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LU eScience Hub: VR/AR

From: 2023-11-28 10:00 to 14:00 Konferens

eSSENCE is happy to present the next in the series of LU eScience Hub events. The primary objective of this event is to bring together the scientific community and shed light on the capabilities of Virtual Reality (VR) and Augmented Reality (AR) while providing an insightful overview of its achievements in different scientific fields as well as showcasing what is or may be possible. 

Attendees will be treated to captivating demonstrations showcasing the precise 3D motion data acquisition workflows, providing invaluable insights into the advanced technologies powering research endeavours at Lund University. This event further serves as a distinctive platform, allowing participants to delve into the limitless possibilities of VR and AR and deepen their understanding of these technologies' wide-ranging applications across the scientific spectrum.


  • 10.00 Coffee/tea
  • 10.15 Opening remarks - Alexandros Sopasakis, Mathematics
  • 10.20 Joakim Eriksson, Ergonomics and Aerosol Technology
  • 10.45 Shamit Soneji, Molecular Hematology
  • 11.10 Danilo Marco Campanaro, Archaeology and Ancient History / Lund University Digital Archaeology Laboratory (DARKLab)
  • 11.35 Henrik Garde, Lund University Humanities Lab
  • 12.00 Sandwich lunch
  • 13.00 Visit to the Mocap Studio at the Lund University Humanities Lab
  • 14.00 End of programme


To get the catering right, please register no later than 23 November through the registration form.

Titles and Abstracts

Joakim Eriksson

VR – an introduction


Virtual Reality (VR) is today an established concept, and VR products are now available on a broad consumer market.  But what is actually meant by the term VR, and where do the ideas come from?  What are the possibilities and limitations of today's technology, and what can we expect in the future?

Shamit Soneji

Explaining disease and treatment to children diagnosed with leukemia in virtual reality


Five in 100,000 children are diagnosed with leukemia in Sweden each year. An explanation of disease and treatment has to given to the child and their family at the earliest opportunity after diagnosis, but how does one explain a complicated disease such as leukemia to someone so young? Current methods are relatively rudimentary where healthcare professionals will often resort to a verbal explanation, but holding a child's attention can be challenging. We are exploring virtual reality as a medium for this explanation by using the immersive and attention grabbing properties VR provides. By constructing a multi-user interactive environment, we aim to convey the information the child needs to understand why they are sick, and what the treatment regime will do.

Danilo Marco Campanaro

Peering into Pompeian homes: investigating ancient space through virtual reality-based eye tracking


Ancient sources underline the profound significance of the view and the act of viewing within Roman society, particularly in the context of domestic life. Archaeological investigations have uncovered compelling evidence of this connection in the architectural remains of Roman houses, revealing its ritualistic significance. The meticulous planning of visual experiences was an integral aspect of the owner's social identity and interactions within the house. While previous research has been insightful, it primarily relied on direct encounters with physical remains or approaches that favoured a freeze-frame perspective. However, it is crucial to acknowledge that human perception is a multifaceted process, deeply influenced by movements—of the body, head, and eyes, and the changing lighting conditions. To address this complexity, this study, featuring three in-depth case studies from the House of the Greek Epigrams in Pompeii, harnesses the power of virtual reality and 3D eye-tracking technologies in conjunction with geographic information systems. This innovative approach opens new avenues for investigating how perception operated within the Roman domestic space, and how it was strategically employed in the construction of social identity.

Henrik Garde

A Signing Avatar on Stage in Realtime


A research infrastructure like Lund University Humanities Lab is constantly developing skills and methodology to support a wide range of researchers. This can be accomplished only in collaboration with lab users - who are experts in their field. Teaming up with deaf actors, directors and producers from the Swedish national theatre (Riksteatern), appeared to be a perfect setup for improving and assessing workflows for sign language. While requiring accurate capturing of fingers and body movements synchronised with face expression and instant visualisation using a VR engine – a signing avatar in real-time – many methods needed to be explored. Researchers from fields other than sign language has gained from this collaboration, e.g., multimodal communication and gesture research, research in education and training, and more.

Afternoon tour - Henrik Garde

Visit to the Mocap Studio at the Lund University Humanities Lab


The Mocap Studio is set up for action to demonstrate easy and challenging workflows carried out to obtain millimetre accurate three dimensional motion data using a mocap system with high speed cameras and optical markers (Qualisys). The session will be a mix of introductions to the methodology, show cases from research projects and hands-on sessions with recordings of markers attached to fingers, hands, body or objects. Other studios at the Humanities Lab will be presented briefly through slides.


Om händelsen
From: 2023-11-28 10:00 to 14:00

Hörsalen, Pufendorf Institute, Biskopsgatan 3

alexandros [dot] sopasakis [at] math [dot] lth [dot] se

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