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		<title>The History of Virtual Reality</title>
		<link>https://bizznerd.com/the-history-of-virtual-reality/</link>
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		<dc:creator><![CDATA[Joel Bonga]]></dc:creator>
		<pubDate>Wed, 18 Dec 2019 08:47:24 +0000</pubDate>
				<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Tech]]></category>
		<category><![CDATA[artificial reality]]></category>
		<category><![CDATA[birth of virtual reality]]></category>
		<category><![CDATA[head mounted display]]></category>
		<category><![CDATA[sensorama]]></category>
		<category><![CDATA[virtual reality history]]></category>
		<category><![CDATA[visual programming labs]]></category>
		<category><![CDATA[VR]]></category>
		<guid isPermaLink="false">https://bizznerd.com/?p=15091</guid>

					<description><![CDATA[<p>Virtual Reality, is a concept that has seen a lot of growth, and of course, a lot of hype around mainstream use in recent times. In an easy to understand definition, this is what it is. “the computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or &#8230;</p>
<p>The post <a rel="nofollow" href="https://bizznerd.com/the-history-of-virtual-reality/">The History of Virtual Reality</a> appeared first on <a rel="nofollow" href="https://bizznerd.com">Bizznerd</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Virtual Reality, is a concept that has seen a lot of growth, and of course, a lot of hype around mainstream use in recent times. In an easy to understand definition, this is what it is.</p>
<p><i><span style="font-weight: 400;">“the computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.”</span></i><span style="font-weight: 400;"> as defined by the Oxford dictionary</span></p>
<p>However, how many people ever stop to ask themselves where and when this fascinating technology began. Here we take a look at the timeline of significant events that led VR to where it is today.</p>
<h3><b>1838 Stereoscopic Viewing</b></h3>
<p>The earliest significant step towards VR viewing came many years before the term was even developed. This came in the form of Stereoscopic Viewing.</p>
<p><span style="font-weight: 400;">This development was based on the research of Charles Wheatstone, which demonstrated the brain&#8217;s process of taking two dimensional images from each eye in order to generate a three dimensional view of the world around us.</span></p>
<h3><b>1929 The World&#8217;s First Flight Simulator</b></h3>
<p>Known as the <i>“Link Trainer”</i>, only patented 2 years later in 1931, the next big step in the development of VR was the creation of Edward Link. The device was run by two motors that were connected to the rudder and steering column in order to mimic pitch and roll. It also featured a small motor-driven device for imitating turbulence and other related disturbances.</p>
<p><span style="font-weight: 400;">Likley being the first of its kind, it was such a success that in WW2, ten thousand Link Trainers were put to use by approximately 500,000 pilots, for the purpose of fine tuning their skills.</span></p>
<h3><b>1930, Science Fiction Draws a Roadmap</b></h3>
<p><span style="font-weight: 400;">Though not an actual development or use for VR, Pygmalion&#8217;s Spectacles, a Sci-fi written by Stanley G. Weinbaum revolved around the idea of a pair of goggles that allowed the wearer to experience a fictional world through taste, touch, smells, and holographic imagery.</span></p>
<p><span style="font-weight: 400;">In an instance of life imitating art, Weinbaum’s fictional goggles were conceptually very similar to how today&#8217;s developments in mainstream VR technology.</span></p>
<h3><b>The 1950’s Brought The Sensorama</b></h3>
<p><span style="font-weight: 400;">During the 1950’s, a cinematographer named Morton Heilig developed the Sensorama, which was patented in 1962. His creation was an arcade styled theatre booth that featured a Stereoscopic display, smell generators, fans, a vibrating chair, and a stereo speaker system. All the features were intended to fully immerse the viewer.</span></p>
<p><span style="font-weight: 400;">Heilig also went about filming six short films for his invention, all of which were produced, shot, and edited by him.</span></p>
<h3><b>Early 1960s: The Birth of The Head Mounted Display</b></h3>
<p><span style="font-weight: 400;">The first example of the Head Mounted Display (HMD) was dubbed the </span><i><span style="font-weight: 400;">“Telesphere Mask”.</span></i><span style="font-weight: 400;"> It was another invention from Morton Heilig which came to life in 1960 and was patented during the same year. Although it did not offer the wearer any motion tracking, it did come with stereo sound and wide view 3D Stereoscopic viewing.</span></p>
<p><span style="font-weight: 400;">The second came about a year later in 1961 in the form of the </span><i><span style="font-weight: 400;">“Headsight”.</span></i><span style="font-weight: 400;"> The brainchild of Philco engineers, Bryan and Comeau, and is accepted as being the blueprint for HMDs as we know them today. Unlike Heilig’s version, this one was capable of video viewing.</span></p>
<p><span style="font-weight: 400;">Interestingly, the Headsight was not intended for commercial VR purposes. Instead, it was created to give militaries an immersive view of hostile environments remotely. The head movements of its wearer would in turn stear a remote camera, thus allowing the user to view surrounding environments without physically being there.</span></p>
<h3><b>1969 Brings Artificial Reality</b></h3>
<p><span style="font-weight: 400;">A VR computer artist by the name, Myron Krueger brought to life a series of virtual experiences which he named Artificial Reality. He did so by developing responsive computer generated environments, which led to the development of VideoPlace technology. The tech let individuals who are miles apart from each other communicate in responsive computer generated environments.</span></p>
<h3><b>1987: The Birth of Virtual Reality</b></h3>
<p>Though there had been many developments regarding the technology, there had yet to be an umbrella term to encompass all of the developments. This was up until the founder of the Visual Programming Labs (VPL), Jaron Lanier, was said to have coined the term.</p>
<p><span style="font-weight: 400;">Jaron&#8217;s company brought two significant developments, the Eyephone HMD and the Dataglove, making them the first company to sell VR display equipment.</span><b> </b></p>
<h3><b>The Early 1990s</b></h3>
<p><span style="font-weight: 400;">At this point, an all inclusive name had long been in use, and many major technical developments had occurred. This set the stage for a number of significant developments in this sector.</span></p>
<p>1991, saw the Virtuality Group launching a range of arcade machines and games where the players would don a pair of VR goggles and play games in real time.</p>
<p>1992 saw the release of the Lawnmower Man movie, which was partly based on the early life of Jaron Lanier.</p>
<p><span style="font-weight: 400;">A year later, in 1993, SEGA announced the launch of a VR headset, which featured head tracking, stereo sound and an LCD screen to work with the SEGA Genesis console. However, the device never made it out of the development phase.</span></p>
<p>1995 saw a rival of SEGA, Nintendo, trying to do something similar with the VR-32 portable console. However, this too would result in commercial failure, even after the company reduced the price.</p>
<h3><b>Fast Forward to The 21st Century</b></h3>
<p><span style="font-weight: 400;">Thanks to major developments in technology that led to significant reductions in the costs of development and manufacturing, VR has in recent times, seen major advancement.</span></p>
<p>There has been a steady stream of software and hardware offerings from companies like Google, Microsoft, Sony e.t.c. aimed directly at the everyday consumer. In the decade to come, one can expect a lot more VR and related offerings hitting the main stream.</p>
<p>The post <a rel="nofollow" href="https://bizznerd.com/the-history-of-virtual-reality/">The History of Virtual Reality</a> appeared first on <a rel="nofollow" href="https://bizznerd.com">Bizznerd</a>.</p>
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