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Projects

Research that goes beyond the screen.

Current and previous XR Jags projects, as written up by the student team. Figures are the projects’ own reported results.

Project 01

Southern University Reaching Across the Digital Divide (SURADD)

  • Education
  • STEM
  • K-12
  • Virtual Reality
  • Workforce Development

The Southern University Reaching Across the Digital Divide (SURADD) project has advanced workforce development by implementing immersive VR/AR learning environments across classrooms and community hubs. Funded by the National Telecommunications and Information Administration (NTIA), the program equips K–12 students, teachers, and faculty with VR simulations, and mobile CAVE labs to strengthen skills for high-demand careers in STEM and technology-driven industries.

Approach

  • Deployed immersive technology: VR headsets, CAVE environments, and broadband infrastructure.
  • Delivered VR-infused STEM curricula designed to meet National Science Standards and workforce skill demands.
  • Trained teachers, faculty, and candidates to integrate emerging technologies into classroom instruction.
  • Built VR integration frameworks for replicable, statewide adoption.
  • Partnered with employers to co-design simulations that mirror real-world tools, workflows, and career pathways.

Outcomes

  • Deployed 200+ VR headsets across classrooms within a 15-mile radius of SUBR, enabling immersive learning for 200+ middle school students annually.
  • Designed and implemented mobile VR systems to extend immersive STEM learning into remote rural communities.
  • Achieved a 20% increase in STEM interest among participating middle school students.
  • Trained 150+ teachers and faculty in VR/AR-based STEM instruction through targeted professional development.
  • Developed and integrated 4 reusable, standards-aligned VR science modules into middle school STEM curricula.
  • 80% of trained educators reported greater confidence in preparing learners for technology-driven careers.

Original write-up on suvrjags.org

Project 02

Immersive Crisis Leadership and Emergency Response Training (ICLERT)

  • Disaster Response
  • Virtual Reality
  • Workforce Development

The Southern University Graduate School, in partnership with the Louisiana Department of Health and emergency preparedness leaders, implemented the ICLERT initiative: an immersive Virtual Reality (VR) disaster training program designed to strengthen crisis leadership and community resilience. Using high-fidelity VR simulations and scenario-based instruction, the program equips crisis managers, first responders, and stakeholders with hands-on experience in managing hurricanes, electrical hazards, and gas leaks. The student site also gives the full name as Immersive Community Leadership Emergency Readiness Training.

Approach

  • Built a LiDAR- and geospatial-powered digital twin of the Southern University campus, including the University Dome (emergency shelter) and the Emergency Operations Center (EOC).
  • Developed hurricane management VR modules for multi-incident, real-time decision-making.
  • Delivered a suite with 3 foundational courses, 7 hazard-specific modules, and 2 integrated simulations.
  • Implemented pre/post assessments, group tests, knowledge checks, and feedback surveys.
  • Packaged program files, source code, and technical documentation for replication across schools, agencies, and communities.

Outcomes

  • 35+ emergency managers, police, and risk officers trained through immersive VR/AR disaster simulations.
  • Developed 10+ ready-to-deploy training modules for direct use on Meta Quest 3 headsets and CAVE systems.
  • Deployed two dynamic scenario-driven simulations for multi-incident, real-time decision-making.
  • Packaged and transferred deployment-ready VR/AR modules to the Louisiana Department of Health.

Original write-up on suvrjags.org

Project 03

Louisiana Office of Public Health VR Project

  • Education
  • Virtual Reality
  • STEM
  • Workforce Development

The Office of Public Health (OPH) VR Project, led across all four campuses of the Southern University System, brings Virtual Reality (VR), tablet-based simulations, and advanced visualization tools to healthcare training. It develops Health Physics and Anatomy simulations for students and faculty in biology, nursing, and medical education. At its core is the Anatomage Table, which provides life-sized, 3D digital cadavers for detailed anatomical exploration.

Approach

  • Designed and deployed VR-based Health Physics and Anatomy simulations for headsets and tablets.
  • Implemented the Anatomage Table for layer-by-layer exploration of 3D digital cadavers.
  • Organized professional development workshops and school outreach for the medical community.
  • Conducted continuous data collection, internal evaluations, and reporting.

Outcomes

  • Delivered VR and tablet-based anatomy and health simulations to enhance learning for 200+ biology and nursing students annually.
  • Provided hands-on access to life-sized 3D digital cadavers.
  • Increased undergraduate and K–12 student exposure to advanced VR tools.
  • Generated research outputs, evaluations, and best-practice guidelines.
  • Established a replicable, statewide model for VR-enhanced curricula in K–12 and undergraduate healthcare pipelines.

Original write-up on suvrjags.org

Project 04

Enhancing Additive Manufacturing Education with Cybersecurity and VR

  • Education
  • STEM
  • Virtual Reality

Southern University and A&M College, with support from the NSF Improving Undergraduate STEM Education Program (IUSE:EHR), implemented an immersive virtual reality (VR) initiative to strengthen the nation’s additive manufacturing workforce. The project created a curriculum integrating cybersecurity with additive manufacturing, giving students hands-on experience with 3D printing, VR environments, and cyber defense tools.

Approach

  • VR-enabled training environments that help students improve spatial reasoning.
  • A cybersecurity-additive manufacturing curriculum built for real-world workforce demands.
  • Validated the Computational Thinking Scale for engineering students exposed to immersive learning.
  • Qualitative and quantitative research on how VR fidelity and scalability affect learning.
  • Shared findings through publications, workshops, conference presentations, and partnerships with America Makes.

Outcomes

  • Trained 100+ STEM students annually in a VR-infused cybersecurity-additive manufacturing curriculum.
  • Achieved a 20% improvement in computational thinking and problem-solving skills through pre- and post-assessments.
  • Produced peer-reviewed publications, workshops, and conference presentations.
  • Provided students with early exposure to critical emerging technologies.

Original write-up on suvrjags.org

Project 05

Immersion in Motion: the Southern University Mobile CAVE

A CAVE on a truck. It brings interactive 3D training to schools, plants, hospitals and agencies. Ribbon cutting In front of the Leon Waters Museum, Southern University campus, Baton Rouge (date to be announced).

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