{"id":605,"date":"2016-09-16T19:19:33","date_gmt":"2016-09-16T19:19:33","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2016\/?page_id=605"},"modified":"2016-09-25T14:01:49","modified_gmt":"2016-09-25T14:01:49","slug":"a-brief-history-of-virtual-reality","status":"publish","type":"page","link":"https:\/\/mycours.es\/gamedesign2016\/presentations\/a-brief-history-of-virtual-reality\/","title":{"rendered":"A brief history of Virtual Reality"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-16\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/vrhistory.png\" alt=\"vrhistory\" width=\"800\" height=\"250\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/vrhistory.png 800w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/vrhistory-300x94.png 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/vrhistory-768x240.png 768w\" sizes=\"auto, (max-width: 800px) 85vw, 800px\" \/><\/p>\n<h1>The precursors<\/h1>\n<p>Technological and conceptual.<\/p>\n<h2>Cave paintings<\/h2>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/_xDcdVWnOiE?start=481&#038;feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><br \/>\nCave of Forgotten Dreams &#8211; Werner Herzog (2010)<br \/>\n3D movie, Chauvet Cave, France<\/p>\n<p><strong>Trompe d&#8217;oeil painting<\/strong><\/p>\n<figure id=\"attachment_606\" aria-describedby=\"caption-attachment-606\" style=\"width: 840px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Farnese_Gallery_-_Annibale_Carracci_-_1597_-_Farnese_Gallery_Rome.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-606 size-large\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Farnese_Gallery_-_Annibale_Carracci_-_1597_-_Farnese_Gallery_Rome-1024x839.jpg\" alt=\"Farnese Gallery - Annibale Carracci 1597\u20131607\" width=\"840\" height=\"688\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Farnese_Gallery_-_Annibale_Carracci_-_1597_-_Farnese_Gallery_Rome-1024x839.jpg 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Farnese_Gallery_-_Annibale_Carracci_-_1597_-_Farnese_Gallery_Rome-300x246.jpg 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Farnese_Gallery_-_Annibale_Carracci_-_1597_-_Farnese_Gallery_Rome-768x629.jpg 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Farnese_Gallery_-_Annibale_Carracci_-_1597_-_Farnese_Gallery_Rome-1200x983.jpg 1200w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/a><figcaption id=\"caption-attachment-606\" class=\"wp-caption-text\"><a href=\"https:\/\/en.wikipedia.org\/wiki\/The_Loves_of_the_Gods\" target=\"_blank\">Farnese Gallery<\/a> &#8211; Annibale Carracci 1597\u20131607<\/figcaption><\/figure>\n<p><em>Quadratura<\/em>: proto-baroque Illusionist architectural painting, extending real architecture into an imaginary space<\/p>\n<figure id=\"attachment_607\" aria-describedby=\"caption-attachment-607\" style=\"width: 840px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Pozzo-Glorification-of-Saint-Ignatius-1691-1694.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-607 size-large\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Pozzo-Glorification-of-Saint-Ignatius-1691-1694-1024x683.jpg\" alt=\" Andrea Pozzo, Glorification of Saint Ignatius, Rome 1691-1694\" width=\"840\" height=\"560\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Pozzo-Glorification-of-Saint-Ignatius-1691-1694-1024x683.jpg 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Pozzo-Glorification-of-Saint-Ignatius-1691-1694-300x200.jpg 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Pozzo-Glorification-of-Saint-Ignatius-1691-1694-768x512.jpg 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Pozzo-Glorification-of-Saint-Ignatius-1691-1694-1200x800.jpg 1200w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/a><figcaption id=\"caption-attachment-607\" class=\"wp-caption-text\"><br \/> Andrea Pozzo, Glorification of Saint Ignatius, Rome 1691-1694<\/figcaption><\/figure>\n<p><a href=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Pozzo-trompe-doeil-dome.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-608 size-large\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Pozzo-trompe-doeil-dome-1024x635.jpg\" alt=\"pozzo-trompe-doeil-dome\" width=\"840\" height=\"521\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Pozzo-trompe-doeil-dome-1024x635.jpg 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Pozzo-trompe-doeil-dome-300x186.jpg 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Pozzo-trompe-doeil-dome-768x476.jpg 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Pozzo-trompe-doeil-dome-1200x744.jpg 1200w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Pozzo-trompe-doeil-dome.jpg 1636w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/a><\/p>\n<p>Beyond frescoes, Baroque architecture as an immersive experience<\/p>\n<p><iframe loading=\"lazy\" src=\"https:\/\/www.360cities.net\/embed_iframe\/ottobeuren-church\" width=\"425\" height=\"315\" frameborder=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><br \/>\n<a title=\"Panorama photos of Ottobeuren Church on 360cities.net\" href=\"https:\/\/www.360cities.net\/image\/ottobeuren-church\">Ottobeuren Church<\/a><\/p>\n<p>Compare with a <a href=\"https:\/\/upload.wikimedia.org\/wikipedia\/commons\/4\/47\/Durham_Cathedral._Interior.jpg\" target=\"_blank\">Romanesque<\/a> or Gothic interior<\/p>\n<h2>Gesamtkunstwerk<\/h2>\n<p>German opera composer Richard Wagner believed that the future of music, music theater, and all the arts, lay in an embrace of Gesamtkunstwerk or total artwork, a fusion of the arts that. Opera served as a vehicle for the unification of all the arts into a single medium of artistic expression.