As a group we perform research into key application areas of XR technology, from XR interactions (with a particular focus on bringing real-world peripherals such as keyboards and touchpads into VR), telepresence and communication, locomotion techniques, virtual workspaces, clinical assessments and assistive technology, and use by passengers in transit. We anticipate use cases that are in the near future that may be just beyond what is technically possible with existing consumer hardware, and explore how we can best prepare for and utilize advances in XR headsets as they arrive. A selection of recently concluded projects are below, but if you’re interested in our on-going work in these areas please contact us.
- Augmented Virtuality: Selectively incorporating elements of reality (e.g. keyboards, people) into VR experiences
- Shared and Synchronous At-A-Distance TV and VR Experiences
- In-Car VR HMD Use by Passengers
- Interactive VR and Translational Gain
- Violent Video Games in Virtual Reality: Re-Evaluating the Impact and Rating of Interactive Experiences
Our VR research has been funded through EPSRC grants, as well as collaborations with Logitech, Nokia Technologies and Bang & Olufsen.