Featured Article

A brief history of VR and AR

With Apple expected to announce a mixed reality headset next week at WWDC, we take a look back at the journey of VR and AR

Comment

(Original Caption) A man explores a virtual reality exhibit designed by the European Space Agency (ESA) at the annual Le Bourget Aerospace Show north of Paris. (Photo by Alain Nogues/Sygma via Getty Images)
Image Credits: Alain Nogues/Sygma / Getty Images

By the time Howard Rheingold’s “Virtual Reality” was published in 1991, the Sensorama was already a “slowly deteriorating” relic stashed away in a cabana next the pool at its inventor’s West Los Angeles home. Rheingold describes awe — even surprise — that the system was still operable almost 30 years after its introduction.

“I was transported to the driver’s seat of a motorcycle in Brooklyn in the 1950s,” the author writes. “I heard the engine start. I felt a growing vibration through the handlebar, and the 3D photo that filled much of my field of view came alive, animating into a yellow, scratchy, but still effective 3D motion picture.”

The experience is immediately identifiable to anyone who has spent time in a modern VR headset. In the early 90s, it no doubt felt “a bit like looking up the Wright Brothers and taking their original prototype out for a spin,” as the book describes. At the dawn of the decade that gave us both “The Real World” and “The End of History,” virtual reality seemed to hold the keys to the next great paradigm shift.

The year the book was published, Sega announced a VR peripheral for the Genesis. That October also saw the release of Virtuality’s 1000 Series, a headset that would make its way into arcades with titles like Dactyl Nightmare, a first-person platform shooter that finds the player pursued by an angry pterodactyl. Four years later, Nintendo followed up the wild and enduring success of the Game Boy with Virtual Boy, a headset/console built around (very red) stereoscopic vision.

VR also dominated the pop culture, featuring prominently in films like “Johnny Mnemonic,” “Lawnmower Man” and “Virtuosity.” The technology served as a visually rich shorthand for dystopian cyberpunk fears in an age of rapidly accelerating technology.

By the end of the decade, however, the veneer wore off. Sega VR’s 1994 launch date came and went. The product was initially delayed before it was ultimately canceled. Virtual Boy, meanwhile, did make it to store shelves and has since been regarded as Nintendo’s single greatest misstep.

For decades, the technology has felt ahead of its time, beginning with Sensorama in 1962. Considered by many to the starting point for what we now know as VR, the system looks more arcade cabinet than VR headset. The user is seated in a stool in front of the machine, their head obscured by a hood.

Morton Helig’s 1962 patent describes a system that delivers a realistic simulation for potential work and military training purposes:

There are increasing demands today for ways and means to teach and train individuals without actually subjecting the individuals to possible hazards of particular situations. For example, the armed services must instruct men in the operation and maintenance of extremely complicated and potentially dangerous equipment, and it is desirable to educate the men with the least possible danger to their lives and to possible damage to costly equipment.

Ultimately, however, his work would focus on “Experience Theater” — machines designed to provoke all the senses. It’s easy to see how, in the early 1960s, such a system could be viewed as a logical next step beyond the film and television of the day. The demo described in the book finds the user riding a motorcycle down a Brooklyn street. The borough appears in stereoscopic vision, as the wind hits the riders face, the handlebars vibrate and smells overwhelm. For all of its exciting innovation, however, cost was the major sticking point. It’s a ubiquitous theme throughout the history of VR.

Sketch from Morton Helig’s 1962 patent. Image Credits: Morton Helig

The form factor was different, but Sensorama otherwise hewed closely to modern conceptions of VR. Three years prior to the creation of Sensorama, Helig was granted a patent for a device that appears even more remarkably prescient. The Telesphere Mask was, effectively, a headset with two lenses that provided stereoscopic 3D images for viewing TV shows.

