Personal profile
Overview
My research interests focus on the design and development of immersive Extended Reality (XR) systems that address real-world challenges through user-centred design approaches. I specialise in creating interactive virtual environments, serious games and simulation platforms that support education, training, decision-making and industrial applications. My work combines creative design practice with emerging technologies to develop accessible, engaging and effective digital experiences that enhance communication, learning and professional training.
Area of Academic Expertise
My research expertise lies in the design and evaluation of immersive digital systems using human-centred methodologies. I focus on developing XR, Serious Games and 3D visualisation solutions that improve communication, learning and decision-making across interdisciplinary environments.
Key areas include:
- Virtual and Augmented Reality (VR/AR/XR)
- Serious Games and Gamification
- Human-Computer Interaction and User Centred Design
- Simulation and Training Systems
- Motion Capture and Telemedicine Applications
- 3D Visualisation and Virtual Prototyping
Current Research Activities
My research currently focuses on designing immersive XR applications and serious games to support education, accessibility, healthcare training and communication of complex information related to Digital Enhanced Advance Services. This includes user-centred design frameworks, virtual healthcare training simulations and interactive learning environments aimed at improving engagement and accessibility.
In the past I have developed virtual reality telemedicine diagnostic systems, medical visualisation tools and augmented reality driver support interfaces through collaborations with healthcare organisations, research councils and other industry partners.
The goal of my research is to design innovative immersive technologies that help organisations address real-world problems through improved communication & engagement, training and experiential learning.
Target Collaborative Companies
XR, serious games and advanced visualisation technologies are rapidly expanding areas that support innovation across multiple sectors. This has led me to collaborate with a wide range of disciplines including healthcare, automotive engineering, servitization research, construction and built environment industries.
I welcome collaborations with organisations and companies from any sector interested in utilising immersive technologies to support training, education, design visualisation or digital transformation initiatives.
While my experience spans multiple industries, much of my collaborative work has focused on healthcare and medical simulation systems developed for training, patient education and professional development.
I am also happy to discuss academic partnerships and collaborations with universities interested in joint research proposals and grant funding applications in XR, immersive technologies and serious games research.
Current Teaching Activities and Interests
I currently teach within Creative Computing, on the Computer Animation Arts and Computer Games Development programmes, supporting students in developing industry-ready creative and technical skills through experiential and practice-based learning approaches. My teaching focuses on professional practice, advanced production workflows and reflective learning approaches that align academic development with contemporary industry standards.
Namely I teach:
Advanced Topics in Animation:
Supporting students in developing specialist Animation, Games, VFX and Visualisation projects through advanced production workflows, pipeline development and critical self-reflection. The module focuses on refining artistic and technical practice through iterative development, enabling students to explore new techniques and align their work with industry standards.
Professional Portfolio Production:
Preparing final-year students for transition into professional creative industries through portfolio development, showreel production and employability practice. The module emphasises career research, professional identity development, reflective practice and industry engagement to support graduate readiness.
3D Asset Production 2:
Developing advanced modelling and animation skills through individual and team-based production workflows. Students explore character performance, asset preparation and collaborative production processes aligned with real-world animation pipelines.
Computer Animation Arts Honours Project:
Supervising large-scale independent honours projects supporting research, project planning and professional creative practice. Students develop specialist portfolios through independent investigation, milestone-driven production and critical evaluation of their work.
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Collaborations and top research areas from the last five years
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AI co-driver and AR integration for dynamic emergency navigation and collision avoidance
Charissis, V., Khan, S., AlTarteer, S. & Lagoo, R., 27 Mar 2026, (E-pub ahead of print). 5 p.Research output: Contribution to conference › Paper › peer-review
Open AccessFile20 Downloads (Pure) -
UI design, challenges and limitations of VR healthcare applications: VR kidney peritoneal dialysis training case study
Charissis, V., Reynolds, B., Khan, S. & Campbell, L., 25 Jun 2026.Research output: Contribution to conference › Paper
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Designing immersive experiences in ShapesXR
Gilardi, M., Khan, M. S. & Beveridge, L., 3 Jun 2024.Research output: Contribution to conference › Presentation
Open AccessFile58 Downloads (Pure) -
Virtual rehabilitation: XR design for senior users in immersive exergame environments
Charissis, V., Khan, S., AlTarteer, S. & Lagoo, R., 11 Jul 2024, (E-pub ahead of print) 2024 IEEE Gaming, Entertainment, and Media Conference (GEM). Piscataway, New Jersey: IEEEResearch output: Chapter in Book/Report/Conference proceeding › Conference contribution
Open AccessFile45 Downloads (Pure) -
Development of a virtual reality educational application for peritoneal dialysis training
Reynolds, B., Hagerty, C., Charissis, V., Campbell, L. & Khan, S., 19 Jun 2023, In: Archives of Disease in Childhood. 108, Supplement 2, p. A72-A73 2 p.Research output: Contribution to journal › Meeting Abstract › peer-review
Open AccessFile1 Downloads (Pure)