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(Anti-)discrimination at the workplace - changing perspectives with virtual reality

As part of a seminar, students develop scripts and short film sequences on various everyday situations in companies that are experienced in terms of one dimension of discrimination. A change of perspective is used to sensitise students to everyday discrimination on an emotional level.

Focus: Diversity Management, Religion and Education

Go to the Project »

Working Group Virtual Reality Simulation in Medical Studies

Together with the 3D visualisation company ThreeDee (Munich), this working group developed the VR-based emergency simulation STEP-VR. The aim is to enable students to prioritise tasks and make clinical decisions quickly before they start their careers. The training is integrated into the curriculum of the internal medicine practical clerkship since winter semester 2020.

Focus: Medicine

Go to Working Group »

     
     

Working Group VR/AR

The aim is an interdisciplinary exchange on the main topic and the networking of the universities in Central Hesse and beyond.

Focus: Interdisciplinary

Go to Working Group »

Aid4Children

The AId4Children project at Osnabrück University, in collaboration with youth welfare offices and other application partners, is developing AI-supported training scenarios in VR for child protection professionals. Using AI generation, child protection case studies will be created, enabling students and practitioners to train in identifying and describing significant indicators as well as assessing risk levels. Prior to this, the responsible handling of the subject matter and its representation in the VR environment are examined analytically.

Focus: Interdisciplinary, Media(-Computer Science), Child Protection

Go to Aid4Children »

aixCave

The aixCAVE at the IT Centre of the RWTH Aachen University is a five-sided virtual reality installation for the presentation of immersive virtual environments.

Focus: Interdisciplinary

Go to aixCAVE »

     
     

AKTiViR

Mouse dissection is part of many zoology practicals. This project will test the use of a virtual reality application for mouse dissection. The aim is for students to learn more. And use fewer animals.

Focus: Veterinary Medicine

Go to AKTiViR »

AR/VR-teaching

In this project, a university didactic concept for the integration of augmented and virtual reality in courses is developed, applied and evaluated.

Focus: Mechanical Engineering

Go to AR/VR-teaching »

AR-Schädel App

In the preclinical phase, medical students require a precise understanding of anatomical structures, yet traditional learning materials offer limited interactivity. The Dorothea Erxleben Teaching Centre in Halle addresses this challenge with its “AR Skull App”. A 3D skull model, based on real anatomical data, is digitally enhanced through augmented reality, enabling users to visualise structures directly on the model. The app tracks learning progress and includes quiz features – leveraging AR to support orientation, engagement, and long-term knowledge retention.

Focus: Medicine

Go to AR-Schädel App »

     
     

AssistME

The digital support tool combines AI with virtual reality to allow mechanical engineering students to view and try out components or assemblies in a game-like VR environment.

Focus: Mechanical Engineering

Go to AssistME »

Avatar-based Teaching and Learning with VR

The open-source software for avatar-based teaching and learning aims to enable students and teachers to collaborate and interact in VR-scenarios. All scenarios are available as Open Educational Resources under the CC BY 4.0 license.

Focus: Interdisciplinary

Go to avatar-based Teaching and Learning with VR »

BrainBuilder

In virtual reality, the complex anatomy of insect brains is presented in three dimensions and can be explored in a playful way.

Focus: Biology, Behavioural Physiology, Sociobiology

Go to Brainbuilder »
     
     

Cardboard-Virtual Reality in Teaching

A course at Technical University Darmstadt offers students of civil and environmental engineering the opportunity to develop a VR application for Cardboards. The students use self-made digital building models as a basis.

Focus: Civil and Environmental Engineering

Go to Cardboard-VR »

Cyber Classroom Laboratory

In Cyber Classroom, complex mathematical facts from geometry are visualised three-dimensionally, with the aim of developing students' 3D imagination.

Focus: Mathematics

Go to Cyber Classroom Labor »

Delir VR

“It was more than a nightmare.” Disorientation, perceptual disturbances, illusions – individuals experiencing delirium report a wide range of symptoms that are often difficult for others to fully grasp. The VR short story Delir VR enables users to experience these sensations first-hand from a patient’s perspective, offering an immersive and empathetic understanding of the condition.

