Welcome to the Immersive Technology Lab, a pioneering hub at the forefront of cutting-edge exploration within the Department of Information Science. Rooted in a legacy of innovation dating back to 2013, when the earliest Virtual Reality (VR) headsets were integrated into the curriculum, the lab has evolved into a dynamic space dedicated to pushing the boundaries of immersive technology. Originally established as the Virtual Reality and Interaction (VRI) Lab in 2018, its inception marked a pivotal moment in academia, setting the stage for the integration of VR into education and research. Over the years, the lab has grown in scope and influence, becoming an essential component of postgraduate teaching and research, and today, it takes a monumental step forward with the inauguration of the Immersive Technology Lab.

As a beacon of innovation, the Immersive Technology Lab serves as more than just a facility; it represents a commitment to fostering creativity, expertise, and collaboration. By providing access to state-of-the-art equipment and expertise, the lab empowers students and staff to explore the vast potential of immersive technology across diverse domains. From developing immersive applications to investigating new pedagogical approaches, the lab offers a dynamic environment where ideas flourish and boundaries are continually pushed. As we embark on this new chapter, we invite you to join us in redefining the future of education, research, and societal impact through immersive technology.
As part of our ongoing initiative, we are collaborating with various departments to conduct research and develop VR experiences for learning and training. Here are some examples of our previous projects.
|
Project title |
Client |
Brief Explanation of the Project |
|
Bench press posture correction in VR |
Sports Science |
This project was developed by Dhairiya Chippa as part of her BIS Multimedia Honours work. The project was to produce a proof-of-concept VR application for practicing proper bench press posture. Users received visual and audio feedback in a virtual room while holding a physical bar with motion controllers for posture tracking. The bar had no additional weights to prevent injury. |
|
Architecture VR Visualisation |
Department of Architecture |
This project was developed by Tayla Orsmond as part of her BIS Multimedia Honours work. The project involves visualising different stages of outdoor construction on an interactive timeline using VR technology. The user can scroll through a timeline of different construction phases and walk around the construction area for each. They can also get more information about different parts of the construction process from information panels. |
|
Merensky Library AR walkthrough |
Merensky Library |
This project was developed by Maisy Tordiffe as part of her BIS Multimedia Honours work. The project involves using mobile AR technology to provide a walkthrough of the different areas of the Merensky Library, with information provided about each area. The application overlays information in the real space to guide the user through different areas of the library and provides location-specific information with the intention of orienting new students/staff inside the library. |
|
Listening perspective VR game |
Information Science Department |
This project was developed by Maisy Tordiffe as part of her BIS Multimedia Honours work. A game was developed that explores the idea of shifting listening perspective in VR as part of Diffie Bosman’s PhD research. A short paper that details the game was accepted into the CHI PLAY proceedings (https://dl.acm.org/doi/10.1145/3665463.3678824) and the game was showcased at the conference and won the Best Innovation Award. |
|
CompSci curriculum visualiser |
Computer Science Dept |
This project was developed by Rida Darwish as part of his BSc Computer Science Honours work. The project involves using VR technology to visualise the CS2023 curriculum using graph structures. Different curriculum concepts, such as knowledge and competency areas, can be represented in a 3D hierarchical structure and intuitively manipulated in 3D space. |
If you are interested in collaboration on any related project, please contact Mr Diffie Bosman, Mr Dave Ka, or Mr Yan Wong.
For a list of projects developed within the lab, check out the project showcase.
The lab is open to all students on the Hatfield campus. To use the facilities, students need to book a slot on our booking platform.
When booking, you can choose to book for Play or Development. Play sessions are 30 minutes each, development sessions are 1 hour each. To avoid losing time in your slot, aim to arrive 5 minutes before the start of your session. If you can no longer attend your session, please cancel it on the system to allow room for others to book.
Development bookings will give you access to the development pods. Note that you do not get taught how to develop for VR, but your booking gives you access to the technology so that you can get started with tutorials on the topic.
Staff members are invited to view the lab by emailing the lab manager, Jerome Lou. We invite departments to bring their staff to visit the lab to understand what the technology can do so that we can start a conversation about how this technology might be used in your teaching and research endeavours.
The lab hosts the following technology:
Three development rooms or “pods” containing a high-performance computer and one of the following:
The lab is open from 09:00-12:00 and 13:00-14:00 every weekday.
Bookings are made on a first-come-first-served basis.
A student is allowed a maximum of three bookings per week.
No food is allowed in the lab. Drinks are allowed.
Treat the equipment with care.
Students may attend their bookings with friends, but the lab space may not be used as a workspace.
Development pods may only be used for VR development, not for other types of work.
Students who make bookings that they can no longer attend should cancel them on the booking system ahead of time to prevent temporary bans for not attending.
The lab manager reserves the right to ask a student to leave the lab or temporarily ban them if they do not adhere to the rules.
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