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218 Malkawi<br />

Table 9.1 Development of virtual environments<br />

1940 Link Aviation developed the first flight simulator.<br />

1957 M.L.Heilig patented a pair of head-mounted goggles fitted with two color TV units.<br />

1965 Ivan Sutherland published “The Ultimate Display”.<br />

1971 Redifon Ltd (UK) began manufacturing flight simulators with computer graphics display.<br />

1977 Dan Sandin and Richard Sayre invented a bend-sensing glove.<br />

1982 Thomas Zimmerman patented a data input glove based upon optical sensors, such that<br />

internal refraction could be correlated with finger flexion and extension.<br />

1983 Mark Callahan built a see-through HMD at MIT.<br />

Myron Krueger published “Artificial Reality”.<br />

1985 VPL Research, Inc. was founded.<br />

Mike McGreevy and Jim Humphries built a HMD from monochrome LCD pocket TV<br />

displays.<br />

Jaron Lanier, CEO of VPL, coined the term “virtual reality”.<br />

1989 VPL Research and Autodesk introduced commercial HMDs.<br />

1992 CAVE built by University of Illinois, Chicago.<br />

1994 Milgram introduced the term—“Mixed Reality”.<br />

2000� New human–computer interface mechanisms, sensors and displays for virtual<br />

environments.<br />

It took an additional 20 years before VR hardware became relatively affordable.<br />

This is due to the introduction of PCs and the increased speed and quality of the<br />

graphics and rendering technology (Krueger 1991). In the 1980s, many commercial<br />

companies emerged to support the hardware and software of VR. These include<br />

Virtual Research, Ascension, Fakespace, etc. In addition, large industrial entities<br />

made substantial investment in the technology (Boeing, General Motors, Chrysler,<br />

etc.) and academic institutions become a driving force in this development. Table 9.1<br />

provides a summary historical view.<br />

Virtual and augmented systems today embody a growing area of research and<br />

applications related to Human–Computer Interface (HCI). It has demonstrated<br />

tremendous benefits in many areas including commerce and entertainment.<br />

Immersive virtual reality (IVR) has only recently started to mature. Its techniques are<br />

used in the industry for product development, data exploration, mission planning,<br />

and training. Augmented Reality (AR) is still in the prototype stage, however research<br />

systems for medical, engineering, and mobile applications are now being tested.<br />

Stable hardware and graphics application programming interfaces, such as OpenGL<br />

and Performer, and reasonably priced software resulted in emerging successes for<br />

VR and AR research and applications. The <strong>Building</strong> <strong>Simulation</strong> field has been slow<br />

in taking advantage of these recent developments. Challenges related to utilizing the<br />

technology in this field will be illustrated later in this chapter. In order to discuss<br />

immersive building simulation, the concepts of immersive environments, which form<br />

the base for such simulation, will be discussed.<br />

9.1.1 Immersive environments<br />

Virtual, immersive, or synthetic environments (VEs) are computer-generated threedimensional<br />

environments that can be interactively experienced and manipulated by<br />

the user in real-time. One way to classify immersive environments is by their end use.

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