Research Profile · KTP & PhD
XR for Education
Immersive Systems Research
Investigating how immersive technology — CAVE environments, VR headsets, and multiplayer XR — can be practically designed, evaluated, and scaled for formal learning. Seeking a KTP Associate or PhD position in immersive educational technology.
MSc
Games & XR · Distinction
2+
Active XR Research Projects
FE
Live Classroom Deployment
Core Focus Areas
Research Interests
XR for Formal Education
Design and evaluation of CAVE, HMD, and multi-user immersive learning environments in Further and Higher Education — from hardware constraints to pedagogical outcomes.
Adaptive AI in Digital Twins
Procedural and adaptive agent behaviour in digital twins — including how NPC AI can respond to learner actions in real-time spatial simulations.
Multiplayer XR Interaction Design
Shared immersive experiences across CAVE projection and networked VR headsets — input models, synchronisation, and classroom logistics.
AI & Learning Analytics in XR
AI-driven feedback loops, adaptive challenge systems, and real-time performance data to personalise learning within XR environments.
HCI & Accessibility in Immersive Tech
HCI principles applied to XR design — ensuring immersive systems are accessible, usable, and effective across diverse learner populations and settings.
MSc Dissertation · University of Salford · 2024
Dissertation Research
Dissertation Title
Adaptive Zombie Behaviour in Campus Digital Twin
This dissertation investigated how procedural and adaptive AI behaviour could be implemented within a campus-scale digital twin simulation. Using the University of Salford campus as the environment, the project explored how autonomous agents — represented as zombie NPCs — could respond dynamically to spatial layout, player proximity, and environmental triggers rather than following scripted paths.
Built across Unreal Engine 5 and Unity, the research combined level design, AI state machine architecture, and spatial simulation techniques to demonstrate adaptive behaviour at environment scale. The campus digital twin served as both test environment and proof-of-concept for how real-world spatial data can underpin game-based simulations for educational or training purposes.
Key findings addressed the balance between computational overhead and behavioural complexity in real-time simulations, and how procedural AI design patterns from games translate into meaningful interaction models for educational digital twins.
Supervised by Dr Juan Hiriart, Senior Lecturer, University of Salford · See related projects →
Live Research Activity
Current Research in Practice
Applied research during my Graduate CAVE Internship at Wigan & Leigh College — building and iteratively evaluating XR systems in live FE curriculum delivery.
Scalable Multiplayer CAVE Delivery — Quiz Quest Suite
Investigating how simultaneous multi-controller input, shared projection space, and web-based mobile controllers can support whole-class participation in a single Igloo CAVE session. The central question: can XR-grade engagement be achieved without requiring a headset per student?
MR Passthrough vs CAVE Projection — Meta Quest 3 Classroom Model
Exploring whether mixed-reality passthrough on consumer headsets (Meta Quest 3) can replicate key learning affordances of dedicated CAVE environments at significantly lower cost and setup overhead. Comparative evaluation against CAVE delivery is ongoing.
Curriculum-Aligned XR Content Design — Hospitality Quiz
Examining how XR game mechanics can be aligned to specific FE learning outcomes without sacrificing engagement. Working with curriculum staff to co-design content frameworks that translate learning objectives into interactive CAVE scenarios.
Research Journey
Research Trajectory
2015 – 2020
Foundation — Computer Science & Engineering
BSc at AUST, Dhaka. Thesis on Unity-based card game development. First exposure to AI, computer graphics, and software engineering principles that now underpin XR research.
2023 – 2024
Specialisation — MSc Games & Extended Reality
University of Salford. Dissertation on adaptive AI in campus digital twins. Prototypes built across Igloo CAVE, Meta Quest, and UE5. First systematic engagement with XR research questions.
Dec 2024 – Feb 2025
Teaching & Research Support — Technical Demonstrator, Salford XR Lab
Supported immersive technology labs, maintained XR hardware, and guided students in Unity and VR workflows. Deepened understanding of how learners engage with XR systems.
May 2025 – Present
Applied Research — Graduate CAVE Intern, Wigan & Leigh College
Building and deploying multiplayer XR applications in live FE education. Active research into CAVE delivery scalability, MR passthrough classroom models, and curriculum-aligned content design.
Next Step
KTP Associate or PhD — Immersive Educational Technology
Seeking to formalise and extend this research trajectory — investigating the design, evaluation, and institutional scaling of XR systems in education, ideally bridging industry partnership (KTP) or structured doctoral study (PhD).
Open To Collaboration
KTP & PhD Opportunities
KTP Associate
Seeking a position where I can translate applied XR research into industry product development — ideally within EdTech, immersive training, or interactive learning technology. I bring production-ready Unity/XR skills and direct experience deploying systems in live educational environments.
PhD Position
Interested in formally investigating the design, evaluation, and pedagogical effectiveness of XR systems in formal education — focusing on scalability, shared interaction design, and measurable learning outcomes in FE/HE.
Academic & Professional References
MSc Supervisor
Dr Juan Hiriart
Senior Lecturer, University of Salford
j.f.v.hiriart@salford.ac.uk
Current Line Manager
Karen Anderton
Head of Teaching & Learning Academy, Wigan & Leigh College
k.anderton@wigan-leigh.ac.uk