There have been huge advancements in virtual reality in recent years, but the concept of VR has been around for a long time. So when was VR first invented?
A short history of VR invention:
1) The concept of VR-style goggles was described in a Science Fiction in 1935 by Stanley Weinbaum (the term VR was not yet used)
2) The first implementation of a virtual reality system was the Sensorama invented in 1957 by cinematographer and inventor Morton Heilig. This was an arcade-style VR device where the user remains seated (the term VR was not yet used)
3) The first VR head mounted display (HMD) was patented by Morton Heileg in 1960. It was called the Telesphere Mask, and was not yet interactive but did include stereoscopic visuals and stereo sound (the term VR was not yet used)
4) The concept of The Ultimate Display was published by Ivan Sutherland in 1965 and was the first clear description of a computer-simulated virtual world. A few years later Sutherland developed the Sword of Damocles, which is considered the first true VR / AR head-mounted display (the term VR was not yet used)
5) The term Virtual Reality (VR) was first coined in 1987 by Jaron Lanier of the Virtual Programming Languages (VPL Research, Inc) to describe the field of ongoing work.

A more complete history of virtual reality invention:
Many other key innovations led to the development of the multi-functional Virtual Reality technology we know today. VR technology was enriched over the decades by multiple important inventions that were later combined and refined. The history of virtual reality is a fascinating technological journey, as we will discuss below.
What is VR and How Does it Work
Because you found this article, you probably already have an idea of what virtual reality is. But to answer the question of when it was invented, it’s important to make sure we are clear on definitions.
For this discussion let’s define VR as :
“A computer-generated, three-dimensional environment which can be explored and interacted with by a person using specialized equipment”
This is a pretty broad definition, but it covers all the bases of current VR technology. It includes everything from 360-degree video experiences to fully immersive virtual worlds.
Early Milestones in The History of VR
Concepts behind VR
In some ways the journey towards VR began way back in Renaissance Europe, when the concept of perspective drawing was developed extensively. The science of perspective rendering combined with the development of computers and displays paved the way for creating a simulated virtual environment that can trick the brain into feeling like you are seeing and moving in a realistic space.
Large, realistic panoramic paintings could even be considered one of the first examples because in a way they provide a realistic, immersive experience for the viewer by taking up almost the entire field of view when standing close to the painting. Of course, since paintings don’t offer interactivity or movement, they are not technically VR.
As early as 1838, Charles Wheatstone showed in his research that our brain processes two-dimensional images from each eye into a single three-dimensional image. This discovery was crucial in developing the stereoscope, one of the first VR-like devices, which we will discuss shortly.
Virtual Reality Predicted by Science Fiction (1935)
The writer Stanley G. Weinbaum wrote a story called Pygmalian’s Spectacles which was published in 1935. This science fiction story describes VR goggles that would let the user see, smell, taste, and touch in a fictional world. In the story, holographic technology is used. However, although the specific term ‘virtual reality’ was not yet used, many other aspects described in this story are very similar to features of modern virtual reality systems.
The First Virtual Reality Devices
Stereoscopic Photo Viewers (1838 – 1939)
Charles Wheatstone developed the Stereoscope in 1838, in connection with his research on how the brain processes images. This was a very early VR device that used lenses and mirrors to display two side-by-side still images from slightly different perspectives. When viewed through the stereoscope, these two images combine in the brain to form a single three-dimensional image.
The lenticular stereoscope (developed by David Brewster, 1849) and the View-Master (developed by William Gruber, 1939) were further developments on this idea.
Although these devices only involved still images and not video or computer simulation, the concept of stereoscopic displays was a fundamental building block for later development of virtual reality.
The First VR Experience (Sensorama, 1955-1962)
Morton Heilig, a cinematographer, developed the idea for the Sensorama in 1955, which was one of the first examples of a multi-sensory virtual reality system. The machine had a stereoscopic display, stereo speakers, fans, smell generators, and a vibrating chair that simulated movement.
Heilig created several short films specifically for use with the Sensorama, including a motorcycle ride and a helicopter ride. The machine was patented in 1962 and Heilig continued to refine the design until 1967.
Although it wasn’t particularly realistic by today’s standards, the Sensorama was a significant step in the development of VR technology. It was one of the first examples of a system that attempted to stimulate multiple senses at once to create a more immersive experience.
The Sensorama was a mechanical and film-based system and did not yet involve computer graphics or other computer hardware. The experience was done from a seated position, with the user’s head placed inside a large fixed box that surrounded their field of view.