Focus: Medicine

Go to Delir VR »

     
     

DigiLehR

The DigiLehR project aims to integrate Augmented and Virtual Reality sustainably into higher education. It develops AR/VR applications using Unity, links them to learning management systems, and tests them in the fields of automation, media design, and public administration. The goal is to promote practice-oriented learning and to empower instructors—through a dedicated guideline—to independently use mixed reality in their teaching. This fosters an innovative, digital teaching and learning culture.

Focus: Automation and Computer Science

Go to DigiLehR »

Digital Teaching in Architecture

The project enables students to experience architectural and urban designs three-dimensional using mobile VR headsets, regardless of their location.

Focus: Architecture

Go to Digital Teaching in Architecture »

EDU-Versum

The EDU-Versum provides teachers and researchers with virtual spaces to test didactic scenarios, develop hybrid teaching formats, and connect digital and physical learning environments. It evaluates and optimizes concepts, offers individual advice and technical support, and thus promotes the effective use of innovative technologies in teaching.

Focus: Interdisciplinary

Go to EDU-Versum »

     
     

Expansion of Teacher Training in Biology with VR and AR

The goal of the project is to explore the technical possibilities of using VR and AR in the classroom and to develop ideas on how to complement traditional teaching methods digitally and overcome possible reservations.

Focus: Teaching

Go to the Project »

Extended Reality in Surgery

The Surgical Clinic of the Charité - Universitätsmedizin Berlin is developing mixed and virtual reality techniques for planning surgical interventions and visualising anatomical structures in the operating room. XR techniques are used in training and teaching to improve spatial understanding and to test new visualisation strategies.

Focus: Medicine

Go to Extended Reality Surgery »

femtoPro

FemtoPro is an interactive virtual reality simulator for femtosecond lasers. Users follow step-by-step instructions to learn how to set up and operate complex laser experiments in an eye-safe manner.

Focus: Chemistry, Physics, Computer Science, Human-Computer-Interaction

Go to femtoPro »

     
     

Figments.nrw

Figments.nrw aims to integrate VR as a key technology into teaching and research at universities and to improve collaboration in this area. The focus is on the easy creation (authoring) of educational content and the collaborative experience and teaching of the created content.

Focus: Interdisciplinary

Go to Figments.nrw »

FoPro-VR

In the project, students in peer groups will develop various teaching and learning settings, exemplary for imparting knowledge in chemistry classes, for use with the medium VR.

Focus: Chemistry

Go to FoPro-VR »

fuels

As part of the joint project, innovative teaching and learning scenarios are being created using 360°, augmented and virtual reality technologies.

Focus: Interdisciplinary

Go to fuels »

     
     

Future Learning Designs Catalogue

Within the joint project Future Learning Spaces (fuels), more than 50 teaching and learning scenarios using 360°, AR, and VR technologies were developed, tested, and scientifically evaluated across a wide range of academic disciplines. These use cases were documented in a comprehensive catalogue to provide educators with practice-tested examples for integrating immersive media into their teaching. The best-practice examples offer a concise overview, highlight opportunities for transfer, and promote professional exchange across subject areas.

Focus: Interdisciplinary

Go to the Catalogue »

Future Learning Experience Center

The Future Learning Experience Centre is the central innovation hub for the use of immersive and audiovisual technologies for teaching and learning at WU Vienna.

Focus: Interdisciplinary

Go to Project »

GAME INNOVATION LAB

GiL is equipped for the development of hybrid game formats with mixed reality technologies, as well as for creative work in agile teams.

Focus: Game Studies

Go to Game Innovation Lab »

     
     

Shared Values

A virtual teaching and learning environment puts (history) student teachers in a classroom situation for impulse technique training.

Focus: Teaching

Go to Shared Values »

HandLeVR

HandLeVR was a joint project with the aim of developing a learning application for the field of vehicle painting using VR to enable action-oriented learning in occupational training.

