Step back in time to see how art fused with cutting-edge VR technology to create entire worlds…
As is often the case when recounting the story of technology that’s sprung from Silicon Valley, the history of virtual reality
throws up a lot of the same names and places. And when you’re dealing
with such high-tech ideas, sometimes the truth can be blurred as much by
military interest as it can be by late nights and too much caffeine.
What we do know is that virtual reality, or something very close to
it, was first mentioned in a 1936 short story by Stanley G Weinbaum. ‘Pygmalion’s Spectacles’, published in the June 1936 edition of Wonder Stories
magazine, features ‘a device vaguely reminiscent of a gas mask’ that
has ‘goggles and a rubber mouthpiece’ and which plays back holographic
recordings held in a strange liquid, bringing sights, sounds, smells and
even a sense of touch to its wearer.
Cinematographer Morton Heilig
then took up the baton, writing in the 1950s of cinema technology that
could speak to all our senses. He would make his vision a reality in
1962 thanks to the Sensorama, a mechanical cabinet that the
viewer sat in which was capable of displaying stereoscopic 3D movies
with stereo sound. It could also tilt its occupant and blow air into his
or her face to simulate wind or convey smells. Only five short films
were made for it, as Heilig was unable to secure financial backing, but
he would also patent a head-mounted display device.
Flight simulators
The struggle for funding is another thread that runs through this
story. If your idea needs equipment that may cost many tens of thousands
of dollars, where can you find that sort of money? Thomas A Furness III,
now a professor at the University of Washington and often called the
‘grandfather of virtual reality’, solved this problem in 1966 when he
was commissioned by the US Air Force to build the first flight
simulator.
The military’s interest in VR as a technology for training continues
to this day, as Matthieu Poyade, a Research Fellow in 3D Programming at
the Digital Design Studio of The Glasgow School of Art, explains: “In VR
you can train people for tasks that would be too complex to train in
the real world. Flight simulators are usually very expensive, but if
you’ve got a much more affordable device, like a haptic device for
example, that can allow you to train particular abilities or specific
skills.
Away from the military contracts, progress was being made in other
labs, too, and in 1968 Dr Ivan Sutherland of MIT (Massachusetts
Institute of Technology) created The Sword of Damocles,
a ceiling-mounted mechanical arm that held a head-mounted display using
two CRT (Cathode Ray Tube) screens that communicated simple wireframe
graphics to the wearer. The arm tracked their head movements as they
looked around, but was difficult to use as the viewer’s head was clamped
into its helmet. Its ‘unique’ appearance is behind its name, but it’s
recognisable as the forerunner of the VR systems we see today.
Another ancestor of today’s technology was developed in 1978, again
at MIT, with funding from military technology agency DARPA (Defense
Advanced Research Projects Agency). The Aspen Movie Map
was a little like Google Street View, with footage of the streets of
Aspen, Colorado, recorded on Laserdiscs, linked to a database of the
city’s layout, and played back using a touchscreen interface that could
bring up information about buildings that were touched, such as
restaurant menus or historical details. It even used a vehicle with
cameras on top that, unlike Google’s
version, drove slowly in the middle of the road and towed a bicycle
wheel behind it to help measure distance and trigger the cameras.
“It was the first time we used the term ‘virtual environment,’” says
Professor Scott Fisher, now an Associate Dean of Research at the
University of Southern California, who worked on the map project at MIT.
“We built a special camera rig to go on top of a truck that we had,
then drove it up and down every street and around every corner in Aspen.
Our rig had four cameras, pointing left, right, front and back, and we
tried lots of different lens systems to achieve a wide angle. We’d
stitch the footage together on the discs, and Street View is very much a
derivative of that early work.
“We didn’t have it running in a head-mount, but we did do it
stereoscopically,” Fisher continues. “We had a room, one whole wall of
which was a back-projected video display, and you could point at the
screen. So we projected the Aspen footage onto that while sitting in an
instrumented Eames chair, and you could actually drive around Aspen
while you were sitting in that room. We also filmed on the ski slopes
with helmet-mounted cameras by renting cranes to shoot from high above.
We also did handheld stuff where we’d go into all the restaurants and
some commercial buildings on the main street in Aspen. Basically, we
tried to build as comprehensive a visual database as possible.”
The Department of Defense saw the map as a way for its soldiers to
quickly familiarise themselves with new areas they may be operating in.
Although driving slowly through a warzone while dragging a bicycle wheel
might still put some lives at risk, it would be quicker and cheaper
than building replicas of operational areas, a technique pioneered by
Israeli commandos for hostage rescue operations.
