Immersive Media Lab
The Entrepreneurial Futures project ended in March 2025.
To find out about other opportunities to collaborate with the ²ÝùÊÓÆµ please contact Enterprise Solutions .
The Immersive Technologies strand of the Entrepreneurial Futures project offered dedicated support for businesses in Cornwall and the Isles of Scilly to explore how immersive technologies – including augmented (AR), mixed (MR) and virtual reality (VR) and 360 Full Dome – could be used for innovation, audience engagement and problem solving across a wide range of contexts and industries.
Our support included:
  • Design Researcher in Residence (DRiR): a creative artist, designer or developer stationed part time within the partner organisation to co-create immersive solutions tailored to their needs. This collaboration, overseen by one of our expert academics, fosters research that integrates design methods for impactful outcomes.
  • Academic consultancy: access to specialist expertise from our academics to guide partners through challenges in adopting immersive technologies. Our academics offer advice and solutions to aid decision making for virtual, augmented or mixed reality applications.
  • Engagement events: opportunities for businesses in Cornwall and the Isles of Scilly to learn how immersive technologies are being used within different sectors and how to access support from the University to make their own ideas a reality.
Find out more in the project summaries below.

Unlocking Research and Development Pathways for Immersive Technologies

The project leaves a powerful legacy: forging lasting partnerships across the region and building a shared commitment to collaborate on research, development and innovation in immersive technologies.
These connections continue to ignite new ideas, inspire cross-sector partnerships, and create opportunities that will drive growth in the creative and tech industries in Cornwall and Isles of Scilly and beyond.
Watch the film: Unlocking Research and Development Pathways for Immersive Technologies, produced by .
 

A Thousand Voices

Industry partner:
Academic lead: Dr Hannah Wood
Technical Director: Shawna Cadence
Composer: Verity Standen
Technical team: Andrew Banks , Musaab Garghouti , Rebecca Perkins , Nico Bray, Ben Hudson, Felxi Woodyatt.
The ten-minute augmented reality journey invited audiences to participate in an immersive choral experience, recreating the moment when a thousand people sang together on Valentine's Day in 1893. Devised and developed through academic consultancy, it builds on the Church Records archive for Arts Centre Penryn (formerly Penryn Methodist Church). Through spatial sound experiments, interactive choral workshops and user experience design in real-time engines, this research-led collaboration supported Crow Architecture in extending its practice, while generating insights into how immersive design methods and technologies can engage new audiences with heritage in emotionally resonant, innovative ways.
A group of people standing apart and singing inside a church. ²ÝùÊÓÆµ

Engaging New Audiences with Cornwall's History

Industry partner:
Academic lead: Joel Hodges
Technical team: Shawna Cadence and Andrew Banks
DRiR: Bryn Higgins
This project brought the Iron Age hillfort of Caer Bran to life through a pilot 3D immersive experience, combining 360-degree video, soundscapes and digital reconstruction. It delivered valuable knowledge exchange for both partners: heritage staff were upskilled in immersive technologies and digital content creation, while academic teams gained insights into applied heritage interpretation and community engagement. A bespoke toolkit was created to support future immersive experiences across heritage sites.
Video screen showing Caer Bran ²ÝùÊÓÆµ

Enhancing Heritage with Immersive Technology

Industry partner:
Academic lead: Peter Quinn Davis and Dr Péter Bokody
Technical team: Shawna Cadence , Musaab Garghouti and Andrew Banks
DRiR: Spencer Burrows
Advanced technologies including 3D scanning, 3D printing, digital fabrication, and photogrammetry were used to create an immersive 360 VR tour to transforms how visitors interact with Prideaux Place, offering experimental elements to deepen engagement with its history, architecture and craft. By designing an intuitive interface, the project sought to revolutionise interactions with heritage and inspire greater visitation, while contributing to ongoing research on plaster ceilings and overmantels in Cornwall. The project produced a prototype and explored commercialising digital intellectual property through refined products linked to the storytelling of the tour.
Virtual tour of Prideaux Place ²ÝùÊÓÆµ

Fairy Hologram Experience Prototyping

Industry partner:
Academic lead: Professor Mike Phillips
Technical team: Shawna Cadence , Andrew Banks and Stewart Starbuck
DRiR: Lana Pericic
This project developed a prototype immersive exhibit combining holographic technology, interactive storytelling and rainforest-themed education to create a dynamic visitor experience. The project explored how immersive tools can balance entertainment with educational value, while also supporting financial sustainability through increased footfall and potential media interest. Knowledge exchange between creative practitioners and researchers shaped a scalable model for future innovation in visitor experiences.
a person wearing a motion capture suit opposite the digital render of their movements ²ÝùÊÓÆµ

