
Sutherland was one of the individuals who first envisioned Virtual Reality’s potential and then tried to develop the technologies to render that reality, which would also hint at what would ultimately become Augmented Reality ("A Brief History of Augmented Reality | Introduction to Augmented Reality | InformIT,” 2016; Barnard, 2019; Basu, 2019; Carmigniani et al., 2010; Javornik, 2016; Peddie, 2017; Picard, 2020; Poetker, 2019; Sutherland, 1968). Furthermore, Sutherland discusses the notion of a virtual reality system where the consumer will communicate with the universe that does not need to conform to the actual environment's rules like Alice in Wonderland (Carlson,n.d; Pesce, 2020;Sherman et al., 2002; Sutherland, 1965). Sutherland's demonstration also involves kinesthetic and tactile stimulation (Sherman et al., 2002; Sutherland, 1968). In particular, the head-mounted display, the first form of the head-mounted display, was first used to bring a spectator inside an imaginary environment. Then, the head-mounted display is most widely depicted in the mass media (Sherman et al.,2002, Sutherland, 1968). In the system "Sword of Damocles," Sutherland and Bob Sproull consisted of these subsystems that are a linkage, a clipping divider, a matrix multiplier, a computer program, a headset, a head position sensor, an analog display driver (Picard, 2020; Sutherland, 1968) (Figure 1). This device was designed to use "see-through matter" technology to display 3D graphics that render "solid objects transparent" (Carmigniani et al., 2010; Sutherland, 1965). This has driven the entire vision of VR; Sutherland's concept about "ultimate display" includes a virtual world that can be viewed through an HMD, a calculator to maintain patterns in real-time, and the user's possibilities manipulate real objects most intuitively (Carlson, n.d.; Carmigniani et al., 2010; Sutherland, 1965; Sutherland, 1968)(Figure 2, Figure 3). Consequently, this dangerous-looking device must be tied to the user's head, giving it the nickname "Sword of the Damocles" ("Ivan Sutherland and Bob Sproull Create the First Virtual Reality Head Mounted Display System: History of Information," n.d.) (Figure 4).
While Mort Heilig has difficulty raising funds for his virtual reality machines commercialization (Brockwell, 2016), Ivan Sutherland received funds from various sources for his project (Carlson, n.d; Elor & Kurniawan, 2020). The "Sword of Damocles" motivated the spin-off wave of constitute machines and created the virtual world's interactive media system (Carlson, n.d; Costello, 1997; Elor & Kurniawan, 2020; Steinicke, 2016). Brockwell (2016) states that the first modern VR is credited to Morton Heilig (made in 1957), not the device [VR/AR] was made by Ivan Sutherland in 1968. Morton Heilig Telesphere Mask is uncanny in the sense that it appears too futuristic for people at that time (Brockwell, 2016) (Figure 5). Moreover, it seems like Ivan Sutherland's beginning as a professor appears to give investors more faith in his research than it does for a filmmaker like Morton Heilig.
Sutherland (1968) notably admits that blurring the boundaries of the real world and Sutherland’s research instruments and his students was beyond those devices’ capabilities at that time. While Sutherland's system was innovative, this system was quickly discarded due to hardware and expense problems (Carlson, n.d.; Costello, 1997); persistent researchers triggered a revival of interest in VR in the late 1980s (Sherman et al., 2002). Hence, Sutherland's work in the 1960s, the discovery, implementation, and academic analysis of AR and VR technology at that period led the way for the advancement of new and more sophisticated AR and VR experiences.
References
A Brief History of Augmented Reality | Introduction to Augmented Reality | InformIT. (2016). Retrieved 24 February 2021, from https://www.informit.com/articles/article.aspx?p=2516729&seqNum=2
Aviv Elor, & Sri Kurniawan. (2020). The Ultimate Display for Physical Rehabilitation: A Bridging Review on Immersive Virtual Reality. Frontiers in Virtual Reality, 1. https://doi.org/10.3389/frvir.2020.585993
BARNARD, D. (2019). History of VR - Timeline of Events and Tech Development. Retrieved 24 February 2021, from https://virtualspeech.com/blog/history-of-vr
Basu, Aryabrata. (2019). A brief chronology of Virtual Reality.
Brockwell, H. (2016). A Gear VR for from the 1950s? - Forgotten genius: the man who made a working VR machine in 1957 | TechRadar. Techradar.com. Retrieved 24 February 2021, from https://www.techradar.com/news/wearables/forgotten-genius-the-man-who-made-a-working-vr-machine-in-1957-1318253/2.
Carlson, W. 17.1 Virtual Reality. Ohiostate.pressbooks.pub. Retrieved 24 February 2021, from https://ohiostate.pressbooks.pub/graphicshistory/chapter/17-1-virtual-reality/.
Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2010). Augmented reality technologies, systems and applications. Multimedia Tools And Applications, 51(1), 341-377. doi: 10.1007/s11042-010-0660-6
Costello, P. J. (1997). Health and Safety Issues Associated With Virtual Reality: A Review of Current Literature. Advisory Group on Computer Graphics.
IJSSELSTEIJN, W. (2003). Presence in the Past: what can we learn from Media History?. Being There: Concepts, Effects And Measurement Of User Presence In Synthetic Environments. Retrieved from https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.71.4237&rep=rep1&type=pdf
Introducing The Sensorama Simulator Promo Flyer. Flyer, New York.
Ivan Sutherland and Bob Sproull Create the First Virtual Reality Head Mounted Display System : History of Information. Historyofinformation.com. Retrieved 24 February 2021, from https://www.historyofinformation.com/detail.php?id=861.
Javornik, A. (2016). The Mainstreaming of Augmented Reality: A Brief History. Retrieved 21 February 2021, from https://hbr.org/2016/10/the-mainstreaming-of-augmented-reality-a-brief-history MORTON HEILIG : INVENTOR VR. Uschefnerarchive.com. Retrieved 24 February 2021, from https://www.uschefnerarchive.com/morton-heilig-inventor-vr/.
Peddie, Jon. (2017). Augmented Reality. Springer International Publishing AG.
Pesce, M. (2020). Augmented Reality – The Past, The Present and The Future. Retrieved 21 February 2021, from https://www.interaction-design.org/literature/article/augmented-reality-the-past-the-present-and-the-future
Picard, G. (2020). History - 1965 - Ivan Sutherland, Father of AR | Atomic Digital Design. Atomic Digital Design. Retrieved 24 February 2021, from https://atomicdigital.design/blog/1965-ivan-sutherland-father-of-ar.
Poetker, B. (2019). A Brief History of Augmented Reality (+Future Trends & Impact). Retrieved 21 February 2021, from https://learn.g2.com/history-of-augmented-reality#:~:text=Augmented%20reality%20technology%20was%20invented,of%20use%20cases%20for%20AR.
REGREBSUBLA, N. (2015). Determinants of Diffusion of Virtual Reality. Retrieved 24 February 2021, from https://www.grin.com/document/318329
Robinett, Warren. (1994). Interactivity and individual viewpoint in shared virtual worlds. Computer Graphics (New York, N.Y.), 28(2), 127–130. https://doi.org/10.1145/178951.178969
Sherman, William R, Craig, Alan B, & Craig, Department of Mathematics Alan. (2002). Understanding Virtual Reality. Elsevier Science & Technology.
Steinicke, Frank. (2016). The Science and Fiction of the Ultimate Display. In Being Really
Virtual (pp. 19–32). Springer International Publishing. https://doi.org/10.1007/978-3-319-43078-2_2
Sutherland, I. E. (1965). The Ultimate Display (1965). Proceedings of IFIP 65, 2, 506-508.
Sutherland, I. (1968). A head-mounted three dimensional display. Proceedings Of The December 9-11, 1968, Fall Joint Computer Conference, Part I On - AFIPS '68 (Fall, Part I). doi: 10.1145/1476589.1476686
Yianni, C. (2018). Infographic: History of Augmented Reality - Blog - Blippar. Retrieved 21 February 2021, from https://www.blippar.com/blog/2018/06/08/history-augmented-reality
Appendix:
Figure 1a: (Carlson, n.d;"MORTON HEILIG : INVENTOR VR", n.d.)

