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Virtual Reality Timeline

Wilmer Salmeron

Created on August 28, 2024

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VIRTUAL REALITY

1920

1956

1968

1975

1991

Great timeline, step by step

VIDEOGAME TIMELINE

19XX

19XX

19XX

20XX

20XX

20XX

20XX

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Computer Simulated Teleoperation

NASA scientist Antonio Medina created a VR system that supposedly operates in real-time, despite signal delays between the planets, to control the Mars robot rovers from Earth. The name of this system is "Computer Simulated Teleoperation." Virtuality was introduced by the Virtuality Group. These were virtual reality arcade games that let users explore a 3D environment. The first VR entertainment system to be mass-produced was this one. VR goggles and real-time immersive stereoscopic 3D pictures were available in a Virtuality pod. Multiplayer games could be played on some of the machines that are networked together. VR versions of several of the most well-known arcade games eventually came out, including Pac-Man.

Wikipedia, with help from B. P. (n.d.). Virtual reality. Information People and Technology. https://psu.pb.unizin.org/ist110/chapter/6-3-virtual-reality/

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Krueger’s VIDEOPLACE

The first interactive virtual reality platform, VIDEOPLACE by Krueger, was on show at the Milwaukee Art Center. It did not require goggles or gloves and instead made use of computer graphics, projectors, video cameras, video displays, and position-sensing technology. Large television screens surrounded the viewer in "VR" in VIDEOPLACE, which was composed of dimly lit rooms.The participants' movements were captured on video and projected onto their computer-generated silhouettes, which they could see mimicking their own gestures and activities. Additionally, people in separate rooms might communicate with each other's virtual world silhouettes. This promoted the notion that individuals may converse in a virtual environment without actually being in close proximity to one another.

Videoplace. Myron Krueger. (n.d.). https://aboutmyronkrueger.weebly.com/videoplace.html

The Sensorama VR Machine

The first VR device, Sensorama, was invented by cinematographer Morton Heilig and was patented in 1962. Heilig wanted to stimulate a “bike ride through New York” experience. It employed a variety of technologies to engage the senses, including full-color 3D video, sound, vibrations, scent, and atmospheric elements. Scent generators, a vibrating chair, stereo speakers, and a stereoscopic 3D screen were used for the sensorama experience. Heilig aspired to completely submerge viewers in their films because he believed that Sensorama was the "cinema of the future."

Brockwell, H. (2016, April 3). Forgotten genius: The man who made a working VR machine in 1957. TechRadar. https://www.techradar.com/news/wearables/forgotten-genius-the-man-who-made-a-working-vr-machine-in-1957-1318253

Reiser milestone: Audiovisual Instruction movement

The audiovisual instruction movement began in the 1920’s and continued through most of the 1930’s. There were major advances in technology where sound motion pictures were becoming available which led to an increase in interest in instructional media. While this is not specifically a virtual reality milestone, it was a stepping stone into reaching the level of technology that is used today. Before this movement the connection of audio and video had not yet been made, due to the large popularity and fascination of this achievement, researchers wanted to learn more and this led to many other technological advancements. During this era radio broadcasting and videos with sound were emerging allowing instructional education to grow.

Reiser, R. A. (2001). "A History of Instructional Design and Technology." Educational Technology Research and Development, 49(1), 53-64.

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We don't like to bore. We don't want to be repetitive. Communicating as always bores and doesn't engage. We do it differently. We sabotage boredom. We create what the brain likes to consume because it stimulates it. We capture visual content better. Visual content is associated with cognitive and psychological mechanisms. Things enter through the eyes, the first image is what counts. We associate visual content with emotions.

Provide context for your topic

When carrying out a presentation, two objectives must be pursued: conveying information and avoiding yawns. To achieve this, it may be a good practice to create an outline and use words that will be etched into the minds of your audience.

Contextualize your topic

We don't like to bore. We don't want to be repetitive. Communicating as always bores and doesn't hook. We do it differently. We sabotage boredom. We create what the brain likes to consume because it stimulates it. We capture visual content better. Visual content is associated with cognitive and psychological mechanisms. Things enter through the eyes, <the first image is what counts. We associate visual content with emotions.

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The Birth of Virtal Reality

In 1968, Ivan Sutherland, a computer scientist, and his student Bob Sproull created what is widely considered the first virtual reality headset, known as "The Sword of Damocles." This early head-mounted display (HMD) was a rudimentary device by today's standards, using basic graphics to create a simple 3D environment. It was named after the ancient story of the Sword of Damocles due to the large apparatus that hung above the device user’s of the head.This invention marked the beginning of VR technology, setting the stage for future innovations.

Brockwell, H. (2016, April 3). Forgotten genius: The man who made a working VR machine in 1957. TechRadar. https://www.techradar.com/news/wearables/forgotten-genius-the-man-who-made-a-working-vr-machine-in-1957-1318253

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