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-609\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Zuschauerraum_des_Bayreuther_Festspielhauses_1870s_engraving-1024x587.png\" alt=\"zuschauerraum_des_bayreuther_festspielhauses_1870s_engraving\" width=\"840\" height=\"482\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Zuschauerraum_des_Bayreuther_Festspielhauses_1870s_engraving-1024x587.png 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Zuschauerraum_des_Bayreuther_Festspielhauses_1870s_engraving-300x172.png 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Zuschauerraum_des_Bayreuther_Festspielhauses_1870s_engraving-768x440.png 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Zuschauerraum_des_Bayreuther_Festspielhauses_1870s_engraving.png 1029w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<p>The Festpielhaus (Festival House) Theater opened in 1876 in Bayreuth, Germany, where Wagner applied his theatrical innovations including: darkening the house, surround-sound reverberance, and the revitalization of the Greek amphitheatrical seating to focus audience attention on stage. This approach to opera foreshadowed the experience of virtual reality, immersing the audience in the imaginary world of the stage.<br \/>\n&#8211;<a href=\"https:\/\/www.amazon.com\/Multimedia-Wagner-Virtual-Reality-Expanded\/dp\/0393323757\" target=\"_blank\">Multimedia: From Wagner to Virtual Reality<\/a><\/p>\n<p>Compare it to the previous type of theater with boxes and galleries &#8211; <a href=\"http:\/\/foto.ilsole24ore.com\/Editrice\/ILSOLE24ORE\/QUOTIDIANO_INSIDE_ITALY\/Online\/MediaCenter\/Gallery\/ImmaginiTrattate\/2015\/12\/04\/01_SCALA-klgF--1200x900@Quotidiano_Inside_Italy-Web.jpg\" target=\"_blank\">view from the nosebleeds<\/a><\/p>\n<h2>Panoramas \/ Dioramas &#8211; early 1800<\/h2>\n<figure id=\"attachment_613\" aria-describedby=\"caption-attachment-613\" style=\"width: 928px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-613\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/panorama-rotunda-leichester-square-1.jpg\" alt=\"Section of the Panoram Rotunda, Leicester Square, London, 1801\" width=\"928\" height=\"658\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/panorama-rotunda-leichester-square-1.jpg 928w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/panorama-rotunda-leichester-square-1-300x213.jpg 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/panorama-rotunda-leichester-square-1-768x545.jpg 768w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><figcaption id=\"caption-attachment-613\" class=\"wp-caption-text\">Section of the Panoram Rotunda, Leicester Square, London, 1801<\/figcaption><\/figure>\n<p>Apparatus for the display of 360 painting, including<\/p>\n<p>&#8220;[Robert] Barker\u2019s innovation was rather in the viewer\u2019s interface with the image. The panorama was an apparatus that would isolate and control what it was possible to see. His specifications included lighting from above, an isolated central viewing platform exactly halfway up the height of the canvas, restrictions on the viewer getting too close to the picture, entrance from below, and ventilation without windows. The edges of the image were covered by a canopy that, at the top, also hid the source of light. Barker wasn\u2019t taking the picture out of the frame, he was making the frame big enough to include the spectator as well.&#8221;<br \/>\n<a href=\"https:\/\/publicdomainreview.org\/2016\/08\/03\/unlimiting-the-bounds-the-panorama-and-the-balloon-view\/\" target=\"_blank\">link<\/a><\/p>\n<h2>Cineorama 1900<\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-627\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Cineorama-1900-1024x726.jpg\" alt=\"cineorama-1900\" width=\"840\" height=\"596\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Cineorama-1900-1024x726.jpg 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Cineorama-1900-300x213.jpg 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Cineorama-1900-768x544.jpg 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Cineorama-1900.jpg 1199w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><br \/>\nSimulated a ride in a hot air balloon over Paris. 10 synchronized 70 mm movie projectors, projecting onto 10 9&#215;9 metre screens arranged in a full 360\u00b0 circle around the viewing platform. Presented at the Paris expo, lasted 3 days before it was shut down due to safety concerns.<\/p>\n<h2>Stereo photography<\/h2>\n<figure id=\"attachment_614\" aria-describedby=\"caption-attachment-614\" style=\"width: 840px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-614\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Holmes_stereoscope-1024x1009.jpg\" alt=\"Stereoscope, invented in 1838. The Holmes version pictured here was the most popular.