
At Mersus Technologies, we are exceptionally passionate about virtual reality and the positive impacts it can bring to a business and society. Nevertheless, we acknowledge that occasionally we view VR as a new technology rather than one that was first imagined by people centuries ago. Although the modern form of virtual reality that we are all familiar with is new and evolving quickly, this does not imply that its history started only in the twenty-first century.
For this week’s blog post, we will examine the past, present, and future of virtual reality.
The Genesis of Virtual Reality
As a concept, virtual reality can be traced back to the mid-20th century, with one of the earliest known attempts at immersive experiences being the Sensorama, which was developed by the cinematographer Morton Heiling in 1962. The Sensorama was an arcade-style machine that combined visuals with stereo sound, vibrations, and even incorporated scents to fully immerse the individual with the illusion of being present in the scene.
At the time, the invention was considered gimmicky, which affected its commercial viability and success; however, the Sensorama laid the groundwork for what would later become VR!

The Sensorama
1966 saw the development of the term “human interface technology” with Thomas Furness’s kick starting the development of modern flight simulator technology that is used globally today. Thomas is occasionally credited as the “grandfather of VR” as his work in human interfacing technology still informs many principles of virtual reality to this day.
A few years later, in 1968, Ivan Sutherland, a computer scientist and pioneer in interactive computing, developed the Sword of Damocles, the first head-mounted display (HMD). Unlike modern VR headsets, this device was large, bulky, and had to be suspended from the ceiling. It offered primitive computer-generated graphics, but the concept of viewing a digital world through a headset was groundbreaking. This innovation marked the beginning of true virtual reality, though limited by the technology of its time.
The Evolution Through the Decades
The 1980s and 1990s saw significant technological advancements that moved VR closer to mainstream applications. In 1985, Jaron Lanier, often credited with coining the term “Virtual Reality,” founded VPL Research, one of the first companies dedicated to developing VR technology. His team created essential hardware, including the DataGlove and the EyePhone HMD, which allowed users to interact with virtual environments using hand movements and head tracking.
Despite these innovations, early VR systems were plagued by high costs, cumbersome hardware, and limited computing power. While some industries, such as aviation and the military, experimented with VR for flight simulations and training purposes, such as the previously mentioned advancement by Thomas Furness. However, mainstream adoption remained elusive.
The 1990s saw the rise of consumer-orientated VR attempts, such as the Nintendo Virtual Boy, but these early devices failed due to poor graphics, discomfort, and a lack of compelling content. Nonetheless, these early efforts were crucial in refining VR concepts for future success.
The Virtual Boy Trailer
The Modern Landscape of Virtual Reality
The 21st century has witnessed a VR resurgence, fuelled by rapid advancements in computing power, display technology, and software capabilities. The launch of the Oculus Rift in 2012, following a successful Kickstarter campaign, reignited global interest in VR. Oculus, later acquired by Meta (formerly Facebook), revolutionised the industry with consumer-friendly VR headsets offering improved motion tracking, better resolution, and more accessible pricing.
Other key players such as HTC Vive, Sony PlayStation VR, and Valve Index soon entered the market, introducing more consumer choice and competition.
Breakthrough technological advancements enabled VR to expand beyond gaming into industries such as:
- Virtual Reality Training: Used in corporate and industrial settings to simulate real-world environments for employee onboarding, medical simulations, and military training.
- Virtual Learning Environments: Educational institutions leverage VR for interactive lessons, historical recreations, and hands-on science experiments.
- Immersive Experiences: Museums, real estate, and tourism industries utilise VR for virtual tours, architectural visualisation, and historical storytelling.
The technology has also seen applications in mental health therapy, helping individuals combat PTSD, anxiety, and phobias through controlled exposure therapy. The medical field has embraced VR for surgical simulations, improving the accuracy and confidence of surgeons before performing real procedures.
Other mediums are introducing the general public to virtual reality through anime and manga series like Sword Art Online, .hack, and Accel World. In these stories, protagonists find themselves “spirited” or “trapped” in a virtual world while wearing a headset, embarking on journeys to return to reality. This portrayal has significantly fuelled interest in VR technology, particularly in Japan, where the concept of immersive digital worlds continues to inspire advancements in virtual reality development.
Sword Art Online Project Trailer
Future Prospects: Trends Shaping VR
As VR technology continues to evolve, several key trends are expected to shape its future:
- AI-Driven VR Experiences: The integration of artificial intelligence (AI) and machine learning will lead to more dynamic and adaptive VR environments, enhancing realism and user engagement. AI can generate intelligent virtual assistants, improve motion tracking, and create more lifelike simulations.
- Next-Generation VR Hardware: Improvements in VR hardware are making headsets lighter and more powerful. Advances in OLED and MicroLED displays promise sharper visuals, reducing eye strain and enhancing immersion. Companies like Apple and Meta are working on high-resolution, mixed-reality headsets that blur the line between the virtual and real worlds.
- Expansion of Virtual Learning Environments: Schools and universities are integrating VR into their curriculums, providing hands-on learning experiences in STEM subjects, history, and even language learning. This shift is expected to revolutionise education by making complex concepts more accessible and engaging.
- Social VR and the Metaverse: VR is increasingly being used for remote collaboration and social interaction, as seen in platforms like VRChat, Horizon Worlds, and Spatial. These virtual spaces allow users to connect, work, and socialise in a shared digital world, a concept central to the growing Metaverse movement.
- Haptic Feedback and Sensory Immersion: Advances in haptic gloves, motion tracking suits, and even scent-based VR are making virtual experiences more lifelike. Companies like HaptX and SenseGlove are developing technologies that let users “feel” virtual objects, further bridging the gap between the physical and digital realms.
Final Thoughts
The evolution of Virtual Reality is a testament to human ingenuity and our desire to explore beyond the constraints of the physical world. From early experimental devices to fully immersive experiences, VR has come a long way and continues to push the boundaries of what is possible. As industries increasingly adopt VR for training, education, healthcare, and entertainment, the future of VR looks more promising than ever.
At Mersus Technologies, we remain at the forefront of these innovations, leveraging VR to create groundbreaking virtual learning environments, virtual reality training solutions, and immersive experiences that transform industries. As we continue to shape the future of VR, the possibilities are limitless.
Drop us an e-mail if you’re ready to see how Avatar Academy can revolutionise your onboarding and training processes!