APS-401: Evolution of Wearable VR Technology Analysis
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This report provides a detailed analysis of the evolution of wearable VR technology, tracing its roots from the early concepts of the 1960s to its current applications and future projections. The report discusses the key milestones in VR development, including the creation of early simulators, the development of HMDs and sensor-equipped gloves, and the rise of immersive environments like CAVE. It highlights the shift from gaming-centric applications to fields like military, medical training, and education. Furthermore, the report explores the potential of VR in business analytics, envisioning a future where VR is used to simulate and test business scenarios. It emphasizes the importance of high-end electronic devices, immersive 3D usage, and the integration of AR for a more comprehensive and efficient approach to business analysis. The report concludes by summarizing the extensive applications of VR and its potential for future advancements, particularly in the field of business analysis.
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Running head: THE EVOLUTION OF WEARABLE TECHNOLOGY
THE EVOLUTION OF WEARABLE TECHNOLOGY
Name of the Student
Name of the University
Author Note
THE EVOLUTION OF WEARABLE TECHNOLOGY
Name of the Student
Name of the University
Author Note
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1THE EVOLUTION OF WEARABLE TECHNOLOGY
Abstract
Virtual Reality is the most luxurious approach towards the enhancement in the technological
world. The overall approach may be seen over the gaming world, but this advancement has taken
command over many fields ranging from military to medical treatment. The purpose of this
report is to discuss about the past events and trends regarding Virtual Reality and its direction in
future. The report concludes with the understanding of the past events and trends along with the
future application of it in the field of business analytics.
Abstract
Virtual Reality is the most luxurious approach towards the enhancement in the technological
world. The overall approach may be seen over the gaming world, but this advancement has taken
command over many fields ranging from military to medical treatment. The purpose of this
report is to discuss about the past events and trends regarding Virtual Reality and its direction in
future. The report concludes with the understanding of the past events and trends along with the
future application of it in the field of business analytics.

2THE EVOLUTION OF WEARABLE TECHNOLOGY
Table of Contents
Introduction......................................................................................................................................3
Discussion........................................................................................................................................3
Virtual Reality.............................................................................................................................3
Past trends of Virtual Reality.......................................................................................................3
Future Direction and Roadmap of VR Technology.....................................................................4
Conclusion.......................................................................................................................................5
Table of Contents
Introduction......................................................................................................................................3
Discussion........................................................................................................................................3
Virtual Reality.............................................................................................................................3
Past trends of Virtual Reality.......................................................................................................3
Future Direction and Roadmap of VR Technology.....................................................................4
Conclusion.......................................................................................................................................5

3THE EVOLUTION OF WEARABLE TECHNOLOGY
Introduction
Virtual reality is the process of computerised simulation of a three-dimensioned
environment where a person can have a realistic experience of that particular simulated
environment physically with the help of devices such as headsets or sensor fitted gloves (Berg &
Vance, 2017). This technology is gaining huge popularity among the gamers as it let the players
to be in the situation where they can have an experience as if they are inside that gaming arena.
The focus of this report is to discuss about the historical or previous trends of Virtual reality and
its future course of application. The report will consider Virtual Reality accessories as the
associative part for the fulfilment of the discussion.
Discussion
Virtual Reality
The sector of Computer games has evolved a lot in the past few years. Better graphics,
simulation of real-life scenarios and activities, smooth controls has been among the necessities of
a gamer. Virtual Reality is something that is considered to be a luxury in the world of gaming
(Dixon, 2018). Simulation of a real-life scenario through three-dimensioned images of it is the
area of expertise for VR (Virtual Reality). This technology lets the gamer to have live experience
of the gaming environment as if the player is present in it with the help of some accessories like
headsets (or goggles) with in-built screen (looks like a blindfold) and gloves fitted with sensors
and other devices with sensors (Zhang et al., 2019). Commonly all of these components are
known as VR gears. Inputs are given from the computers through HDMI cable or in some of the
devices, the input is directly fed into the Smartphone that is slotted inside the VR goggles (Spohn
Introduction
Virtual reality is the process of computerised simulation of a three-dimensioned
environment where a person can have a realistic experience of that particular simulated
environment physically with the help of devices such as headsets or sensor fitted gloves (Berg &
Vance, 2017). This technology is gaining huge popularity among the gamers as it let the players
to be in the situation where they can have an experience as if they are inside that gaming arena.
