What is virtual reality and when did it start ?

11 min read

What is virtual reality ? , When did it begin ? Where does the human race take it, and what is the AI connection? Part of Lecture by Larry Singul

Hi to my 2013 followers and to you new followers too, I will not be what I am today without you.

I'm relaunching this article for the third time and updating what's needed in the spirit of time and I'm also doing so as a tribute to an place that I love so much, but also to the entire human race that will soon lose its truth.

The story before you begins with my personal story and ends with the story of all mankind, I would love to hear yours too, after hearing the tale of my life in the world of virtual reality.

For any interesting story in the field of virtual reality please contact by email and we promise to publish it:


To me, it all started 30 years ago when I was about 13 years old (Bar Mitzvah period), my mother took me to Tel Aviv's Dizengoff Center for a video game where they also introduced me to the first virtual reality of my age that opened in Israel, where it was the first time I encountered The technology that stirred my childhood.

I recall myself as a 13-year-old boy standing in front of massive machines that look like transformers from a different planet, I recall when it was my turn to put the operator wearing a suit and a big helmet in place. I recall that the machine was awfully heavy too. (But who cared, I went to another world), the first game I played as a kid (the Amiga computer based gaming record back then)

Importantly, the pinnacle of a computer graphics technology in the 1990s was the "super" amiga machine for that era and while it was typically PC-compatible in black or black and white, at the time, Amiga had incredible specifications:

The AMIGA 500 came out in the Amiga in 1987) and it was the best-selling edition, its precomputer, the legendary Comador International, was AMIGA's maker:


Computer to Play (CD32)

Release date July 23, 1985; (Amiga 1000) 33 years ago

Price US $1,295 + $300 (includes monitor)

1996 Ages (Amiga 1200 and 4000 T)

AmigaOS on kickstart operating system

680x0 @ ~7 MHz Cpu Motorola

Expandable memory: 256 kilobytes or more

AMIGA didn't last, and today most of the company's employees are Apple's.

After a good jerking experience, I decided that I wanted virtual reality at all costs, but first of all, I needed a powerful machine, when they made me a bar mizvah, all my bar mizvah money I invested in the amiga 500 machine, for anyone who was a friend of mine in the 90's would understand my excitement. But it left me with a mark, so as you see my life has changed, I've been waiting for technology to develop so come back eventually, for me because I've been waiting and working in the closest computer sector, year after year I've heard news that virtual reality is coming back, sadly it didn't happen after just 30 years.

I remember then, as a child, I realized what the enormous potential of this technology was, and as a child living in science fiction films, I knew that it was the first stage of human and machine interaction, I also knew that once technology had evolved, life would no longer be the same, because what is life? I remember thinking, nothing's going to stop it ... And then the way it came vanished.

Twenty-three years on, and after several setbacks in the world of virtual reality, during the 1980s and 1990s, a lucky guy (also in his own name) sat down in the 2000s. The guy was called Palmer Luckey and he was born and raised with three smaller sisters, Ginger Lucky, Bridget Lucky and Roxanne Lucky in Long Beach , California. His father had been working in a car dealer's.

His children's interests included boating, electronics and engineering, community college courses at Golden West College and Long Beach City College, beginning at 14 or 15 years of age, taking courses at California State University , Long Beach and in 2010. He wrote and worked as an online editor for student-managed newspaper University.

He performed experiments during his childhood and adolescence on a number of complex technological projects including arms, Tesla coils and lasers, with some of these projects causing severe injuries. He installed a "gaming machine" with an extended six-monitor system for tens of thousands of dollars. His ability to immerse himself in computer-created environments has resulted in an fascination with virtual reality ( VR), a phenomenon that the tech industry has not received substantial attention for over a decade.

In an attempt to learn more about the technology of virtual reality, Lucky developed an extensive private collection that includes more than 50 past virtual reality glasses, most of which were installed in the 1990s (the last collapse of virtual reality in my infancy). He began creating virtual reality glasses of his own design at the age of 16. He raised at least $36,000 in the U.S. to finance these ventures by fixing and reselling damaged iPhones, and serving part-time as field manager, youth cruise mentor, and computer repair technician.

