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The impact of immersive technologies

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Exploring how immersive technologies are transforming the way we learn, care, work and design

Researchers at the University of Sydney School of Architecture, Design and Planning are investigating how immersive technologies, including augmented reality (AR), virtual reality (VR) and more broadly, extended reality (XR), are used in everyday life in homes, healthcare services, architecture practice and urban planning.

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Our research experts

Manual Name : Associate Professor Naseem Ahmadpour

Manual Description : Human-Computer Interaction researcher and Associate Dean Research

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Manual Name : Professor Marcus Carter 

Manual Description : Professor in Human Computer Interaction and Australian Research Council Future Fellow

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Manual Name : Dr Tram Tran

Manual Description : Lecturer in Design and Researcher in Immersive Technology

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Manual Name : Dr Anastasia Globa

Manual Description : Senior Lecturer in Computational Design and Advanced Manufacturing (Architecture)

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Using XR to transform human experience

Associate Professor Naseem Ahmadpour from the School of Architecture, Design and Planning is leading research into how extended reality (XR) can improve human experience while upholding ethical and human-centered design principles.

As a human–computer interaction researcher, she investigates how technology interacts with social, cultural, and economic drivers to design extended reality experience that will positively impact people’s daily lives.

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We aim to provide a realistic picture of how immersive technologies can support people in work, learning and care settings, while respecting human experiences and values.

Associate Professor Naseem Ahmadpour

Associate Dean Research

Balancing design with a critical assessment of immersive technologies to mitigate social harm

Professor Marcus Carter, from the School of Architecture, Design and Planning, is leading research in human-computer interaction. His work explores the ethical, social and inclusive challenges of emerging technologies, particularly immersive technologies like virtual reality (VR).

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Big Bata Bugs AR application for museums.

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Multi-sensory XR simulations for the built environment and beyond

Dr Anastasia Globa, from the School of Architecture, Design and Planning, is leading work in multi-sensory extended reality (XR) simulations that move beyond traditional visualisation tools. Her research is transforming how architects, planners, and communities experience and shape the built environment.

Multi-sensory XR can play a transformative role in improving public spaces, supporting diverse stakeholder needs, enhancing accessibility, and promoting wellbeing, particularly in areas like aged care, rehabilitation, and public engagement.

Dr Anastasia Globa

Senior Lecturer in Computational Design and Advanced Manufacturing (Architecture)

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Examples of seamless interaction through finger-tap input on Meta Ray-Ban smart glasses, highlighting the beginning of more advanced everyday AR interactions.

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Designing wearable AR experiences for everyday life

Wearable augmented reality (AR) was once confined to industrial and medical applications. Recent technological leaps, such as the launch of Apple Vision Pro and smart glasses from companies like Meta and Snap, are shifting immersive technologies into the consumer market.

Dr Tram Tran, from the School of Architecture, Design and Planning, is leading research that explores how AR technologies like smart glasses and audio AR can integrate meaningfully and ethically into routines and everyday experiences. 

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