Per the patent:

My invention generally speaking comprises the following elements: a hollow casing, a pair of optical units, a pair of television tube units, a pair of ear phones and a pair of air discharge nozzles, all co-acting to cause the user to comfortably see the images, hear the sound effects and to be sensitive to the air discharge of said nozzles. One object of my invention is to provide easily adjustable and comfortable means for causing the apparatus containing the optical units, to be held in proper position, on the head of the user so that the apparatus does not sag, and so that its weight is evenly distributed over the bone structure of the front and back of the head, without the necessity of holding the apparatus up by hand.

It was, effectively, a version of the Sensorama designed to be worn on one’s head. Both devices suffered the same fate of all things invented decades before they could conceivably be brought to life by existing technologies. Helig died in 1997 at age 70. He survived long enough to see virtual reality become a true pop cultural phenomenon, but never managed to truly capitalize on its success. His inventions, meanwhile, languished in boxes in his Southern Californian home.

An even more direct ancestor to today’s modern XR (extended reality) dates back to the mid-60s, when a team at MIT’s Lincoln Laboratory began their own headset experiments. In 1968, the team produced a system they jokingly deemed “The Sword of Damocles,” owing to a large structural beam that hung over the wearer’s head. One of the system’s key innovations was a magnetic tracking system, designed to monitor head movements to shift the display orientation accordingly.

“Our objective in this project has been to surround the user with displayed three-dimensional information,” project lead Ivan Sutherland wrote in a paper describing the system. “Because we use a homogeneous coordinate representation, we can display objects which appear to be close to the user or which appear to be infinitely far away. We can display objects beside the user or behind him which will become visible to him if he turns around.”

Sutherland, who is still around today at 85, contributed important technological innovations for decades. His best-known innovation is likely Sketchpad, a CAD predecessor and computer graphics program that was — much like his headset — decades ahead of its time.

In a 2013 Time interview, he briefly — and modestly — spoke of The Sword of Damocles, noting, “The name virtual reality might be applied, but it didn’t come along until ten years later.”

NASA promotion shot of VIEW (Virtual Interactive Environment Workstation). Image Credits: NASA

NASA got in on the action in the mid-70s. Here the applications began to once again focus on simulation for the workplace — the “workplace” in this instance being, of course, space. At the Jet Propulsion Laboratory, David Em made strides in the creation of explorable virtual landscapes, while the Ames Research Center iterated on VIEW (Virtual Interactive Environment Workstation).

The system featured a head-mounted display with head tracking that could be used to explore virtual environments or real remote images from a camera — foreshadowing future breakthroughs in teleoperation. There were gloves designed to track hand movements to interact with virtual objects and a full body “DataSuit” for further movement tracking.

Reflecting on the breakthroughs of the era, Stephen Ellis, the head of Ames’ Advanced Displays and Spatial Perception Laboratory noted simply, “The technology of the 1980s was not mature enough.” It’s yet another pervasive theme that crops up again and again throughout VR’s long history.

The term “augmented reality” wasn’t officially coined until 1990, but the 80s also saw important breakthroughs in the space. Much of that work was built atop decades of military research into heads-up display (HUD) units for aircraft. Steve Mann is commonly referred to as the “father of wearable computing” for innovations like the EyeTap, which combined computer processing with graphical design and textual overlays. Reflecting on his early work, Mann writes:

I started exploring various ways to do this during my youth in the 1970s, when most computers were the size of large rooms and wireless data networks were unheard of. The first versions I built sported separate transmitting and receiving antennas, including rabbit ears, which I’m sure looked positively ridiculous atop my head. But building a wearable general-purpose computer with wireless digital-communications capabilities was itself a feat. I was proud to have pulled that off and didn’t really care what I looked like.

The 80s ushered the term “virtual reality” into the popular lexicon and set the stage for the aforementioned attempts at consumer and arcade VR. Dot-com wasn’t the only bubble to burst at the turn of the millennium, however. In the 90s, virtual reality was the future of entertainment, gaming, socialization and work. In the 00s, however, that future seemed to simply dissipate with a few notable exceptions, including the 2003 launch of early metaverse, Second Life, which remains in operation nearly 20 years later.

