PKIT – Project Course in Creative and Immersive Technologies | Samples
2024
Neuroverse Odyssey
Summary: User evaluation of two VR games with 38 participants to facilitate work breaks and address the challenges of prolonged sitting.
Team: Chandra Kanth Ale, Maria Dodieva, Tanmay Pradhan, Tomás Tavares
Crop Harmony
Summary: A virtual reality experience for older adults where they perform exercises like picking apples.
Team: Ines Klesic, William Berruyer, Nina Bernhardt
ProtoPal
Summary: Explores the use of LLM-integrated VR for rapid prototyping.
Team: Kamyar Bajan, Dogu Ziylan Uyar, Linn L Bergerfelt
To Merge or Not To Merge
Summary: Explores the possibilities of Mixed Reality in theatre production
Team: António Pinheiro Braga, Karan Dudeja, Johanna Ulrichs
Multimodal User XR Experience
Summary: Explores what are the added values and missing aspects with incorporating visual, audio, and haptic input and output in facilitating collaboration in mixed reality.
Team: Elias Lundhal, Meryl Ann Lasin, Siyue Lu
2022
Exploring Ease of Use in a Mixed Reality Environment
Team: Stella Millwood, Erik Lopez, Hoda Ismail, Leo Nordén, Sharad Poudel
How Different Input Methods for a Control Panel Affect Two Simultaneous Users in a Controlled Collaborative Environment
Team: Johan, Kenny, Ionella, Mi, Yavan
2020
The Skokloster Experience
A Virtual Reality project focusing on digitizing cultural heritage and providing an immersive experience from the castleSkokloster in Sweden. The goal of the project is to facilitate field work for researchers and to provide a tourist attraction for those unable to visit the castle physically.
With this goal we ask the research question: “In this paper we ask, how can VR add value through immersive interactions when historic sites like Skokloster are inaccessible?”. We present several similar projects from different museums and exhibitions around the world and inspire from these, together with requirements provided by stakeholders at Skokloster.
We present and analyze several HCI projects working towards immersive and interactive realities to be able to design interactions according to their study results and validate our study through previous work. The interactions mostly revolve around a book that belonged to a previous owner of the castle and gives an insight into proverbs and quotes that were considered important and educational during the 17th century.