Focus: Occupational Training

Go to HandLeVR »

HessenHub - Project Augmented & Virtual Reality

The central aim of the network is to design, investigate and evaluate new forms of digitally supported learning and teaching with AR/VR in the context of the specific requirements of universities. Special attention will be paid to the feasibility and transferability of the solutions found beyond the boundaries of universities and various disciplines. The results will be made available to all Hessian universities in an operational form. Crystallisation points for AR/VR platforms will be created.

Focus: Interdisciplinary

Go to HessenHub »

     
     

Hybrid Teaching in Higher Education

In the project, students were able to immersively participate in individual input phases via 360° video streaming (using head-mounted displays), virtually entering the seminar room.

Focus: German as a Foreign Language

Go to Project »


IDEAL

The XR laboratory developed within the framework of the IDEAL project enables students from the natural and engineering sciences to gain deeper insights into additive manufacturing processes (3D printing).

Focus: Engineering Sciences

Go to IDEAL »

ImmerNa

Immersive Transformation Spaces of Sustainability - (ImmerNa) aims to develop an online learning course in VR. Thematically, the focus is on the Sustainable Development Goals (SDG).

Focus: Economics (Sustainable Management)

Go to ImmerNa »

     
     

Immersive Learning

The aim is to implement, use and evaluate AR and VR applications for use in courses and for the preparation and follow-up of lectures, tutorials and internships.

Focus: Interdisciplinary

Go to Immersive Learning »

Immersive Learning Lab

In the Immersive Learning Lab, teachers and students can simulate dangerous, inaccessible or fictional situations in virtual environments, experience them safely and learn to understand them.

Focus: Interdisciplinary

Go to Immersive Learning Lab »

Immersive Learning Platform Thuringia

The project will design, develop and test immersive environments based on Mozilla Hubs, a social VR platform for various learning and teaching formats

Focus: Interdisciplinary

Go to immersive Learning Platform Thuringia »

 

   

 

   

Immerse yourself into the Body: Mixed Reality-Training in Radiology

The aim of the project is to implement an immersive mixed reality application in curricular teaching in order to enable innovative and more clinically and practice-orientated learning settings and to facilitate the acquisition of diagnostic skills. Medical students are to be better supported in improving their understanding of normal three-dimensional and topographical anatomy, deepening their knowledge of radiological anatomy and further developing their own skills in the independent diagnosis of X-ray images as well as CT and MRI images, including the detection of pathologies.

Focus: Medicine

Go to Project »

Innovation Space

The Innovation Space at the University of Applied Sciences of Neu-Ulm stands for science, prototyping and creative experiences and combines four functional areas in an effective laboratory format.

Focus: Economics

Go to Innovation Space »


Competence Center eEducation in Medicine Baden Wuerttemberg

Future doctors gain their first practical experience on virtual patients before applying their knowledge in real life.

Focus: Medicine

Go to Competence Center »

     
     

INSIDE

INSIDE develops immersive simulations for health degree programs: virtual scenarios projected on three walls enable interactive, practice-oriented learning and promote new teaching methods at CAU Kiel.

Focus: Nursing Education

Go to INSIDE »

irreguLab

The IrreguLab is a teaching and learning laboratory for digital design and fabrication with irregularly shaped materials. Students of architecture and product design develop concepts, strategies and methods for the precise and efficient processing of these woods using digital tools such as 3D scanning, digital data processing, CNC-controlled and augmented reality-based fabrication, as well as resource-saving design and manufacturing approaches.

Focus: Product Design, Architecture

Go to irreguLab »


KlimKoVR

KlimKoVR creates a virtual learning environment where students can experience climate change impacts through VR headsets and interactively test adaptation measures – practical, interdisciplinary, and future-oriented.

Focus: Business Administration, Engineering and Computer Science

Go to KlimKoVR »

     
     

Concept Group VR/AR in Teaching at the University of Potsdam

The concept group collected and categorised teaching-related activities in the field of VR/AR at the University of Potsdam. The disciplines of the different projects were networked and worked on a sustainable perspective for VR/AR in teaching.

Focus: Interdisciplinary

Go to Concept Group »


KreaFORS

In the Creative Lab, pupils enhance their creativity at analog and digital interactive stations. KreaFors is designed by student teachers who use Design Thinking to develop innovative teaching concepts with VR/AR and AI, test them with school classes, and at the same time expand their own digital competencies.