The focus of this report is to discuss about the historical or previous trends of Virtual reality and
its future course of application. The report will consider Virtual Reality accessories as the
associative part for the fulfilment of the discussion.
Discussion
Virtual Reality
The sector of Computer games has evolved a lot in the past few years. Better graphics,
simulation of real-life scenarios and activities, smooth controls has been among the necessities of
a gamer. Virtual Reality is something that is considered to be a luxury in the world of gaming
(Dixon, 2018). Simulation of a real-life scenario through three-dimensioned images of it is the
area of expertise for VR (Virtual Reality). This technology lets the gamer to have live experience
of the gaming environment as if the player is present in it with the help of some accessories like
headsets (or goggles) with in-built screen (looks like a blindfold) and gloves fitted with sensors
and other devices with sensors (Zhang et al., 2019). Commonly all of these components are
known as VR gears. Inputs are given from the computers through HDMI cable or in some of the
devices, the input is directly fed into the Smartphone that is slotted inside the VR goggles (Spohn
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4THE EVOLUTION OF WEARABLE TECHNOLOGY
et al., 2016). Between the eye of the user and the screen there are lens that is mainly to adjust the
distance between the screen and eye and it changes accordingly for different users (Stevens et al.,
2018). The use of Virtual Reality is not only limited to the gaming world but also used in the
fields of military, sport, medical training, mental health and education too.
Past trends of Virtual Reality
The conceptualisation of VR started form mid 1960 with the attempt from Ivan
Sutherland to take an attempt towards describing VR as the window through which the user can
have a perception of the virtual world regarding how it looks, feels and sounds (Akşit et al.,
2017). In the later period that is from ‘90s, several definitions of VR have been formulated.
Some described it as an illusion, some said it as an interactive graphics comprised of 3D models.
The first among the applications regarding VR was done in the year 1962, when Morton Heilig
did the construction of Sensorama, providing a simulation of the running of a motorcycle
through Brooklyn (Warren, 2018). The same year is followed by Ivan Sutherland’s creation of
The Ultimate Display that provided with interactive graphics that Sensorama lacked. The ‘70s is
associated with the invention of VIDEOPLACE by Myron Krueger, which is associated with the
capturing of body figures by cameras and projection of it on the screen (Montenegro, 2015). In
1982 the first flight simulator was created by US’ Air Force named as VCASS (Visually
Coupled Airborne System Simulator) and in this simulator, the pilot is able to control the targets
and the pathways with the help of an HMD (Head-Mounted Display) (Elevstad, 2016). Fake
Space Labs created a Binocular–Omni-Orientational Monitor (BOOM) in the period of end of
‘80s, which included a stereoscopic displaying device resulting in a broad and moving virtual
environment with a mechanical arm-tracking system (Elevstad, 2016). DataGlove in 1985 by
VPL facilitated the identification of hand gestures, flexibility of the fingers and its position and
et al., 2016). Between the eye of the user and the screen there are lens that is mainly to adjust the
distance between the screen and eye and it changes accordingly for different users (Stevens et al.,
2018). The use of Virtual Reality is not only limited to the gaming world but also used in the
fields of military, sport, medical training, mental health and education too.
Past trends of Virtual Reality
The conceptualisation of VR started form mid 1960 with the attempt from Ivan
Sutherland to take an attempt towards describing VR as the window through which the user can
have a perception of the virtual world regarding how it looks, feels and sounds (Akşit et al.,
2017). In the later period that is from ‘90s, several definitions of VR have been formulated.