\" width=\"840\" height=\"828\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Holmes_stereoscope-1024x1009.jpg 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Holmes_stereoscope-300x296.jpg 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Holmes_stereoscope-768x757.jpg 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Holmes_stereoscope-1200x1182.jpg 1200w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Holmes_stereoscope.jpg 1904w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><figcaption id=\"caption-attachment-614\" class=\"wp-caption-text\">Stereoscope, invented in 1838. The Holmes version pictured here was the most popular.<\/figcaption><\/figure>\n<figure id=\"attachment_615\" aria-describedby=\"caption-attachment-615\" style=\"width: 840px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/stereowoman.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-615 size-large\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/stereowoman-1024x484.jpg\" alt=\"Unidentified photorapher, G Genrebilder (genre pictures) German, late 19th early 20th century\" width=\"840\" height=\"397\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/stereowoman-1024x484.jpg 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/stereowoman-300x142.jpg 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/stereowoman-768x363.jpg 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/stereowoman-1200x568.jpg 1200w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/stereowoman.jpg 1600w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/a><figcaption id=\"caption-attachment-615\" class=\"wp-caption-text\">Unidentified photorapher, G Genrebilder (genre pictures) German, late 19th early 20th century<\/figcaption><\/figure>\n<figure id=\"attachment_616\" aria-describedby=\"caption-attachment-616\" style=\"width: 840px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/stereo-diableries.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-616 size-large\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/stereo-diableries-1024x576.jpg\" alt=\"Les Diableries - clay vignettes of life in hell - 1860s\" width=\"840\" height=\"473\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/stereo-diableries-1024x576.jpg 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/stereo-diableries-300x169.jpg 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/stereo-diableries-768x432.jpg 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/stereo-diableries-1200x675.jpg 1200w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/a><figcaption id=\"caption-attachment-616\" class=\"wp-caption-text\">Les Diableries &#8211; clay vignettes of life in hell &#8211; 1860s<\/figcaption><\/figure>\n<figure id=\"attachment_617\" aria-describedby=\"caption-attachment-617\" style=\"width: 467px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-617\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/stereo-camera.jpg\" alt=\"Stereoscopic camera - 1890s circa\" width=\"467\" height=\"480\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/stereo-camera.jpg 467w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/stereo-camera-292x300.jpg 292w\" sizes=\"auto, (max-width: 467px) 85vw, 467px\" \/><figcaption id=\"caption-attachment-617\" class=\"wp-caption-text\">Stereoscopic camera &#8211; 1890s circa<\/figcaption><\/figure>\n<p>And Viewmaster is still popular today.<\/p>\n<h2>3D movies (1950s &#8211; 1980s &#8211; 2000s)<\/h2>\n<p>The Power of Love is the first (now lost) 3D movie from 1922. It used and red-and-green anaglyph system. Viewers were also given the option to choose the ending of the film by looking into either the red or green lens, portraying either a happy or tragic ending.<\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/VBAd-Wc0daU?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><br \/>\nAudioscopiks by Pete Smiths, 1935<\/p>\n<figure id=\"attachment_618\" aria-describedby=\"caption-attachment-618\" style=\"width: 822px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-618\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/EYERMAN_1952_3D_Bwana_Devil_A-822x1024.jpg\" alt=\"Spectators of Bwana Devil, 1952\" width=\"822\" height=\"1024\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/EYERMAN_1952_3D_Bwana_Devil_A-822x1024.jpg 822w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/EYERMAN_1952_3D_Bwana_Devil_A-241x300.jpg 241w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/EYERMAN_1952_3D_Bwana_Devil_A-768x957.jpg 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/EYERMAN_1952_3D_Bwana_Devil_A.jpg 1027w\" sizes=\"auto, (max-width: 822px) 85vw, 822px\" \/><figcaption id=\"caption-attachment-618\" class=\"wp-caption-text\">Spectators of Bwana Devil, 1952<\/figcaption><\/figure>\n<figure id=\"attachment_619\" aria-describedby=\"caption-attachment-619\" style=\"width: 501px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-619\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/the-mask-1961.jpeg\" alt=\"Custom glasses for the