He set up forums with a friend of ModRetro in 2009, establishing an online community for "portabilization," a practice that revolves around turning outdated hardware devices such as gaming consoles and computers into self-contained computers while combining modern and old technology.

Later he studied at the University of California, Long Beach, where he worked in the press and acted as the Daily49er 's web editor. Throughout his time there he also worked as a part-time technician in the Mixed Reality Laboratory (MxR) 13 at the University of Southern California 's Institute of Creative Technologies ( ICT) as part of an advanced virtual reality design team.

When Palmer took his time and evolved, I waited for years for the return of virtual reality, before life and truth that we know turned the corner into memories and visions of virtual reality, the years passed and passed, and then a few years ago in the media, a small newspaper story about a man constructing a virtual reality helmet.

Palmer has created his eye-piece project on Kickstarter to fund his glasses after struggling to pull in investors.

Lucky was disappointed by the failure of the market-based virtual reality glasses, which were very weak in terms of distance, low field of view, high cost, and weighing like a little elephant. In 2009, he started experimenting with his own designs to try to solve the problem. At the age of 17 in his parents' workshop in 2010, he completed his first prototype, dubbed PR1, the virtual reality glasses that her son introduced with a 90-degree field of view, low latency, and Built-in feature input.

Lucky has produced a series of prototypes that explore technologies such as 3D stereoscopy, wireless technology and an unprecedented field of view of 270 degrees, thus raising the size and weight of its devices. He shared regular updates of his progress with a small number of virtual reality enthusiasts on forums that visit him. His unit of sixth generation was named "RIFT," which is meant to be sold as a DIY Package. In April 2012, he uploaded the project to the crowdfunding web site of Kickstarter.

The first commercial virtual reality glasses produced by consumer Oculus VR glasses, Oculus Rift CV1, appeared shortly after, the prototype versions DK1, DK2 that had been before them.

John Karmak, a software developer known for his work on the video game series Doom and Quake, asked Lucky to order a virtual reality camera, which he loaned to Karmak for free. It was used by Karmak to demonstrate the power of VR Doom 3: BFG Edition at the 2012 e-entertainment show. Having the interest of thousands of people all of a sudden attracted to the concept of virtual reality, Lucky soon left the university to concentrate on full-time VR.

Lucky showed the device to Valve, earning Valve CEO Gabe Newell's Kickstarter approval, who said, "It looks extremely impressive. If anybody can overcome the tough problems with this technology, Lucky, we think Palmer can do it. We strongly urge you to help this Kickstarter. As Lucky launched his Oculus Kickstarter campaign, he got endorsements from many priests.

Lucky showed the Oculus to players and the press at various gaming conventions during the Kickstarter campaign, including PAX, Gamescom, and QuakeCon 2012.

The Kickstarter campaign succeeded in raising US $2.4 million, or 974 percent of its original goal. Lucky hired Brendan Iriba in August 2012 to become CEO of Oculus after raising more than $1 million. As a result of their successful campaign, Oculus VR grew, acquired more employees and a larger office space, but Lucky characterized his daily process as not "changing too much," keeping He subsequently shifted his focus towards virtual reality. Hardware input, which he calls the pet project.

A few months later there was another article in the newspaper, a great article this time "Facebook acquires Oculus for $ 2 billion) Then I realized! This is the moment when I waited for her virtual reality and she returns this time for good, so I left everything in 2013 and switched my body and took to VR \ AR \ MR \ XR.

So what is this virtual reality at all? When did it start? Why did it start? Why is it good ? Why is this bad ?, I hope to answer you all the questions in this article, in the pictures above you can see the virtual reality facilities (VR) of the early 1990s, and notice how it looks similar to the virtual reality technology available today, not exactly.

This is how virtual reality was presented on television:

They presented virtual reality as an accomplished truth in the early 1900s, they were wrong at the time, and many people are afraid that virtual reality would not succeed this time as well (this time actually VR's ultimate success and the global corona crisis gave it only a quick boost).

Let's go back in time, to see what's going on?

Reality technology is, as you realize, simulated with us even before I was born, and it is important to remember that I am 43 years old and a little boy:), but there is virtual reality even before, well before I was born.