Some described it as an illusion, some said it as an interactive graphics comprised of 3D models.
The first among the applications regarding VR was done in the year 1962, when Morton Heilig
did the construction of Sensorama, providing a simulation of the running of a motorcycle
through Brooklyn (Warren, 2018). The same year is followed by Ivan Sutherland’s creation of
The Ultimate Display that provided with interactive graphics that Sensorama lacked. The ‘70s is
associated with the invention of VIDEOPLACE by Myron Krueger, which is associated with the
capturing of body figures by cameras and projection of it on the screen (Montenegro, 2015). In
1982 the first flight simulator was created by US’ Air Force named as VCASS (Visually
Coupled Airborne System Simulator) and in this simulator, the pilot is able to control the targets
and the pathways with the help of an HMD (Head-Mounted Display) (Elevstad, 2016). Fake
Space Labs created a Binocular–Omni-Orientational Monitor (BOOM) in the period of end of
‘80s, which included a stereoscopic displaying device resulting in a broad and moving virtual
environment with a mechanical arm-tracking system (Elevstad, 2016). DataGlove in 1985 by
VPL facilitated the identification of hand gestures, flexibility of the fingers and its position and

5THE EVOLUTION OF WEARABLE TECHNOLOGY
orientation by gloves equipped with sensors (Nandanikar, Nagmode & Annadate, 2015). With
the collaboration of BOOM and DataGlove NASA Ames Research Centre developed the Virtual
Wind Tunnel that researched about and manipulated the airflow in a virtual airplane or
spaceship. In 1992, CAVE Automatic Virtual Environment produced by Electronic Visualisation
Laboratory of the University of Illinois provided much more immersive VR through projection
by directing the projectors on three or more walls in a room. Later in the course of VR
application, many videogames companies did put along their interest and many games are
developed till date providing a wide view with low latency. Eye tracking systems and orientation
and motion sensors are also accompanied with the HMD devices.
Future Direction and Roadmap of VR Technology
The future direction and the roadmap for VR technology that is being estimated in this
report is of the year 2030. The estimation that has been done for the year of 2030 is to have its
application in the field of business analytics. Only this mentioned field is still out of the reach of
VR technology. VR technology has its own business but VR technology in business is something
that could be aspired for future. The summation of the ideas that could be forwarded for the
advancement of VR technology could be said as the creation and usage of high-end electronic
devices that will process the descriptions for the activity of analysing the business parameters
within the built environment, which will consider all the perspectives of the life cycle of the
business processes. A test-process could be run within the built environment considering with all
the stakeholders of this particular environment (owners, designers, supply-chain, users, etc.) in
order to check the development required, designing of the environment, testing of the
functionality, rehearsal of the platform and to procure and built maintaining the facilities which
will let the system work with concurrency and integration, retaining high value, usable and with
orientation by gloves equipped with sensors (Nandanikar, Nagmode & Annadate, 2015). With
the collaboration of BOOM and DataGlove NASA Ames Research Centre developed the Virtual
Wind Tunnel that researched about and manipulated the airflow in a virtual airplane or
spaceship. In 1992, CAVE Automatic Virtual Environment produced by Electronic Visualisation
Laboratory of the University of Illinois provided much more immersive VR through projection
by directing the projectors on three or more walls in a room. Later in the course of VR
application, many videogames companies did put along their interest and many games are
developed till date providing a wide view with low latency. Eye tracking systems and orientation
and motion sensors are also accompanied with the HMD devices.
