What became of virtual reality

Virtual reality (VR) technology has come a long way since its inception in the 1960s. Here’s an overview of what happened to VR and where it stands today.

The Early Years (1960s-1980s)

Virtual reality was first conceptualized in the 1960s by computer scientists and researchers, such as Ivan Sutherland and Jaron Lanier. The technology was initially intended for use in military and scientific applications, but it soon gained popularity among gamers and hobbyists.

One of the earliest VR devices was the Sword of Damocles, developed by Sutherland in 1968. It consisted of a head-mounted display (HMD) that tracked the user’s head movements and projected a 3D image in front of them. Other early VR systems included the Oculus, developed by Lanier in 1985, and the Cyberspace Shuttle, used by NASA for training astronauts.

The 1990s: The Rise of Consumer VR

In the early 1990s, consumer VR began to take off, with companies like Silicon Graphics (SGI) and 3dfx releasing high-end systems that could generate realistic graphics. One of the most popular consumer VR devices of this era was the Sega Genesis, which included a VR headset and controllers.

The turn of the millennium saw the release of more advanced consumer VR systems, including the Nintendo 64’s Virtual Boy and Sony’s PlayStation EyeToy. However, these systems were not widely adopted and consumer interest in VR waned.

The 1990s: The Rise of Consumer VR

The Modern Era (2010s-Present)

In recent years, virtual reality has experienced a resurgence, fueled by advancements in technology and a growing market for immersive gaming experiences. Companies like Oculus, HTC, and Samsung have released high-end VR headsets that offer realistic graphics and motion tracking capabilities.

Virtual reality is also being used in other fields beyond gaming, such as education, training, and therapy. For example, medical professionals are using VR to simulate surgical procedures and provide pain relief to patients.

The Future of Virtual Reality

Virtual reality technology continues to advance rapidly, with new devices and applications emerging all the time. The future of VR looks promising, with experts predicting that it will continue to play an increasingly important role in gaming, education, and other fields.

However, there are also concerns about the potential negative effects of VR on human health and well-being. For example, prolonged use of VR can cause motion sickness and disorientation, and there is some evidence that it may affect cognitive development in children.

Overall, virtual reality technology has come a long way since its early days, and it continues to be an exciting area of innovation. As the technology continues to evolve, we can expect to see even more creative and immersive uses for VR in the future.