National XR Day 2025

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10:00
10:00
20min
Opening
Gül Akcaova, Barry W. Fitzgerald

Opening by hosts Barry Fitzgerald & Gül Ackaova, and Erasmus University Rotterdam rector magnificus Jantine Schuit.

Aula (Erasmus building)
10:20
10:20
40min
Gartner Futures Lab: Immersive Experiences in the Digital Society
Frank Buytendijk

Every 5 years Gartner publishes a set of global scenarios. What will the world at large look like in 2040? It feels we are at a crossroads of what we want our society to look like, empowering individuals or focusing on shared experiences. But — more importantly — how can we achieve both?

Impact
Aula (Erasmus building)
11:00
11:00
15min
Room change & coffee break
Demo area (Theil building hallway)
11:15
11:15
60min
Demonstrations (continued during lunch)

A selection of XR demonstrations in the central demo area of the Theil building

Demo area (Theil building hallway)
11:15
25min
Exploring the future of XR for transport and beyond
Jan-Willem van 't Klooster, Simone Borsci

Do you want to know how XR is going to help revolutionizing the future of transportation? Don't miss this session! You'll learn how Human Factors, social science, applied psychology, cognitive research, immersive systems, and XR development together drive research and education in human interaction within transport environments.

Impact
Theil C1-4 (60p)
11:15
60min
Finding the Spark: Designing for Resonance and Transformation (workshop)
Nick Degens, Christian Roth, Joanneke Weerdmeester

Transformation starts with resonance, resonance begins with a spark.
In this workshop, we’ll explore what makes immersive experiences emotionally impactful. Together we’ll explore the concept of transformative experiences, compare practical insights, and thereby gain new perspectives on designing XR of the future.

Impact
Theil C2-3 (22p)
11:15
25min
Guiding the Green Mind through Personality-based Feedback in VR
Funda Yildirim

This study explores how personality and feedback influence eco-friendly decisions in immersive VR. By simulating online shopping, it aims to unlock personalized nudges that drive sustainable consumption. The findings offer a new approach to designing effective, tailored interventions that can shape real-world behavior and boost our efforts toward sustainability.

Impact
Theil C1-2 (60p)
11:15
60min
Looking for Togetherness: Designing and Developing Immersive Experiences for Connectedness and Belonging (workshop)
Mark Jacobs, Pawan Bhansing, Shant Bayramian

This session explores how immersive experiences can foster connectedness and belonging in an increasingly individualized digital era. We will share insights from our research, engage participants in a fun, interactive activity that embodies togetherness, and collaboratively brainstorm how to design XR applications that enhance collectivity.

Impact
Theil C2-4 (22p)
11:15
45min
The Augmented Gaze: data, privacy and the right to alter reality (panel discussion)
Alina Kadlubsky, Rob Morgan, Kelsey Farish

What happens to our data and privacy if AI-powered XR glasses become everyday wear? What happens to our perception of ourselves and others if we can each customise and augment our reality —or be augmented by others?

Our panel of lawyers, policy researchers and industry practitioners will examine the data infrastructures of global-scale spatial computing and ask: who will own YOUR reality?

Impact
Theil CB-2 (118p)
11:15
25min
User Authentication and Security in XR Applications using SURFConext
Luuk Goossen

Do you recognise this problem? “I want to identify my students in my XR application, so I know who is doing what”. Over the past 2 years TU Delft has been evaluating various approaches to implementing user authentication in XR, what works best, any why. In this session, we will share our findings, as well as our plans to work together with SURF to make this easier for you.

Technology
Theil C1-1 (60p)
11:15
25min
VR-Based Experiential Learning: Enhancing Understanding of Health Inequalities in Higher Education
Jeanette Hadaschik, Nina Krohne

This session presents a VR-based experiential learning workshop designed to teach psychology students about systemic and community-level barriers to mental health. Evaluation and exam results suggest that immersive learning enhances understanding and retention of health inequalities and may reduce disparities in student performance.

Impact
Theil C1-3 (60p)
11:15
45min
We don’t need very much: Stories of innovation for impact in simulation education from the African Simulation Network
Jocelyn Park-Ross

Simulation-based education in healthcare provides learners the opportunity to experience a replication of a healthcare event, and after the event have an opportunity to learn through facilitated reflection in a debrief. Commonly, simulation is used to help healthcare workers prepare for emergencies, but it can also be used, among many other uses, to test healthcare systems, improve patient safety, and help healthcare teams work better together.

