MBBPT - Magos Bakri Balloon Placement Training

The MBBPT use case demonstrates how haptic feedback can transform medical spatial training by enhancing students' and professionals’ skills, dexterity, and procedural accuracy. It offers a realistic, immersive alternative to traditional training methods. Developed in collaboration with the UCD School of Medicine, the UCD Perinatal Research Centre at the National Maternity Hospital, and the Network Softwarization and Security Labs, the project bridges advanced technology with clinical expertise to improve real-world medical preparedness.

MBBPT

LUMINOUS - Language Augmentation for Humanverse

LUMINOUS aims to create a cutting-edge, language-enhanced XR platform tailored to users' evolving needs. It will enable seamless interaction with digital environments through virtual avatars, offering instant access to global, up-to-date knowledge. The platform supports adaptive, context-aware communication for applications in healthcare, especially rehabilitation and disability support, as well as immersive learning, design evaluation, and future expansion into entertainment and sports.

LUMINOUS

augMENTOR - Augmented Intelligence for Pedagogic Training

augMENTOR supports a shift from mass instruction to learner-centred education using emerging technologies. It promotes collaboration, critical thinking, and personalised learning. Prof. Mangina leads the ethics advisory board, ensuring trustworthy AI and compliance across the consortium in support of innovative teaching practices.

augMENTOR

MINDGUARD - XR for Mental Health

MindGuard uses XR to train faculty, staff, and students in mental health awareness, first aid, and peer support. Aimed at non-specialists in academia, it fosters understanding of mental illness and prevention strategies. By leveraging immersive learning, MindGuard promotes inclusive, supportive campuses and empowers learners as mental health allies. Thousands across Europe are expected to benefit, with positive ripple effects across society, including the workplace and young families.

MINDGUARD

VRPAIN – XR for Physiotherapy Education

VRPAIN integrates pain science into physiotherapy education using XR to enhance clinical reasoning and patient care. It bridges research and practice by embedding innovative VR tools in curricula, improving student preparation and patient outcomes. Through collaboration between academic and clinical experts, it equips graduates to address pain management in evolving European healthcare systems.

VRPAIN

STROHAB: XR for Stroke Rehabilitation

STROHAB is an AR-based stroke tele-rehabilitation platform designed as a software medical device to support early intervention and complement standard care. It offers tailored therapy enabling patients to engage in rehab with allied stroke therapists both in hospital and at home. With a focus on superior user experience, personalized care, and intelligent digital pathways for clinicians, STROHAB aims to transform stroke recovery through immersive, multimodal technology.

STROHAB

AHA - ADHD AUGMENTED

The ADHD Augmented (AHA) project integrates mobile, AR, and digital tools to support students with ADHD. It enhances focus, reduces errors, and improves school performance through interactive educational technologies. Piloted in Irish schools, AHA combines pedagogy with tech to support learners, educators, and parents—aiming for a scalable, international impact on inclusive education.

AHA

VOWEL TRAINER - AR PRONUNCIATION APP

This AR app boosts literacy by helping learners master vowel pronunciation through 3D visuals and audio feedback. It aids those with auditory or decoding challenges by offering a multimodal, step-by-step approach. The app blends reading, listening, and speaking in an immersive environment, supporting more effective learning than traditional methods.

VOWEL TRAINER

ACCESSIBILITY IN XR - AUTOMATED LIP READING

This initiative aims to implement Automated Lip Reading (ALR) in XR to support Deaf and Hard of Hearing (DHH) users. Using machine learning and immersive tech, the project enhances accessibility in XR and the Metaverse. Its goal is ethically aligned, inclusive environments that offer real-time support and improved communication in education and beyond.

AUTOMATED LIP READING

EduVision – Reading Assessment

EduVision uses HoloLens 2 and XR to assess reading comprehension through immersive storytelling. It captures speed, accuracy, and eye-tracking data to evaluate literacy in depth. Combining standardised assessment with adaptive learning, EduVision supports both research and practical use in educational settings focused on engagement and insight.

