Immersive Design XR
  • Immersive Design XR
  • Learning Goals Immersive Design XR
  • Basic assignments (lesson 1-2)
    • Basic introductory workshop
    • Basic assignment Concept & Identity
    • Basic assignment User Experience Design
    • Basic assignment Interaction Techniques
  • Expert assignments (lesson 3-8)
    • ANALYSIS operating space (lesson 3)
    • CREATE: space through Light & Sound (lesson 4)
    • TEST: introduction VR-methods (lesson 5)
    • TEST: testscripts & questionnaires (lesson 6)
    • EVALUATE: heuristic evaluation & personal plan IED (lesson 7)
  • Concept & Identity
    • C&I: storytelling
    • C&I: virtual identity
    • C&I: body ownership
    • C&I: emotions & sentiment
  • User Experience Design
    • UX: general design principles & patterns
    • UX: space (II) social space
    • UX: space (I) active sensing
    • UX: human factors (I) cognition
    • UX: human factors (II) sensory perception
    • UX: human factors (III): ergonomics
  • Interaction Techniques
    • IT: navigation
    • IT: wayfinding
    • IT: system control
    • IT: selection & manipulation
    • IT: feedback, feedforward & force feedback
  • Testing in XR
    • Testing (I): immersion, presence & agency
    • Testing (II): methods for testing
    • Testing (III): questionnaires
  • Related Materials
    • Narrative Theory
    • Social Space theory
    • Social Space experts
    • Embodied Reality: being bodily
    • Movement & Animation
    • Avatar Creation Tools
    • Audio & Sound
    • Hardware Technology
    • Prototyping Controllers
    • 3D Data Visualisation
    • Mobile AR/MR
  • Getting Started
    • Getting Started - History Reality Caravan
    • Getting Started - Founding Brothers & Sisters
    • Getting Started - Advice for Designers VR by Jaron Lanier
    • Getting Started - Play! Games in STEAM
    • Getting started - Platforms & Engines
    • Getting Started: controllers & environments
  • Organisational
    • MIT License
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On this page
  • Who Framed Roger Rabbit? Living Xperience Reality (VR/AR/MR/XR).
  • Lascaux French Caves (11.000-7.000 BC)
  • Pygmalion Spectacles (1935)
  • Sensorama (1950s)
  • Head Mounted Display (1968)
  • Other Realities: ancient and present
  1. Getting Started

Getting Started - History Reality Caravan

PreviousMobile AR/MRNextGetting Started - Founding Brothers & Sisters

Last updated 5 years ago

Who Framed Roger Rabbit? Living Xperience Reality (VR/AR/MR/XR).

Who Framed Roger Rabbit?

Who Framed Roger Rabbit is a 1988 American live-action/animated comedy film directed by , which set one of the most important milestones in movie history.

Lascaux French Caves (11.000-7.000 BC)

Pygmalion Spectacles (1935)

Probably the First Comprehensive and Specific Fictional Model for Virtual Reality was presented in the book Pygmalion Spectacles (1935) - S. Weinbaum

”BUT what is reality?" asked the gnomelike man. He gestured at the tall banks of buildings that loomed around Central Park, with their countless windows glowing like the cave fires of a city of Cro-Magnon people. "All is dream, all is illusion; I am your vision as you are mine.” - Pygmalion Spectacles

Sensorama (1950s)

Head Mounted Display (1968)

Other Realities: ancient and present

Cairn de Gavrinis is one of the best preserved and most richly decorated in existence, and is considered one of the finest megalithic monuments in the world. The artwork depicts some decorative motifs such as zig-zags, spirals, herring bones, and concentric circles, as well as stylized figures such as humans, goddesses, cows, snakes, axes, bows and arrows, and a sperm whale. Even more amazingly, several of the stones bear evidence of earlier decoration, suggesting that they previously been part of another megalithic monument and were subsequently repurposed to build this cairn.

Hieronymus Bosch

A spellbinding triptych whose nightmarish details recall the modern Surrealist movement, Hieronymus Bosch’s “The Garden of Earthly Delights” has captivated viewers since its creation, circa 1490–1510.

Lascaux French Caves (11.000-7.000 BC)

The exact meaning of the paintings at or any of the other sites is still subject to discussion, but the prevailing view attaches a ritualistic or even spiritual component to them, hinting at the sophistication of their creators.

Pygmalion Spectacles

Late 18th & 19th century The predominant mode of landscape representation was the . This type of image offered the onlooker a high viewpoint outside the subject depicted within the frame of representation, whether a city, a coastline, or a pastoral scene. In the 19th century the evolved; which was a new method of displaying a landscape image. Painted landscapes were exhibited in a 360-degree view, on a circular canvas strip surrounding the viewer. These paintings were intended to fill the viewer’s entire field of vision, making them feel present at some historical event or scene.

In 1935 Stanley Weinbaum wrote a short story titled . The story was the first depiction of a goggle-based virtual reality system. In it fictional experiences were broken down through holographic recordings incorporating senses like smell and touch.

Mid 1950s, Cinematographer Morton Heilig developed the Sensorama (patented 1962), which was an arcade-style theatre cabinet that would stimulate all the senses, not just sight and sound. It featured stereo speakers, a stereoscopic 3D display, fans, smell generators and a vibrating chair. The Sensorama was intended to fully immerse the individual in the film.

Sensorama

explains that in 1968, the next big jump on the virtual reality spectrum came when Ivan Sutherland created the first Head Mounted Display (HMD), with the help of one of Ivan’s student, Bob Sproull.

However, throughout this boom in technological development the term “virtual reality” still wasn’t even a part of our collective lexicons. It wasn’t until the 80’s when, Jaron Lanier popularized the term providing us with a newly colored lens to look at the world through. Soon Lanier’s ideas were promoting storylines in popular science fiction television shows like Star Trek. From there, science fiction writers began to delve into the depths of what VR could encompass. Ultimately, bringing their ideas to the silver screen with movies like , , and even the early 2000's hit .

Gravinis Cairn (4.000 BC)
Under The Skin (2013 AD)
Megaliths Moai Easter Island (disputed time range)
Hiëronymus Bosch
Stone Henge (c. 2100 BC)
The Ring (2002 AD)
Lascaux French Caves(11.000-7.000 BC)
Painting Panorama (2012-13 AD)
Donnie Darko (2001 AD)
Lascaux
bird’s-eye view
‘panaroma’
“Pygmalion’s Spectacles”
(source: BoonVR)
Nathan Joseph
Tron (1982)
Robocop(1987)
The Matrix Trilogy
Robert Zemeckis