Focus: School Pedagogy

Go to KreaFORS»

Laboratory for Augmented- and Virtual Reality

In the laboratory for Augmented and Virtual Reality, students are provided with hardware and software to explore various aspects of architecture. In addition to common applications, specialized software like Fologram uand proprietary developments such as Project DisCo and VRoxel are also utilized. 

Focus: Architecture

Go to the Laboratory for Augmented- and Virtual Reality »

     
     

LeadCom - Joint Project "Avatar-Counselling Tool in VR"

The 'Avatar counselling tool' project will design, test and develop VR training courses for vocational training practitioners. The integration of VR will lead to changes in communication dynamics, and the research will enable the identification of effective communication training in VR, overcoming challenges in future information transfer and improving the quality of interaction between different stakeholders.

Focus: Business Education

Go to LeadCom »

Go to Chair of Business Education »

learn2act

The project aims to iteratively develop, implement and evaluate a cross-curricular unit and practical application task in a mixed reality learning environment.

Focus: Occupational Science

Go to learn2act »

LUSTAB

The project develops hybrid teaching and self-learning formats with VR/3D in wastewater engineering. They enable international, flexible participation, provide practice-oriented visualizations, and strengthen studyability as well as climate neutrality.

Focus: Water, Environment, Construction and Safety

Go to LUSTAB »

     
     

MagicEye

What do user manuals for technical systems, diagnostic guides, and lab protocols have in common? They all describe visual processes. The MagicEye project uses augmented reality to make these processes interactively and intuitively tangible in educational contexts.

Focus: Electrical Engineering and Information Technology

Go to MagicEye »

MARS-D

The project is developing a training course for student teachers to reflect on their teaching using video holograms. The training will provide students with the opportunity to analyse their own teaching activities using mixed reality holograms. 

Focus: Business Education

Go to MARS-D »

 

MARS-IE

The project is developing a training course for reflection on teaching using video holograms. The training offers students the opportunity to analyse their own teaching activities using mixed reality holograms.

Focus: Business Teaching

Zu MARS-IE »

     
     

med.ia-versum

Students experience realistic care scenarios for interprofessional wound management. They deepen their procedural knowledge through realistic, three-dimensional experience and interaction. Students acquire the necessary declarative prior knowledge in a virtual reality (VR) environment.

Focus: Medicine, Nursing/Care and Pharmacy

Go to med.ia-versum »

MINT-VR-Labs

By 2025, the project will develop VR learning environments for STEM subjects to complement traditional teaching, enhance the didactic quality, and address the diverse levels of knowledge among students – with the goal of optimally preparing them for the interconnected work environments of tomorrow.

Focus: Interdisciplinary, MINT

Go to MINT-VR-Labs »

mixedrealitylab

The mixedrealitylab focuses on mixed reality, computer graphics, information visualisation in AR and VR, and machine vision.

Focus:  (Media)Computer Science

Go to mixedrealitylab »

     
     

Molecules in the Symphony of the Senses

The project involves a multi-sensory teaching strategy that uses individualised acoustics, VR and AR to provide medical students with sustainable practice-relevant knowledge.

Focus: Medicine

Go to Project »

MOVE²

The aim of the project is to provide students with the necessary theoretical knowledge and practical skills to create virtual learning environments and content.

Focus: Chemistry & Pharmacy

Go to MOVE² »

My Score

MyScore is a virtual reality teaching and learning software that enables students and teachers to work together and interact in 3D scenarios.

Focus: Interdisciplinary

Go to MyScore »

     
     

Phreiraum: Developing Virtual Worlds

The PHreiraum project aims to qualify prospective business teachers from all types of schools for the competent and responsible application, use and reflection of Augmented Reality and Virtual Reality. Professional guidance is used to teach digital literacy using the example of AR/VR, combining IT skills in the context of "digital making" with didactic principles. 

Focus: Teaching

Go to PHreiraum »

Chair for Virtual Reality and Multimedia

The chair is dedicated to virtual reality research and is equipped with the high-resolution VR CAVE 'XSITE'.