Palmer Luckey, co-founder of Oculus VR Inc., left, plays the new video game “Eagle Flight VR” during an Ubisoft news conference before the start of the E3 Gaming Conference on June 13, 2016 in Los Angeles, California. Photo by Kevork Djansezian/Getty Images

The first Oculus Rift prototype reignited the conversation when it arrived in 2012. For the first time in VR’s long history, it felt as though technology had finally caught up to concept. Breakthroughs in display and computing technology driven by the smartphone industry laid the groundwork for the viable consumer headset. Facebook certainly believed so. In 2014, the social media giant purchased Oculus for nearly $3 billion.

In the intervening decade, virtual reality has begun to take on outsized influence at the company, culminating with its 2021 rebrand to “Meta.” The company believed it had purchased a front row seat to the future. “The first metaverse that gains real traction is likely to be the last,” Oculus exec Jason Rubin wrote in a 50-page internal document laying out the strategy. “We must act first, and go big, or we risk being one of those wannabes.”

Google revealed Glass the same year the first Oculus prototype hit the scene. That year’s I/O continues to be the apex in terms of excitement, owing far more to the crew of Glass-wearing skydivers than the Nexus Q. “You’ve seen some really compelling demos here,” Sergey Brin told the crowd. “They were slick, they were robust. This is going to be nothing like that.” Glass was released for developers in February 2013 for $1,500. Sales opened for consumers later the same year.

The following year, Google introduced Cardboard, a super cheap and extremely clever smartphone accessory. It shipped flat, with a pair of lenses built in. Once folded, a phone was placed inside for a budget-rate VR experience. The platform’s affordability drove strong consumer interest, with around 15 million units shipped over the system’s life. In fact, the program was only officially discontinued in 2021. It managed to outlive the Daydream platform the company introduced at its I/O 2016.

VIVE Cosmos
Image Credits: TechCrunch

When HTC began imagining life after the smartphone, it looked a lot like VR. A collaboration with Valve, the product was introduced as a demo under the “SteamVR hardware system” banner at 2015’s GDC show. Later that year at Mobile World Congress, HTC announced the Vive name during its official unveil. As the company’s smartphone fortunes began to wane, it increasingly shifted eggs into the Vive basket.

In 2016, Microsoft began shipping a developer edition of its mixed reality HoloLens system, priced at $3,000. It was an innovative and impressive product, largely aimed at enterprise applications. The company has yet to introduce a consumer version of the product. 2018, meanwhile, saw the release of the Spielberg-directed Ready Player One, which is at once a nostalgia fest and a love letter to VR’s potential.

Magic Leap officially announced its One headset after years of speculation and rumors. That was fueled, in part, by early funding in excess of $1 billion. The startup would ultimately follow Microsoft’s lead with a pivot into enterprise. “We really saw that there was a value to be derived from AR much sooner from enterprise,” CTO Daniel Diez told me during at interview during this year’s CES. “The feedback we were getting from them was that. It also gave us insight into how the product needed to evolve to be truly purpose-built for enterprise, and that’s what you see in the Magic Leap 2.”

Image Credits: Apple

Magic Leap is far from alone in those struggles. The history of virtual reality is littered with stories of smart people and innovative companies running headfirst into actual reality. Next Monday, Apple is expected to become the latest to stare down that wall. The company has been in the AR business for a minute, launching the development ARKit in 2017 as part of iOS 11 (Google’s ARCore arrived in 2018). Anticipation has thus far been a cocktail of skepticism and faith in the company’s track record. It certainly does have a long, fruitful history of breathing new life into existing categories like the mobile phone, mp3 player, smartwatch and headphones.