The first head mounted display, or HMD (Telesphere Mask, 1960)
The Telesphere Mask was developed by Morton Heilig in 1960 and was the first example of a head-mounted display, or HMD. This device had a small screen in front of the eyes and a system of lenses that created a stereoscopic image. The user could look around the virtual environment by moving their head, but they could not walk around or interact with objects in any way. Nevertheless, this was an early precursor to modern virtual reality headsets.
The first VR headset with motion tracking (Headsight, 1961)
The Headsight was designed and developed for military applications by engineers at the Philco Corporation. Rather than using a virtual simulated environment, it was designed to allow the user to operate and view via a remote camera. It allowed for real-time viewing via individual video screens for each eye, but the biggest innovation here was the motion tracking system that would rotate the remote camera as the user moved their head, so it qualifies as the first motion tracking HMD.
The First Computer-Driven VR Headset (Sword of Damocles, 1968)
The first VR headset to be truly driven by computer technology was developed by Ivan Sutherland and Bob Sproull. The device was called the Sword of Damocles because it was so heavy that it had to be mounted to the ceiling, and the user strapped in from underneath the device. While it involved fairly basic computer graphics and wireframe imagery, it was significant in that it was the first VR headset to use computer simulated environments for imagery as opposed to cameras or film.
The First Digital Flight Simulator (General Electric Flight Simulator, 1972)
Given the danger and complexity involved in flying, flight simulators were a natural candidate for helping train pilots beginning early in the journey of aviation. Mechanical simulators such as the Link Trainer (1929, developed by Edward Link) and other early flight simulators used mechanical means to help pilots experience aspects of operating flight controls and flight-related motion without leaving the ground.
But the first computer-based flight simulator was developed by General Electric. It used three screens to surround the virtual cockpit to help the trainee feel immersed in the training experience.
A few years later in 1979, McDonnel-Douglas would develop the VITAL helmet that included head tracking. Although it was not widely adopted, investments in flight simulation including those funded by the military continued to push forward the development of virtual reality technology.
The First Motion Tracking VR System (Videoplace, 1975)
The Videoplace was developed by computer scientist Myron Krueger and was a significant step in the development of virtual reality technology. It was an interactive system that allowed users to see themselves on a video screen and react to computer-generated images. The system used motion tracking to detect the user’s movements and then generate corresponding images on the screen. This was significant because it was the first example of human motion tracking, and it also didn’t rely on the user wearing tracking devices or a headset.
The First VR Gloves (Sayre Gloves, 1975)
The first gloves from finger tracking in VR were called the “Sayre” gloves, developed by Thomas DeFanti and Daniel Sandin. They were the first gloves to use sensors to track finger movement.
Mars Rover & Computer Simulated Teleoperation (1991)
Computer Simulated Teleoperation was a technology developed in the early 1990s that allowed for remote operation of vehicles. This technology was used in 1992 to control the Mars Rover from Earth. It was important to use concepts of virtual reality to pilot the rover since the long delay for radio signals to travel between Earth and Mars did not allow for a real-time view of the robot’s movements. The technology, invented largely by NASA scientist Antonio Medina, would later go on to be used in VR arcade games.
The First VR Arcade Game (Virtuality, 1991)
The first VR arcade game was developed by
The First Mass Market VR Applications (1990’s to early 2000’s)
Development of VR concepts and technology would accelerate starting in the 1990’s. That time included the development of some of the first modern commercially viable VR systems including:
• SEGA VR Glasses / Sega VR headset (1993 – Promoted and marketed but never released)
• Nintendo Virtual Boy (released 1995 by Nintendo Entertainment System, NES)
Early VR Arcade Games (early to mid 1990’s)
In addition to VR HMD (virtual reality head mounted displays), this period also saw the release of the VR arcade machine. Because VR headsets were still bulky and had limited processing power, larger arcade games were a more feasible way for many users to experience VR. These VR arcade machines often leveraged polygon-style virtual environments, and users typically operated the experience via a steering wheel. Early examples of this included arcade games by Virtuality (starting 1991), and the “SEGA VR-1” that was located in some Dave and Busters locations starting in 1996.
Iteration on consumer-grade VR headsets (early 2000’s)
The early 2000’s would see the release of a number of consumer-grade VR systems:
• eMagin Z800 3DVisor (2002)
• Vuzix iWear Video Viewer (2003)
• iGlasses 3D Video Viewer (2004)
• VR920 by Vuzix (2004)
• Cybermaxx VR Headset (2005)
The release of these headsets was significant in that they were among the first to offer a true stereoscopic 3D experience, as opposed to the previous “virtual screen” approach.
