The Complete Guide To Virtual Reality – History and Computers

Virtual reality (VR) aims to immerse users in a fully simulated digital environment that mimics the properties and behaviors of the real world. From gaming to exercising, virtual reality has many practical and recreational uses today. In this complete guide, we‘ll cover everything you need to know about the history of VR technology and how it works with computer systems.

A Brief History of Virtual Reality

The concepts behind virtual reality date back to the 1860s, when visionaries like Antonin Artaud first proposed that an artificial environment could simulate reality. But VR as we know it today originated in the 1950s when cinematographer Morton Heilig built the first multi-sensory machine to simulate reality, called the Sensorama.

Though rudimentary, the Sensorama incorporated a seat, stereoscopic display, fans, odor emitters, and stereo speakers to immerse the user in a virtual environment. This pioneering device demonstrated the experiential entertainment potential of VR technology.

Throughout the 1960s and 70s, pioneers like Ivan Sutherland, Daniel Sandin, Richard Lanier, and many others continued advancing computer graphics and multi-sensory interfaces to develop the foundations for modern VR technology. The term "virtual reality" itself was coined by Jaron Lanier in the 1980s.

The 90s brought major leaps forward in VR, with the development of head-mounted displays, motion tracking, and VR gaming. Companies like VPL Research and Virtual I-O built some of the earliest commercial VR systems.

And in recent years, major tech companies like Oculus, HTC, Sony and Valve have played a huge role popularizing modern consumer VR with advanced and affordable headsets, controllers, and 3D interactive software.

So while concepts originated over 150 years ago, major breakthroughs in the supporting computer technology – especially graphics, processing power, interfaces and motion tracking – were needed to turn VR into the practical reality we know today.

Key Components of a Virtual Reality System

There are three essential elements that work together to create an immersive virtual reality experience:

VR Hardware

Head-Mounted Displays (HMDs) – The stereoscopic headsets with separate lenses for each eye are needed to visually immerse users in a virtual world. Integrated headphones provide 3D audio. Modern HMDs have high resolutions and fast refresh rates for smooth visuals.

Tracking Sensors and Cameras – External sensors, often set up around a room, track the user‘s headset and controller movements so their virtual environment can respond accurately as they move freely. This is key for natural interaction and immersion.

Controllers – Handheld motion-sensing controllers allow users to interact with virtual objects naturally, with their hands represented as virtual hands in-world. Different buttons and functions facilitate interaction and control.

Haptics – Additional tactile feedback devices like VR gloves with vibration actuators or omnidirectional treadmills with motion platforms allow users to physically feel aspects of the virtual world. This boosts realism.

VR Software

VR requires specialized software built using 3D computer graphics, game physics engines and spatial 3D sound to render detailed interactive environments that respond to user inputs. Key software elements include:

3D Modeling and Animation – Detailed 3D models of virtual environments and objects need to be created, then animated to behave realistically. Real-time rendering generates the simulation.

Multi-sensory Programming – The VR programming coordinates visual, audio and optional haptic feedback in sync based on the user‘s interactions within the physics of the virtual world.

Interface Software – Underlying software manages the flow of high-resolution imagery to the display and interprets the tracking sensor data about user positioning and inputs.

VR Content Creation Tools

Tools like Unity and Unreal Engine combined with the cross-platform VR SDKs provided by Oculus and OpenVR power much of the VR content creation today. They include functionality needed for modeling 3D assets, programming interactions, rendering VR worlds, spatializing audio and deploying to various VR headsets.

Programmers can code interactions and behaviors from scratch, while non-coders can take advantage of the intuitive workflow tools to lay out scenes and simple interactivity without needing to manually write VR code.

How Does VR Technology Actually Work?

Let‘s break down what happens behind the scenes when you put on a virtual reality headset:

  1. You put on a head-mounted display connected to a compatible PC or console. Integrated sensors and cameras start tracking the subtlest head and body motions.

  2. The interface software reads the tracker inputs and translates your real-world head rotation and lean movements to camera positioning in the virtual world in real-time. Display refresh rates of 90Hz and above minimize lag.

  3. For visuals, a high-end graphics card renders left and right 3D perspectives at high frame rates based on the new virtual camera viewpoints, delivering stereoscopic imagery to the screens near your eyes.

  4. The 3D audio simulation spatializes sound effects and reactions based on your changing orientation and interactions, played through the headset‘s headphones.

  5. You reach out your hands to see virtual hands and use motion-sensitive controls to interact with objects. Advanced haptic gloves could allow you to actually feel textures and forces.

  6. As you explore the virtual world, custom programming scripts trigger detailed animations, physics,lighting, and sound effects based on your actions for a responsive, immersive experience completely detached from reality.

So in summary – fast sensors interpret your movements and position in the real world, then graphics technology renders corresponding imagery and spatial soundscapes that fully immerse your senses in a simulated virtual environment. The complex digital world reacts believably to your inputs for an experience indistinguishable from reality.

