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Creating XR Educational Experiences for the Future: from Arts to Sciences

  • Lap-Fai YU
  • , Sai-Kit YEUNG
  • , Chi Fu LAI
  • , Ka Sin Cindy LAM

Research output: Book Chapters | Papers in Conference ProceedingsConference paper (refereed)Researchpeer-review

Abstract

Recent advances in extended reality (XR) technologies have unlocked the tremendous potential of XR for delivering interactive and immersive education experiences. Such XR experiences generally involve animating virtual characters in real-world scene, driven by scene semantics. For example, via a mixed reality headset, one can experience a virtual campus tour with virtual characters animating around buildings and trees. Using a virtual reality headset, one can go through an immersive underwater education experience in the form of a 360 video with objects of interest, such as sea creatures, highlighted and annotated with biological information. What's more, via a combination of CAVE and MR headsets, one could be instantly transported to a 1930s Shanghai nightclub to interact with characters from a classic Chinese modernist novel, gaining a deeper understanding of the literary narrative through immersive storytelling. This course aims at giving an overview of the pipeline and key techniques for authoring such compelling XR educational experiences centered around real-world scene data.
Original languageEnglish
Title of host publicationProceedings: SIGGRAPH Asia 2025 Courses, SA Courses 2025
EditorsStephen N. SPENCER
PublisherAssociation for Computing Machinery, Inc
Number of pages3
ISBN (Electronic)9798400721311
DOIs
Publication statusPublished - Dec 2025
Externally publishedYes
EventSA Courses '25: SIGGRAPH Asia 2025 Courses - Hong Kong, Hong Kong, China
Duration: 15 Dec 202518 Dec 2025

Course

CourseSA Courses '25: SIGGRAPH Asia 2025 Courses
Country/TerritoryHong Kong, China
CityHong Kong
Period15/12/2518/12/25

Bibliographical note

Publisher Copyright:
© 2025 Copyright held by the owner/author(s).

Funding

This course is supported by the following grants: National Science Foundation (award numbers: 2430673, 2418236 and 1942531); Fund for Innovative Teaching-in-Education, University Grant Council, HKSAR, under the award "Embracing Extended Reality into Marine Education (MarineXR); Marine Conservation Enhancement Fund, under the award "MCEF20107 A new seafloor surveying technique: Using underwater drone and location-aware object recognition for marine conservation"; HKUST TLIP Fund, under the award "Ocean Odyssey: The VR Game Expedition "; as well as donation from the Sin Wai Kin Foundation (Ref. no. 2022/1001).

Keywords

  • Character animation
  • mixed reality
  • scene understanding

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