AR Technology
Augmented reality technology has its roots in computer science research conducted in the 1960s. One of the earliest examples of AR is Ivan Sutherland’s “Skywriter,” which was developed in 1973. Skywriter was a computer program that allowed users to draw in 3D using a light pen on paper. The program projected a virtual image onto the paper, creating the illusion that the drawing was taking place in a three-dimensional space.
In the 1980s, researchers at MIT developed AR glasses called “Thin Glasses” that could overlay digital images onto the real world. In 1992, NASA’s Jet Propulsion Laboratory created a prototype of an AR system called “Virtual Reality Projector” that was used to assist in assembling the Mars Exploration Rover.
In the early 2000s, AR technology began to gain traction in the gaming industry with the development of games like “Colin McRae 2004,” which featured a virtual car that could be driven around real-world environments. In 2013, Apple introduced the ARKit framework, which allowed developers to create AR experiences for iOS devices.
VR Technology
Virtual reality technology can be traced back to the early days of computer science research in the 1960s. One of the earliest VR systems was developed by Ivan Sutherland, who created a head-mounted display (HMD) called “The Sword of Damocles” in 1968. The system allowed users to experience a virtual reality environment by wearing a helmet with an HMD attached.
In the 1970s, researchers at the University of Utah developed a VR system called “Cave Automatic Virtual Environment” (CAVE), which used mirrors and projection screens to create a multi-projected environment that could be interacted with using handheld controllers.
In the 1980s, VR technology began to gain traction in the gaming industry with the development of games like “Spacewar!” and “Tennis for Two.” In 1991, researchers at the University of Illinois developed a prototype of a VR system called “Virtual Reality Medical Center” that was used to treat patients with motion sickness.
In the early 2000s, VR technology began to gain traction in the entertainment industry with the development of immersive movie experiences like “The Matrix.” In 2016, Oculus launched the VR headset “Oculus Quest,” which allowed users to experience VR content without the need for a high-end PC.
Conclusion
In conclusion, both AR and VR technology have roots in computer science research conducted in the 1960s, with significant milestones and key developments occurring throughout the decades. While it is difficult to determine which technology emerged first, it is clear that AR and VR are both rapidly evolving technologies that offer immersive experiences for users. As these technologies continue to advance, we can expect to see even more exciting applications in the future.