{"id":44180,"date":"2019-11-21T11:29:57","date_gmt":"2019-11-21T11:29:57","guid":{"rendered":"https:\/\/www.42gears.com\/?p=44180"},"modified":"2023-01-13T06:11:50","modified_gmt":"2023-01-13T06:11:50","slug":"the-history-of-vr-5-eras-of-evolving-a-new-reality","status":"publish","type":"post","link":"https:\/\/www.42gears.com\/nl\/blog\/the-history-of-vr-5-eras-of-evolving-a-new-reality\/","title":{"rendered":"The History of VR: 5 Eras Of Evolving A New Reality"},"content":{"rendered":"<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large\"><img decoding=\"async\" width=\"1024\" height=\"303\" src=\"https:\/\/www.42gears.com\/wp-content\/uploads\/2019\/11\/The-History-of-VR-1024x303.png\" alt=\"\" class=\"wp-image-44234\" srcset=\"https:\/\/www.42gears.com\/wp-content\/uploads\/2019\/11\/The-History-of-VR-1024x303.png 1024w, https:\/\/www.42gears.com\/wp-content\/uploads\/2019\/11\/The-History-of-VR-300x89.png 300w, https:\/\/www.42gears.com\/wp-content\/uploads\/2019\/11\/The-History-of-VR-768x227.png 768w, https:\/\/www.42gears.com\/wp-content\/uploads\/2019\/11\/The-History-of-VR-1536x455.png 1536w, https:\/\/www.42gears.com\/wp-content\/uploads\/2019\/11\/The-History-of-VR-2048x606.png 2048w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure><\/div>\n\n\n<br><p style=\"text-align:justify;\">Virtual reality (VR), which uses head-mounted displays to simulate the experience of being in a virtual world, has found a place for itself in the home and in industry. Given that modern VR relies on cutting-edge technology to function, you might be surprised&nbsp; to learn that VR has a long history that predates modern computing. It\u2019s a history well worth learning. In addition to being an interesting story in its own right, the history of VR can provide us with insight into how VR can succeed in the future.&nbsp;<\/p>\n\n\n\n<p style=\"text-align:justify;\">For VR to become what it is today, three major factors needed to fall into place: powerful technology,&nbsp; affordable ways for the average user to access VR, and cultural awareness and acceptance of VR. Let\u2019s trace these factors through a few different eras to learn more.&nbsp;<\/p>\n\n\n\n<h2 style=\"font-size:20px;\"><strong>1. Before the 1960s<\/strong><\/h2>\n\n\n\n<p style=\"text-align:justify;\">For thousands of years, the question of what it would mean to live in an illusion intrigued thinkers worldwide. For example, Plato\u2019s <em>Allegory of the Cave<\/em> considers how people imprisoned in a cave since birth might think that shadows are alive, as the only moving things they could see are shadows. Plato wrote the <em>Allegory<\/em> to make a point regarding the pursuit of knowledge, but the allegory is most striking for modern readers because it describes a kind of immersive virtual reality several millennia ahead of its time.&nbsp;<\/p>\n<br>\n\n\n\n<center><div class=\"wp-block-image\"><figure class=\"aligncenter is-resized\"><img decoding=\"async\" src=\"https:\/\/www.42gears.com\/wp-content\/uploads\/2019\/11\/Early-1900.png\" alt=\"\" width=\"580\" height=\"259\"><\/figure><\/div><\/center>\n\n\n\n<br>\n<p style=\"text-align:justify;\">Since the late 1800s, technology has enabled people to isolate themselves in new realities. For the first time, devices like the <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.britannica.com\/technology\/Kinetoscope\" class=\"broken_link\">Kinetoscope <\/a>and Mutoscope enabled users to see short motion pictures in a manner that completely enveloped the user\u2019s vision. By the 1930s, the much-loved ViewMaster toy provided the illusion of three-dimensional panoramas, while red-blue glasses would bring a similar kind of immersion to motion pictures in the 1950s. Immersive experiences were very much in the public consciousness by the mid-20th century, and virtual reality technology would soon emerge as the ultimate immersive experience.  <\/p>\n\n\n\n<h2 style=\"font-size:20px;\"><strong>2. 1960s<\/strong><\/h2>\n\n\n\n<p style=\"text-align:justify;\">The 1960s witnessed the development of the first technologies we would recognize in the modern day as key components of virtual reality. For example, motion-tracking head-mounted displays (HMDs) came into use in the early 1960s for remote surveillance of dangerous military situations.