Focus: (Media) Computer Science

Go to Chair »

Chair for Virtual Reality and Visualisation

The chair conducts basic and applied research on virtual reality, computer graphics and visualisation.

Focus: (Media) Computer Science

Go to Chair »

     
     

ProviLe

ProviLe focuses on XR technologies: student teachers design their own virtual learning spaces, test immersive teaching scenarios, strengthen digital didactics, and promote innovative hybrid teaching and learning formats.

Focus: Teaching

Go to ProviLe »

Rundflug durch den Schädel VR

The serious game ‘Flight Through the Skull VR’ allows medical students to take a virtual journey through the skull, where they explore the spatial structures and clinical functions of ten of the twelve cranial nerves at the cerebellopontine angle.

Focus: Medicine

Go to Project »

Schulgarten 360°

The virtual tour Schoolgarden 360° makes it possible to visit the school garden learning site of the biology education department at Goethe University Frankfurt anytime and from anywhere in a virtual 360° tour.

Focus: Literature and Cultural Studies, Media Didactics

Go to Schulgarten 360° »

   

 

   

 

SpeakingVirTuAl

The project will extend the existing VR learning environment for medical emergency scenarios (STEP-VR) with a virtual tutor. Natural Language Processing (NLP) and a specialised Large Language Model (LLM) will provide seamless and technically sound support for the learner. This will increase immersion, motivation and learning success.

Focus: Medicine

Go to SpeakingVirTuAl »

Making Voice and Presence a Realistic Virtual Experience

VR glasses will be used to test voice retention techniques in a virtual classrooms. Real lecture scenarios will also be produced.

Focus: Teaching

Go to Project »

UniVERSEty

Interested stakeholders have come together in the uniVERSEty network to share experiences and get to know each other's options for teaching in the metaverse.

Focus: Interdisciplinary

Go to UniVERSEty »

     
     

VALLD

The aim is to give students and lecturers from all departments access to virtual and augmented reality technologies and enable them to integrate these tools into their own teaching or studies.   At the THM locations in Friedberg and Giessen,  laboratory sessions are offered on a regular basis, where participants can try out the technology, learn about VR/AR applications and develop their own ideas.

Focus: Interdisciplinary

Go to VALLD »

VIRAL

The project uses virtual reality to create a decentralised space in which a visually appealing and sustainable exchange of knowledge and experience can take place using 360° images.

Focus: Motion Sciences

Go to VIRAL »

VirtFa

The aim of the project is to expand the virtual teaching and learning offer on the basis of methodological and didactic approaches and to make it available within the framework of the "Virtual Faculty" as well as to open it up to new target groups. The virtual teaching/learning offer will complement both face-to-face teaching within the framework of "blended" solutions and include freely accessible online courses.

Focus: Interdisciplinary

Go to VirtFa »

     
     

Virtual Automation Lab

The Virtual Automation Lab (VAL) focuses its research on smart factory data and simulation. simulation. The mixed-reality-in-the-loop simulation method investigated in the VAL combines digital twins of production systems with real control behaviour and AR/VR visualisation technologies for immersive, interactive, location-independent and hazard-free learning scenarios.

Focus: Mechanical Engineering and Systems

Go to Virtual Automation Lab »

VIRTUAL LAB

The aim of the project was to establish media (didactic) training in the master's programme "German as a Foreign and Second Language" and to evaluate the usability of 360-degree media for foreign language teaching.

Focus: German as Foreign Language

Go to Virtual Lab »

Virtual Reality Center Production Engineering (VRCP)

The department has a virtual reality centre production engineering (VRCP) where applications can be tested and used in practice.

Focus: Mechanical Engineering

Go to VRCP »

     
     

Virtual Reality in the Emergency Room

Palpating the abdomen, drawing blood, inserting an infusion: in Marburg, Germany, future doctors can experience the real conditions in an emergency room using VR-glasses. The aim is to prepare them better for stressful situations in emergency room.