Learn more
EduVision

EVAR Training with Augmented Reality

To address the limited access to cadavers and live supervised practice, this project explores how AR, VR, and low-cost 3D printing can revolutionize surgical training. Focusing on EndoVascular Aneurysm Repair (EVAR), a minimally invasive vascular procedure, it proposes a mixed reality tool that provides tactile feedback. The goal was to research in order to create an affordable, scalable training alternative for young surgeons, especially in resource-limited settings.

EVAR Training

XR assisted pre-operative planning

This project researched surgical planning for children with complex congenital heart defects by combining 3D-printed heart models and virtual reality. Focused on the Fontan procedure, it enables clinicians to rehearse operations in VR using accurate 3D stereolithographic models. Developed for Crumlin Hospital, the approach enhances preoperative assessment and may improve outcomes for patients where conventional imaging alone is insufficient.

Pre-operative planning

VR for Canine Anatomy

To address the impact of the pandemic on hands-on veterinary training, a VR- based summative assessment using head-mounted displays and touchless interaction was developed. The study compared traditional online MCQs with VR assessments among 24 students. While participants preferred VR for engagement and focus, their scores were lower. The results highlight VR’s potential in anatomy education, while also revealing a performance-perception gap that requires further study for effective classroom integration.

VR for Canine Anatomy

VR for radiology

This project explores how VR and AR, inspired by gaming innovations, can enhance radiology education and training. As AI transforms diagnostic workflows, immersive tools offer new ways to teach, communicate with peers and patients, and assist in interventional procedures. With increasing access to simulation technologies, VR and AR are emerging as valuable, interactive tools to supplement traditional radiology training and improve clinical engagement.

VR for radiology

XR for Midwifery Education

This study explored the use of a VR learning environment (VRLE) to teach fetal lie, position, and presentation in pregnancy. Conducted with 41 midwifery students, results showed high satisfaction and self-confidence despite no significant change in test scores. Qualitative feedback emphasized 3D learning, visual engagement, and the value of educational technology. Common side effects included dizziness and motion sickness, indicating both promise and challenges in adopting VR for midwifery education.

XR for Midwifery Education

XR in Health care – Student Education

This review assessed learning outcomes of immersive technologies versus traditional methods in preclinical medical, nursing, and midwifery education. Following Cochrane guidelines, randomized controlled trials using VR, AR, or MR were analyzed. Two reviewers independently screened studies, with a third resolving disagreements. Learning outcomes and experiences were evaluated using the MERSQI tool. The protocol was registered with PROSPERO in April 2020.

XR in Health care

DIGITAL HEALTH TECH ETHICS FRAMEWORK

This framework supports ethically aligned digital health innovation. It promotes patient empowerment through personalised care, while addressing ethical risks of tech use. Developed in collaboration with ethicist Georgia Livieri, it ensures that human rights are central to digital healthcare by guiding responsible, inclusive technology design.

DIGITAL HEALTH TECH ETHICS FRAMEWORK

Professor Eleni Mangina’s research in XRMedCare is a strong embodiment of UCD’s Strategy 2030, “Breaking Boundaries,” by redefining the limits of traditional healthcare training through innovation, interdisciplinary collaboration, and global engagement. Her pioneering use of immersive technologies directly supports UCD’s ambition to transform learning, advance research, and engage for impact ininclusive, ethically responsible ways.

Leigheas Aire in XR – XRMedCare represents immersive environments (VR, AR, MR) for a meaningful, health-tech experience. Professor Eleni Mangina’s work in XRMedCare reflects a forward-thinking vision for transforming medical care through immersive technologies. By leveraging the capabilities of extended reality (XR), her research portfolio addresses critical challenges in healthcare training, patient engagement, and mental well-being. Her approach emphasizes creating more intuitive, empathetic, and inclusive healthcare environments by integrating XR into clinical and educational settings.

Central to this vision is the principle of co-creation, where healthcare professionals, patients, and technologists collaboratively shape XR solutions to ensure they are practical, ethical, and human-centred. Equally important is her commitment to ethically aligned development, where transparency, accountability, and data protection are embedded throughout the design and deployment process. This ensures that immersive technologies not only meet clinical and educational goals but also respect the rights, dignity, and diversity of all users. Under Professor Mangina’s leadership, XR becomes not just a tool, but a bridge between knowledge and compassion—empowering healthcare professionals and improving patient outcomes in a responsible and inclusive way.