devices/apps targeted at enthusiasts [accessibility]
most work are for single-persons [scalability]
little is known about interaction design [usability]
Problems with creating immersive technologies
hard to maintain/update [usability]
laborious ~up to years [scalability]
costly ~100k to >$1M [scalability]
HOW are we doing this?
Developing Competitive Research Capabilities
Collaborations with EdTech and Virtual Campus
Prospective research questions with CoLEAD;
RQ1: How to design social XR experiences to enhance general class room social interactions in remote learning?
RQ2: How can users “walk” infinitely in a vast life-sized virtual campus filled with other users?
Prospective research questions with CoDE:
RQ1: How to design a crowdsourcing framework to collectively generate 3D virtual environments?
RQ2: How can we create a social platform to crowdsource dynamically generated 3D digital twin assets through a 5G mobile device?
Prospective research questions with FCTL:
RQ1: How to create and integrate high-fidelity 3D assets from consumer phone cameras to metaverses in an efficient manner?
RQ2: How can we create a seamless always-connected UX for a cross-platform collaborative metaverse authoring environment?
Building a Community repoSITory
Immersions are large-ish events co-organized with IMDA that brings together SIT project researchers and PIXEL industry practitioners.
Immersive Round Tables are monthly meetings to make sure we keep advancing in our Centre goals.
The Z-axis consists of regular gatherings of various formats that help build our research skills.
The z-axis is this additional research dimension that all of us need but is sometimes hard to get our heads around, just like how math gets much harder in 3D but we can’t really survive in this world with 2 axes only.