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Charles Wheatstone 1838, privately funded for amusement purposes, recognising that both eyes can view independently and create a 3D image from a single slide only

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David Breuster 1849, innovated the Wheatstone model by allowing multiple slide options within the box

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Edward Link 1929 - designed to train and educate pilots before they take a plane up for real, funded by the military after several trainee pilots crashed their planes, saving lives and the cost of accidents

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William Grubber 1939, an upgrade of both the Wheatstone and Breuster models, smaller, cheaper and portable, innovative also because it used slides instead of photos

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Morton Heilig 1960 the first portable version of his larger unit, funded by the military, considered to be the first VR headset

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Morton Heilig 1950, an advance on the Link model that added additional sensory options of small and wind

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1968, Military funded upgrade on previous concept designs, still not portable

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General Electric release flight simulator

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General Electric release flight simulator

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GE 1972, military funded upgrade based on the Link Trainer. innovated using modern electronics to further improve pilot training on ground before they take their first flight

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MD 1979, the first HMD for pilots to enhance information availability and speed to response, military funded taking up the most advanced electronics available, using minaturisation opportunities of previous models

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1982, designer unknown, but developed to allow hands to provide input to VR scenarios, trying to make things interactive as opposed to purely passive, probably innovated after a 'what if' question

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Tom Furness 1986, considered to be the grandfather of VR, innovation was driven by the need to help pilots deal with information overload, again this looks very comfortable

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1987 was the year that the term VR was accepted as the overall descriptor to be used for all its predecessors

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1989 records show this was the year that NASA started seriously using VR to train its astronauts, which sounds wrong after having had the air force using it for many years before, one would think the transition from one to the other would be instinctive

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The Virtuality Group 1991, develop group arcade machines for the first time, starting the rapid growth by the gaming and entertainment industries usage of VR

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1993, but after much marketing hype, sales were a flop, they didn't perform or gain any market share, considered a flop!

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1995, tried to take advantage of SEGA's flop, but they too did not make any inroads, also a flop!

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1997 conference papers by Dr. Barbara Rothbaum and Co showed that VR exposure therapy could help people overcome their fear of heights. Extended therapies developed for almost every disorder identified since.

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1999 The Matrix was a huge success and was the first to introduce the idea that we all live inside a VR world, educating the world about the potential of VR, interest in and sales of VR products climbed quickly

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2012 sees the start of HMD's (head mounted displays) being released, Occulus was recently purchased by Facebook, with the aim of making VR gaming headsets cheaper for everyone, previously they were expensive and needed serious computing power.

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2012 sees multiple new retail market entries with new and improved HMD products, innovations focused on cordless products, cloud computing, higher resolutions, faster processing, lightweight materials, all in the interests of increased market share - Apple, Google, HTC, Occulus, HP etc

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2021 worlds most expensive retail HMD released at USD $7,000