How a Dream Became (Virtual) Reality?

Explore VR’s journey from 19th-century art to today’s headsets. Now’s the perfect time to dive in—visit Zero Latency Prague and experience it yourself!

Virtual Reality (VR) is all around us today. It changes our perception of the world and offers new ways to interact with digital experiences. But how did this technology evolve from experimental studies to today’s market? Let’s take a look at the fascinating journey of VR.

The Beginnings of VR: Ahead of Its Time

19th Century: The first attempts at immersive experiences appeared in the form of panoramic paintings. These images, also known as 360-degree murals, aimed to make the viewer feel as if they were present at a historical event.

1838: Charles Wheatstone discovered how the human brain processes two 2D images into one 3D image. This discovery led to the creation of the stereoscope, which allowed users to experience depth perception, much like today’s VR headsets.

Wheatstone's Reflective Stereoscope - Stock Image - C027/5743 - Science ...

Breakthrough Moments

1935: Pygmalion’s Spectacles, a short story by Stanley G. Weinbaum, was published. The main character, an unhappy man named Dan, finds himself in a perfectly simulated world called Paracosma using futuristic glasses. There, he meets the enchanting Galatea, who guides him through a hyper-realistic illusion where everything feels so real that he forgets about his dull reality. However, when the immersion ends, Dan is forced back into his gray existence—highlighting both the magic and bittersweet nature of virtual worlds.

1957: The Sensorama device was developed to offer a fully immersive experience, featuring stereo sound, 3D visuals, fans, scents, and even a vibrating seat to make the experience more than just visual.

The Sensorama: One of the First Functioning Efforts in Virtual Reality ...

1960: The Telesphere Mask, the first head-mounted display (HMD), was developed. It offered an immersive 3D experience with vibrations, sound, scents, and even simulated wind but was still far from modern VR capabilities.

3: Heilig's "Telesphere Mask" sketch (Jerald, 2016) | Download ...
1968: The first VR device connected to a computer was created, but due to its heavy weight, it was jokingly called the “Sword of Damocles.”

Meet the Sword of Damocles, the First VR Headset in the World - VR Source

The 70s & 80s: From Experimentation to Reality

1971: Myron Krueger developed Psychic Space, where users interacted with a computer via floor sensors—a major step in merging art and technology. He also created Videoplace, allowing people in different rooms to communicate using projections of their silhouettes. Additionally, he coined the term “Artificial Reality,” which later became synonymous with virtual worlds.

1980: StereoGraphics began selling stereoscopic glasses for displaying 3D images on CRT monitors.

1984: Jaron Lanier founded VPL Research and developed the EyePhone (HMD), Data Suit (sensor suit), and Data Glove (motion-tracking glove), revolutionizing interaction with virtual environments. Later, he popularized the term “Virtual Reality,” bringing it into mainstream awareness.

Obsah obrázku osoba, oblečení, interiér, zeďPopis byl vytvořen automaticky

The Golden Age of VR: The 90s

1991: The company Virtuality introduced VR arcade machines, allowing players to shoot dinosaurs. The first VR game cabins appeared, offering experiences like an immersive Pac-Man.

1993: Sega unveiled the VR attraction VR-1, one of the first large-scale commercially available VR devices.

1995: Nintendo attempted to break into VR with the Virtual Boy, but due to poor ergonomics and a lack of quality games, the project failed.

Crisis and Revival: 2000–2010

After peaking in the 90s, interest in VR declined until the early 2010s. The reasons included commercial failures and the bursting of the dot-com bubble. Despite this, VR technology continued to advance:

2007: Google introduced Street View, one of the first forms of virtual city exploration.

2010: Renewed interest in VR emerged as the technology found applications in entertainment, education, and medicine.

The VR Revolution from 2012: A Fresh Start

2012: Palmer Luckey founded Oculus VR and launched a successful Kickstarter campaign to develop the Oculus Rift headset. This project reignited the VR boom.

2014: Oculus VR was acquired by Facebook (now Meta), expanding the use of VR into healthcare, communication, and beyond.

Present & Future

2016: The launch of PlayStation VR marked another step toward making VR accessible to the general public.

2017: Meta introduced the Oculus and Quest headsets, reshaping VR as a tool for both entertainment and professional use.

2021: Meta announced the development of the Metaverse—a digital universe connecting various virtual worlds.

Today, VR is widely used in gaming, entertainment, education, and healthcare. With continuous technological advancements, VR is becoming more accessible, and its capabilities are expanding rapidly. There has never been a better time to dive into the virtual world.

Want to experience it for yourself? Visit the Zero Latency branch in Prague, where your imagination becomes reality!

From 19th-century art to cutting-edge tech!

Experience VR now at Zero Latency Prague!

Other

Articles

How and Why Zero Latency Was Created: The Story of a Revolutionary VR Technology

Zero Latency: from a bold idea in Melbourne to global VR pioneer. Experience the future of virtual reality....

Warhammer 40,000: Space Marine VR – Threat: Lethal Extra

Face nonstop chaos in Threat: Lethal Extra – 45 minutes of brutal combat, stronger enemies, no second chances. Only true teamwork will...
Threat: Lethal

Warhammer 40,000: Space Marine VR – Threat: Lethal

Space Marine VR presents a brutal new mode: friendly fire, no breaks, and endless waves of enemies. Fail together, start over. Can...