Virtual Worlds: An Exploration of the History of Virtual Reality

Ed Geronia
7 min readNov 8, 2018

Although consumer virtual reality technology as it is known today was introduced in the ’90s, the concept of a simulated reality goes further back. Photography had its start from the early 1800s and by 1851, a device was already invented to view photographs in three dimensions. Three-dimensional imagery works by displaying two images of the same scene shot from two slightly different angles. In reality, this is how our eyes perceive depth by viewing the same scene, called a stereo pair, from the left and right eye.

With this very simple but ingenious principle for creating and displaying 3D images, the virtual world was born. Stereophotography could represent the world and make it as real as how our human eyes could see things. Since its invention, interest in stereophotography continued to thrive until late 19th century.

Three-dimensional motion pictures rose to popularity during the 1950s with the anaglyphic technique of creating a 3D scene. Moviegoers used glasses with polarized lenses to view full-color movies. Most movies were of the sci-fi or horror variety and filmed on a low budget. The 3D effect was also used in comics and picture books.

In 1955, View-Master released its Model E 3D viewer. The Model E was shaped like a binocular and it would introduce a new generation of users to the portable 3D experience. In the years the followed, the View-Master viewer, especially the red Model G, became synonymous with 3D. At the height of its popularity in the ’70s and ’80s, 3D reels were available based on popular shows and movies as well as educational and promotional reels. There were also travel reels that featured famous places and tourist spots around the world. It was the next best thing to being there.

Seeded by ideas of futurists like Jaron Lanier and sci-fi author William Gibson during the mid to late ’80s, the ’90s was a watershed for virtual reality, or VR as it was now commonly called.

Due to the increase in computing and graphical power of computers, simulating a 3D world on a computer became feasible. Making the jump from aerospace, military, automotive, and medical application of VR, Sega introduced the Virtuality series of immersive arcade games in 1991. Most VR equipment at the time were very expensive and cost a few thousands of dollars. It definitely was beyond the reach of the average consumer. Commercial VR gear was only accessible to the average person in arcades.

VR technology at the time was only capable of displaying polygonal graphics and the hardware, such as the headset, was rather bulky. It’s a far cry from present-day computer generated graphics. The graphics had low polygonal count and low frame rates. They looked blocky and had jagged edges. Still, they offered and immersive world that put users right in the middle of the action. Companies like Nintendo attempted to make VR accessible by releasing the Virtual Boy in 1995. It rendered 3D graphics using a headgear-style casing. The Virtual Boy was both a critical and commercial flop because the monochrome graphics was still not up to par and the hardware was deemed too expensive. As the new millennium rolled in, VR technology seemed to have taken the backseat as everyone became fascinated with the Internet and the new world of connectedness. Suddenly, 3D and VR wasn’t a priority anymore.

The resurgence of interest in VR started to peak once again with the re-introduction of 3D cinema in the late 2000s. From low-budget flicks of the ’80s, 3D movies became multi-million dollar Hollywood productions. 3D concert docus and sci-fi epics such as U2 3D and Avatar were filmed and shot natively in 3D for IMAX screening. TV manufacturers released a new wave of 3D TVs to bring the experience at home.

In 2012, Oculus VR started its development on the Rift, a head-mounted virtual reality display. The company released the headset in 2013 via a Kickstarter-funded campaign. With the target price of the Oculus Rift at just around $300, the idea of affordable VR headsets went from the drawing board to the proof-of-concept stage. The Rift can be connected to computers and supported games and video in virtual reality format. Since the introduction of the Oculus VR prototype and version 1 devkit, other big companies such as Sony, Google, and HTC announced their own VR devices.