Back in 1965, the first cosmonaut goes into space and the Vietnam War breaks out, a man named Avon Sutherland is testing his new head montian display acronym (HMD) that will in the future serve as the foundation for technology we all know as virtual and laminated reality.

Avon Sutherland was the first to make VR technology sound like another world (more like an alternate reality), at that time it was film-based technology, which was not very persuasive, the major problem was the size of the equipment which required a whole storage floor.

It 's important for me to simplify the issue: Let's try to explain it further, because maybe it's not that true, if virtual reality is a technology that activates our senses and makes us feel in another world then, before Yvonne Sutherland even thought of her virtual reality app, someone else already had an groundbreaking and creative product that gained traction

Avon Sutherland was really the first to make the new technology feel like another world (more like VR), at the time technology was movie-based, which was not very compelling, the big problem was the size of the equipment that required a whole storage floor.

It is important for me to refine this: Let's try to understand it more, because maybe it's not so accurate, if virtual reality is a technology that stimulates our senses and makes us feel in a different world then, before Yvonne Sutherland even thought of his virtual reality device, Someone else already had an innovative and revolutionary product that was gaining momentum, even though it looked like the machine was wearing the human, it would certainly count as a kind of virtual reality glasses.

As you can see in the picture, it was actually a big box next to a chair, the customer would pay to sit on the chair and put your head in the machine. Inside the machine, a sense of spirit, a high-quality stereo sound for that era and a three-dimensional black-and-white screen, better known as a magic mirror for that era.

In 1962 there was even one system that was presented to the public (example in the picture), but this is already history, and to understand the realm of reality more we must move forward in a story for the future back.

So how did we actually get retro virtual reality glasses to RIFT? The use of virtual reality in the 1960s was made primarily by the US military, researchers and NASA, and serious advances in the field occurred in the early 1980s.

Probably because I was born :) lol and now seriously, at that time, NASA introduced virtual reality glasses intended for fighter pilots only then the idea of VR or virtual reality was born in Hebrew, which amused me to see that virtual reality use in those years was based on a motorcycle helmet, but the glasses were Equipped with two LED screens and 360 technology.

Before proceeding with the story and crossing the present line into the future, it is important to me personally to note Randy Fausch's story, the story takes place in the 1980s, the man is best known for his lectures on how to fulfill our childhood dreams and self-fulfillment, so how is Randy Fausch related to our story you ask?

Randy Fausch was a Disney employee when experiments began to incorporate virtual reality into the industry.

The 1990s was the biggest event in virtual reality to date, 1990, the year when many companies introduced virtual reality technology, and this is also the year when I was exposed to technology that would shape the future of humanity.

Across the United States, huge virtual reality glasses machines appeared 360, from the giant companies of their time that introduced gamers to all kinds of games. In Israel, as I wrote at the beginning of the article, I was exposed to virtual reality at the Dizengoff Center in Tel Aviv.

The machines included large, cumbersome virtual reality goggles, some of which also featured 360 walkers and walking facilities that remind me a lot of today's KAT VR MINI, the game handles are reminiscent of HTC VIVE and OCULUS RIFT game handles. Here are some pictures of the Big Bang of the 1990s.

The company that dominated the virtual reality market in the 1990s was a company called vr group, a Japanese company that managed to turn an entire generation into a virtual reality dreamer.

In the 1990s, the cinemas were also filled with many virtual reality films that ignited the imagination of the children of the time, such as: Johnny Namonic, Bryanscan, Arcade, Virtuosity, Thirteenth Floor, The Matrix 1,2,3, Strange Days, eXistenZ, Lawn Mower and many Further, it is important to note that if you have not yet seen and you see yourself as virtual reality fans and AR it is time to run and watch.

Following the success of the early 1990s, the big tech companies of the time, SEGA and NINTENDO, joined, and shortly after, two giant companies then introduced Nintendo in 1995 and virtual reality goggles Virtual Boy compared to Sega introduced SEGA VR.

Both consoles were intended for the home market, but failed miserably and consumers voted in the wallet, their failure was due to a number of reasons, the technology was early and the weak computers could not properly run the Nablus graphics so terrible today's standards.

pictures of the home models of SEGA and NINTENDO.

