Tuesday, February 20, 2024

From Sci-Fi Dreams to Everyday "Realities"

    The futuristic idea of Virtual Reality is one that cannot be dated. It has been a project that from the beginning of creation, society has been working towards, knowingly or not. Augmented Reality being right there with it. But let us start from the beginning. 

    In the year 1838 Sir Charles Wheatstone introduced the idea of binocular disparity (stereopsis) to the world. His idea proposed that when each eye on someone's face was given a picture to look at from different angles, the brain would be tricked into combining both and give the image depth and submersion. Just as binocular vision works.  It was nearly a century before an American sci-fi writer named Stanley Weinbaum wrote about a fictional model of a device that favored the look of goggles and would allow the wearer to be immersed into a movie, giving them the sight, sound, taste, smell, and touch that the character in the story would get. The story, titled Pygmalion’s Spectacles, could not have been more inline with how far and where the amazing innovation is working its way to.

    The year 1956 introduced the Sensorama, a booth like machine that gave 3D video, audio and all around environmental effects for movie views to enjoy films better. However, less than 10 films ended up being fitted for the machine. The next few years after, the technology would ‘boom’. Engineers, Scientists, students and professors alike would come together adding on to the original idea when finally in 1968 the first head mounted machine was created. The only problem? No one wanted to use this head sculpting mount that hung from the ceiling and required the wearer to be physically strapped in. 

    Over the next decade the military would begin to utilize the machinery and motion censoring gloves would be added. A photographer in Aspen would use photos they took from their car and piece them together, it would come to be known as Aspen Movie Map and used first-person interactivity to make the user feel as if they are traveling through Aspen themselves. The first mock design of the headset would, in 1980-1985, be more personalized, made smaller and for additional comfort. In 1991 arcades adopted the tech and turned it into 3D video games for gamers to immerse in. Rushing in the 2010 era, tens of hundreds of companies began selling AR & VR items.

    Both Virtual Reality and Augmented Reality has advanced significantly, expanding its applications across diverse fields initially popularized for its immersive gaming experiences, VR has transcended entertainment realms to become a versatile tool with multifaceted applications. Mental health professionals have embraced VR as a means to treat various psychological disorders, such as phobias, PTSD, and anxiety disorders. Through controlled exposure therapy, individuals can confront their fears in a safe and immersive virtual environment, facilitating gradual desensitization and therapeutic progress. Additionally, AR-based relaxation techniques and mindfulness exercises offer alternative avenues for stress reduction and emotional regulation.

    Also, VR holds transformative potential in healthcare, particularly in palliative care and hospice settings. By creating virtual environments reminiscent of cherished memories or bucket-list destinations, VR enables terminally ill individuals to embark on meaningful journeys and experience moments of joy and fulfillment. 

    In closing, how far Virtual Reality and Augmented Reality have come, show evidence to societies pursuit of greater innovation and advancement. From the uncovering and utilization of binocular disparity in the 19th century to the world wide applications it has come to take position in, the VR and AR have made leaps and bounds of headway across fields like entertainment, education, mental health, and healthcare. Just as we begin to scratch away more of the surface, it shows light that they hold power to enhance learning, improve well-being, and reshape lives.


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