Master's students gained insights into current research and applied areas within XR (Extended Reality)
2025-04-10The students had the opportunity to try out recent demos created by researchers and practitioners in the field.
– Since the course is science literature based, this practical experience was well received with students expressing interest in more hands-on workshops where they could develop their own demos in the future, says Ala Sarah Alaqra.
Ala Sarah Alaqra, course coordinator of ISAD19 and program director of SAINF at Karlstad Business School, the guest lectures - what did they show and how did they benefit Karlstad Business School and our students?
– They covered artistic expressions, multiplayer gaming and applications in health systems. Students gained hands-on experience trying out demos and insights into current research enhancing their knowledge and career opportunities in XR fields. We plan to continue inviting experts to provide students with insights into the latest XR-research and applications.
Tell us about the course Augmented and virtual reality
– ISAD19 explores applied aspects of XR combining theory with hands-on demos and research projects to prepare students for work in XR-related fields. XR includes technologies like Augmented Reality (AR), which enhances the real world with digital overlays, and Virtual Reality (VR), which offers full immersion for training, education, and entertainment.
This is a collaboration between Karlstad Business School, and researchers in XR from other universities in Sweden and Norway – in what way?
– We collaborate on XR research, with guest lectures, joint projects and shared expertise in gaming, eHealth and education applications. We also have regional collaboration with gaming companies in Värmland for eHealth VR/AR and within Karlstad University we collaborate with the mathematics department in AR education.
Tell us about your own work at Karlstad Business School
– I have been actively promoting research and collaboration opportunities for our master's students to support their future careers. I also teach game/play and have a strong personal interest in games - not only playing them but also exploring their potential for education and innovation. My work includes AR in math education, in collaboration with mathematics didactics from HNT, as well as leading the development work package of VR in IncrediLab focused on the climate crisis. I also work with XR methodology development in eHealth.