&nbsp;<\/p>\n\n\n\n<p style=\"text-align:justify;\">A few years later, computer scientist Ivan Sutherland published a remarkable paper entitled <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.wired.com\/2009\/09\/augmented-reality-the-ultimate-display-by-ivan-sutherland-1965\/\"><em>The Ultimate Display<\/em><\/a>. In it, Sutherland tried to extrapolate from contemporary trends in computing to determine the most advanced computing interface that could possibly exist. Although Sutherland does not use the term \u201cvirtual reality\u201d to describe \u201cthe ultimate display,\u201d he paints a picture of an immersive environment where virtual objects are indistinguishable from real-life ones;&nbsp; for all intents and purposes, the \u201cultimate display\u201d <em>is<\/em> virtual reality.&nbsp;<\/p>\n<br>\n\n\n\n<center><figure class=\"wp-block-image\"><img decoding=\"async\" style=\"width:55%;\" src=\"https:\/\/www.42gears.com\/wp-content\/uploads\/2019\/11\/Sword-of-Damocles.png\" alt=\"A head-mounted display consisting of a huge pillar with a harness for the head and two eyepieces placed to enable VR. \"><\/figure><\/center>\n\n\n\n<br>\n<p style=\"text-align:justify;\">Sutherland\u2019s contributions to the field in the 1960s went beyond the theoretical; several years later, in 1968, Sutherland built the first VR HMD, a huge, ceiling-suspended machine known as the Sword of Damocles. Although its graphical capabilities were rudimentary, the Sword of Damocles succeeded in making its users feel present in the virtual world, revealing VR\u2019s enormous potential for immersion and engagement.&nbsp;<\/p>\n\n\n\n<h2 style=\"font-size:20px;\"><strong>3. 1970s and 1980s<\/strong><\/h2>\n\n\n\n<p style=\"text-align:justify;\">The next few decades would be shaped by the first public awareness of VR, and by the restrictive technical requirements with which VR systems of the era were burdened. The massive size and cost of the computing systems necessary to run VR experiences meant that no sort of home use was feasible.&nbsp;<\/p>\n\n\n\n<p style=\"text-align:justify;\">For highly advanced organizations, however, VR technology was not prohibitively costly. Large corporations matured VR technology through the 1970s and 1980s. For example, NASA utilized VR with the intention of remotely controlling machines to complete dangerous tasks; this line of research ultimately stagnated, as the technology of the era was not sufficiently powerful, intuitive, or immersive for the needs of organizations like NASA.&nbsp;<\/p>\n\n\n\n<p style=\"text-align:justify;\">Although still an abstract concept for the vast majority of people, virtual reality began to make its way into public awareness in this era. William Gibson\u2019s seminal science-fiction novel <em>Neuromancer<\/em><em>, <\/em>which depicts a group of hackers exploiting an elaborate shared simulation known as cyberspace, served as many readers\u2019 first introduction to the concept of virtual reality.<\/p>\n\n\n\n<p style=\"text-align:justify;\">Some of the first vocal VR advocates made waves with their striking rhetoric in this era, as exemplified by<a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/kk.org\/mt-files\/writings\/virtual_lanier.pdf\"> VR pioneer Jaron Lanier<\/a>. Lanier helped to create the EyePhone and DataGlove, which together formed one of the most advanced VR interfaces of the era. Lanier put these devices to good use as he demoed VR technologies by creating \u201cvirtual worlds\u201d for his guests to explore, highlighting the endless possibilities inherent to VR. He looked forward to the day that a sufficiently powerful computer (which he dubbed the \u201cHome Reality Engine\u201d) could provide a totally convincing and seamless experience for VR users.<\/p><br>\n\n\n\n<center><figure class=\"wp-block-image\"><img decoding=\"async\" style=\"width:65%;\" src=\"https:\/\/www.42gears.com\/wp-content\/uploads\/2019\/11\/1970s-and-1980s.png\" alt=\"A black-and-red glove with a few red spots, and wires on the wrist, alongside a sleek red-and-black VR headset\"><\/figure><\/center>\n\n\n\n<br><p style=\"text-align:justify;\">His rhetoric may have worked perhaps <em>too<\/em> well- public excitement for VR developed much more quickly than the technology itself, setting up VR in the 1990s for a turbulent decade.&nbsp;&nbsp;<\/p>\n\n\n\n<h2 style=\"font-size:20px;\"><strong>4. 1990s<\/strong><\/h2>\n\n\n\n<p style=\"text-align:justify;\">The 1990s were a promising time for VR. VR had a substantial impact on media in the 1990s through VR-focused films like <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.hollywoodreporter.com\/news\/26-years-lawnmower-man-explored-virtual-reality-1992-1095678\"><em>Lawnmower Man<\/em><\/a> and novels like 1992\u2019s <em>Snow Crash<\/em>. While advocates like Lanier continued to sell the promise of VR, more pundits from other fields joined in; a once-prominent psychedelics advocate, Timothy Leary, even viewed VR as a successor to LSD.