AM Lab Contact

Lab 03 Additive Manufacturing labs

XR Development Studio

Where Southern University builds, tests and deploys the VR lessons and research tools that power the whole pathway.

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At a glance

What it is

Southern University's studio for building, testing and running virtual reality lessons and research tools.

Headsets

a fleet of Meta Quest and ClassVR headsets for lessons, research and events, with ClassVR carts that charge and carry a full class set.

Build tools

Unity (build engine), OpenXR (headset standard), Unity XR Interaction Toolkit, Unity Universal Render Pipeline and Unity Version Control; Meta Quest 3 for one research app.

People

staff who install and test VR apps on the headsets, and the XR JAGS student team.

Services the center lists

XR app development, 3D printing and rapid prototyping, reality capture and workforce training.

Programs the center lists

SURADD, ICLERT, the Louisiana Office of Public Health VR Project, and Enhancing Additive Manufacturing Education with Cybersecurity and VR.

Access

outside groups can ask for a demo by appointment.

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What it is

The XR Development Studio is the workshop behind every virtual experience on the pathway. When a learner names the parts of a 3D printer in a headset, runs a simulated print job in the Mobile CAVE, or a teacher candidate leads a VR science lesson, the lesson came from a studio like this one. "XR" stands for extended reality, the umbrella term for virtual, augmented and mixed reality.

The studio has four parts. First, a fleet of VR headsets: Meta Quest headsets and ClassVR headsets, stored and charged in rolling carts so a full class set can move to a classroom or event. Second, build workstations: computers for building and testing VR apps. Third, staff who install and test the apps on the headsets so they work when a class or visitor puts them on. Fourth, readiness to deploy: apps go out to lectures, research, classrooms and community events.

The studio also captures the real world. A 3D scanner on a tripod and a build workstation support reality capture, turning real rooms and objects into 3D models that can be used inside VR lessons. That lets the studio build lessons around the actual equipment and places learners will work with.

The XR JAGS student team works alongside the studio, testing headsets and running demonstrations. Students are not only users of the technology here; they are part of building and delivering it.

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How it works

  1. Faculty and researchers can ask for VR apps made for their own teaching or research. A request might be a lesson on a piece of equipment, a scenario for a research study or a training exercise for a workforce program.

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Impact

Training that would otherwise be out of reach

Many kinds of training are expensive, dangerous or impossible to repeat in real life: running industrial equipment, responding to a crisis, practicing a medical procedure. A 2021 meta-analysis in Human Factors found that VR, AR and mixed reality training performs about as well as traditional training, and that its main value is where traditional training is impractical because of danger or cost. The studio builds exactly those experiences.

Closing the digital divide

Through SURADD (Southern University Reaching Across the Digital Divide), the university received $6.2 million from the U.S. Department of Commerce's Connecting Minority Communities program in 2023 for VR equipment and connectivity. SURADD builds a K–12 workforce pipeline by engaging middle school teacher candidates, clinical educators, and university faculty and students with interactive VR spaces for instruction and workforce training. The studio's headsets and lessons are what make that possible in practice.

Public health and emergency response

The center lists ICLERT (Immersive Crisis Leadership and Emergency Response Training) and the Louisiana Office of Public Health VR Project among its programs. VR lets responders and health workers rehearse scenarios that cannot be staged safely or often in real life.

Students who build technology

The XR JAGS team gives students hands-on experience building and delivering immersive technology, a skill set that applies across games, simulation, engineering, healthcare and training industries. An HBCU studio where students build the tools widens who enters that field.

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Why Southern University

Funded programs already running through VR

SURADD, ICLERT, the Office of Public Health VR Project and the additive manufacturing project are all listed programs. Several are also Mobile CAVE sub-projects. The studio serves a real, funded program portfolio, not a hypothetical one.

A research base

Southern University faculty have published immersive learning research at the American Society for Engineering Education, including a 2024 study of knowledge acquisition in a CAVE with first-year engineering students. The studio's work is grounded in that research.

A student-built culture

The Mobile CAVE is described on its banner as the world's first student-conceived advanced visualization research and training environment. The XR JAGS team continues that tradition in the studio.

The center of the pathway

The studio connects every other piece: it builds the AM Lab printer modules, the lessons for the CAVE rooms, the classroom VR content and the scenarios for research. Investment here multiplies across all of them.

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Who it serves

Faculty and researchers

Anyone at the university who needs a custom VR app for teaching or research.

Students

Students who learn through VR lessons, and XR JAGS team members who build and deliver them.

K–12 teachers and students

Teacher candidates and classroom teachers who use ClassVR headsets and lessons, through SURADD and the classroom VR program.

Workforce and industry partners

Programs and employers that need simulations of job steps, work settings and technical skills, delivered on headsets or in the Mobile CAVE.

Public agencies

Public health and emergency response partners using VR scenarios through programs like ICLERT and the OPH VR Project.

Community groups

Organizations that request a demo or host the studio's headsets at outreach events.

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Why fund it now

Every new lesson starts here. The AM Lab has two VR modules today, Printer Components and Print Job Operations, out of an eight-module track. Building the remaining simulations, print preparation, safety and quality control, requires studio time, developers and testing.

The Mobile CAVE is getting ready to open. Each of its eight fields needs content. The studio is the place that content is built and maintained, and support now determines how much is ready as visits begin.

Headsets need care. A fleet of Meta Quest and ClassVR headsets needs staff to install, update, test and repair them, and to keep carts charged and ready. Without that support, equipment sits unused.

Funding multiplies. Because the studio builds on open standards and serves many programs, each funded lesson reaches more learners across classrooms, campus CAVE rooms and the Mobile CAVE, which is how VR training becomes more cost-effective than classroom training over time.

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How it connects

The studio builds the content the rest of the pathway runs on. It created the AM Lab printer modules used in the Polymer 3D printing lab track, and its lessons play in the Stationary CAVE and the Mobile CAVE. Its ClassVR carts power Classroom VR and teacher training, and its tools support Computational thinking research and the CAVE demo: chemistry molecules. On the road, it supplies the Mobile CAVE sub-projects, including Manufacturing technologies and cyber-additive XR and Student-led Mobile CAVE systems integration. The Vision document shows how the studio anchors the full pathway.

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Questions funders ask

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Sources