All of the conversations I’ve had with competitors this year point to an excitement at that possibility. The hope is that if Apple finds success, it could reverse the fortunes of many in the industry as interest in and excitement around VR increases. Years of rumors paint a far less rosy picture, however. The headset — which might be named the “Reality Pro” — has apparently been in development for eight years. Apple has a long history of waiting until products are just right, but shareholders apparently got sick of waiting.

Tim Cook is said to be less than thrilled with the form factor. His dream of a headset that looks like a standard pair of glasses was just too difficult for engineers to execute. Instead, we’ll likely see something akin to a traditional VR rig. The executive is no doubt aware that the product — for good or ill — will be tied to his legacy as CEO.

Interest in the category has undoubtedly risen ahead of the announcement, and the underlying technologies have advanced by leaps and bounds. But the question remains whether mixed reality is finally ready to stop being ahead of its time.

More TechCrunch

OpenAI has formed a new committee to oversee “critical” safety and security decisions related to the company’s projects and operations. But, in a move that’s sure to raise the ire…

OpenAI’s new safety committee is made up of all insiders

Time is running out for tech enthusiasts and entrepreneurs to secure their early-bird tickets for TechCrunch Disrupt 2024! With only four days left until the May 31 deadline, now is…

Early bird gets the savings — 4 days left for Disrupt sale

AI may not be up to the task of replacing Google Search just yet, but it can be useful in more specific contexts — including handling the drudgery that comes…

Skej’s AI meeting scheduling assistant works like adding an EA to your email

Faircado has built a browser extension that suggests pre-owned alternatives for ecommerce listings.

Faircado raises $3M to nudge people to buy pre-owned goods

Tumblr, the blogging site acquired twice, is launching its “Communities” feature in open beta, the Tumblr Labs division has announced. The feature offers a dedicated space for users to connect…

Tumblr launches its semi-private Communities in open beta

Remittances from workers in the U.S. to their families and friends in Latin America amounted to $155 billion in 2023. With such a huge opportunity, banks, money transfer companies, retailers,…

Félix Pago raises $15.5 million to help Latino workers send money home via WhatsApp

Google said today it’s adding new AI-powered features such as a writing assistant and a wallpaper creator and providing easy access to Gemini chatbot to its Chromebook Plus line of…

Google adds AI-powered features to Chromebook

The dynamic duo behind the Grammy Award–winning music group the Chainsmokers, Alex Pall and Drew Taggart, are set to bring their entrepreneurial expertise to TechCrunch Disrupt 2024. Known for their…

The Chainsmokers light up Disrupt 2024

The deal will give LumApps a big nest egg to make acquisitions and scale its business.

LumApps, the French ‘intranet superapp,’ sells majority stake to Bridgepoint in a $650M deal

Featured Article

More neobanks are becoming mobile networks — and Nubank wants a piece of the action

Nubank is taking its first tentative steps into the mobile network realm, as the NYSE-traded Brazilian neobank rolls out an eSIM (embedded SIM) service for travelers. The service will give customers access to 10GB of free roaming internet in more than 40 countries without having to switch out their own existing physical SIM card or…

7 hours ago
More neobanks are becoming mobile networks — and Nubank wants a piece of the action

Infra.Market, an Indian startup that helps construction and real estate firms procure materials, has raised $50M from MARS Unicorn Fund.

MARS doubles down on India’s Infra.Market with new $50M investment

Small operations can lose customers by not offering financing, something the Berlin-based startup wants to change.

Cloover wants to speed solar adoption by helping installers finance new sales

India’s Adani Group is in discussions to venture into digital payments and e-commerce, according to a report.

