Of the other presentations, the most engaging, for me, was Kenny Pridgen’s detailing the history of virtual reality. Kenny had a lot of real information and commanded attention with his energy and tone, which resulted in my learning more from his presentation than anyone else’s. Here is what I retained from that learning:
Luray Caverns, VA |
Edwin Link's early flight simulator |
Sometime after these flight simulators, they made a VR headset that could only be used in labs because it had to be attached to a rig suspended from the ceiling. I don’t know what exactly this was used for, but it was too involved and large to be made into a consumer product, so we moved on.
The next stage that I remember, although I’m certain my memory fails me regarding intermediate stages, is the SEGA VR headset, which was fully head-mounted and semi-successful, except for that it made people sick, which is a common issue with which we’re stilling contending in today’s VR. Nintendo also tried a version of VR near the time of SEGA’s but theirs was a stationary tabletop model that did not perform as well on the market.
Resident Evil 7 VR gameplay |
Oculus made the first viable consumer VR headset, and I remember when this came out and started to gain traction. A bunch of my friends in school got them for Christmas that year and SUPERHOT, a slow-motion first-person shooter puzzle game, was very popular, along with immersive horror games such as Resident Evil. I never had one, nor did I use a VR headset until years later—I want to say 2021?—when my younger sister got a newer version for Christmas.
My personal opinion is that, while it didn’t make me sick, the VR was a disconcerting experience nonetheless: I enjoy a lot of videogames and have nothing against a little escapism from time to time, but the physical act of covering my eyes and the resulting sensations of confusion (I hope I don’t walk into something or step on the dog.) and character transcendence (I am quite literally a Jedi right now.) was strange. I didn’t know I had a line when it came to escapism, but VR discovered it for me. I was no longer a college student passing time with friends on Minecraft; I was someone else, or no one, nearly completely. The worst part was 1) the headache I’d get from the weight and skull-constriction of the contraption and 2) the taking off of the headset and brutal adjustment to reality.
woman uses VR instead of pain management meds |