Impact
Theil C1-6 (60p)
11:40
11:40
10min
Room change & coffee break
Theil C1-1 (60p)
11:40
10min
Room change & coffee break
Theil C1-2 (60p)
11:40
10min
Room change & coffee break
Theil C1-3 (60p)
11:40
10min
Room change & coffee break
Theil C1-4 (60p)
11:50
11:50
25min
Npuls XR - XR Mobile Device Management progress update
Jeroen Boots

Within Npuls we have the track MDM, we know an MDM is very important for getting content to the headset and we would like to share what we have learned a where we are in this project. We will discuss what the market is doing, what possible solutions are and what is next.

Technology
Theil C1-1 (60p)
11:50
25min
Promoting Pro-environmental Behavior through Immersive Animal Perspective-Taking
Yue Li

This study tested animal VR perspective-taking to promote pro-environmental behaviors. Participants experienced life as a deer facing environmental challenges. Our pilot (N=8) compared VR to narrative reading, measuring attitudes, behaviors, and donations. VR participants showed higher presence levels and increased donations to environmental protection.

Impact
Theil C1-2 (60p)
11:50
25min
XR-enhanced learning in healthcare: four Experimental Labs as drivers of innovation
Femke Dijkstra

In this presentation, I’ll take you inside the four cutting-edge Experimental Labs launched in 2025 under the DUTCH program. These labs test VR, AR, and other XR tools in real-world settings—bridging innovation and education to build a smarter, faster, and more hands-on way to train future healthcare professionals.

Impact
Theil C1-3 (60p)
11:50
25min
🇳🇱 Exergaming met XR: Impact op Beweeggedrag en Gezondheid
Bertrik Berfelo, Jasper van Wetten

Dit onderzoek uitgevoerd i.s.m. studenten toont aan dat XR en volledig lichaamstracking via exergaming (combinatie van exercise & gaming) fysieke activiteit en een positieve houding t.o.v. sport kunnen bevorderen. In de Active Esports Arena (AEA) vonden deelnemers de technologie motiverend en gebruiksvriendelijk, wat wijst op potentieel voor een actievere levensstijl, vooral bij jongvolwassenen.

Impact
Theil C1-4 (60p)
12:15
12:15
90min
Lunch & demonstrations
Demo area (Theil building hallway)
12:15
90min
Try a Device! - SURF XR Developer Network
Paul Melis

Organized by the SURF XR Developer Network this session provides visitors to National XR Day the possibility to try a variety of XR devices. We're currently aiming for:

  • Varjo XR-4
  • Lynx R-1
  • Play For Dream MR
  • Magic Leap 2
  • Snap Spectacles (tentative)
  • Pico 4 Ultra vs Quest 3 (tentative)
Technology
Theil CT-2 (16p)
13:45
13:45
25min
3 Years of Experience with Unreal Fluid Dynamics in Higher Education: The Ups and Downs
Henk Massink

As a Civil Engineering lecturer, I developed a 3D VR multiplayer learning environment in Unreal Engine to teach fluid mechanics in Civil Engineering. Hosted on a server at Avans Hogeschool, it has been used in education for three years. I’ll discuss the original idea, development process, educational impact, challenges, and future plans.

Impact
Theil C1-6 (60p)
13:45
25min
Co-Creating an XR App Store for Education in the Netherlands
Jeroen Kelder

Within Npuls, we are co-developing Simulearn: a supplier-independent XR platform for Dutch education in collaboration with DUTCH and SURF. Based on extensive co-creation, it tackles challenges like fragmented content, LMS integration, device management , and above all: enabling education professionals to start doing and experiment with XR right away.

Impact
Theil C1-2 (60p)
13:45
25min
High-Fidelity Collaboration in the Metaverse with XR-IT
Professsor Dr. Ian Biscoe

XR-IT: a software and systems platform for high-fidelity collaboration in the Metaverse. New tools enabling inter-institutional virtual worlds, for education, research and immersive content creation. Preview a live action mocap animated film made simultaneously between studios in three EU countries using XR-IT.

Technology
Theil C1-1 (60p)
13:45
45min
How to build a Dutch street in VR (workshop)
Timon Verduijn, Thomas Ginn

In this workshop we will explore the technical challenges of building a large scale, Dutch urban virtual urban environment in Unity, which currently does not exist. We will discuss our approach to making development efficient through scalable modularity, building custom editor tools, populating the environment with virtual humans, and more.

