Generative Art Timeline · Chapter 7: Net Era (1990s)

1991

Cruz-Neira, Sandin and DeFanti Begin Developing CAVE

Invention · North America

Cruz-Neira, Sandin and DeFanti Begin Developing CAVE
Wikipedia. 2024. "Cave Automatic Virtual Environment." Wikimedia Foundation. Last modified February 22, 2024. en.wikipedia.org.

Carolina Cruz-Neira, Daniel J. Sandin and Thomas A. DeFanti, with Robert V. Kenyon and John C. Hart, pioneered the development of the “CAVE” (Cave Automatic Virtual Environment) in the Electronic Visualization Laboratory at the University of Illinois in Chicago beginning in 1991. They would continue development until 1993. This surround-screen, surround-sound, projection-based virtual reality (VR) system transformed immersive experiences. The CAVE featured 3D computer graphics projected into a 10'x10'x9' cube, with display screens surrounding the viewer. Users were able to explore the virtual world without wearing helmets thanks to lightweight stereo glasses and a wand-like device. Designed for scientific visualization, the CAVE enabled collaborative exploration and discussions among users, making it a transformative tool for scientific discovery.

Text by Peter Bauman. Generative Art Timeline, Le Random.

Sources

People

Carolina Cruz-Neira, Dan Sandin, John C. Hart, Robert V. Kenyon, Tom DeFanti

Movements

Immersive Art

Filed under

Ideas
immersion, Immersive Art
Technologies
CAVE (Cave Automatic Virtual Environment), computer graphics, projection, scientific visualization, stereoscopy, virtual reality (VR)
People
Carolina Cruz-Neira, Dan Sandin, John C. Hart, Robert V. Kenyon, Tom DeFanti
Organisations
Electronic Visualization Laboratory (EVL), University of Illinois Chicago
Places
Chicago, Illinois

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