&nbsp;<\/p>\n\n\n\n<p style=\"text-align:justify;\">The 1990s also marked the first time that major industry leaders believed that VR could have a major impact on consumer culture. A number of famous (and infamous) devices were released during this time, many of them known for their poor quality; this would unfortunately influence the public perception of VR up until the 2010s.&nbsp;<\/p>\n\n\n\n<p style=\"text-align:justify;\">The average consumer now could feasibly enjoy VR video games, both in the home and in arcades. The most technically proficient of these experiences were arcade setups designed by the company Virtuality. In the arcade, Virtuality had enough space to combine powerful computers and helmets and provide thrilling and immersive experiences (for the time, at least) that even allowed multiple people to see each other at once in the simulation. The success of Virtuality\u2019s systems was still limited, however, because the system was expensive and required constant monitoring by a trained attendant. Several major gaming companies tried to enable VR gaming within the home, and were generally less successful; some products were widely panned for being eye-straining and nauseating (Nintendo\u2019s Virtual Boy), while others hit insurmountable technical obstacles and never released to consumers (such as the <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=yd98RGxad0U\">Sega VR<\/a> headset).&nbsp;<br><\/p><br>\n\n\n\n<center><figure class=\"wp-block-image\"><img decoding=\"async\" style=\"width:65%;\" src=\"https:\/\/www.42gears.com\/wp-content\/uploads\/2019\/11\/1990s-New.png\" alt=\"On the left, a giant black capsule with a seat and VR HMD at the center. On the right, a small red box held by tripod legs. \"><\/figure><\/center>\n\n\n\n<br><p style=\"text-align:justify;\">In the end, VR did not catch on with the public in this era as expected, and faded into comparative obscurity by the late 1990s and 2000s. In a retrospective on VR in the 1990s, Lanier speculated that this failure could be attributed to many factors, including a combination of inadequate technology, unreasonably high expectations, companies trying to position poor-quality VR products as new industry standards, and widespread uncertainty regarding how a novelty like VR could play a role in day-to-day life.&nbsp;<\/p>\n\n\n\n<h2 style=\"font-size:20px;\"><strong>5. The Present<\/strong><\/h2>\n\n\n\n<p style=\"text-align:justify;\">The sleek headsets that characterize modern VR technology are almost unrecognizable compared to their predecessors. By weighing less, costing less, providing a broader field-of-view, and displaying substantially more elaborate graphical output, modern VR is far more immersive than any VR system released to date.&nbsp;<\/p>\n\n\n\n<p style=\"text-align:justify;\">VR has also become more financially accessible to consumers than ever before. Especially with headsets that utilize the displays on consumers\u2019 mobile devices, such as Google Cardboard, consumers need only a minimal investment of time and money to access virtual worlds. More powerful VR HMDs dedicated to gaming, such as Sony\u2019s PSVR system, have been commercially successful and boast a robust schedule of software releases set for the foreseeable future.&nbsp;<\/p><br>\n\n\n\n<center><figure class=\"wp-block-image\"><img decoding=\"async\" style=\"width:70%;\" src=\"https:\/\/www.42gears.com\/wp-content\/uploads\/2019\/11\/Present.png\" alt=\"On the left, a small cardboard box with two lenses. On the right, an angular blue, white, and black VR HMD. \"><\/figure><\/center>\n\n\n\n<br><p style=\"text-align:justify;\">This commercial success provides reason for VR fans to be optimistic, but at the same time, other trends suggest that widespread consumer adoption of VR is still uncertain. Companies such as IMAX have invested in elaborate VR arcades, but <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/variety.com\/2018\/digital\/news\/imax-vr-is-dead-1203089351\/\">shuttered such establishments soon after opening them due to low public interest<\/a>. Consumers often favor augmented reality (AR) technologies over VR technologies, as best exemplified by the worldwide phenomenon of <em>Pokemon Go<\/em>.