The Basics of Virtual Reality: A Detailed Overview
What is Virtual Reality?
Virtual Reality (VR), often referred to as virtual world or VR, is a technology that creates a simulated
three-dimensional (3-D) environment through computer modeling and simulation. This immersive
experience allows users to interact with a digitally generated world that mimics real-life scenarios. VR
utilizes various devices such as headsets, goggles, gloves, and body suits to create a convincing illusion
of “being there” (telepresence).
In a typical VR setup, users wear a helmet with stereoscopic screens that display animated images of a
simulated environment. The experience is enhanced by motion sensors that track the user’s movements
and adjust the visual display in real-time. This enables users to explore virtual spaces, change
perspectives, and interact with objects as if they were in the real world. Data gloves with force-feedback
technology allow users to touch and manipulate virtual objects, further increasing the sense of
immersion.
The Origins of Virtual Reality
The term “virtual reality” was introduced by Jaron Lanier in 1987. Lanier, a key figure in the development
of VR technology, contributed significantly to the industry with his pioneering work. Early VR research
and technology development in the United States were heavily influenced by government agencies such
as the Department of Defense, the National Science Foundation, and NASA. These organizations funded
projects that spurred advancements in computer graphics, simulation, and networked environments,
fostering a blend of academic, military, and commercial work.
Historical Precursors
Before VR as we know it, various forms of immersive experiences were explored. Throughout history,
artists and entertainers have sought ways to create compelling imaginary worlds. Techniques like
panoramic paintings and futuristic theatre designs have long aimed to blur the line between reality and
illusion. For instance, the Cinerama film format, invented for the 1939 New York World’s Fair, aimed to
replicate a full field of vision using multiple cameras and projectors. This early attempt at creating
immersive experiences laid the groundwork for future VR innovations.
Early Technological Developments
Sensory Stimulation and Early VR Concepts
In the early 1960s, Morton Heilig, influenced by the Cinerama and 3-D movies, developed the
Sensorama Simulator. This device aimed to engage multiple senses by incorporating stereoscopic
images, motion, sound, temperature changes, and even smells. Although Heilig struggled to market
Sensorama, his work was foundational in VR’s evolution. He also invented the Telesphere Mask, an early
head-mounted display designed to offer a stereoscopic 3-D TV experience.
The Advent of Computer-Based VR
The 1950s and 1960s saw significant advancements in computing fields relevant to VR, including 3-D
graphics and simulation. Projects like Whirlwind and SAGE utilized early cathode-ray tube (CRT)
displays and input devices for data manipulation. During this period, the notion of computers augmenting
human potential, rather than merely performing calculations, gained traction.
Joseph Licklider, a key figure in this era, envisioned a “man-computer symbiosis” and promoted human-
computer interaction research. His work at DARPA funded projects that advanced data visualization and
command systems. Meanwhile, Ivan Sutherland’s work on Sketchpad, an interactive drawing system,
laid the foundation for future VR developments. In 1965, Sutherland proposed the concept of an “ultimate
display,” predicting that computer imagery could create richly detailed virtual worlds.
The Development of Head-Mounted Displays
One of the most significant advancements in VR technology came from Ivan Sutherland’s development
of the first head-mounted display (HMD) in 1967. This early HMD featured CRT displays and mirrors to
create a stereoscopic 3-D visual experience. Though the device was cumbersome, it marked a crucial
step towards immersive VR experiences. Sutherland’s later work included developing a tethered display
that projected computer-generated graphics, further enhancing the sense of immersion.
VR in Training and Simulation
Military and Aviation Training
VR technology found early and impactful applications in training simulations. During World War II, the
Link Trainer, developed by Edwin Link, provided pilots with a simulated flying experience using motion
feedback. This concept evolved over time, incorporating visual feedback and closed-circuit television to
enhance the realism of flight simulators. By the 1970s, sophisticated flight simulators with real-time
computer-generated imagery and head-mounted displays became common.
Advancements in Training Technologies
Thomas Furness, an influential figure in VR development, worked on integrating VR into flight control
systems. His Super Cockpit project utilized HMDs to project 3-D maps, radar imagery, and avionics data
into an immersive virtual space. This approach, which combined head, hand, and eye tracking with
speech recognition, aimed to enhance pilots’ spatial awareness and control.
Expanding Applications of Virtual Reality
Medical and Scientific Research
The applications of VR have expanded beyond military and aviation training. In the field of medical
research, VR has been used to study molecular interactions and perform virtual surgeries. Project
GROPE, initiated by Frederick Brooks in the 1960s, used VR to explore molecular docking forces, aiding
drug development. By the late 1980s and early 1990s, VR technology was applied to telepresence and
robotic surgery, enabling precise control through mediated sensory feedback.
Final Thoughts
As VR technology continues to evolve, its potential applications are vast. From enhancing entertainment
experiences to advancing medical procedures, VR’s ability to create immersive, interactive environments
holds promise for numerous fields. The integration of VR with other emerging technologies, such as
artificial intelligence and augmented reality, will likely drive future innovations and applications.