
Virtual reality (VR) is a technological advancement that allows individuals to engage with a three-dimensional, computer-generated environment, providing the user with a simulated reality experience. The user interacts with this artificial world through specialized devices such as headsets, gloves, or full-body suits, which both send and receive sensory information. When wearing a VR headset equipped with motion sensors, users can perceive a virtual environment that adapts to their movements in real-time, providing an immersive experience. Additionally, using tactile feedback devices like data gloves enables users to feel and manipulate objects within the virtual space.
The term “virtual reality” was introduced in 1987 by Jaron Lanier, a pioneer in the field who contributed significantly to early VR technology development. Various government agencies like NASA and the U.S. Department of Defense supported early VR research, fostering innovations that merged academic, military, and commercial sectors. These agencies funded university-based research, facilitating advancements in areas such as computer graphics and interactive simulations.
Historically, the concept of virtual environments has intrigued artists and technologists alike. From panoramic paintings in the 18th century to IMAX theatres in the 20th century, the pursuit of creating immersive experiences has a long legacy. These early visual experiences sought to blur the line between viewer and the depicted world. One notable invention in this domain was the Cinerama format, initially developed as Vitarama by Fred Waller and Ralph Walker. It focused on leveraging peripheral vision to create an all-encompassing visual experience. Although not immediately successful, Cinerama found its place in entertainment and was also utilized by the Army Air Corps for flight training during World War II.
Before the advent of computer-based VR, efforts to simulate reality involved multisensory experiences. Morton Heilig, inspired by Cinerama and 3-D movies, developed the Sensorama Simulator in the 1960s. His invention could simulate various sensory inputs, including sound, temperature, and touch, offering users an immersive simulation of real-world experiences. He also invented the Telesphere Mask, an early head-mounted stereoscopic display, laying the groundwork for modern VR headsets.
During the 1950s and 1960s, the seeds for VR were sown within computing fields, particularly through advancements in 3-D interactive graphics and flight simulation. The U.S. Navy’s Project Whirlwind, followed by the SAGE radar system, introduced early display technologies and input devices like light pens. At the same time, computing’s cultural image began shifting from mere number-crunching to augmenting human potential, with pioneers like Joseph Licklider at MIT advocating for the integration of computers with human cognition. His vision of “man-computer symbiosis” influenced future human-computer interfaces.
Ivan Sutherland, a computer scientist who later became a major figure in VR, made significant strides in computer graphics. His work on Sketchpad, an interactive drawing system, highlighted the potential of graphical interfaces. In the late 1960s, Sutherland developed the first head-mounted display (HMD), which was tested in a helicopter simulation by Bell Helicopter. The system, which allowed pilots to see images that moved with their head motions, was a precursor to augmented reality systems.
Training and education have long been key applications of VR, particularly in military contexts. Flight simulators, dating back to World War II, have used motion and visual feedback to train pilots in a safe and controlled environment. Edwin Link’s “blue box” design for flight trainers, for example, allowed pilots to experience the sensation of flying while seated in a static system on the ground. The technology continued to evolve, incorporating film and television systems to enhance the visual aspect of the training.
Sutherland’s vision of an ultimate immersive experience extended to other fields as well. His work, alongside DARPA-sponsored projects, led to developments like force-feedback joysticks and eye-tracking devices that allowed users to interact with virtual environments in real-time. In the late 1960s and 1970s, military flight simulators incorporated these systems to improve the training experience. Companies like General Electric and McDonnell Douglas played pivotal roles in advancing flight simulators capable of generating real-time 3-D models and head-mounted displays, which allowed pilots to control flight paths visually.
By the 1970s and 1980s, the potential for VR in both research and practical applications began to expand. Thomas Furness, an electrical engineer working for the U.S. Air Force, developed virtual cockpit systems that enhanced flight control by allowing pilots to interface with virtual environments. His “Super Cockpit” program introduced advanced technologies such as the Visually Coupled Airborne Systems Simulator, which resembled the futuristic “Darth Vader” helmet from Star Wars.
As VR technology advanced, its applications spread beyond military training into fields like education, medicine, and entertainment. VR environments provided unique opportunities for real-world training simulations, such as medical procedures or architectural walkthroughs. The ability to interact with complex, data-driven environments in real time opened up possibilities for immersive learning experiences.
In conclusion, the evolution of VR reflects a deep history of technological innovation and interdisciplinary collaboration, starting from visual arts and military simulations to modern-day virtual environments. Early pioneers like Lanier, Sutherland, and Furness, supported by military and academic research, laid the foundation for today’s sophisticated VR systems, which are now applied in various fields to create immersive, interactive experiences that enhance both training and entertainment.