Future Direction and Roadmap of VR Technology
The future direction and the roadmap for VR technology that is being estimated in this
report is of the year 2030. The estimation that has been done for the year of 2030 is to have its
application in the field of business analytics. Only this mentioned field is still out of the reach of
VR technology. VR technology has its own business but VR technology in business is something
that could be aspired for future. The summation of the ideas that could be forwarded for the
advancement of VR technology could be said as the creation and usage of high-end electronic
devices that will process the descriptions for the activity of analysing the business parameters
within the built environment, which will consider all the perspectives of the life cycle of the
business processes. A test-process could be run within the built environment considering with all
the stakeholders of this particular environment (owners, designers, supply-chain, users, etc.) in
order to check the development required, designing of the environment, testing of the
functionality, rehearsal of the platform and to procure and built maintaining the facilities which
will let the system work with concurrency and integration, retaining high value, usable and with

6THE EVOLUTION OF WEARABLE TECHNOLOGY
low impact on environment. Hence, the future direction have to be focussed on the business
analysis in the corporate world where a simulation of the exact environment will be built
comprising of all the business related scenarios, risks and implementations so that the whole
system could be tested based on real data and scenarios.
The advent of the standard object model of structural members and building components
would assist the designing and modelling of VR by 2030 as a much simpler approach. With the
development in environment and global standards, client and user requirements will be much
easier to be captured by the usage of immersive 3D usage and natural interfaces and there will be
a high mixture of AR (Augmented Reality) usage. The shift from using 2D CAD to 3D
visualisation will enable the whole construction process to be visualised that will let the
simulation and testing of various scenarios inside a VR environment before the decisions
regarding the investments are made. There will be a partial integration of the supply chain will
take place in the whole process of construction that will be a result of adopting the methodology
of modular construction and also due to increment in standardisation.
Conclusion
From the above discussion, the report can be concluded with the understanding
that VR has an extensive application almost throughout every field active. With time, the
advancements in VR is also being witnessed which results into much more unique and useful
products and services. Regarding its future aspect, VR could be developed to be implemented for
the analysis of the business and take analytical decisions for the business to be more successful
and integrated with the decisions that could be taken. Only the field of business analysis is left
which is still away from the reach of VR implementation.
low impact on environment. Hence, the future direction have to be focussed on the business
analysis in the corporate world where a simulation of the exact environment will be built
comprising of all the business related scenarios, risks and implementations so that the whole
system could be tested based on real data and scenarios.
The advent of the standard object model of structural members and building components
would assist the designing and modelling of VR by 2030 as a much simpler approach. With the
development in environment and global standards, client and user requirements will be much
easier to be captured by the usage of immersive 3D usage and natural interfaces and there will be
a high mixture of AR (Augmented Reality) usage. The shift from using 2D CAD to 3D
visualisation will enable the whole construction process to be visualised that will let the
simulation and testing of various scenarios inside a VR environment before the decisions
regarding the investments are made. There will be a partial integration of the supply chain will
take place in the whole process of construction that will be a result of adopting the methodology
of modular construction and also due to increment in standardisation.
Conclusion
From the above discussion, the report can be concluded with the understanding
that VR has an extensive application almost throughout every field active. With time, the
advancements in VR is also being witnessed which results into much more unique and useful
products and services. Regarding its future aspect, VR could be developed to be implemented for
the analysis of the business and take analytical decisions for the business to be more successful
and integrated with the decisions that could be taken. Only the field of business analysis is left
which is still away from the reach of VR implementation.
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7THE EVOLUTION OF WEARABLE TECHNOLOGY

8THE EVOLUTION OF WEARABLE TECHNOLOGY
References
Akşit, K., Lopes, W., Kim, J., Spjut, J., Patney, A., Shirley, P., ... & Banks, M. S. (2017, July).
Varifocal virtuality: a novel optical layout for near-eye display. In ACM SIGGRAPH
2017 Emerging Technologies (p. 25). ACM
Berg, L. P., & Vance, J. M. (2017). Industry use of virtual reality in product design and
manufacturing: a survey. Virtual reality, 21(1), 1-17.
Dixon, D. (2018). Playing with reality: A technocultural ethnography of pervasive
gaming (Doctoral dissertation, University of the West of England).