Focus: Medicine

Go Virtual Reality in the Emergency Room »

Virtual Reality Lab

In this course, virtual reality as a method in higher education teaching training will be worked with in a practical and project-oriented way. After a basic introduction to media didactics and first approaches to the technology, there is space and opportunity for independent development and critical discussion. Future teachers will be given the opportunity to explore the various applications of virtual reality.
 

Focus: Teaching

Go to contact person of Virtual Reality Lab »

Virtual Reality Laboratory

The aim of the lab is to develop new and innovative solutions in road design and to experience driving behaviour through VR.

Focus: Automotive Technology

Go to Virtual Reality Lab »

     
     

Virtual Dimension in Art Studies

In the teaching project "The Virtual Dimension in Art Studies", students recreate historical art exhibitions using virtual reality.

Focus: Art Studies

Go to Project »


Virtual Teaching and Learning Spaces in Inorganic Chemistry

The aim is to create 3D-models, e.g. of molecules, for use in the virtual lecture hall as part of the inorganic chemistry lecture series.

Focus: Chemistry

Go to Project »


Virtuelle Leichenschau

Like in a detective story, medical students explore a virtual apartment and train post-mortem examinations and death certification in highly realistic scenarios. Designed for both initial and continuing training formats, the offering enables standardised, resource-efficient practice with straightforward reproducibility.

Focus: Medicine

Go to Project »

     
     

VR zur Förderung von mathematischem Vorstellungsvermögen

By integrating a virtual learning environment, students are expected to strengthen their mathematical imagination. In VR, they can playfully explore functions of multiple variables in 3D space.

Focus: Mathematics

Go to Project »

Virtual Studio/Virtual Reality

In the Virtual Reality Production Studio, students have the opportunity to undertake study and research projects in VR and AR.

Focus: Interdisciplinary

Go to Virtual Studio/Virtual Reality »

ViSUS PRO - Virtual and Sustainable Product Development

The ViSUS PRO project aims to develop a teaching and learning environment, consisting of an xR lab with a specific test bench, which will enable students to acquire skills in sustainable product development through innovative learning formats.

Focus: Mechanical Engineering

Go to ViSUS PRO »

     
     

VR-Campus

As part of the SHELLS teaching project, an immersive VR campus has been designed at the Institute for Intelligent Interaction and Immersive Experience (IIIX) at the Karlsruhe University of Applied Sciences, where a virtual university lecture on virtual and augmented reality will take place from 2022. As part of the event, virtual reality will not only be treated as a lecture subject, but will also be used as a medium for imparting knowledge. To this end, 50 Meta Quest 2 VR goggles will be available for students to borrow for a semester.

Focus: Computer Science, Business Informatics, Information Management and Media

Go to VR-Campus »

VR-Campus on YouTube »


VR Classroom

Future teachers can practise their classroom management skills in the VR-Classroom as a safe environment with personal attention.

Focus: Teaching

Go to VR Classroom »

VR und E-Learning in der Prozessanalytik

As part of the project, students will be prepared for laboratory experiments in virtual space. This preparation is intended to provide them with experience and confidence in handling complex bioreactor systems.

Focus: Life Science Engineering

Go to Project »

 

 

 

     

VReiraum - an interdisciplinary VR/AR makerspace for student teachers.

VReiraum is an interdisciplinary project involving five different subject didactics (geography didactics, mathematics didactics, history didactics, music didactics and chemistry didactics) and computer science at the University of Potsdam. Together, an interdisciplinary VR/AR makerspace will be created and VR/AR learning environments will be developed by students and tested in schools. The aim of the project is to identify success factors for the use of VR/AR in university teacher training and to evaluate the makerspace format as an innovative teaching format.

Focus: Teaching

Go to VReiraum »

VREVAL - VR for user-centred architecture

In the context of architectural design projects 
students have used this framework to better understand their building designs from the user's perspective.

Focus: Architecture

Go to VREVAL »

VR-hybrid

The project will develop and test hybrid VR scenarios in collaboration with teachers and students at the University of Duisburg-Essen.  VR will be combined with face-to-face or online environments. The target group are Bachelor of Education students. One scenario is a 3rd semester project in which students try out counselling methods in virtual reality. They are placed in typical counselling situations. Other students observe and/or play the role of the client.

