A Brief History of Virtual Reality Technology.

Author(s):  
Brenda K. Wiederhold ◽  
Mark D. Wiederhold
2007 ◽  
Author(s):  
Iain McCalman

Abstract In the autumn of 1781, shortly after being elected to the British Academy of Art as a landscape painter, Alsatian-born artist Philippe Jacques de Loutherbourg was hired by the wealthy young aesthete William Beckford to prepare a private birthday spectacle at his mansion in Wiltshire. De Loutherbourg, who was also chief scenographer at Drury Lane theatre and the inventor of a recent commercial “moving picture” entertainment called the Eidophusikon, promised to produce “a mysterious something that the eye has not seen nor the heart conceived.” Beckford wanted an Oriental spectacle that would completely ravish the senses of his guests, not least so that he could enjoy a sexual tryst with a thirteen year old boy, William Courtenay, and Louisa Beckford, his own cousin’s wife. The resulting three day party and spectacle staged over Christmas 1781 became one of the scandals of the day, and ultimately forced William Beckford into decades of exile in Europe to escape accusations of sodomy. However, this Oriental spectacle also had a special significance for the history of Romantic aesthetics and modern-day cinema. Loutherbourg and Beckford’s collaboration provided the inspiration for William to write his scintillating Gothic novel, Vathek, and impelled Philippe himself into revising his moving-picture program in dramatically new ways. Ultimately this saturnalian party of Christmas 1781 constituted a pioneering experiment in applying the aesthetic of the sublime to virtual reality technology. It also led Loutherbourg to anticipate the famous nineteenth-century “Phantasmagoria” of French showman, Gaspard Robertson, by producing in 1782 a miniature Gothic movie scene based on the Pandemonium episode in Milton’s Paradise Lost.


1997 ◽  
Vol 2 (4) ◽  
pp. 89-99 ◽  
Author(s):  
R. Schroeder

This paper examines two aspects of multi-user virtual reality (VR) systems; the socio-technical shaping of these systems and the social relations inside multi-user virtual worlds. The paper begins with an overview of the history of networked interactive computer graphics and examines the main factors which are currently shaping networked VR systems. The second part explores the social relations between users inside virtual worlds and makes comparisons with other forms of computer-mediated-communication. In the conclusion, these two parts are linked: how is the development of multi-user virtual reality technology influencing how users interact within virtual worlds - and vice versa?


2021 ◽  
Vol 2 (3) ◽  
pp. p39
Author(s):  
Fanyu Mao

With the continuous advancement of science and technology, technological products not only bring convenience to people’s lives, but also bring great benefits to education. The emergence of VR technology is a major milestone in the history of human development. This article starts with the theoretical basis of Virtual Reality technology in teaching application, analyzes the characteristics of VR technology, summarizes the problems existing in negotiation teaching, and finally discusses the advantages of VR technology to the teaching of International Business Negotiation courses.


2014 ◽  
Vol 1030-1032 ◽  
pp. 1873-1876
Author(s):  
Xiao Bo Yang ◽  
Bang Ze Chen

Tibetan architecture wrote immortal chapter in the world the Chinese architectural history, Potala Palace was listed in the world cultural heritage list. Tibetan Architecture in the history of World Architecture and wrote the immortal chapter, Potala Palace was inscribed on the world heritage list. Potala Palace's annual tourist capacity is also facing enormous increment, the protection of cultural relics and open utilization in the continuous emergence of new problems and contradictions. This paper studies the use of virtual reality technology and 3D animation technology in virtual roaming system of Potala Palace.


Author(s):  
Hugh Denard

This chapter discusses the emergence of virtual reality (VR) technologies which have advanced the understanding of ancient structures. In 1998, through the funding of the British Academy and the Leverhulme Trust, a project on determining the structure of Rome's theatre Theatrum Lapideum was started. This Pompey Project benefited as well as contributed to a wider programme of digital research through the application of virtual reality. The VR-enhanced research project contributed to the understanding of the parts of the structure and the aspects of the post-antique history of the Roman theatre. Through VR technology, a graphic reconstruction of the site, 3and D computer models, the digital modelling of the structure and its artefacts were attained. In addition to developing research processes, virtual reality technology has revolutionized the ways in which knowledge is produced. It enables the formation of new knowledge and information by making the knowledge visible.


2017 ◽  
Author(s):  
Nicholas Gmeiner

This project aims to provide students with disabilities the same in class learning experience through virtual reality technology, 360-degree video capture, and the use of Arduino units. These technologies will be combined to facilitate communication between teachers in physical classrooms with students in virtual classrooms. The goal is to provide a person who is affected by a disability (which makes it hard to be in a traditional classroom) the same benefits of a safe and interactive learning environment.


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