Major Applications of Virtual Reality Today

Entertainment and Gaming

Entertainment remains the most popular application today. Video games like Half-Life: Alyx, Beat Saber and SUPERHOT VR deliver action-packed adventures letting players interact naturally in a virtual world. Many existing game worlds like Skyrim and Fallout 4 have been converted to VR for enhanced realism.

The video industry also creates 180° and 360° films viewable on VR headsets. Fans can watch concerts, travel destinations or fictional worlds with a fully immersive vantage point impossible in real life. Sporting events are also broadcast live or recorded in VR.

Training and Simulation

High cost and risk situations make VR training invaluable when real-world practice isn‘t practical. Flight and combat training simulations expose trainees to realistic environments to hone skills without danger. Medical students practice surgery and diagnostics on virtual patients before operating on actual people.

Engineers manipulte virtual prototypes of products rather than expensive physical mockups. With empirical feedback of how designs perform under different simulated real-world conditions, VR enables rapid iterative improvement saving tremendous time and money.

Health and Wellness

VR meditation apps like Tripp relax users through beautiful immersive visuals and soundscapes scientifically shown to reduce stress. Fitness apps like Supernatural make exercise more engaging, leveraging motion tracking for accurate feedback on technique. Visualization of biometrics like heart rate overlayed during workouts boosts motivation.

VR therapy helps treat phobias and PTSD by progressively exposing patients to feared stimuli in controlled virtual scenarios. The emotional effectiveness of these experiences rewires the brain to overcome trauma triggers.

Workplace Collaboration

Still nascent but fast-growing, enterprise VR solution like Spatial, Immersed and TEAMVIEWER VR allow remotely distributed teams to collaborate via highly-intuitive virtual workspaces. Users represented by customizable avatars interact naturally using body language, spatialized audio and shared virtual screens projected all around.

By making communication more personalized, creative social interactions drive innovation and strengthen company culture despite geographic barriers. The environmental benefits of reducing business travel also help enterprises meet sustainability goals.

Examples of Virtual Reality Systems

Oculus Quest 2

Owned by Meta, the affordable and completely wireless Oculus Quest 2 packs advanced sensors and graphics into a standalone headset. Without cables or external cameras needed, users have incredible freedom exploring expansive virtual worlds like Vader Immortal.

PlayStation VR

Sony‘s PS VR connects to PlayStation consoles enabling immerse game experiences using familiar PS controllers. An accessible mainstream option with a huge catalog of VR titles and system-exclusive blockbuster games like Resident Evil 7 and Horizon Call of the Mountain.

HTC Vive Pro 2

Considered top-tier quality for VR enthusiasts, the high-resolution steam-powered HTC Vive Pro 2 integrates best-in-class visuals with precise room-scale motion tracking and natural interaction via wand controllers. Add-ons like wireless modules and tracker pucks expand possibilities.

Valve Index

Valve‘s premium PC-based system sports innovative knuckle-strapped controllers detecting each finger motion alongside external beacon sensors for wide-area tracking without occlusion issues. The Index boasts excellent comfort, audio and optics for the highest fidelity experiences possible today.

FAQs About Virtual Reality

Does virtual reality cause motion sickness?

This used to be a major downside, however modern headsets with very high refresh rates, advanced motion prediction algorithms and a full field of view minimizing blind spots have largely eliminated motion sickness issues. Experiences still recommend a slow acclamation.

What computer hardware do you need for VR?

Most desktop VR headsets like the Index require a gaming PC with at least an Intel i5 CPU, Nvidia GTX 1060 or AMD Radeon RX 580 graphics card, 8GB RAM, DisplayPort 1.2 and 1x USB 3.0 port. However all-in-one standalone VR systems like Quest have no PC requirements.

Is VR safe for kids?

Experts estimate VR safe for children around ages 7-12 so their balance/coordination and eye development can comfortably adapt to stereoscopic focus and movement. Most manufacturers list 13+, advising parental supervision for software ratings and play session duration based on age.

Does virtual reality cause health issues?

Rarely do calibrated systems present health risks today, however fatigue from long exposure without rests is possible as brains work hard to adapt sensory inputs. Blinking regularly using included pass-through cameras to refocus vision avoids eye strain. Overall VR promotes exercise benefits without joint impact.

The Future of Virtual Reality

Though VR adoption grows exponentially year-over-year, experts estimate it could still take 3-5 years reaching critical mass for mainstream appeal as hardware costs decrease and content libraries expand.

Upcoming wireless headsets eliminating tripping hazards plus augmented reality overlays blending physical environments with virtual elements make VR/AR wearables the likely ultimate future of personal computing.

If growth continues at this pace, Internet pioneer John Doerr predicts "the most important computing cycle of the next decade will be the virtual world connecting us." From how we work and play to how we socialize, shop and travel, virtual reality may radically transform life as we know it once the technology and infrastructures mature.

Did you like those interesting facts?

Click on smiley face to rate it!

Average rating 0 / 5. Vote count: 0

No votes so far! Be the first to rate this post.

      Interesting Facts
      Logo
      Login/Register access is temporary disabled