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Mixed Reality

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Hotel Management

VR Hotel Front Desk Game

This game is designed to provide students with practical experience by participating in different work scenarios at the hotel front desks. In the game, students will role play hotel staff at the front desk to handle different issues. Teachers will observe the performance of students and provide feedback.

Students’ communicative skills can be greatly enhanced with this project since it presents various types of situations and issues to them.

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Classroom Management (Early Childhood Education)

VR Play-based Classroom

This game was first developed during COVID-19 outbreak, in respond to the suspension of schools which disrupted the preschool student teachers from gaining practical teaching experience.

In the game, students will need to first plan the kindergarten classroom layout, then they must select five out of nine corners (for example, reading corner, learning corner, art corner, kitchen corner, music corner, dramatic play corner, computer corner, nature and science corner, etc.) and place them in the classroom according to the floor plan. They will be assessed according to the noise level.

In the second stage, the aspect of traffic will be added. Avatars of students will come into the classroom to simulate the noise and traffic. In the final stage, students will be given an array of furniture, equipment and materials and they must select the appropriate ones according to a given theme for each corner (for example, Easter, Summer, Chinese New Year, etc.).

With this VR classroom design game, students can have adequate practium experience regardless of location or time. 

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Disaster Triage (Health Sciences)

VR Simulation Program

Disaster Nursing & Management (NUR413) is an elective subject of year-4 Bachelor of Nursing program. The aim of this subject is to enhance the knowledge & skills of nursing students who will be deployed to the disaster field to participate in medical rescue when they become a registered nurse in future. One important task of disaster management during the response phase is to do triage for big disasters or mass casualty incidents. The aim of developing this virtual reality program is to help engage students’ learning and enrich their quality of learning experience on disaster triage.

Ten volunteers will act as disaster victims. Trauma makeup will be done for them to look like trauma victims. Learners will act as a rescuer. Each learner will immerse into the VR environment and need to use less than 30 seconds to identify and use colour-label to rate each victim’s injury severity, so they should use less than 6 mins to identify 12 victims to pass the test.

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Fundamentals of Nursing, Nursing Therapeutics, Pathophysiology and Nursing Therapeutics 

Nursing skills VR Simulation Program

In this VR program, the simulations will teach students the phases of the nursing process and its application in performing procedures, providing valuable opportunities to practice patient interaction, logistics management, and documentation skills.

By leveraging the metaverse, students can engage with virtual patients and peers in a realistic and immersive environment, allowing for flexibility to adapt or change scenarios in real time. Up to 20 simulations cover various scenarios, including demonstrating the incorrect use of a tympanic thermometer is being developed.

The metaverse integration enhances the learning experience by providing interactive and dynamic simulations for students to develop their nursing skills effectively.

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Principles of Physiotherapy Practice

Physiotherapy VR Simluation Program

In this VR program, students will apply their skills in physiotherapy assessment and treatment planning via different simulation exercises.

The physiotherapy simulations encompass up to 20 scenarios focused on common post-operative complications. The students will conduct comprehensive assessments of the chest, limbs, and wounds, devising tailored treatment plans with breathing and limb exercises. Then, students will make critical decisions on appropriate walking aids, measure their height suitability, and plan patient discharge while providing necessary precautions and education. Through metaverse integration, students engage with virtual patients, adapting scenarios in real-time.

This immersive learning experience prepares them for real-world physiotherapy practice.

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Art in Focus

VR field trip to local architectual spaces

This VR program was developed to enable students' more dynamic exploration, understanding and appreciation of architectual practices depsite the limitation of time and space.

By using the VR program and the EDVR software, students can look and study the static elements of any individual structure (façade, roof, floor, ceiling doors, etc.) of the architectual spaces filmed. Additionally, students can jump from one building to another instantly, so they can compare any or all of the structures almost immediately. There is also the flow of the structure: how people move through and around the structure (corridors, open spaces, stairs, etc.). Not only does this use of VR allow students to do comparison and contrast studies, but it allows the lecturer to display architectural practices across many classes without overloading students in any one week, thereby ensuring a more engaging and immersive experience, as well as allowing students to see and "experience" the connection bewteen architectual theory and practices.

By using VR technology, we are making it possible for students to explore architectural spaces, share experiences, and develop a much greater understanding of Hong Kong’s dynamic architectural practices and all of this from the classroom.

