HISTORY OF GENERATIVE ART - Metaverse
Krista Kim, Mars House, 2020, Source: sothebys.com
The concept of virtual worlds and digital identities existed long before the term 'metaverse' became widely recognized. The origins can be traced back to early science fiction, which later inspired practical applications like gaming, virtual reality, and social digital spaces. Today, the rise of Web3 culture, including decentralized platforms, blockchain-based digital assets, and interactive virtual experiences, further integrates these virtual worlds into everyday life.
The metaverse refers to a network of virtual spaces where users interact through digital avatars. These environments support social interaction, digital economies, gaming, education, and more. It incorporates technologies such as virtual reality (VR), augmented reality (AR), blockchain, and traditional online platforms to create digital worlds.
Ivan Sutherland, Sword of Damocles, 1968, Source: researchgate.net
The foundations of virtual reality were laid in the 19th and 20th centuries with early discussions about immersive artificial environments. In 1938, French playwright Antonin Artaud described the illusory nature of theater as 'virtual reality' in his collection of essays, “The Theater and Its Double”. Another early theoretical concept is found in the writings of Stanley G. Weinbaum, whose 1935 short story “Pygmalion’s Spectacles” envisioned a pair of goggles that could transport users into an interactive world.
Stanley G. Weinbaum, Pygmalion’s Spectacles, 1935, Source: sothebys.com
By the 1960s, technology began catching up with these ideas. In 1962, Morton Heilig developed the Sensorama, an early immersive multimedia machine simulating a motorcycle ride with 3D visuals, sound, vibrations, and scents.. Later, in the 1960s, Ivan Sutherland created the first VR headset, the "Sword of Damocles", which featured mechanical tracking and wireframe graphics.
Morton Heilig, Sensorama, 1962, Source: historyofinformation.com
Neal Stephenson, Snow Crash, 1992, Source: goodreads.com
In the 1980s, the idea of simulated realities appeared more frequently in literature. In 1981, Vernor Vinge’s novella "True Names" introduced a virtual world accessible through a computer interface. In 1984, William Gibson’s "Neuromancer" described a digital space called "The Matrix", where users could navigate a connected network. These books, along with films like "Tron" (1982), and "Ready Player One" (2018) further explored these themes.
The term "metaverse" was first introduced in Neal Stephenson’s 1992 novel, "Snow Crash”. In this book, the metaverse was a virtual space where people could escape from reality and interact in a 3D environment using avatars.
As virtual worlds evolved, artists and scientists explored their artistic potential. Active Worlds, launched in 1995, was an early online 3D platform where users could navigate virtual spaces, interact through avatars, and build their own environments. In 2005, @HerbertWFranke created the Z-Galaxy within Active Worlds. Unlike most virtual spaces, it featured mathematically generated structures, galleries, and a sculpture park. It first showcased Franke’s own work but later included exhibitions by other artists and scientists.
Herbert W. Franke, Z-Galaxy, 2005, Source: art-meets-science.io
Around the same time, video game developers experimented with multiplayer virtual spaces. In 1986, LucasArts released "Habitat", an early example of a graphical multiplayer virtual world that allowed users to interact using digital avatars. In 2003, the launch of "Second Life" brought the metaverse concept closer to reality. Users could create digital identities, purchase virtual land, and engage in social and economic activities.
Linden Lab, Second Life, 2003, Source: indiatimes.com
Steven Lisberger, Tron, 1982, Source: theguardian.com
The industry gained new momentum in the 2010s, with advances in computing power and graphics. In 2011, Palmer Luckey developed the Oculus Rift prototype, reigniting interest in VR. Companies like Oculus, Microsoft, Sony, and HTC introduced VR headsets that expanded the use of virtual reality beyond gaming, including business, education, and industry applications.
In 2021, Facebook rebranded as Meta to focus on metaverse development. Around the same time, Web3 technologies like decentralized finance (DeFi), NFTs, and blockchain governance were gaining traction. Companies and creators explored NFT-based digital ownership, driving interest in virtual land and new digital economies.
As technology advances, the metaverse has the potential to reshape how we connect, create, and experience digital life.