<\/p>\n\n\n\n<p style=\"text-align:justify;\">The first true success story of VR is in modern business, where the technology is used for employee training and has taken the industry by storm. For the first time, VR provides a clear benefit for any business that can save companies money. By entering VR simulations and handling simulated emergency scenarios in a safe environment, employees remain more engaged than they would be during conventional training exercises, and perform better as a result. Recent years have seen corporate giants such as Walmart make massive investments in VR headsets.&nbsp; This way, employees at every store in a company\u2019s system can receive the same high-quality training using pre-programmed VR experiences. <a href=\"https:\/\/www.42gears.com\/blog\/5-ways-that-vr-evolves-business-as-we-know-it\/\">See here<\/a> for more ways that VR can be useful for businesses.&nbsp;<\/p>\n\n\n\n<p style=\"text-align:justify;\">In fact, VR headsets have become so well-established in business settings that some endpoint management software, including 42Gears\u2019 SureMDM, is now capable of managing VR devices in the same framework as phones, tablets and computers. This manageability allows employers to troubleshoot VR devices remotely, permit or block specific applications, and much more.&nbsp;<\/p>\n\n\n\n<h2 style=\"font-size:20px;\"><strong>Conclusion<\/strong><\/h2>\n\n\n\n<p style=\"text-align:justify;\">What does the history of VR teach us about the future of VR? For one, it is important that VR providers do not promise more than they can actually deliver, or else that industry could stagnate as it did in the 1990s. Additionally, any given implementation of VR needs to serve a purpose; the novelty of VR cannot sustain the industry alone.&nbsp;<\/p>\n\n\n\n<p style=\"text-align:justify;\">In the near future, VR may cede market share to AR devices, but neither VR nor AR will go away any time soon. This means that businesses should have a way to manage both VR and AR devices. 42Gears\u2019 UEM software can help! Learn more <a href=\"https:\/\/www.42gears.com\/solutions\/unified-endpoint-management-uem-solution\/\">here<\/a>.&nbsp;<\/p>\n\n\n\n<div style=\"background-image: url('https:\/\/www.42gears.com\/wp-content\/uploads\/2019\/11\/The-History-of-VR-5-Eras-of-Evolving-A-New-Reality-Footer.jpg'); background-position: center; padding: 40px; border-radius: 5px; margin-top: 16px; background-size: cover;\">\n<h2 style=\"font-size: 20px; color: #D1CC29; margin-top: 0px;\">42Gears VR Management<\/h2>\n<p style=\"font-size: 14px; margin-bottom: 0px; line-height: 26px; color: #ffffff;\">Use 42Gears endpoint management technology to lock down VR devices into kiosk mode.<\/p>\n<p style=\"margin-top: 32px; display: inline-block;\"><a style=\"min-width: 148px; height: 48px; padding: 0 24px; text-align: center; display: inline-block; background-color: #D1CC29; color: #000000; line-height: 48px; border-radius: 5px; letter-spacing: 1px; font-size: 12px; font-weight: bold; transition: all 0.5s; margin-bottom: 0px;\" href=\"https:\/\/www.42gears.com\/products\/suremdm\/signup\/\" target=\"_black\" rel=\"noopener noreferrer\">TRY FOR FREE<\/a><a style=\"min-width: 148px; height: 48px; padding: 0 24px; text-align: center; display: inline-block; background-color: transparent; color: #D1CC29; line-height: 48px; border-radius: 5px; letter-spacing: 1px; font-size: 12px; font-weight: bold; transition: all 0.5s; margin-bottom: 0px; margin-left: 16px;\" href=\"https:\/\/www.42gears.com\/solutions\/virtual-reality-device-management\/\" target=\"_black\" rel=\"noopener noreferrer\">READ MORE<\/a><\/p>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Virtual reality (VR), which uses head-mounted displays to simulate the experience of being in a virtual world, has found a place for itself in the home and in industry. Given that modern VR relies on cutting-edge technology to function, you might be surprised&nbsp; to learn that VR has a long history that predates modern computing.&hellip;<\/p>\n","protected":false},"author":7,"featured_media":44256,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[475,476],"tags":[459,458],"class_list":["post-44180","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-virtual-reality","category-virtual-reality-management","tag-virtual-reality","tag-vr-management"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v24.6 (Yoast SEO v24.6) - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>The History of VR: 5 Eras Of Evolving A New Reality | 42Gears<\/title>\n<meta name=\"description\" content=\"Learn how the history of VR has led to technology like MDM VR Management and how 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