Elvestad, E. O. (2016). Evidence of Learning in Virtual Reality.
Montenegro, A. (2015). Two phenomenological notions as expressed in the interactive art
contained within Myron Krueger and Jeffrey Shaw's immersive environment. Journal of
Digital Media Arts and Practice. International Digital Media Arts Association, 11, 33-
40.
Nandanikar, P. D., Nagmode, M. S., & Annadate, M. N. (2015). A Survey Of Sensorized Glove
for Rehabilitation Purpose. International Journal of VLSI and Embedded Systems-
IJVES, 6.
Spohn, L., Bergen, M., Benz, N., Vonscheidt, D., Haubner, H. J., & Strand, M. (2016, July). I
Believe I Can Fly—Gesture-Driven Quadrotor Control Based on a Fuzzy Control
System. In International Conference on Intelligent Autonomous Systems (pp. 177-184).
Springer, Cham.
References
Akşit, K., Lopes, W., Kim, J., Spjut, J., Patney, A., Shirley, P., ... & Banks, M. S. (2017, July).
Varifocal virtuality: a novel optical layout for near-eye display. In ACM SIGGRAPH
2017 Emerging Technologies (p. 25). ACM
Berg, L. P., & Vance, J. M. (2017). Industry use of virtual reality in product design and
manufacturing: a survey. Virtual reality, 21(1), 1-17.
Dixon, D. (2018). Playing with reality: A technocultural ethnography of pervasive
gaming (Doctoral dissertation, University of the West of England).
Elvestad, E. O. (2016). Evidence of Learning in Virtual Reality.
Montenegro, A. (2015). Two phenomenological notions as expressed in the interactive art
contained within Myron Krueger and Jeffrey Shaw's immersive environment. Journal of
Digital Media Arts and Practice. International Digital Media Arts Association, 11, 33-
40.
Nandanikar, P. D., Nagmode, M. S., & Annadate, M. N. (2015). A Survey Of Sensorized Glove
for Rehabilitation Purpose. International Journal of VLSI and Embedded Systems-
IJVES, 6.
Spohn, L., Bergen, M., Benz, N., Vonscheidt, D., Haubner, H. J., & Strand, M. (2016, July). I
Believe I Can Fly—Gesture-Driven Quadrotor Control Based on a Fuzzy Control
System. In International Conference on Intelligent Autonomous Systems (pp. 177-184).
Springer, Cham.

9THE EVOLUTION OF WEARABLE TECHNOLOGY
Stevens, R. E., Rhodes, D. P., Hasnain, A., & Laffont, P. Y. (2018, May). Varifocal technologies
providing prescription and VAC mitigation in HMDs using Alvarez lenses. In Digital
Optics for Immersive Displays (Vol. 10676, p. 106760J). International Society for Optics
and Photonics.
Warren, A. (2018). Virtual perspective: the aesthetic lineages of immersive
experience. Refractory, 30, 1-16.
Zhang, J., Tai, L., Yun, P., Xiong, Y., Liu, M., Boedecker, J., & Burgard, W. (2019). Vr-goggles
for robots: Real-to-sim domain adaptation for visual control. IEEE Robotics and
Automation Letters, 4(2), 1148-1155.
Stevens, R. E., Rhodes, D. P., Hasnain, A., & Laffont, P. Y. (2018, May). Varifocal technologies
providing prescription and VAC mitigation in HMDs using Alvarez lenses. In Digital
Optics for Immersive Displays (Vol. 10676, p. 106760J). International Society for Optics
and Photonics.
Warren, A. (2018). Virtual perspective: the aesthetic lineages of immersive
experience. Refractory, 30, 1-16.
Zhang, J., Tai, L., Yun, P., Xiong, Y., Liu, M., Boedecker, J., & Burgard, W. (2019). Vr-goggles
for robots: Real-to-sim domain adaptation for visual control. IEEE Robotics and
Automation Letters, 4(2), 1148-1155.
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