Research Domain
The XR focus area advances immersive learning, simulation, visualisation, and spatial interfaces through applied research, industry projects, and specialist development on Unity 6, Unreal Engine 5, and the OpenXR device ecosystem.
Every concept starts with a physical-world analogy before any SDK detail — e.g. 'tracking is like your brain knowing where your hand is without looking'.
Every student has a headset in hand by Week 2. No simulator-only courses — if it's in the curriculum, it runs on real hardware.
Every lab opens with a live instructor walkthrough. Students replicate a working example before modifying — no blank-page paralysis.
Every lab specifies a minimum deliverable AND a stretch challenge — advanced students push further while no one is left behind.
Used in the first 6 labs of Course 3. Two students, one headset — turns hardware constraints into a collaborative learning advantage.
Every submission includes a 2-minute screen-recorded walkthrough. Students narrate their design decisions aloud — builds presentation skills alongside technical ones.
Lab 1 Week 1 covers cybersickness, IPD adjustment, session time limits, and emergency-exit procedures before any device is worn.
Every XR task has a desktop fallback. Headset access is never a blocker — students complete deliverables on-screen and layer in XR when hardware is available.
From Course 2, every scene-building concept is demonstrated in both Unity and Unreal. Graduates are genuinely multi-engine, not platform-locked.
Teams of two build a complete, shippable XR product over 8 weeks. From brief through design, build, test, and presentation. Reviewed by faculty and an industry panel from XR studios and game companies. All tracks require a live build playable on target hardware or browser.
Standalone VR game on Quest 3 — core loop, scoring, spatial audio, 10+ min play time
Procedural training scenario for a real industry client — safety, assembly, or medical workflow
Colour passthrough MR with persistent spatial anchors — runs on Quest 3 or HoloLens 2
Two-player+ shared XR space with avatars, voice, and a synchronised game or collaboration mechanic
XR scene with on-chain asset ownership — NFT items, wallet login, testnet-deployed smart contract
ARCore or ARKit app with plane detection, image targets, or LiDAR — deployed to Android or iOS
WebXR or mobile-first game (non-headset) — flat-screen fallback pathway; full browser or app store submission
Showcase of XR applications, immersive simulations, and multiplayer builds made by IFN students. Content being compiled — check back soon.
XR hackathons, guest lectures from game studios and defence companies, and headset demo days hosted at the GTM XR Lab. Event calendar loading soon.
Leaders from XR studios, game companies, defence/aerospace, and healthcare simulation who've visited the GTM XR Lab. Profiles being added.
Collaborate on immersive research, prototypes, industry solutions, or specialist capability development.