movie - The Mask, 1961\" width=\"501\" height=\"510\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/the-mask-1961.jpeg 501w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/the-mask-1961-295x300.jpeg 295w\" sizes=\"auto, (max-width: 501px) 85vw, 501px\" \/><figcaption id=\"caption-attachment-619\" class=\"wp-caption-text\">Custom glasses for the movie &#8211; The Mask, 1961<\/figcaption><\/figure>\n<figure id=\"attachment_620\" aria-describedby=\"caption-attachment-620\" style=\"width: 662px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-620\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/the-mask-1961.jpg\" alt=\"Only a few scenes were 3D, the ones where the protagonist is wearing the mask\" width=\"662\" height=\"391\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/the-mask-1961.jpg 662w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/the-mask-1961-300x177.jpg 300w\" sizes=\"auto, (max-width: 662px) 85vw, 662px\" \/><figcaption id=\"caption-attachment-620\" class=\"wp-caption-text\">Only a few scenes were 3D, the ones where the protagonist is wearing the mask<\/figcaption><\/figure>\n<h2>Theme parks<\/h2>\n<figure id=\"attachment_622\" aria-describedby=\"caption-attachment-622\" style=\"width: 1000px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-622\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/tivoli-postcard-early-20th-century.jpg\" alt=\"Tivoli Gardens, Copenhagen, Denmark. Early 20th century postcard\" width=\"1000\" height=\"662\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/tivoli-postcard-early-20th-century.jpg 1000w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/tivoli-postcard-early-20th-century-300x199.jpg 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/tivoli-postcard-early-20th-century-768x508.jpg 768w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><figcaption id=\"caption-attachment-622\" class=\"wp-caption-text\">Tivoli Gardens, Copenhagen, Denmark. Early 20th century postcard<\/figcaption><\/figure>\n<p>Note the Orientalist theme.<\/p>\n<p>\u201cWhen the people are amusing themselves, they do not think about politics\u201d<br \/>\n-Tivoli founder Georg Carstensen (1812 -1857)<\/p>\n<figure id=\"attachment_623\" aria-describedby=\"caption-attachment-623\" style=\"width: 970px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-623\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Disneyland-map.jpg\" alt=\"Disneyland Prospectus - 1955\" width=\"970\" height=\"557\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Disneyland-map.jpg 970w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Disneyland-map-300x172.jpg 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Disneyland-map-768x441.jpg 768w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><figcaption id=\"caption-attachment-623\" class=\"wp-caption-text\">Disneyland Prospectus &#8211; 1955<\/figcaption><\/figure>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-624\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Screen-Shot-2016-09-16-at-4.10.59-PM-1024x523.png\" alt=\"screen-shot-2016-09-16-at-4-10-59-pm\" width=\"840\" height=\"429\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Screen-Shot-2016-09-16-at-4.10.59-PM-1024x523.png 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Screen-Shot-2016-09-16-at-4.10.59-PM-300x153.png 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Screen-Shot-2016-09-16-at-4.10.59-PM-768x393.png 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Screen-Shot-2016-09-16-at-4.10.59-PM-1200x613.png 1200w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Screen-Shot-2016-09-16-at-4.10.59-PM.png 1428w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<p><a href=\"http:\/\/boingboing.net\/2014\/05\/20\/disneylandprospectus.html\" target=\"_blank\">Full Prospectus<\/a> here<\/p>\n<p>Themed rides within themed areas, all <a href=\"https:\/\/www.designingdisney.com\/research\/design\">minutely designed <\/a><\/p>\n<p>But also the place where a lot of immersive entertainment technologies are deployed first.<\/p>\n<figure id=\"attachment_626\" aria-describedby=\"caption-attachment-626\" style=\"width: 840px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-626\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Circle-Vision-1955-67-1024x289.png\" alt=\"Circle Vision 360, 1955 \" width=\"840\" height=\"237\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Circle-Vision-1955-67-1024x289.png 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Circle-Vision-1955-67-300x85.png 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Circle-Vision-1955-67-768x216.png 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Circle-Vision-1955-67.png 1114w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><figcaption id=\"caption-attachment-626\" class=\"wp-caption-text\">Circle Vision 360, 1955<\/figcaption><\/figure>\n<h2>Sensorama, 1962<\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-628\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Sensorama-History-of-VR-1024x743.png\" alt=\"sensorama-history-of-vr\" width=\"840\" height=\"609\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Sensorama-History-of-VR-1024x743.png 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Sensorama-History-of-VR-300x218.png 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Sensorama-History-of-VR-768x557.png 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Sensorama-History-of-VR.png 1103w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><br \/>\nMechanical device by Morton Heilig. Only one prototype was made.