The Sayre gloves
At around the same time, scientists from the Electronic Visualization
Laboratory at the University of Illinois in Chicago were creating the
first wired glove. Known as the Sayre glove, it was created by Daniel J
Sandin and Thomas Defanti from an idea by Richard Sayre, and used light
emitters and photocells in the fingers. As they flexed, the amount of
light hitting the photocell varied, allowing finger movement to be
translated into electrical signals.
In 1982, Thomas G Zimmerman would file a patent for such an optical
flex sensor, and would go on to work with Dr Jaron Lanier – the man who
coined the term ‘virtual reality’ – to add ultrasonic and magnetic hand
position tracking technology to a glove. This led to what would become
the Nintendo Power Glove, sold alongside a small number – two – of NES games in 1987.
An American Power Glove controller for the NES, made by Mattel (Evan-Amos, via Wikimedia Commons)“Virtual
reality originally meant an extended version of virtual worlds,” says
Lanier, who these days is to be found working for Microsoft Research as
well as writing books and music. “Ivan [Sutherland] had talked about the
virtual world that you would see through a headset like that. He didn’t
make up that term; it actually comes from an art historian called
Susanne Langer, who was using it as a way to think about modernist
painting. To me, what virtual reality originally meant was moving beyond
the headset experience to include some other elements, which would
include your own body being present, so to have an avatar where you
could pick up things, and also where there could be multiple people,
where it could be social.”
The Cyberglove
Datagloves continue to be a part of the VR world today, and in 1990
Virtual Technologies Inc released the CyberGlove. It’s a product that
exists to this day in the form of the CyberGlove III, which is mounted with up to 22 sensors and can detect movements of less than one degree.
1982 also saw the videogame world become interested in VR. Atari
opened a VR research lab that year, and the company would employ
Zimmerman, Fisher, Lanier and many other VR pioneers. The videogame
crash of 1983, sometimes known as the ‘Atari Shock’, saw 97% wiped off
revenues from gaming in North America. Atari was sold and split up, its
VR lab closed, but many of its researchers were able to continue their
work, leading to an explosion of new companies.
Fisher, meanwhile, was aiming for the stars. In 1985, he founded the
Virtual Environment Workstation Project at NASA’s Ames Research Center
in Mountain View, California. The lab’s purpose was to produce a virtual
reality system for astronauts, so they could control robots outside a
space station instead of taking part in risky EVAs. “It usually took
almost four hours to do all the pre-breathing and the prep to do an EVA
for a satellite inspection or a space-station inspection,” says Fisher.
“And it’s obviously dangerous to do that. So one of the big
applications of what we were doing was to be able to control robots in
teleprescence mode from inside the space station. The head-mounted
display had super-wide-angle optics – about a 180° field of view – so we
built a camera system that had matching optics. The servos on it were
matched to specs that we found for fighter pilots in combat who are
moving their heads pretty fast to figure out where a threat is coming
from. We really over-specced the robots we built, but that was the
configuration we passed on to Lockheed and Grumman who were designing,
and eventually building, the systems for use outside the space station.
Then, in 1990 Dr Jonathan Waldern, who’d been researching VR since
1985 at Loughborough University with the support of IBM’s labs in
Hursley, Hampshire, demonstrated his Virtuality gaming system as part of
the Computer Graphics 90 exhibition at London’s Alexandra Palace.
That’s when the world of videogaming started to take another look at VR.
Virtuality comprised a stereoscopic visor, handheld joysticks and
network capability to enable multiplayer gaming. Datagloves and 3D
tracking systems were also available, and British Telecom bought two
units for its research labs, to explore the possibilities of
telepresence communication systems. There were talks about bringing
Virtuality to Atari’s Jaguar games console, launched in 1993, but they
fell through.
“I left the scene in around 1992,” explains Lanier, “and for most of
that time it wasn’t very well known. There was a burst of publicity
toward the end of the 80s and the beginning of the 90s - I was in a
similar position to Palmer Luckey in recent years, where I was on the
cover of a lot of magazines – and then it kind of went away again.”
The years after 1997 represent a slump for VR. Google would launch
Street View in 2007, and Palmer Luckey would design the first prototype
of the Oculus Rift
in 2010, rekindling public interest and bringing us to where we are in
2016 and the promise of a defining year in the evolution of VR.
During the last 10 years, the software we use to develop VR content
has improved. When I started, it was hardcore coding, quite complicated,
and now it’s more like a graphical language with a very tiny amount of
coding required. Users with less expertise in programming and coding are
more able, nowadays, to develop VR content.”
It’s only now that technology has become cheap and accessible enough that virtual reality and VR headsets
can have another chance to shine. Built on the thinking and ingenuity
of over sixty years, this cutting-edge blend of technology and art is
about to hit the mainstream, and peering into virtual worlds could
become as normal as watching TV.
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