The Modern VR Revolution (2012 to today)
The period after 2012 saw a dramatic acceleration in the development of mass-market VR headsets. These developments included:
• Oculus VR (Company funded in 2012 via Kickstarter, later purchased by Facebook, now Meta)
• Google Cardboard (2014)
• Playstation VR Headset (2014)
• Samsung Gear VR Headset (2014)
• Oculus Rift Headset (2016 release)
• HTC Vive (2016 release)
• Oculus Quest (2019 release)
• Labo VR Kit for Nintendo Switch (2019 release)
• Oculus Quest 2 (2020 release)
• PICO NEO 3 headset (2021 release)
This period initially saw some popular experiments using headsets that leveraged the LCD screens of existing mobile devices such as mobile phones. The mobile device would be inserted into a headset to power VR experiences (Google Cardboard being one example) and the device’s display would provide separate views for each of the user’s eyes. However, with the rise of more powerful standalone VR headsets beginning in 2018 or so, mobile-powered VR headsets have declined in popularity.
Augmented reality, which is similar to virtual reality but layers computer-generated imagery or information on top of the user’s view of the physical world, also saw explosive growth during this period. While it had been around previously in various iterations, the processing power that became available during this period allowed for significant advances. Several large technology companies began major initiatives to explore the applications of augmented reality (AR) in this window.
Early Inventors/Developers of VR Technology
The list below is by no means exhaustive but is intended to highlight some of the early pioneers in the invention of VR technologies. Looking into the work of the key VR developers below is a great place to start in understanding the history of how VR evolved during the 20th century.
Morton Heilig (1926 – 1997)
Morton Heilig was a cinematographer and an early pioneer in the world of virtual reality technology. He invented the Sensorama (invented in the 1950s, and patented in 1962) which, although it was mechanical and not computer-driven, was an early example of multimedia or multi-sensory VR. He also invented the first VR Head Mounted Display (called the Telesphere Mask) in 1960.
Ivan Sutherland (1938 – Present)
Ivan Sutherland is a well-known pioneer in the field of computer graphics in general. Specific to VR, Sutherland wrote a paper in 1965 outlining his concept for The Ultimate Display, which became described many aspects of what would ultimately become the future of virtual reality. He also invented the first computer-driven VR headset together with his student Bob Sproull in 1968. This device was called the Sword of Damocles and was a major milestone in the history of VR.
Thomas Furness (1943 – Present)
Thomas Furness worked as an engineer for the military for many years. He is especially well known for his work on flight simulators including the Furness’ Flight Sim as early as 1966. He is known as the ‘Grandfather of VR’, and is the first person to receive a lifetime achievement award from the Augmented World Expo for his many years of work on Virtual Reality and Augmented Reality. He founded the Human Interface Technology Lab at the University of Washington and is the owner of the R&D company RATLab (Rocking and Thinking Laboratory).
Myron Kruegere (1942 – Present)
Myron Kruegere is known for being part of the first wave of researchers and inventors in the field of Virtual Reality and Augmented Reality. He worked on projects including Glowflow (1969), Metaplay, Psychic Space (1971), and later Videoplace (1975). His work during this period largely utilized projections onto walls as opposed to VR headsets, and he called it ‘Artificial Reality’ as the term Virtual Reality was not yet used. His work was pioneering in the way that it tracked the motion of the human body without requiring the use of helmets or gloves for tracking. The Videoplace project also involved interaction between two users in different locations.
Jaron Lanier (1960 – Present)
Founded VPL Research in 1984, Jaron Lanier is recognized for initially coining the term ‘Virtual Reality.’ His company VPL developed the DataGlove, The EyePhone, and The DataSuit which were also used by NASA as part of the Virtual interface environment workstation (VIEW) project. The Virtual environment workstation project integrated several of the products above and was used for training astronauts.
The Future of Virtual Reality
Given how fast technology is now developing in the virtual reality space, it’s safe to say we should expect a lot more VR inventions in the near future.
There is a modern VR revolution underway and we are already seeing amazing virtual reality applications, from gaming and entertainment to practical business and therapy applications such as:
- Virtual reality therapy to treat post traumatic stress disorder
- Virtual reality therapy for certain eye conditions such as lazy eye
- Training and education (flight simulators, medical training, childhood education, vocational training)
- Architecture and real estate, allowing clients to view a virtual space
In conclusion, it will be really interesting to see how VR devices and software develops, but it’s clear there is a lot more opportunity for invention and innovation in the virtual reality space.
We’ll continue to expand this article as major technology developments occur in the world of Virtual Reality and Augmented Reality (known also collectively as Extended Reality).
If you want to know more about the latest VR headsets and VR accessories, check out the related articles below.