<br \/>\nHe wrote &#8220;The Cinema of the Future&#8221; 1955 an essay arguing for a scientific method for the arts based on the integration of sensorial stimuli.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-629\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/cinema-of-the-future-1024x305.png\" alt=\"cinema-of-the-future\" width=\"840\" height=\"250\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/cinema-of-the-future-1024x305.png 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/cinema-of-the-future-300x89.png 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/cinema-of-the-future-768x229.png 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/cinema-of-the-future-1200x358.png 1200w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/cinema-of-the-future.png 1428w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<p>Future Cinema is an &#8220;art of consciousness&#8221; and not just a visual art.<br \/>\nFive senses ought to be replicated in the way they are naturally used, to provide a total illusion of reality: Sight: 70%, Hearing: 20%, Smell: 5%, Touch: 4%, Taste: 1%<br \/>\nYou can read the <a href=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/sensorama-the-cinema-of-future-morton.pdf\">sensorama-the-cinema-of-future-morton<\/a>, it&#8217;s bonkers<\/p>\n<p>BUT it directly inspired VR and Telepresence pioneers like Scott Fisher.<\/p>\n<h2>Military Simulations<\/h2>\n<figure id=\"attachment_632\" aria-describedby=\"caption-attachment-632\" style=\"width: 840px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-632\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Link-Trainer-1930s-to-50s-1024x791.jpg\" alt=\"Link Trainer 1930s-to-50s. Developed for safe instrument training. Had force-feedback technology.\" width=\"840\" height=\"649\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Link-Trainer-1930s-to-50s-1024x791.jpg 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Link-Trainer-1930s-to-50s-300x232.jpg 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Link-Trainer-1930s-to-50s-768x593.jpg 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/Link-Trainer-1930s-to-50s-1200x927.jpg 1200w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><figcaption id=\"caption-attachment-632\" class=\"wp-caption-text\">Link Trainer 1930s-to-50s.<br \/>Developed for safe instrument training. Had force-feedback technology.<\/figcaption><\/figure>\n<h1>The Computer era<\/h1>\n<h2>Ivan Sutherland<\/h2>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/ISJWZpFIAlQ?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><br \/>\nThe Sword of Damocles, 1968<\/p>\n<p>Origin Story:<br \/>\nIvan Sutherland was visiting Bell Helicopter, an aircraft manufacturer in Fort Worth, Texas. The company was working on a device to help military helicopters land at night: a headset that allowed pilots to direct a camera on the base of the helicopter, capturing infrared images that appeared simultaneously on tiny screens in front of their eyes.<\/p>\n<p>Bell Helicopter tested the device by asking an employee to sit in the office and wear a prototype while watching two colleagues play catch on the roof above. When one of them suddenly threw the ball at the camera, the employee in the office ducked.<br \/>\nfinancial times<\/p>\n<p>\u201cIt was clear the observer thought he was [behind] the camera and not comfortably safe inside the building,\u201d Sutherland recently recalled. \u201cMy little contribution to virtual reality was to realise we didn\u2019t need a camera \u2014 we could substitute a computer.\u201d<\/p>\n<p>from <a href=\"https:\/\/www.ft.com\/content\/0f7d7ecc-db47-11e5-a72f-1e7744c66818\">the Financial Times<\/a><\/p>\n<p>His short essay The Ultimate Display from 1965 envisions many of the technologies that we now take for granted and much more:<\/p>\n<p>\u201cThe ultimate display would, of course, be a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal. With appropriate programming such a display could literally be the Wonderland into which Alice walked.\u201d<\/p>\n<p><a href=\"https:\/\/www.wired.com\/2009\/09\/augmented-reality-the-ultimate-display-by-ivan-sutherland-1965\/\">The Ultimate Display<\/a> with notes by Bruce Sterling<\/p>\n<h2>Myron Krueger<\/h2>\n<p>Coined the term &#8220;Artificial Reality&#8221;, made some of the first interactive installations including Videoplace (1972-1990s), the prototype of all gestural interfaces based on computer vision (kinect, interactive &#8220;mirror&#8221; installation) and room-scale HCI.<\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/dmmxVA5xhuo?