This machine is the new way to approach to media with three-dimensional motion pictures, peripheral vision, binaural sound, aromas, and tactile sensations ("Introducing The Sensorama Simulator Promo Flyer", n.d.).A radically new communication system, the Sensorama Simulator generates the perception of a real being in another world for its user("Introducing The Sensorama Simulator Promo Flyer", n.d.).As both a film maker and as an pionner in VR technology, Morris shows significant implications of his products on schooling, culture, medicine, training in risky fields as well as human activity(Brockwell,2016;"Introducing The Sensorama Simulator Promo Flyer", n.d.).
Figure 1: (Sutherland,1968)

The computer has a proximity sensor that picks up some muscle movement, so it will be possible for people to control the computer with expressions and eye movements, as those can move things around and change their locations in real life (Sutherland,1965).
Figure 2 : (Sutherland,1968)

Figure 3: (Sutherland,1968)

It was connected to a mechanical arm that tightens over the headphones and offering the required mobility to decrease weight and monitor the listener’s movement (Sutherland,1968). The research-based designed "Ultimate Display" on imagining a room in which a computer could control the existence of matter (Sutherland,1968). The result utilizes stereoscopic screens and sophisticated mechanical head tracking systems that allow users to change views inside wireframe rooms (Sutherland,1968).
Figure 4: (Sutherland,1968)

Figure 5:(Brockwell , 2016)

תגובות