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History of Virtual Reality

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Facebook Acquires Oculus VR

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2014 - A major tech company acquired Oculus VR, signaling a significant investment in the future of virtual reality.

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The Virtuality Group Arcade Machines

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1991 - Arcade VR, providing immersive experiences in public venues for the first time.

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Introduction of VPL Research

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1984 - Jaron Lanier founded VPL Research, making it one of the first companies to develop VR products.

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Oculus Rift Kickstarter Campaign

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2012 - Crowdfunding for Oculus Rift started the modern era of VR, an affordable and advanced headset.

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Release of Samsung Gear VR

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2015 - A collaboration between Samsung and Oculus, this product was one of the first consumer-ready mobile VR headsets.

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Introduction of PlayStation VR

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2016 - Sony launched its VR headset to be used with the PlayStation gaming console, expanding VR's reach.

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The Sensorama Machine

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1962 - Morton Heilig's early VR innovation, the Sensorama was an immersive, multi-sensory machine.

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Google Street View

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2007 - Google launched this service, offering panoramic views from positions along many streets in the world, a forerunner to wider VR applications.

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HTC Vive's debut

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2016 - The HTC Vive provided room-scale VR experiences with hand-tracking controllers.

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Virtual Environment Display system

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1982 - Developed at NASA Ames Research Center, it was one of the first uses of VR for simulation.

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Nintendo's Virtual Boy Release

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1995 - Nintendo launched the first portable console displaying true 3D graphics, though it was a commercial failure.

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AR and VR Merge in the Magic Leap

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2018 - Magic Leap released its first mixed reality headset, combining both AR and VR technologies.

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The Sword of Damocles

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1968 - Ivan Sutherland developed the first head-mounted display system, which was so heavy it had to be suspended from the ceiling.

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Google Cardboard Introduction

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2014 - Google introduced a low-cost VR platform using a fold-out cardboard viewer and a smartphone.

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The Release of 'The Lawnmower Man' Movie

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1992 - This film brought virtual reality into mainstream discussions through its VR-centric storyline.

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