Technology
Theil C2-3 (22p)
13:45
60min
Play and Build Your Way to Safer XR with Polder Perspectives and XRSI (workshop)
Valentino Megale, John Walker, Alina Kadlubsky

How can we talk about serious topics of safety and ethics with XR tech in a fun way? Let’s Play "Polder Perspectives XR", a workshop game designed to explore ethical design and use with XR technologies. Team up as fictional XR companies, work alongside the XRSI Europe team and tackle real-world assignments. Learn through experience responsible XR and XR safety in a fun, collaborative session!

Collaboration
Theil C2-4 (22p)
13:45
25min
Unite! Professional Learning Group to promote immersive learning in Higher Education
Maaike Compagnie

How do you keep immersive learning alive in times of budget cuts, GenAI FOMO, busy schedules and Big Tech monopolies? Learn how pioneering lecturers and support staff of Hogeschool Rotterdam come together in a professional learning community. Together they learn new skills, discuss their experiences and even create DIY XR learning interventions.

Impact
Theil C1-3 (60p)
13:45
45min
🇳🇱 Een inspirerend toekomstbeeld: XR in het vervolgonderwijs van 2032
Jeroen Boots, Angel Schols, Diane Smits

Vanuit de pilothub XR van Npuls hebben we een inspirerend toekomstbeeld voor XR in het vervolgonderwijs van 2032 geschreven. Dit hebben we gedaan door input op te halen bij Npuls, onderwijsinstellingen en andere partners en deze te verwerken in een korte beschrijving en visuals. De resultaten bespreken we graag met de XR-community en ook hoe we hier in gezamenlijkheid vervolg aan kunnen geven.

Impact
Theil C1-4 (60p)
13:45
45min
🇳🇱 Wanneer is VR (g)een goede leeromgeving? (panel discussion)
Maarten Zweers, Erik-Jan Smits, Gijs Terlouw, Jolien Mouw, Roel Peijs

Virtual Reality biedt ongekende mogelijkheden, maar hoe zorg je ervoor dat VR het leren van jouw studenten daadwerkelijk verrijkt en versterk? Wat moet je vooral niet doen? Deze vragen worden steeds relevanter nu meer VR-content open gedeeld wordt. In deze paneldiscussie gaan ervaren onderwijsinnovators in gesprek over de impact, uitdagingen én grenzen van VR als didactisch leermiddel.

Impact
Theil CB-2 (118p)
14:10
14:10
10min
Room change & coffee break
Theil C1-1 (60p)
14:10
10min
Room change & coffee break
Theil C1-2 (60p)
14:10
10min
Room change & coffee break
Theil C1-3 (60p)
14:10
10min
Room change & coffee break
Theil C1-6 (60p)
14:20
14:20
25min
Co-creation: Make technical jobs more attractive
Ellis Bodde, Christel de Winter, Tom Aerts

In 2024, a new project was launched in which MBO colleges Graafschap College collaborated with STO Arnhem and VRinSCHOOL. To address the challenges of the energy transition and increase the appeal of technical professions, the schools co-created new VR courses.

Collaboration
Theil C1-1 (60p)
14:20
25min
Device Management and Content Sharing with the XRScaleKit
Arno Freeke, Luuk Goossen

Managing XR Devices at scale is difficult, especially with all the changes in providers over the last year. Moreover, none of the existing solutions are build around community and sharing content. With the XRScaleKit Library and Launcher the TU Delft aims to change that. In this presentation, we will share progress updates on the various tools in the XRScaleKit.

Collaboration
Theil C1-2 (60p)
14:20
25min
Mixed Reality meets geospatial data: Exploring a new era of immersive collaborative planning
Wilco Boode

Physical maps had a crucial role when planning human activities, we aim to bring this experience into the 21st century by projecting them in a shared space using MR headsets. We tap into a set of GIS data to visualize and interact with data from a variety of sea basins. Using virtual tools to explore how MR can be used for collaboration in the planning of marine environments.

Technology
Theil C1-6 (60p)
14:20
25min
🇳🇱 Getijden; Een multi-disciplinaire residentie als immersieve lesvorm
Oskar Maan

Geen rooster, geen verschillende vakken of instructie-momenten maar twee weken lang samen met studenten en docenten van andere afdelingen op locatie werken aan een interactieve multi-sensorische installatie met als finale geen beoordeling maar een expositie.

