2 / History of virtual reality2.1 Illusion and representation

2

History of virtual reality

The ideas behind immersive and interactive environments

Étienne Peillard
IMT Atlantique

2 / History of virtual reality2.1 Illusion and representation

Course outline

Illusion and representation

2.1

Depth and multisensory media

2.2

Interactive simulation

2.3

Research and commercial systems

2.4

Diffusion and recurring questions

2.5

2 / History of virtual realityPart 1 of 5

2.1

Illusion and representation

2 / History of virtual reality2.1 Illusion and representation

Immersion before computers

Perspective

Organising a view

Enclosure

Occupying the visual field

Staging

Directing attention

Teatro Olimpico: architecture and staged perspective
Teatro Olimpico: architecture and staged perspective
Plato’s cave as an analogy about perception
Plato’s cave as an analogy about perception
2 / History of virtual reality2.1 Illusion and representation

Total theatre

Audience position

A designed viewpoint

Stage and projection

A surrounding scene

Collective experience

An audience shares a place

Gropius and Weininger: proposals for immersive theatre
Gropius and Weininger: proposals for immersive theatre
2 / History of virtual reality2.1 Illusion and representation

Panoramas

Continuous image

A surrounding painted scene

Viewing platform

A controlled observer position

Concealed boundary

Lighting and foreground disguise the frame

Barker’s panorama
Barker’s panorama
A panorama building and its viewing geometry
A panorama building and its viewing geometry
2 / History of virtual reality2.1 Illusion and representation

Moving panoramas

Moving scenery

A journey without travelling

Physical staging

A ship, carriage or viewing platform

Multisensory illusion

Images combined with motion cues

Maréorama at the 1900 Paris exposition
Maréorama at the 1900 Paris exposition
Hale’s Tours: a staged railway journey
Hale’s Tours: a staged railway journey
2 / History of virtual reality2.1 Illusion and representation

Lanterns, projection and apparent space

Light and image

A scene appears beyond its carrier

Audience position

The viewing arrangement shapes the effect

A historical projected-image illustration
A historical projected-image illustration
2 / History of virtual realityPart 2 of 5

2.2

Depth and multisensory media

2 / History of virtual reality2.2 Depth and multisensory media

The stereoscope

Two images

A separate view for each eye

Binocular disparity

A cue to depth

A fixed viewpoint

Limited response to movement

Historical stereoscopic viewing
Historical stereoscopic viewing
View-Master
View-Master
2 / History of virtual reality2.2 Depth and multisensory media

Individual viewing devices

Kinetoscope

Individual moving-image viewing

Mutoscope and Kinora

Mechanical image sequences

Headset viewing

A later personal display arrangement

Edison-era individual film viewing
Edison-era individual film viewing
Kinora viewing device
Kinora viewing device
2 / History of virtual reality2.2 Depth and multisensory media

Stereoscopic cinema

Projection

Separate channels for the eyes

Optical separation

Filters or active shutters

Audience

Shared content and a constrained viewpoint

Stereoscopic cinema
Stereoscopic cinema
2 / History of virtual reality2.2 Depth and multisensory media

Sensorama

Vision and sound

An enveloping recorded experience

Additional cues

Motion, airflow and smell

Limited interaction

The recorded events remain fixed

Morton Heilig’s Sensorama
Morton Heilig’s Sensorama
2 / History of virtual reality2.2 Depth and multisensory media

Optical and spatial milestones

DateExampleMain contribution
1787Barker’s panoramaA surrounding depicted place
1838Wheatstone’s published stereoscope paperSeparate images and binocular depth
1900Paris exposition panoramasArchitecture, projection and staged travel
1939View-MasterA portable stereoscopic viewing format
2 / History of virtual realityPart 3 of 5

2.3

Interactive simulation

2 / History of virtual reality2.3 Interactive simulation

Flight simulators

A real task

Practise control of a vehicle

A physical cockpit

Controls and motion

An evolving visual system

Models, cameras and computer graphics

Link Trainer
Link Trainer
Early computer-generated airport imagery
Early computer-generated airport imagery
2 / History of virtual reality2.3 Interactive simulation