A VR arcade in Guanzhou, China featuring a horror seance VR game (Photo by the author)

Google Cardboard is the most affordable VR headset system since it is essentially a 3D and VR viewer that is made from either cardboard, EVA foam or plastic and uses a mobile phone as the main display. Sony’s Project Morpheus uses a VR headgear form factor similar to the Rift. HTC has partnered with Steam, a software and game platform developer for the Vive VR headset. Google’s Cardboard viewer is now available from local sites such as Iamcardboard.ph. Sony’s headset and the latest version of the Rift are scheduled for release in Q1, 2016 while the HTC Vive will have a November 2015 target launch date. Getting content is also not a problem since there are apps available for viewing VR content and even Youtube channels that showcase 3D and VR reels. With the increased availability of both hardware and content, the future looks very bright and very real for VR.

INTERVIEW WITH GABRIEL ENRIQUEZ,
CO-FOUNDER OF VR PHILIPPINES

Gabriel Enriquez started VR Philippines to bring together groups and individuals who are interested in the emerging VR technologies. He has a background in civil engineering but he is very passionate about, in his own words, “building worlds, both in the physical world and in the virtual world.”

1. How did the VR scene start in the Philippines? What made you set up VR Philippines?

We started VR Philippines last February 2015. We started the group because we wanted the Philippines to have a role in shaping the future of virtual reality technology. To do so, the Philippines must become a recognized player in the global VR arena by producing locally made content. Establishing a community is the first step. We wanted to create an avenue for VR developers and enthusiasts to exchange ideas and collaborate with each other. We then conducted events such as seminars and meet-ups that aim to promote virtual reality technology in the country and inspire individuals to contribute and become pioneers in this new and exciting frontier.

2. What type of VR content is being made locally?

Most VR content right now are coming from the entertainment industry, games specifically. On the other hand, we’re are also seeing groups and individual developing apps and content for real estate and 360 photojournalism.

3. Do you think we are ready for VR?

Definitely. There are a lot of factors existing today that make us ready for VR:

  • Price. Advancements in graphics and display technology made it possible for head-mounted displays such as the Oculus Rift to cost only $300 today.
  • Computing power. Computers (and smartphones) today now have the capability of rendering real-time photo-realistic graphics and high-enough frame rate.
  • Accessibility: You can download the Google Cardboard app for free, plug-in your smartphone, and get to experience virtual reality. Back then, you had to carry around an expensive and bulky computer just to demo VR to people.
  • Demand: When people try VR for the first time, they are simply amazed at the possible applications of it. Entertainment is just one of the many industries that VR could potentially revolutionize.

4. What is the future of VR in the Philippines?

The potential of VR in the country is tremendous. People will want to have their own VR device to experience the magic, which will in turn increase the demand for content and open more opportunities for developers to monetize their creations.

5. Apart from entertainment and games, where do you think VR can also be used?

VR can be used in almost all industries. The technology started in the military with the aim of training soldiers and pilots how to shoot and fly planes without the expense and risk of real training. It was also adopted by research labs to visualize complex objects such as atoms, molecules, human organs, planets, and stars. In education, aspiring surgeons utilize VR to practice performing delicate surgery to a body without the huge cost of preparing a cadaver. Grade school students can go to a field trip to the Pyramids of Egypt, explore the red deserts of Mars, or travel to the nearby galaxy Andromeda without ever leaving the classroom. In real estate, you can let your client take a look at the interior of the house without ever leaving the sales agent’s booth. The possibilities are limitless.

6. Do you think VR content should be rated?

TV shows and games are rated. VR content in the future might as well be rated. However, I think it is the individual who should be responsible on what type of content he should allow himself to consume.

7. If I am a local VR enthusiast, what groups are there for me to join, websites to visit and where can I buy the necessary gear?

You can join our discussion group in Facebook: VR Philippines. In the group you will see our recommended links where you can check out the latest news, download developer software, and generally learn more about the technology. You can also reach us through vrphilippines@gmail.com.

As for the VR gear, you can start tinkering and experimenting with only a smartphone and a Google Cardboard. Most of the high-end VR devices will begin hitting the market by the end of the year and early next year.

(Originally published in Adobo Magazine’s Innovation issue 59, Sept-Oct 2015)

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