In 1996 there was another deterioration in virtual reality, when the clumsy virtual reality facilities failed miserably and disappeared from the landscape, forgotten in the maze of time, the Internet era came and then the smartphone era, but virtual reality disappeared, for the interior.

So go ahead with the journey in our time.

This year is 2012, almost twenty years after virtual reality technology, Palmer Lucky, not yet 20, completely built a model of virtual reality glasses at his parents' home.

Palmer, who wanted to fulfill his dream of life, bring virtual reality technology back to the world, did so in August 2012 and launched his mass-funded Kickstarter project, with less Palmer able to raise over $ 9,000 million to further develop his virtual reality glasses.

On March 25, 2014, Facebook acquired the $ 2 billion Astronomical Company! $ 400 million in cash and $ 1.6 billion in Facebook shares, so you can say Palmer Lucky is very lucky.

Facebook and Palmer had encountered many technological barriers until the finished product was created, and the final consumer model was only launched on 26 March 2016.

The final consumer model was called oculus c1, followed by two other models for dk1, dk2 developers.

Because Oculus took time, the premiere "stolen" the HTC company by launching its virtual reality goggles htc vive, but the win over the Facebook giant was only temporary, and within a year and a half, Oculus closed the gap and passed HTC in sales, Oculus pretty much finished HTC And it did so by lowering prices as well as investing capital in leading virtual reality simulations.

It is important to note that the Oculus rift cv1 was just a helmet, sensor and joystick, when Oculus saw what the HTC competitors were doing, they completed an evaluation similar to htc vive, causing a trend change for Facebook, then more and more giant companies Join the competition in virtual reality glasses, companies like Sony, Microsoft, Apple , Samsung, Dell and more. But our story isn't over yet, the opposite is true, it's just beginning. And in the coming years, we'll see more and more virtual reality technologies.

While the war between Oculus and HTC is expanding, more models have been launched by Microsoft and its allies pico 1 vr, samsung oddesy mr, lg mr, mix reality glassese microsoftMR, pimax 8k' and more, but to date they are less popular than oculus or VIVE glasses.

We 're back to the present in our time machine, oh, what's going on here? 2020 has gone crazy?!?!?! Am I in a simulation game, huh? Virus of Corona? A global recession, huh? Violence? Violence? Are you in real?

So, yes, we 're back in 2020 that it's the end of the familiar world , the world in ruins and everything is falling apart, no, it's not a new game for virtual reality.

Reality may not seem normal, but miracles are happening in virtual reality, endless worlds are being built without interruption, and more and more people are willingly moving within the Matrix and giving up almost all the closeness of people in this dimension.

The revolution made by Facebook's Oculus Quest glasses has forever changed the world of reality, and in a superstitious moment, more and more people spend many hours in the Matrix, a virtual reality today highly addictive, mentally and physically.

Why did Oculus succeed where all of us have failed throughout history?

There were obvious and unforeseen reasons for this, so very briefly and forward-looking, that the processing power that exists today is more disciplined than it used to be.

By training them very small today and reducing them all the time until nothing is left, the 6 G interface will connect you wirelessly to virtual reality just like Neo, with no devices and no equipment, just your brain that's in a dream state and feels and feels everything.

It's been giving me the idea of starting the Matrix movie for a long time.

The plot is brief: humans have voluntarily entered the Matrix as they have caused the destruction of the star, the weather on Earth has gone mad, the fear that they have turned to the machines they have built to find a solution for them.

They were frightened and wanted a good life for their offspring, so they asked the machines to put them on the computer to live there for sure when they didn't feel any difference, after some bad attempts at unsuitable worlds, for example: a perfect world that just couldn't succeed because something human in us wanted war, so it was decided in the 1990s.

But in order to really understand the direction that we need to travel back to the future for 2022, more will come ...

The article was written by Larry Singul, Israel's Virtual Reality 2013.

The products in this article are available for purchase in the following ways:

 WWW.CaesarVR.COM international store.

Israel's Physical Store Network WWW.virtualrealty. CO.il

Purchase from the United States of Amazon

Purchase of eBay

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