Fulldome Innovation

Industry partner:
Academic lead: Joel Hodges
Technical team: Andrew Banks and Shawna Cadence
The University supported Shadow Tor Studios with the development of immersive fulldome content through a tailored package of activity. This included a bespoke Unreal Engine workshop series to build skills in interactive design and asset optimisation; participation in Full Dome UK (see below) with follow-up sessions to explore trends and opportunities; access to equipment and expertise for site scanning and photogrammetry aligned with a commercial heritage brief; and support to identify and prepare a funding bid for the next stage of the project.
Shadow Tor Studios Unreal Engine workshop ²ÝùÊÓÆµ

Heritage and Product Development

Industry partner:
Academic lead: Peter Quinn Davis and Dr Péter Bokody
Technical team: Shawna Cadence and Mark Prior
DRiR: Jennifer Savage
In partnership with the National Trust, this project translated digital laser scans of a 17th-century Jacobean plaster ceiling into tangible products and interactive experiences, creating new opportunities for heritage engagement. Targeting diverse audiences, including heritage communities, academics, young people, and disabled audiences, the project used accessible digital platforms to foster interest in architectural history. The range of projects explored the potential of locally sourced materials and craft techniques to develop unique products that promote heritage preservation while offering commercial opportunities, focusing on children and the older generation.
3D printed replicas of designs from the plaster ceiling at Lanhydrock. ²ÝùÊÓÆµ

Innovating JamUp!

Industry partner:
Academic lead: Dr Rafael Arrivabene
Technical team: Shawna Cadence
A strategic consultancy explored how immersive technologies could enhance the gamified learning experience of an educational web app preparing for market launch. By assessing the potential integration of immersive features, the work supported the client's ambition to differentiate their product in a competitive sector, with insights aligned to academic best practice and user engagement research.
a child brushing their teeth while using the JamUp! app. JamUp!

Landscape Futures

Industry partner:
Academic lead: Dr Jamie Harper
Technical team: Shawna Cadence
DRiR: Brooke Heathcock
This project began by exploring the potential of augmented reality (AR) to help Newquay residents visualise how proposed changes in the Cornwall Local Plan might impact their local environment. As the concept developed, the team created a prototype smartphone application as a practical and accessible proof of concept. This place-based tool enabled users to engage with potential future developments in housing, infrastructure, and the environment directly through their mobile devices.
A person overlooking a beach in Newquay and pointing at a smartphone Jamie Harper

Story-driven Solutions in Immersive Sound

Industry partner:
Academic lead: Dr Hannah Wood
Technical team: Dan Balfour
This consultancy explored how immersive sound design and production could attract new audiences and push the boundaries of Wildworks’ practice as the UK’s leading landscape theatre company. Creative workshops were used to surface the company’s research questions in immersive sound, potential areas of innovation and experimentation, and thematic story interests. Dr Hannah Wood developed The Signal – an immersive story with sound at its heart in form and content – as the basis for a follow-on AHRC research funding application exploring story-driven technological sound solutions that enable the intimate and epic, personal and communal to co-exist in theatrical immersive experience.
signal mast on top of a hill and a stone arch with a neon green glow. Wildworks

The Creakers – An immersive exploration

Industry partner:
Academic leads:
Professor Mike Phillips and Musaab Garghouti
Technical team: Shawna Cadence
DRiR: Joanna Clarke
This project created numerous 3D assets for a ten-minute immersive experience for The Creakers, enabling Impossible Producing to explore the further development of the live stage musical in various immersive technologies, such as VR and fulldome. By developing assets for use in immersive environments, the team created ingredients for scalable experience that could be replicated across multiple locations as the show tours.
The Creakers theatre set Impossible Producing
 
 
 

Entrepreneurial Futures: Immersive Technologies team

 

Research and innovation in immersive technologies

Find out how leading academics from ²ÝùÊÓÆµ are collaborating with industry partners to unlock new possibilities in immersive.

Professor Katharine Willis Pioneers

Katharine Willis, Professor of Smart Cities and Communities
Katharine is a leading voice in the exploration of our interactions with, and perceptions of, our spatial environment and technology.


Professor Mike Phillips shares insights from a previous REF impact case study focused on enhancing audience engagement.


A collective of universities and industry leaders driving research, innovation and cross-sector application of immersive technologies for social good.

 
Entrepreneurial Futures