first used in print?
The earliest known use of the term virtual reality in print appeared in 1958 when The Theater and its Double translated Antonin Artauds phrase la réalité virtuelle. This publication marked the first instance of the English translation appearing after Artaud wrote about the concept in 1938.
Who invented the first head-mounted display for immersive simulation applications?
Harvard Professor Ivan Sutherland created The Sword of Damocles in 1968 with help from student Bob Sproull to serve as the first HMD for immersive simulation applications. This heavy system had to be suspended from the ceiling yet featured simple wire-frame model rooms.
What percentage of VR users experience motion sickness or discomfort?
Motion sickness eyestrain headaches and discomfort remain most prevalent short-term adverse effects affecting approximately 25 to 40% of users. Women are significantly more affected than men by headset-induced symptoms at rates around 77% versus 33%.
How much did Facebook pay to acquire Oculus VR in 2014?
Facebook purchased Oculus VR in 2014 for what was stated as $2 billion though later revealed figures reached $3 billion. John Carmack presented the Rift at E3 video game trade show in 2012 before the acquisition occurred.
When did virtual reality exposure therapy begin treating anxiety disorders like post traumatic stress disorder?
Virtual reality exposure therapy treats anxiety disorders like post traumatic stress disorder and phobias through controlled virtual environments developed during the 1990s. Simulated VR surgical environments were also first developed in the 1990s under expert supervision to provide repeatable training at low cost.