Link Trainer archive

2 / History of virtual reality2.3 Interactive simulation

Head tracking and head-mounted displays

Tracked orientation

The view responds to the head

A personal display

Images close to the eyes

Generated imagery

A simulated scene

Philco Headsight
Philco Headsight
Sutherland’s head-mounted display
Sutherland’s head-mounted display
2 / History of virtual reality2.3 Interactive simulation

Sutherland’s research vision

Sketchpad

Interactive graphical construction

The Ultimate Display

A computational world that responds

Beyond reproduction

Physically impossible virtual behaviour

Sketchpad and interactive graphics
Sketchpad and interactive graphics
2 / History of virtual reality2.3 Interactive simulation

Aerospace and NASA systems

Pilot information

Simulation and augmented displays

Tracked body input

Gloves and head movement

Integrated interfaces

Display, tracking and interaction

Aerospace head-mounted displays
Aerospace head-mounted displays
NASA’s VIVED research system
NASA’s VIVED research system
2 / History of virtual reality2.3 Interactive simulation

NASA Ames archive

2 / History of virtual realityPart 4 of 5

2.4

Research and commercial systems

2 / History of virtual reality2.4 Research and commercial systems

VPL and instrumented interaction

Data gloves

Capture aspects of hand movement

Commercial systems

Dedicated hardware and software

Public language

“Virtual reality” enters wider circulation

VPL and early commercial VR interfaces
VPL and early commercial VR interfaces
2 / History of virtual reality2.4 Research and commercial systems

The CAVE

Room-scale projection

A surrounding visual environment

Tracked viewpoint

Images adapt to the observer

Visible physical body

A different relation to the room

The CAVE projection arrangement
The CAVE projection arrangement
2 / History of virtual reality2.4 Research and commercial systems

Immersive projection demonstration

2 / History of virtual reality2.4 Research and commercial systems

Haptic and auditory research

GROPE

Force feedback for molecular interaction

Spatial audio

Sound sources tied to the virtual world

GROPE: early force-feedback research
GROPE: early force-feedback research
2 / History of virtual reality2.4 Research and commercial systems

Early consumer systems

Arcades

Dedicated experiences and installations

Home products

Games and experimental peripherals

Constraints

Cost, tracking, content and comfort

Examples from the early consumer wave
Examples from the early consumer wave
2 / History of virtual realityPart 5 of 5

2.5

Diffusion and recurring questions

2 / History of virtual reality2.5 Diffusion and recurring questions

Expectations and adoption

Research promise

What a system might enable

Product experience

What users can actually do

Adoption

Value in a particular context

The hype cycle as a discussion model
The hype cycle as a discussion model
2 / History of virtual reality2.5 Diffusion and recurring questions

The 2010s consumer wave

Personal displays

Consumer headset development

Tracked spaces

Room-scale head and hand movement

Mobile and standalone

Different computing arrangements

Consumer headset generation
Consumer headset generation
Early standalone headset examples
Early standalone headset examples
2 / History of virtual reality2.5 Diffusion and recurring questions

Shared immersive architecture

Naexus

A large panoramic installation

Coraulis

A collective immersive space

Design question

Who shares the viewpoint and the room?

Naexus
Naexus
Coraulis: structure and immersive space
Coraulis: structure and immersive space
2 / History of virtual reality2.5 Diffusion and recurring questions

Fiction and expectations

A represented world

The boundary as a narrative device

A virtual identity

Another body or social role

A return

The physical setting remains relevant

Ready Player One
Ready Player One
The Thirteenth Floor
The Thirteenth Floor
2 / History of virtual reality2.5 Diffusion and recurring questions

Interactive-system milestones

PeriodExampleMain contribution
1960sHead tracking and generated imageryAn image linked to a moving observer
1980sNASA and VPL systemsIntegrated displays and bodily input
1992The CAVEImmersive projection as an alternative
2010sConsumer and standalone systemsNew combinations of cost, tracking and computing