Educational program of the residency
The IMMENSIVA 2026 Educational Program supports the creation of multi-user, location-based XR (LBXR) experiences focused on heritage, art, and territory. Participants work in Unity and deploy projects in cultural spaces.
The program combines three pillars:
- Online masterclasses (live or pre-recorded).
- Growing virtual library (2024–2026).
- Continuous mentorship to ensure real knowledge transfer and technical feasibility.
Languages of instruction: Catalan and English, with bidirectional translation for live sessions and written/subtitled materials.
Technical priorities: Unity pipeline, robust venue operation.
Creative priorities: Narrative, user experience (UX), accessibility.
Transfer & legacy: Recorded content, practical documentation, and applied mentorship linked to the prototypes.
Learning objectives
The program aims to:
- Professionalize resident teams in multi-user LBXR production (Unity) with QA, performance, and safety standards.
- Ensure operational competence: repeatable deployment, device management, visitor flows, and monitoring in cultural spaces.
- Elevate experiential quality: spatial UI/UX, cooperative gameplay, accessibility, mediation, and guidance in real-world settings.
- Incorporate applied research: AI for spatial and narrative variation, under artistic direction and curatorial control.
- Generate a legacy: audiovisual library and repository of guides/templates for creators and educational communities.
Format
- Primary format: Online (live sessions + pre-recorded).
- Live sessions recorded for later reference.
- Language: Catalan and English, with bidirectional translation support as needed.
- Calendar and speakers are indicative and adaptable to program needs
Content structure
The program is organized into three main blocks:
Block A – XRoam Solutions (core: SDK, multi-user and operation)
Masterclasses led by XRoam professionals focus on creating, deploying, and managing multi-user LBVR/LBXR experiences in Unity.
| Module | Description |
|---|---|
| A1. XRoam Ecosystem for LBVR/LBXR | Flow overview: Unity SDK (creation), Experience Manager (operation), Operator App (assignment), and Dashboard (analytics). |
| A2. Installation of the XRoam Unity SDK and base project | Installation, dependencies, project structure, sample scenes and best practices for setup. |
| A3. Building blocks for multi-user experiences | Chapters, timeline, interaction, dynamic variables and patterns for progressively controlled cooperative experiences. |
| A4. Physical-virtual alignment and user security | Space calibration, global offset, walkable areas and safety criteria. |
| A5. Room operation: control, devices and monitoring | Device/headset management, position/connection monitoring, group management and support protocols. |
| A6. Analytics and continuous improvement (QA) | Dashboard usage for engagement, parameter control, session data, and iterative improvement. |
Block B – Creative Foundations & Production
Basic (adaptable) sessions inspired by themes worked in previous editions. Prioritize translating concepts into design and prototyping decisions in Unity.
| Module | Description |
| B1. Overview of AI, XR and ODS + Practical introduction to XR (Unity + AI/XR Toolkit) | Conceptual and practical alignment: installation of tools, microprototypes and cultural/social impact criteria. |
| B2. Storytelling for immersive installations + cultural impact | Narrative structure, rhythm, attention management, multi-user roles, artistic direction. |
| B3. Creative AI & AR Applied to Territory | Generative AI layers, AR for heritage, archives, and contextual markers. |
| B4. VR & Haptics (Multisensory Design) | Presence, feedback (haptics/sound/space), comfort, safety, accessibility. |
| B5 (Optional). Ethics, Empathy & Sustainability in XR | Privacy, authorship, inclusion, sustainable deployment. |
| B6 (Optional). Business Models & International XR Project Management | Scalability, production, preparation for international contexts. |
Block C – AI & World Models for LBXR Environments
Applied exploration of world models and generation techniques to create dynamic, persistent, and contextual XR environments under artistic and curatorial supervision.
| Module | Description |
| C1. AI & Immersive World Models – Ferhan Özkan | World models, simulation and procedural generation; integration into stable Unity/XR pipelines (performance, spatial consistency and QA). |
| C2. AI-Driven Immersive World Generation – Marlon Fuentes & MIT Reality Hack Mentors | Techniques applied to generate and orchestrate multi-user XR worlds: consistency, real-time generation and optimization for audience. |
Audiovisual library & mentorship
- Virtual Library: Reuse of recorded materials from 2024–2025 editions as educational support.
- In-house Mentorship (Unity Developer): Scene/code review, performance optimization, and preparation for public testing.
- Brief Documentation: Installation checklist, best practices, key pipeline decisions.
Expected outcomes
- LBXR multi-user prototype ready for iteration and controlled testing.
- Technical competencies: SDK installation/use, operation, QA, and basic analytics.
- Creative competencies: narrative design, UX, and space-adapted interactions.
- Learning archive: selected recordings and supporting materials for further reference.