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>&#8220;I saw the encounter between human and machine as the central drama of our time&#8221;,<br \/>\nWhat Should You Wear to an Artificial Reality &#8211; Myron Krueger, 1991<\/p>\n<h2>BattleZone, 1980<\/h2>\n<p>The first FPS\/3D &#8220;immersive&#8221; game<br \/>\n<img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-634\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/battlezone-1980-1024x406.png\" alt=\"battlezone-1980\" width=\"840\" height=\"333\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/battlezone-1980-1024x406.png 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/battlezone-1980-300x119.png 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/battlezone-1980-768x304.png 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/battlezone-1980-1200x475.png 1200w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/battlezone-1980.png 1818w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><br \/>\nFirst game that got the attention of the US Army.<br \/>\nThey commissioned a modified version of the game to Atari, for training purposes. It was called Bradley trainer (the Bradley is like a small tank).<br \/>\nIt stayed on a prototype stage but it may have served as a proof of concept, because in the &#8217;80s the Army fully embraced immersive simulations for training.<\/p>\n<h2>SIMNET, 1987<\/h2>\n<p>A network of simulators, basically the first MMORPG<br \/>\n<iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/eLkZaj536Fg?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<h2>VIVED Virtual Visual Environment Display, 1987<\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/VIVED-NASA-1988.png\" alt=\"vived-nasa-1988\" width=\"1260\" height=\"397\" class=\"aligncenter size-full wp-image-765\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/VIVED-NASA-1988.png 1260w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/VIVED-NASA-1988-300x95.png 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/VIVED-NASA-1988-768x242.png 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/VIVED-NASA-1988-1024x323.png 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/VIVED-NASA-1988-1200x378.png 1200w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><br \/>\nDeveloped by NASA, showcased at the Consumer Electronic Show. Used a data glove and was meant to be also used for telepresence (controlling robots).<br \/>\n<iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/NAuytnYU6JQ?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<h1>Virtual Reality<\/h1>\n<h2>Jaron Lanier<\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-635\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/jaron-2-1024x576.jpg\" alt=\"Mandatory Credit: Photo by REX\/Shutterstock (175000b) JARON LANIER 1990 VIRTUAL REALITY - JARON LANIER\" width=\"840\" height=\"473\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/jaron-2-1024x576.jpg 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/jaron-2-300x169.jpg 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/jaron-2-768x432.jpg 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/jaron-2-1200x675.jpg 1200w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/jaron-2.jpg 1280w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<p>Jaron Lanier coined the term Virtual Reality in the current sense. His company VPL held the patents for the classic goggles ($49,000) and &#8220;data glove&#8221; ($9000). (Multiply the prices by 2 to get an idea of the cost today)<\/p>\n<p>Part of the initial founding VPL came from the revenues of a musical\/art game Jaron created called <a href=\"https:\/\/www.youtube.com\/watch?v=m1JtqHbTqkM\" target=\"_blank\">Moondust<\/a><\/p>\n<p><iframe loading=\"lazy\" src=\"https:\/\/player.vimeo.com\/video\/169075463\" width=\"484\" height=\"360\" frameborder=\"0\" title=\"Cyberthon Video Documentation\" webkitallowfullscreen mozallowfullscreen allowfullscreen><\/iframe><br \/>\nCyberthon, a 24-hour virtual reality event presented by Whole Earth Institute at (Colossal)Pictures Studios in San Francisco, October 6-7, 1990.<\/p>\n<h2>VR hype<\/h2>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/rVn3H93Ysag?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><br \/>\nFeaturing the Virtuality Group multiplayer arcade machines ($65,000). The company bankrupted in 1997.<\/p>\n<h1>Gaming<\/h1>\n<p>The &#8220;big players&#8221; attempt to ride the wave.<\/p>\n<h2>Power Glove, 1989<\/h2>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/AacoxHFYvZw?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-636\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/gaming-VR-1024x817.png\" alt=\"gaming-vr\" width=\"840\" height=\"670\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/gaming-VR-1024x817.png 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/gaming-VR-300x239.png 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/gaming-VR-768x613.png 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/gaming-VR-1200x958.png 1200w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/gaming-VR.png 1282w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<h2>CAVE, 1992<\/h2>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/-Sf6bJjwSCE?