Impact
Theil C1-3 (60p)
14:45
14:45
10min
Room change & coffee break
Theil CB-2 (118p)
14:45
10min
Room change & coffee break
Theil C1-1 (60p)
14:45
10min
Room change & coffee break
Theil C1-2 (60p)
14:45
10min
Room change & coffee break
Theil C1-3 (60p)
14:45
10min
Room change & coffee break
Theil C1-4 (60p)
14:45
10min
Room change & coffee break
Theil C1-6 (60p)
14:45
10min
Room change & coffee break
Theil C2-4 (22p)
14:45
10min
Room change & coffee break
Theil C2-3 (22p)
14:55
14:55
25min
Added Value of AI based Mixed-Reality in Cranial Neurosurgery
Tristan van Doormaal

Accurate three-dimensional (3-D) appreciation of cranial anatomy is essential yet difficult to achieve with conventional two-dimensional (2-D) imaging. Lumi, an AI-driven, cloud-based mixed-reality (MxR) platform that originated from and is studied in close cooperation with the UMC Utrecht, automatically converts DICOM data into patient-specific holograms that can be explored on a head-mounted display or 2-D screen. In this presentation we summarise the current bench-to-bedside evidence base to quantify Lumi’s effect on spatial insight, surgical planning and task performance.

Technology
Theil C1-4 (60p)
14:55
45min
Co-Located XR Design Education Laboratories (workshop)
Joris Weijdom, Professsor Dr. Ian Biscoe

We present and demonstrate the early phases of a virtually co-located collaboration between HKU Utrecht's Artistic XR Lab and Design Academy Eindhoven's Trans Realities Lab. We are exploring the potential for XR-mediated colocation to deliver new interdisciplinary models for educational art and design collaboration across geographic and institutional boundaries.

Collaboration
Theil C2-4 (22p)
14:55
45min
Gaussian Splatting in XR: Photoreal 6DoF
Nathan Saucier

Since its initial release in 2023, gaussian splatting has fundamentally altered the way we can create photoreal 3D scenes for XR experiences. This workshop discusses its applications in an educational context. The evolving technical aspects of splat creation and workflows will be covered in depth, followed by a live demonstration that showcases an ongoing criminology project at Leiden University.

Technology
Theil C1-6 (60p)
14:55
25min
Implementation of XR in Healthcare and Social Work
Richard Evering

Do you want to innovate education programs in Healthcare and Social Work with XR, but have no idea where to start? Or would you like to learn from experiences from the implementation of XR at Saxion University of Applied Sciences? Then come to the presentation on ‘Implementation of XR in Healthcare and Social Work’!

Impact
Theil C1-1 (60p)
14:55
45min
Panel Npuls, DUTCH & CIIIC (panel discussion)
Jeffrey Lemmers, Esther van der Linde, Heleen Rouw

(more details to follow)

Impact
Theil CB-2 (118p)
14:55
45min
Towards an Open 3D asset platform
Roland van Roijen, Wouter Lucifer, Vincent Cellucci

Curious how to manage and share 3D content for XR in a visually attractive yet sustainable and interoperable way at an institution or university? Join us to explore a TU Delft proof of concept using Smithsonian Voyager, linked via API to the university repository. Models get DOIs, SSO, and work in web, Unity, or Unreal. Let’s discuss next steps—your input shapes the future!

Collaboration
Theil C1-2 (60p)
14:55
25min
VR in the Library: Mindfulness Meets Privacy
Katja Shcherbakova, Meike Kerkhofs

How can university libraries offer VR headsets for wellbeing while safeguarding privacy and data security? This session provides a practical roadmap for responsibly implementing VR in public spaces, using the Maastricht University Library’s approach implementing privacy by default.

Impact
Theil C1-3 (60p)
14:55
45min
🇳🇱 Lesgeven met VR – Ervaar het zelf! (workshop)
Giny Verschoor, Bart Sanders

Note: this session will be in Dutch!

Discover how the Dutch Police Academy uses VR in education.

Impact
Theil C2-3 (22p)
15:20
15:20
25min
Gather at demo area for closing
Demo area (Theil building hallway)
15:45
15:45
5min
Introduction Anouk & Rafaele
Barry W. Fitzgerald, Gül Akcaova

Barry & Gul

Demo area (Theil building hallway)
15:50
15:50
30min
Fashion show

An act on technology and interaction

Technology
Demo area (Theil building hallway)
16:20
16:20
70min
Drinks & bites
Demo area (Theil building hallway)