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#4 Labs for Innovative Teaching

Note
The Labs for Innovative Teaching website will remain available even after the project ends on December 31, 2025, and will serve as a documentary resource for future initiatives and interested parties. It provides a clear overview of the program’s offerings, structures, and insights.

 

THE LABS FOR INNOVATIVE TEACHING

Only when there is a willingness to embrace greater flexibility, experimentation, mistakes, and non-hierarchical collaboration in dealing with innovative technologies can we contribute to a more future-ready, sustainable, international, and higher-quality university teaching. The Labs for Innovative Teaching aimed to make Virtual Reality, Augmented Reality, Mixed and Extended Reality, 360° technologies, and hybrid teaching usable for one’s own teaching, to provide opportunities for experimentation, and to identify both the advantages and the challenges of innovative technologies for one’s own teaching concept.

 

OFFERS

VR-Borrow Station

The labs had more than 50 standalone headsets available for loan.

Workstations

For the construction of their own virtual teaching environments or projects, several high-performance workstations were available in the labs. These were high-quality gaming PCs already equipped with all relevant applications — such as Unity, Blender, Unreal Engine — and could be used on site immediately.



Course Support

Lecturers had the opportunity to bring entire seminar groups to the lab as part of their courses. On site, students gained insights into discipline-specific use cases of immersive technologies in teaching and learning. In practical hands-on sessions, they were also able to try out the hardware themselves and experience the potential of the technology firsthand.

Mobile VR Experience

As part of the Mobile VR Experience, the lab teams visited the courses, brought the necessary hardware with them, set it up on site, and presented the students with practical demonstrations of different application scenarios of immersive technologies.



Further Education Training

The labs offered workshops on topics such as 3D modeling, introductions to Blender, Unity, and the Unreal Engine, the didactically meaningful use of VR in higher education, and the creation of 360° tours. The offerings were always designed to be competence-oriented and tailored to specific needs.

Consultation and Support

The heads of the Labs for Innovative Teaching provided advice on the sustainable and long-term implementation of immersive technologies in one’s own teaching concept, including third-party funding acquisition, project budgeting, feasibility, technology use, and more.



Networking

The labs acted as an interface between the universities of Central Hesse. To promote the exchange of experience and perspectives, the labs coordinated the interdisciplinary and cross-university VR/AR working group.

Inspiration

How is virtual reality used at other (applied) universities? Find out in our VR Use Case Catalogue

VR Use Case Catalogue

 

HARDWARE

Hardware Specification

Meta Quest 3

· Mixed Reality Headset

· Standalone

· 2.2 h battery life

· Qualcomm Snapdragon XR2 Gen 2

· 515 g

· 2064 x 2208 resolution per eye

· 120 Hz refresh rate

Meta Quest Pro

Meta Quest Pro

· Mixed Reality Headset

· Standalone

· 2 h battery life 

· Qualcomm Snapdragon XR2+

· 722 g

· 1800 x 1920 resolution per eye

· 90 Hz refresh rate

Oculus Quest 2

Oculus Quest 2

· Virtual Reality Headset

· Standalone

· 3 h battery life

· Qualcomm Snapdragon XR2

· 503 g

· 1832 x 1920 resolution per eye

· 120 Hz refresh rate

Oculus Quest

· Virtual Reality Headset

· Standalone

· 2 h battery life 

· Qualcomm Snapdragon 835

· 571 g

· 1440 x 1600 resolution per eye

· 72 Hz refresh rate

Pico 4 Enterprise

Pico 4 Enterprise

· Virtual Reality Headset

· Standalone

· 3 h battery life

· Qualcomm Snapdragon XR2

· 586 g

· 2160 x 2160 resolution per eye

· 90 Hz refresh rate 

Pico Neo 3

· Virtual Reality Headset

· Standalone

· 3 h battery life

· Qualcomm Snapdragon XR2

· 620 g

· 1832 x 1920 resolution per eye

· 90 Hz refresh rate 

HTC VIVE Pro 2

· Virtual Reality Headset

· PC-powered

· 850 g

· 2448 x 2448 resolution per eye

· 120 Hz refresh rate

HTC VIVE Pro Eye

· Virtual Reality Headset

· PC-powered

· 800 g

· 1440 x 1600 resolution per eye

· 90 Hz refresh rate

Microsoft Hololens 2

· Mixed Reality Headset

· Standalone

· 3 h battery life

· Qualcomm Snapdragon 850

· 556 g

· 1440 x 936 resolution per eye

· 60 Hz refresh rate

Magic Leap One

· Augmented Reality Headset

· Standalone

· 3 h battery life

· AMD Custom Chip

· 316 g

· 1280 x 960 resolution per eye

· 122 Hz refresh rate

KAT Walk Mini - VR-Treadmill

· Omnidirectional VR-Treadmill

· dimension in cm (LxWxH) 153,5 x 117,00 x 147,6

Cybershoes 2000-L

· VR-Shoes (Foot Tracker)

· 3 h battery life

Logitech Group 

· Video Conference System

· Up to 14 People

Webcam Full HD 1080px

Field of View 90 - 260 Degree

Autofocus: 10fold zoom

Full-duplex performance

Acoustic echo cancellation & noise reduction technology

USB-Plug (plug and play)