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History of XR

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Literature Review

Literature Review

• 1021 - Ibn al-Haythom is credited with inventing Camera Obscura: Creates a reflected image of the world and allows the viewer to trace and sketch the inverted image.

• (1452-1519) Leanardo devinchi sujested the human eye is like Camera Obscura

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• (1535-1615) Giambattista Della Porta: experimented with lenses and mirors to improve the Camera Obscura.

• 1838 - Stereoscope: Invented by Charles Wheatstone FRS, the stereoscope allows 2D images to appear as 3D images

Stereoscope - 1838

Invented by Charles Wheatstone FRS, the stereoscope allows 2D images to appear as 3D images

• September 27th 1922 - First 3D movie: The Power of Love, which premiered at the

Ambassador Hotel Theater in Los Angeles. The camera rig was a product of the film’s producer, Harry K. Fairall, and cinematographer Robert F. Elder.

• 1935 - Pygmalion’s Spectacles by Stanley G. Weinbaum: Through this science fiction story a vision of VR told of a goggle-based contraption that offered users a holistic holographic experience that went as far as to include touch and olfactory elements.

• 1939-1940 View master was first shown at the worlds fair. Hand held viewing device with a circular reel that shoed 3D imaes

“Morton Heilig invented the first virtual reality device with his invention “Sensorama” . This multimedia device is considered one of the earliest VR systems. However, the term Virtual Reality was coined much later by Jaron Lanier in 1987 during his intense research on the evolving technology.”- Simplilearn Apr 3, 2020.

Television Eyeglasses - 1963

Hugo Gernsback’s glasses weighed 5 ounces and were able to show 3D stereoscopic images as each eye had its own screen.

Portable Living Room - 1967

TV-Helmet (Portable living room), 1967 Prototypes, a series of sculptures made in the ’60s by Walter Pichler, explore the overlap of architecture/design/sculpture. The materials (polyester, Plexiglas, PVC, aluminum, inflatable elements) used by the Austrian artist were new at the time.

Sword of Damocles - 1968

The Sword of Damocles was created in 1968 by computer scientist Ivan Sutherland with the help of his students Bob Sproull, Quintin Foster, and Danny Cohen.

First Modern Vr Head Set - 1987

1987 - : First VR google headset by Ivan Sutherland and his student, Bob Sproull:

Quick Time Vr - 1994

After further developing my understanding of all three immersive reality platforms I have concluded that I believe MR is the best way to truly become fully immersed into a space as it is more effective in keeping viewers fully engaged within both the physical and the digital environments simultaneously. There are many different products that are used to help showcase the MR experience and there still are products that are continuing to be developed. I do agree with what the video by Simplilearn Apr 3, 2020 where they state that “The best example of

Virtual Boy - 1995

Developed by Nintendo as a house hold video game headset. it ultimately failed as it was linkes to causing seasures through its display.

• 2010 - Google releases stereoscopic 3D version allowing users to view 3D views of the street.

Oculus Rift - 2012

TV-Helmet (Portable living room), 1967 Prototypes, a series of sculptures made in the ’60s by Walter Pichler, explore the overlap of architecture/design/sculpture. The materials (polyester, Plexiglas, PVC, aluminum, inflatable elements) used by the Austrian artist were new at the time.

Project Morpheus - 2014

Google Cardboard - 2014

Playstation released SCE’s prototype virtual reality (VR) system for its PS4 system.

Google Cardboard was a quick and affordable solution to a VR HMD that would allow users to view VR through there phone making it a portable experience in comparison to other VR systems that were tethered or a PC or plugged into a wall.

Pokemon Go - 2015

After further developing my understanding of all three immersive reality platforms I have concluded that I believe MR is the best way to truly become fully immersed into a space as it is more effective in keeping viewers fully engaged within both the physical and the digital environments simultaneously. There are many different products that are used to help showcase the MR experience and there still are products that are continuing to be developed. I do agree with what the video by Simplilearn Apr 3, 2020 where they state that “The best example of

Developed by Nintendo as a house hold video game headset. it ultimately failed as it was linkes to causing seasures through its display.

Valve Index - 2019

this system is manufactured by Half-Life and creators of Stem.

Oculus Quest - 2020

TV-Helmet (Portable living room), 1967 Prototypes, a series of sculptures made in the ’60s by Walter Pichler, explore the overlap of architecture/design/sculpture. The materials (polyester, Plexiglas, PVC, aluminum, inflatable elements) used by the Austrian artist were new at the time.

PlayStation VR - 2021

Headset includes audio, and connects to the conceal of the PlayStation 5 with a 360 view and microphone built in. https://www.playstation.com/en-us/psvr/?smcid=other%3Aen-us%3Ablank%3Aprimary%20 nav%3Amsg-hardware%3Aps-vr

Vive Pro meets the needs of high performance PC-VR gaming and can be scaled up to business as well. https://www.vive.com/us/product/#pro%20series

Vive Flow - 2021

Used to help promote mindfulness, and meditation. This series of immersive glasses is different in that it is a personal wellness companion. The VIVE Flow supports peerless graphics with a wide field of view up to 100° , sharp 3.2K resolution, and fluid 75Hz refresh rate. https://www.vive.com/us/product/vive-flow/overview/

BCI (Brain Computer Interface)

EMOTIV INSIGHT 5-channel mobile EEG boasts advanced electronics that are fully optimized to produce clean, robust signals anytime, anywhere. This technology enables users to access the mind to blend the users thoughts and actions to create and interact with [X]R technology to free up the hands and create an optimal experience. Over time more use of the technology would start to connect the desired action with a faster and more accurate outcome. Eventually resulting in thought leading to action without traditional hand mobility being required. This would open up a wide range of users to XR experiences. Making it more accessible for those with audible or tactile different capabilities.

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