The lecture series for the INTERXR project “Virtual Education, Real Worlds?” began in the winter semester of 2025/26. This semester featured exciting lectures on the use of XR in university teaching as well as selected research topics.
On this page, you will find a collection of lecture recordings from the winter semester of 2025/26.
Prof. Dr. Tilo Hartmann (25.11.2025)
The immersive experience in XR: A media-psychological perspective
This presentation illuminates the core elements of immersive experiences from a media-psychological perspective. It then explores how these experiences, particularly in contrast to those offered by non-XR modalities, can support learning and educational objectives. XR causes an immersive experience, almost like in direct (non-mediated) experience. I posit that the immersive experiences, however, is inherently dualistic: it combines bottom-up perceptual presence, which reduces psychological distance, with an ongoing awareness that “this is just a simulation” (media awareness). This interplay influences users’ sense-making, emotional responses, and behaviors in XR. Presence and arousal are positively correlated, making XR more emotionally arousing than traditional 2D modalities – but XR can also impose a high cognitive load on users. Together, these characteristics prompt important considerations about the suitability of XR as a learning tool, including which types of learning and educational goals it may best serve, or where it may be less effective.
Dr. Joseph Buchner (09.12.2025)
Lernumgebungen mit XR gestalten: Forschungsbasiert und praxisinformiert
Prof. Dr. Marcus Magnor (13.01.2026)
Visual perception aspects in VR and XR
How and what do I consciously perceive? The answer to this fundamental question largely determines whether and what content I can successfully learn. In VR environments, this question is particularly important, as non-visual means of controlling attention are often limited or even completely absent, such as acoustics and touch. In my presentation, I will highlight some fundamental aspects of our visual perception and how we can direct attention in VR.
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