ment and typing on a Persian keyboard,
and programming classes for non-com-puting students, to name a few. This
meant members of the chapter could
“chose what they want[ed] to do and
whom they want[ed] to engage with,”
explained Amirreza Dadfarnia, editor-in-chief of the chapter’s F1 Journal. This
quarterly publication contains not only
chapter news, but also articles covering
hot topics in technology and computer
science research. “Trust in yourself
and never fear failure” is Dadfarnia’s
advice for becoming a successful
University of Karachi ACM Student
Chapter, Pakistan and Pontificia Univers-
idad Javeriana ACM Student Chapter, Co-
lombia. The message is clear: In order
to develop excellence, a student chap-
ter needs a good balance of teamwork,
passion, and discipline. This is also the
advice shared by Madiha Nasim, the
chair of the University of Karachi ACM
Student Chapter, which won the Out-
standing Recruitment Program award.
“We work as a team, all with positive
attitudes, [...] for the betterment of the
society and after all computer science,”
explained Nasim. Alfredo Santamaría
agrees. He is the publicity leader of the
Pontificia Universidad Javeriana ACM
Student Chapter (for more informa-
tion on the chapter, see the Summer
2015 issue of XRDS), which won the
Outstanding Website award. His clos-
ing words of advice: “Give the best in
everything you do. ... The secret to our
success is just not giving up under
— Claudia Schulz
Virtual-reality (VR) device designers have many
variables to consider when creating a new system:
use case, audience, comfort, and more. In this
collection of milestones, we explore VR devices
from different points in time and observe how their
creators chose to balance varying characteristics.
1950 Morton Heilig first describes his idea for an “experience theatre,” which is an early
example of multimodal technology encompassing all five
senses into an immersive, cinema experience. T welve years
later, he builds the Sensorama prototype, which includes a
display, odor producers, and a moving chair.
1961 Philco Corporation develops the Headsight device, a helmet that communicates with
a closed-circuit television system. It is intended as a
teleoperation device for the user to share findings when
exploring dangerous environments.
1968 The Sword of Damocles is a head-mounted virtual reality display, similar to goggles,
which uses a ceiling suspension system to support the
heavy device on the user’s head. This system supports
stereo images as well as field-of-view tracking.
1990 The first demonstration of Virtuality, a head- mounted system for arcade-style games, is
released. Virtuality’s VR systems include sit-down pods and
stand-up devices with joysticks for gaming.
2012 The first developer kit for the Oculus Rift, a consumer-oriented head-mounted display,
is made available. Rift has received a great deal of industry
and consumer attention for its high-quality resolution, low
latency, and affordability.
— Jay Patel
US 4988981 A is the U.S. patent number for Zimmerman
and Lanier’s Data Glove, filed in 1989. It is one of the earliest wired gloves for a VR environment.