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Soheeb Khan

Accepting PhD Students

PhD projects

Accepting PhD Candidates <br/><br/>Accepting self-funded MRes, MPhil and PhD candidates in the areas of: <br/><br/>Extended Reality (XR), Virtual and Augmented Reality Applications <br/><br/>Serious Games, Gamification and Simulation-Based Training <br/><br/>3D Visualisation, Human-Computer Interaction and User-Centred Design

20132026

Research activity per year

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 & engagementtraining 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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