Adani looks to battle Reliance, Walmart in India’s e-commerce, payments race, report says

Ledger, a French startup mostly known for its secure crypto hardware wallets, has started shipping new wallets nearly 18 months after announcing the latest Ledger Stax devices. The updated wallet…

Ledger starts shipping its high-end hardware crypto wallet

A data protection taskforce that’s spent over a year considering how the European Union’s data protection rulebook applies to OpenAI’s viral chatbot, ChatGPT, reported preliminary conclusions Friday. The top-line takeaway…

EU’s ChatGPT taskforce offers first look at detangling the AI chatbot’s privacy compliance

Here’s a shoutout to LatAm early-stage startup founders! We want YOU to apply for the Startup Battlefield 200 at TechCrunch Disrupt 2024. But you’d better hurry — time is running…

LatAm startups: Apply to Startup Battlefield 200

The countdown to early-bird savings for TechCrunch Disrupt, taking place October 28–30 in San Francisco, continues. You have just five days left to save up to $800 on the price…

5 days left to get your early-bird Disrupt passes

Venture investment into Spanish startups also held up quite well, with €2.2 billion raised across some 850 funding rounds.

Spanish startups reached €100 billion in aggregate value last year

Featured Article

Onyx Motorbikes was in trouble — and then its 37-year-old owner died

James Khatiblou, the owner and CEO of Onyx Motorbikes, was watching his e-bike startup fall apart.  Onyx was being evicted from its warehouse in El Segundo, Los Angeles. The company’s unpaid bills were stacking up. His chief operating officer had abruptly resigned. A shipment of around 100 CTY2 dirt bikes from Chinese supplier Suzhou Jindao…

1 day ago
Onyx Motorbikes was in trouble — and then its 37-year-old owner died

Featured Article

Iyo thinks its gen AI earbuds can succeed where Humane and Rabbit stumbled

Iyo represents a third form factor in the push to deliver standalone generative AI devices: Bluetooth earbuds.

1 day ago
Iyo thinks its gen AI earbuds can succeed where Humane and Rabbit stumbled

Arati Prabhakar, profiled as part of TechCrunch’s Women in AI series, is director of the White House Office of Science and Technology Policy.

Women in AI: Arati Prabhakar thinks it’s crucial to get AI ‘right’

AniML, the French startup behind a new 3D capture app called Doly, wants to create the PhotoRoom of product videos, sort of. If you’re selling sneakers on an online marketplace…

Doly lets you generate 3D product videos from your iPhone

Elon Musk’s AI startup, xAI, has raised $6 billion in a new funding round, it said today, as Musk shores up capital to aggressively compete with rivals including OpenAI, Microsoft,…

Elon Musk’s xAI raises $6B from Valor, a16z, and Sequoia

Indian startup Zypp Electric plans to use fresh investment from Japanese oil and energy conglomerate ENEOS to take its EV rental service into Southeast Asia early next year, TechCrunch has…

Indian EV startup Zypp Electric secures backing to fund expansion to Southeast Asia

Last month, one of the Bay Area’s better-known early-stage venture capital firms, Uncork Capital, marked its 20th anniversary with a party in a renovated church in San Francisco’s SoMa neighborhood,…

A venture capital firm looks back on changing norms, from board seats to backing rival startups

The families of victims of the shooting at Robb Elementary School in Uvalde, Texas are suing Activision and Meta, as well as gun manufacturer Daniel Defense. The families bringing the…

Families of Uvalde shooting victims sue Activision and Meta

Like most Silicon Valley VCs, what Garry Tan sees is opportunities for new, huge, lucrative businesses.

Y Combinator’s Garry Tan supports some AI regulation but warns against AI monopolies

Everything in society can feel geared toward optimization – whether that’s standardized testing or artificial intelligence algorithms. We’re taught to know what outcome you want to achieve, and find the…

How Maven’s AI-run ‘serendipity network’ can make social media interesting again

Miriam Vogel, profiled as part of TechCrunch’s Women in AI series, is the CEO of the nonprofit responsible AI advocacy organization EqualAI.

Women in AI: Miriam Vogel stresses the need for responsible AI

Google has been taking heat for some of the inaccurate, funny, and downright weird answers that it’s been providing via AI Overviews in search. AI Overviews are the AI-generated search…

What are Google’s AI Overviews good for?