VR Research at the University of Portsmouth

Cross disciplinary applications of virtual reality

Our Research

The Interactive Technologies Research group crosses a number of disciplines, investigating the ways in which humans interact with technology and how this understanding can be applied to a wide range of real-world challenges. The group incorporates specialist research clusters in Technology-Enhanced Health and Well-being, Serious Games, and Interactive Motion in Virtual Environments (iMoVE). We collaborate across a wide range of disciplines, both within academia and in industry and healthcare, and have a variety of national and international research partners. Members of the group have published widely in books, academic journals and conferences, as well as being featured on television, radio and national print and online media. Our research into the interactions between humans and computers informs a number of different disciplines, and we have been invited to give lectures and workshops across Europe and in the USA. Much of our work addresses societal challenges and makes the transition from academia to practical application in the real world. Members of our group serve the wider academic community and are represented on Research Council Peer Review Colleges, Program Committees, Journal review boards, and Ethics Committees.

CoDesigning Care

The project is exploring how technology can support young people in care to stay safe; recognise and manage their emotions and behaviour; and communicate more effectively with practitioners.

Virtually Walking - Designing interfaces for rehabilitation

In order to assist with walking rehabilitation we are developing a design toolkit to support researchers who are making bespoke applications in virtual reality.


Research into spatialized VOIP communication using the HTC Vive tracker system.

Emerging Technology for Enhanced Mirror Therapy

We are using game technologies to manage Phantom limb pain and working alongside amputees, therapists and doctors in order to make the software as effective as possible.

Substitutional Reality

Investigating how users move within a virtual environment which has been mapped on top of a physical environment.

Mobile VR for localisation assessment

Using the Oculus GO system a localisation test was created in a VR environment.