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Dates are approximate
Research from:
Burdea, Grigore, and Philippe Coiffet. Virtual Reality Technology. English ed. New York, NY: John Wiley & Sons, Inc, 1994. 5-12. Print.
"Virtual Reality History." 24 Oct 1995. The Board of Trustees of the University of Illinois, Web. 2 Dec 2009. http://archive.ncsa.illinois.edu/Cyberia/VETopLevels/VR.History.html. -
Computers are huge at this time without much use (late 1950s). Engelbart sees a greater use with a digital display. His ideas are dismissed.
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Fear of nuclear attack encourages research in radars. Experimentation with computer graphics begins.
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Morton Heilig wanted to design a theater that encorporated smell, touch, and the entire visual spectrum. He also designs a simulation mask or Head-mounted display (HMD).
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Ivan Sutherland makes it possible to use computer instead of analog scenes.
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Much research goes into Virtual Reality. NASA also needs simulators (1970s and early 1980s).
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In 1970s, special effects are made by computer graphics. Star Wars is released in 1976.
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Video games become popular in the 1980s.
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NASA creates a head motion sensor (1981).
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High Performance Computers make Virtual Reality possible (mid 1980s).
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(1985)
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Fisher and Wenzel invent hardware that stays in place when one's head turns. VIVED now becomes VIEW (Virtual Interface Environment Workstation). The original software is transferred to Hewlett-Pakard 9000 (1988).
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This animation confirmed the usefulness of animation (1990).
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Hardware integration complications are fixed with the "Vision" and "Provision" (1991).
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"WorldToolKit" greatly helps Virtual Reality Technology (1992).
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NATAL technology is currently being researched. NATAL is a 3-D interactive technology.