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Abnormal Psychology

Psychology Weakness AR Sim

Psychology AR is an augmented reality (AR) mobile application to simulate the perception of a patient with mental or perception disorders in a real-world environment. The AR mobile application was aimed to help students understand the disorders by experiencing the visual and auditory perception of the mental or perception disorder patient. The AR mobile application alters users’ ongoing perception of a real-world environment by adding virtual objects and transforming the reality captured by the mobile phone’s camera and microphone. Users can experience different kinds of mental disorders or perception illnesses, for example, hallucination, pathologies of sensation, and changes in perception.

VR effects library:
1. Zoom in and out function or manipulate the monitor through moving hands
2. Colour perception: Change the acuity, colour
3. Motion perception: Adjust time delay of the image see/frequency heard.
4. Hearing perception: Change the auditory frequency and amplitudes
5. Pathologies of sensation: colour blindness
6. Pathologies of sensation: motion blindness
7. Pathologies of sensation: blindsight
8. Auditory hallucinations: Addition of human voices as if broadcasted from one’s head
9. Auditory hallucinations: Broadcast of human voices
from outside one’s head (maybe from a corner of a room)
10. Visual hallucinations: Seeing bugs on one’s thighs crawling
11. Visual hallucinations: Sharpening of colours and bending of straight lines into curves
12. Visual hallucinations: Seeing halos from objects

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Culture, Heritage and Society

VR Museum of the Hungry Ghost Festival

To enhance students’ understanding of the intangible cultural heritages in Hong Kong, a VR museum of the Hungry Ghost Festival was created.

In the VR Museum, students can visit the exhibition which introduces the history and cultural significance of the Hungry Ghost Festival. A 360-degree VR photograph for the Festival and a 3D model of the altar's actual set-up is also included in the VR Museum. Students can freely explore the environment by using the VR Oculus headset, VR Cave or simply personal computer.

The project was selected and exhibited in the STEM Research InnoTech Expo 2022, recognizing the achievements in applying new digital technology in documenting and promoting intangible cultural heritage. 

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GEA203 Chinese Medicine : Health Promotion

Traditional Chinese Medicine AR Matching Card

This Traditional Chinese Medicine (TCM) AR Matching Card and mobile app were developed as course materials for a general education elective course on Chinese Medicine.

The card game includes "Symptom Cards" and "TCM Cards". Players scan both cards, and the matching result appears on the screen with an explanation and nature of the Chinese medicine. Students need to correctly pair the TCM with the respective symptoms that they are effective for.

Through gamification of the teaching contents, students can learn through playing, which makes the learning process more interesting and interactive. 

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Understanding VR/AR

Ving Tsun Virtual Museum

The Ving Tsun Virtual Museum was created to improve students’ understanding of how immersive technology can be used to promote intangible cultural heritage.

In the Virtual Museum, students can visit the exhibition which introduces the history and legacy of Ving Tsun in Hong Kong. Besides, historical documents, e.g. photos and texts, interviews with Ving Tsun masters, and a 1:1 model of the Ving Tsun Athletic Association are also included in the Museum.  Students can freely explore the enivironments and take photos of their avatar in the museum. Up to thirty students can visit the Virtual Museum  simultaneously and remotely via the VR Oculus headset.

Through participating in this virtual museum, students can learn how to design, analyse, and implement a digital heritage project.

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World History and Religion

VR field trip to Fung Ying Seen Koon

Fung Yin Seen Koon, located in the hillside of Fanling in the New Territories, is a remarkable example of Taoist temple in Hong Kong. VR camera has been employed to capture a 360-degree photograph in the Grand Temple and Tusita Haven of FYSK. Zoom-in functions and relevant information are included in the virtual field trip for the students to further explore the architecture and artifacts of this representational Taoist temple complex. 

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Social Work Field Trip

VR field trips to elderly home and sheltered workshop

For the increasing needs in the community and with the support from the Social Welfare Department, Chak On Adult Training Centre started provision of day care and residential service to a group of 30 service users since 1995.

To enhance the understanding of community services in Hong Kong, a Virtual Field Trip was created to provide a realistic, immersive way to experience community centres online and enable students to feel like they’re really there. This Virtual Field Trip is an online experience that lets viewers to travel freely within a 3D model space - generated by high-resolution imageries and get to know the facilities from any angle.

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Online Courses Sharing Platform

List of online course
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List of online material

Access the online courses sharing platform :

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