The developed scenarios are evaluated and revised. In the course of the project, further scenarios are developed and tested across faculties (e.g. teaching).

Focus: Educational Sciences

Go to VR-hybrid »

     
     

VR-ID

A VR-classroom is being (further) developed as a training environment to give future teachers practise in lesson-planning at the university.

Focus: Teaching

Go to VR-ID »

VRiver

The VRiver scenario enables users to investigate the causes of a fish die-off in Lübeck’s Mühlenteich. They conduct virtual measurements at the water body and analyse water samples in the hydrology laboratory. The application is accessible via desktop devices as well as VR headsets. In line with Open Educational Practices (OEP), all project outcomes are published as Open Educational Resources (OER). VRiver is a collaboration between the Institute for Interactive Systems (ISy) and the Hydrology Laboratory at Lübeck University of Applied Sciences.

Focus: Hydrology, Environmental Education

Go to VRiver »

VR-Labor Gebäudetechnik

At HTW Dresden, interactive VR laboratory experiments have been developed and integrated into the Building Systems Engineering degree program since 2021. These experiments realistically simulate complex heating systems and enable a wide range of interactions.

Focus: Building Systems Engineering

Go to VR-Labor Gebäudetechnik »

 

 

 

 

 

 

VR-Lab-Classroom

As an extension of the VR-Classroom, future teachers in the chemistry department can practise dealing with incidents and emergencies.

Focus: Teaching

Go to VR-Lab-Classroom »

VR-OSCE

This project, funded by the Foundation Innovations in Higher Education Teaching, aims the development of a VR-based examination procedure for complex medical emergency scenarios. 

Focus: Medicine

Go to VR-OSCE »

VR-Resist

Medicine places high demands on students during their undergraduate and postgraduate training.  Overcrowded emergency rooms or severely injured patients in the shock room, but also conversations with relatives and communicating complex diagnoses are situations with high cognitive and psychological demands. The aim of the project is to develop a teaching and learning unit for dealing with stressful situations, as well as VR training units to simulate these situations.

Focus: Medicine

Go to VR-Resist »

     
     

VR-superTIP

Through VR, practical situations from professional fields and teaching activities are reconstructed, reflected upon, and used for further training. By applying VR technology, key practical situations from the fields of social pedagogy, nursing and healthcare, as well as teaching at vocational schools, are digitally prepared.

Focus: Teaching

Go to VR-superTIP »

VRTeachingPartner

The goal of the project is to make exercises, such as the VR-Classroom, accessible to more future teachers and outside of fixed seminar structures using the train-the-trainer approach.

Focus: Teaching

Go to VRTeachingPartner »

XR Teaching

The project aims to develop XR deployment scenarios in blended learning, test them with students and evaluate them in a structured way. Didactic recommendations will be derived and made available across the campus. The project is a cooperation between the Chair of Polymer Materials and the Centre for University Teaching at the University of Bayreuth.

Focus: Polymer Materials

Go to XR Lehre »

     
     

XR Skills Lab

Virtual reality-based training as a teaching format in the training of healthcare professions offers great potential for improving the learning experience through high immersion, direct feedback and automated documentation and performance measurement. This study investigated how to make such training as effective as possible.

Focus: Healtcare Sciences

Go to XR Skills Lab »

XR_B2M

The XR_B2M project uses XR technologies to complement analogue teaching with an ambitious virtual teaching and learning space (educational metaverse) and aims to significantly qualify and develop digital teaching in the Urban and Spatial Planning (SR) degree programme.

Focus: Urban and spatial planning

Go to XR_B2M »

XRISE

XRISE establishes an interdisciplinary seminar series on Extended Reality, where students of educational sciences, psychology, and educational technology critically reflect on, design, and evaluate XR – practical and sustainable.

Focus: Educational Sciences

Go to XRISE »

     
     

X-Teach VR

Here, a relevant part of the KMK's media and foreign language competence model is integrated into the existing VR-Classroom-Software.

Focus: Teaching

Go to X-Teach VR »