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><br \/>\nCave Automatic Virtual Environment 1992 &#8211; still used today for more specialized applications.<\/p>\n<h2>iGlasses, 1995<\/h2>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/YbNUIwi5F6g?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<h2>VR in the military, PTSD reenactment, 2009<\/h2>\n<p><iframe loading=\"lazy\" src=\"https:\/\/player.vimeo.com\/video\/25352653\" width=\"840\" height=\"473\" frameborder=\"0\" title=\"Harun Farocki - Serious Games 1: Watson is down \/ Serious Games 3: Immersion\" webkitallowfullscreen mozallowfullscreen allowfullscreen><\/iframe><\/p>\n<h2>The decline<\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-641\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/gartner-hype-cycle-1024x665.png\" alt=\"But sometimes you don't get to the plateau, unless we are still in the slope of Enlightment\" width=\"840\" height=\"546\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/gartner-hype-cycle-1024x665.png 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/gartner-hype-cycle-300x195.png 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/gartner-hype-cycle-768x499.png 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/gartner-hype-cycle-1200x779.png 1200w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/gartner-hype-cycle.png 2000w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><br \/>\nBut sometimes you don&#8217;t get to the plateau, unless we are still in the slope of Enlightment&#8230;<\/p>\n<p>In the mid 90s videogames race toward realism while the tech sectorm with the commercialization of the world wide web and the introduction of browsers, shifts toward the internet (dot com bubble 1995-2001).<br \/>\nNetworking becomes more important than &#8220;immersion&#8221;. Some early ideas of social VR that were left in the backburner re-emerge but without expensive headsets.<\/p>\n<figure id=\"attachment_637\" aria-describedby=\"caption-attachment-637\" style=\"width: 840px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-637\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/activeworlds-1024x796.jpg\" alt=\"ActiveWorlds: Home of the 3D Internet since 1995\" width=\"840\" height=\"653\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/activeworlds-1024x796.jpg 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/activeworlds-300x233.jpg 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/activeworlds-768x597.jpg 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/activeworlds-1200x933.jpg 1200w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/activeworlds.jpg 1280w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><figcaption id=\"caption-attachment-637\" class=\"wp-caption-text\">ActiveWorlds: Home of the 3D Internet since 1995<\/figcaption><\/figure>\n<p>Based on the VRML language, the HTML of 3D web<\/p>\n<figure id=\"attachment_638\" aria-describedby=\"caption-attachment-638\" style=\"width: 840px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-638\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/second-life-1024x623.jpg\" alt=\"Second Life, 2003\" width=\"840\" height=\"511\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/second-life-1024x623.jpg 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/second-life-300x183.jpg 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/second-life-768x467.jpg 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/second-life-1200x730.jpg 1200w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/09\/second-life.jpg 1224w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><figcaption id=\"caption-attachment-638\" class=\"wp-caption-text\">Second Life, 2003<\/figcaption><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>The precursors Technological and conceptual. Cave paintings Cave of Forgotten Dreams &#8211; Werner Herzog (2010) 3D movie, Chauvet Cave, France Trompe d&#8217;oeil painting Quadratura: proto-baroque Illusionist architectural painting, extending real architecture into an imaginary space Beyond frescoes, Baroque architecture as an immersive experience Ottobeuren Church Compare with a Romanesque or Gothic interior Gesamtkunstwerk German opera &hellip; <a href=\"https:\/\/mycours.es\/gamedesign2016\/presentations\/a-brief-history-of-virtual-reality\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;A brief history of Virtual Reality&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":308,"menu_order":2,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-605","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/pages\/605","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/comments?post=605"}],"version-history":[{"count":15,"href":"https:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/pages\/605\/revisions"}],"predecessor-version":[{"id":767,"href":"https:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/pages\/605\/revisions\/767"}],"up":[{"embeddable":true,"href":"https:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/pages\/308"}],"wp:attachment":[{"href":"https:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/media?parent=605"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}