👓AR and VR Engineering Unit 2 – AR/VR History and Technological Evolution

AR and VR have come a long way since the 1930s. From early concepts in sci-fi to groundbreaking inventions like Sensorama and the Sword of Damocles, pioneers laid the foundation for today's immersive tech. Display tech evolved from bulky CRTs to high-res OLEDs, while tracking systems improved from mechanical to optical. Software breakthroughs and commercial releases like Oculus Rift have made VR/AR more accessible, paving the way for future innovations.

Early Beginnings of AR/VR

  • Concept of virtual reality traced back to 1930s science fiction stories (Stanley G. Weinbaum's "Pygmalion's Spectacles")
  • Morton Heilig created Sensorama in 1957, an immersive multi-sensory machine considered one of the earliest VR systems
    • Provided stereoscopic 3D images, stereo sound, vibrations, and even odors
  • In 1961, Philco Corporation engineers developed Headsight, the first motion-tracking HMD (head-mounted display)
  • Ivan Sutherland's "Ultimate Display" concept in 1965 laid the groundwork for modern VR and AR
    • Described a virtual world that appears real and allows user interaction
  • Myron Krueger's "artificial reality" projects in the 1970s explored human-computer interaction and virtual environments
    • VIDEOPLACE system used computer vision to create interactive virtual experiences without HMDs

Key Pioneers and Innovators

  • Ivan Sutherland developed the Sword of Damocles in 1968, considered the first VR/AR head-mounted display (HMD)
    • Used computer-generated graphics and head tracking to update the display in real-time
  • Tom Furness created the "Super Cockpit" for the US Air Force in the 1970s, incorporating VR technology for pilot training
  • Jaron Lanier coined the term "virtual reality" in the 1980s and founded VPL Research, one of the first companies to develop and sell VR gear
  • Steve Mann pioneered wearable computing and developed early AR systems like the "EyeTap" in the 1990s
  • Palmer Luckey created the Oculus Rift prototype in 2011, sparking a resurgence of interest in VR and leading to the company's acquisition by Facebook in 2014

Milestone Inventions and Prototypes

  • MIT's Aspen Movie Map in 1978 was an early interactive virtual tour using videodisk technology
  • NASA's VIEW (Virtual Interface Environment Workstation) in the 1980s incorporated VR for astronaut training and telerobotics
  • CAVE (Cave Automatic Virtual Environment) developed at the University of Illinois at Chicago in 1992
    • Used projectors to create immersive virtual environments without HMDs
  • AR applications like ARToolKit (1999) and ARQuake (2000) demonstrated the potential of augmented reality gaming and interaction
  • Google Glass, released in 2013, was one of the first widely recognized AR wearables
    • Displayed information in a hands-free format and allowed interaction through voice commands

Evolution of Display Technologies

  • Early VR systems used CRT (cathode-ray tube) displays, which were heavy and had limited resolution
  • LCD (liquid-crystal display) technology improved in the 1990s, enabling lighter and more compact HMDs
  • OLED (organic light-emitting diode) displays introduced in the 2000s offered higher contrast ratios and faster response times
    • Used in popular VR headsets like the Oculus Rift and HTC Vive
  • Advancements in display resolution and refresh rates have enhanced the visual fidelity of VR/AR experiences
    • Higher resolutions reduce the "screen door effect" and improve immersion
    • Higher refresh rates (90Hz and above) reduce motion sickness and provide smoother visuals
  • Waveguide and retinal projection technologies are being developed for more compact and lightweight AR displays

Advancements in Tracking and Input Systems

  • Early VR systems used mechanical tracking, such as the Polhemus FASTRAK, which was prone to latency and interference
  • Acoustic and magnetic tracking systems improved accuracy but still had limitations in range and precision
  • Optical tracking using cameras and computer vision algorithms has become the dominant method for modern VR/AR systems
    • Enables precise tracking of HMDs and controllers in 6DOF (degrees of freedom)
  • Inside-out tracking, used in standalone VR headsets like the Oculus Quest, eliminates the need for external sensors
  • Haptic input devices, such as gloves and suits, provide tactile feedback and enhance immersion
    • Examples include the CyberGlove and the Teslasuit
  • Eye tracking and hand tracking technologies are being integrated into VR/AR systems for more natural interaction

Software Development Breakthroughs

  • Early VR software development kits (SDKs) like WorldToolKit (1989) and DIVE (Distributed Interactive Virtual Environment, 1991) provided tools for creating virtual worlds
  • Game engines like Unity and Unreal Engine have become popular platforms for VR/AR development
    • Offer built-in support for VR/AR hardware and optimized rendering pipelines
  • WebVR and WebXR standards have enabled VR/AR experiences to be delivered through web browsers
    • Lowers the barrier to entry for users and allows for cross-platform compatibility
  • Advancements in computer graphics, such as physically-based rendering and real-time ray tracing, have enhanced the realism of virtual environments
  • AI and machine learning techniques are being applied to improve avatar animation, object recognition, and natural language interaction in VR/AR applications

Major Commercial Releases and Their Impact

  • Nintendo Virtual Boy (1995) was one of the first commercial VR gaming systems but failed due to its monochromatic display and uncomfortable design
  • Google Cardboard (2014) made VR accessible to a wider audience by using smartphones as displays
    • Inspired a wave of low-cost mobile VR headsets and applications
  • Oculus Rift and HTC Vive (2016) launched as the first high-end consumer VR systems
    • Sparked a new era of VR gaming and experimentation
  • PlayStation VR (2016) brought VR gaming to console users and has sold over 5 million units
  • Microsoft HoloLens (2016) and Magic Leap One (2018) introduced standalone AR headsets for enterprise and creative applications
    • Demonstrated the potential of AR for training, design, and collaboration
  • Oculus Quest (2019) and Quest 2 (2020) have popularized standalone VR with their ease of use and affordable pricing
  • VR and AR technologies are becoming more accessible and affordable for consumers
    • Standalone VR headsets like the Oculus Quest have lowered the barrier to entry
    • Smartphone-based AR experiences are reaching a wide audience through platforms like ARKit and ARCore
  • Enterprise adoption of VR/AR is growing, particularly in industries like healthcare, education, and manufacturing
    • Used for training, simulation, remote collaboration, and data visualization
  • Social VR platforms like VRChat and AltspaceVR are fostering new forms of communication and interaction
  • Advancements in haptics, such as ultrasound and electrical muscle stimulation, promise to enhance the sense of touch in VR/AR
  • Ongoing research into brain-computer interfaces (BCIs) could enable direct neural input and output for VR/AR systems
  • The convergence of VR, AR, and AI is expected to create more intelligent and adaptive virtual experiences
    • Examples include virtual agents that can understand and respond to natural language and gestures


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© 2024 Fiveable Inc. All rights reserved.
AP® and SAT® are trademarks registered by the College Board, which is not affiliated with, and does not endorse this website.