Liam O'Leary


Liam O’Leary is the XR developer for Studio X. He is passionate about development in the field of XR and making immersive experiences that are engaging and fun. Liam graduated from U of R with a Digital Media Studies degree in 2023. Liam loves listening to music, drawing, and making his own VR games in his spare time.

Jim Diez '65: Honor Role

The Ask the Archivist column in the Spring 2024 Rochester Review explored the history of student honor codes, and James Diez's responsibility in spearheading the unsuccessful 1964 student honor code. You can read the article here.

Honor codes have been proposed -- but rarely accepted -- by University of Rochester students for over 100 years. Here are a few examples:

Virtual Reality: A New Frontier for Neurodivergent Equity

I tried on a virtual reality (VR) headset for the first time about a month ago. Though the fit was awkward at first, and it gave me a headache after about thirty minutes, I came out of the experience shocked at how immersive it was. Even despite how awe-struck I was at the end of my session, I still felt like the technology was only just in its infancy. As Mel Slater and Maria Sanchez-Vives put it, “VR is revolutionary, even though it has taken 50 years to get from the initial idea in the lab to becoming a mass consumer product.

Virtual Reality’s Threat to Socialization

The first appearance of modern technologies in the 1970s, such as TVs and game consoles, were revolutionary to entertainment and how people spent their leisure time. iPhones were also developed, and with them–apps that can be utilized for games, reading, or watching movies on the go. The next advancement for developers was to create an immersive experience for users to feel as if they were physically somewhere else, while in the comfort of their homes.

Virtual Reality: Unsettling, Educational, or Both?

Imagine you step out onto the wooden plank 100 stories above the pavement. Feel the thrill and the drop of your stomach as the board creaks while you step forward. That unsettling feeling is exactly how I felt while playing “Richie’s Plank Experience,” a virtual reality game where you enter an elevator and exit on a wooden plank incredibly high up from the ground. This unique ability to create such a realistic feeling is through virtual reality. These virtual reality experiences have revolutionized the way we interact with technology.

A Dissociative-Dystopia if We Aren’t Careful

It’s impossible to fathom extended reality in a century, let alone 10 years. The possibilities are endless. Future generations might become accustomed to daily XR usage; perhaps they’ll be living in a primarily augmented world. There are certainly good things to come out of this: the freedom and creativity derived from an augmented/virtual reality is extensive and truly liberating. However, we may find ourselves in a dark place if we don’t focus on XR’s issues at hand.

The Great Digital Leap

The creation of virtual reality (VR) is a compelling story that embodies dedication, innovation, and imagination. It began in the 1950s when Morton Heilig first envisioned a multi-sensory theater, followed by Ivan Sutherland's invention of the very first head-mounted display in 1968. These early developments laid down essential foundations for VR which combined various fields including science, technology, and art. Through the 1980s and 1990s, VR gained attention from the digital revolution and advancements in computer graphics.

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