The Realities Lab at Kennesaw State University is an innovation hub focused on advancing extended reality (XR) for education, healthcare, and human development. Led by Dr. Joy Li in the Department of Software Engineering and Game Development, the lab brings together faculty, students, and partners to create immersive experiences that foster learning, empathy, and well-being.
Equipped with cutting-edge XR tools, the lab transforms ideas into prototypes that tackle real-world challenges鈥攆rom dementia care and autism support to healthcare training and blood donation awareness. Guided by the principle of 鈥淴R for Good,鈥 projects combine serious game design, AI, and human-centered research to drive positive impact.
Through collaborations with schools, healthcare organizations, and industry, the Realities Lab also serves as a training ground for students in XR design and usability research. Supported by 91青青草鈥檚 Center for Interactive Media, the lab is part of a growing ecosystem of interactive media innovation.
VR Driving Simulation Game for Autism
Designed to study driver behavior and reaction in realistic but controlled settings, the project demonstrates how virtual reality can safely replicate complex, unpredictable traffic situations.
Built with performance-optimized, low-poly visuals, the simulation runs smoothly on standard Windows PCs equipped with mid-range graphics hardware, making it a portable and accessible research tool.
The experience features three interactive driving scenarios:
Together, these scenarios provide a safe, repeatable environment to examine human attention, stress response, and decision-making under real-world driving pressures鈥攁dvancing both virtual-reality research and experiential learning for students.
Dementia Care XR Game
Empathy-Building Through Immersive Caregiving Simulations
The Dementia Care XR Game is an interactive virtual-reality experience developed to help players better understand the everyday challenges faced by individuals living with dementia. Using immersive first-person storytelling, the game allows participants to step into the perspective of a person with cognitive decline and experience moments of confusion, frustration, and sensory overload in a safe virtual setting.
This project supports the lab鈥檚 broader mission of designing XR tools that promote empathy and social awareness. Players explore realistic scenarios, from navigating a familiar home environment that suddenly feels disorienting to interacting with caregivers who may or may not respond appropriately. Through guided reflection and data-driven evaluation, the experience fosters emotional understanding while providing researchers with insights into how immersive technology can improve caregiver training and patient communication.
VR Blood Donation Experience
Reducing Anxiety and Inspiring Future Donors Through Immersive Learning
The VR Blood Donation Experience is an immersive educational tool created to help reduce fear and anxiety surrounding blood donation while promoting awareness of its life-saving impact.
The virtual environment is organized into themed spaces that support learning and relaxation:
Accessibility and user comfort were central to the design. A simple, one-handed control system allows users to explore freely鈥攅ven imagining the physical constraint of having one arm at rest during a real donation. By integrating education, agency, and relaxation, this project demonstrates how extended reality can transform healthcare outreach and encourage a new generation of confident, informed donors.
Cybersecurity Awareness VR
Teaching Safe Digital Practices Through Immersive Play
The Cybersecurity Awareness VR project transforms cybersecurity education into an interactive and engaging virtual experience for middle school learners. The simulation uses game-based learning to introduce essential cybersecurity concepts, such as malware, phishing, ethical hacking, and data privacy, through hands-on exploration in an immersive 3D environment.
Within the Cybersecurity Hub, players enter a series of themed mini-games, each designed around a real-world cybersecurity challenge:
Each module combines visual storytelling, responsive controls, and immediate feedback to make learning cybersecurity fun and memorable. Players practice identifying threats, applying ethical decision-making, and reflecting on the consequences of digital actions while developing confidence in a safe, gamified learning space.
By blending education, interactivity, and virtual immersion, Cybersecurity Awareness VR equips students with practical knowledge to navigate the digital world responsibly and prepares them for future opportunities in technology and cybersecurity.
VR Classroom for Attention Training in Autism
Enhancing Focus Through Immersive and Data-Driven Interventions
The VR Classroom for Attention Training project explores how immersive virtual environments can help strengthen attention and focus for individuals on the autism spectrum. This research integrates interactive virtual reality with real-time physiological data to study and enhance attentional control in learning environments.
The project introduces VR-PDA (Virtual Reality Physiological Data Analysis), a novel framework that monitors users鈥 gaze and physiological responses to adapt the training experience. Within a simulated classroom, participants engage in attention-based exercises using four reinforcement strategies鈥攏oise, score, object opacity, and red vignette鈥攅ach designed to guide and sustain focus in different ways.
Preliminary findings show that these reinforcement strategies significantly improve attention among individuals with Autism Spectrum Disorder (ASD), particularly when using the noise-based approach. The study also demonstrates how adaptive, data-informed VR environments can personalize attention training and promote more effective learning experiences.
By combining virtual reality and physiological feedback, this project advances research in neurodiversity-centered technology design and lays the foundation for scalable, personalized attention-training tools for individuals with autism and related conditions.
Funding: This work was partly supported by the National Science Foundation (NSF) under Grants
CNS-2244450 and IIS-1850438.
Suicide Prevention VR Simulation
Both modes include strict safety protocols. Participants are monitored at all times by trained research personnel, and the simulation is structured to end safely after a fixed duration or specific player choices. The experience is not intended as therapy, but as a research tool to advance understanding of behavioral, cognitive, and emotional factors related to crisis response.
By combining immersive storytelling with psychological safety and empirical design, this project contributes to a growing body of research exploring how virtual reality can enhance suicide prevention training, awareness, and early-intervention strategies for mental health professionals.
Parkinson鈥檚 Disease VR Simulation
The system鈥檚 precision tracking and voice-guided instructions create a safe but powerful learning environment where users can reflect on how small physical challenges accumulate into significant barriers.
A checklist interface, progress tracker, and adjustable difficulty settings support repeated practice and research data collection. Each task measures completion time and accuracy, providing valuable insights for future accessibility-oriented design and health communication studies.
By combining medical knowledge, immersive technology, and human-centered design, this project demonstrates how VR can foster empathy, awareness, and understanding of neurodegenerative diseases, helping educators, caregivers, and the public see daily life through the eyes of those living with Parkinson鈥檚.
Depression Prevention through Mutual Empathy Training in VR
Each interaction dynamically shapes the player鈥檚 stamina, emotional capacity, and progress, visualized through a 鈥渂rain map鈥 that illuminates as healing unfolds.
The game world evolves in three stages: Desolation, reflecting emotional isolation; Transition, symbolized by a campfire and the birth of a fire fox representing hope; and Civilization, where players rebuild a peaceful garden signifying recovery and reconnection. Background music, visual cues, and reinforcement feedback are carefully designed to guide users through reflection and self-growth.
Grounded in cognitive behavioral therapy (CBT) and mindfulness-based intervention principles, this project demonstrates how interactive VR storytelling can be used for mental health education, empathy training, and early prevention. By combining professional counseling input with immersive design, the experience offers both caregivers and the public a powerful way to visualize and understand the journey of living with and recovering from depression.
Previous Project Posters
Lab Director
Joy Li
Lab Director & Associate Professor of Computer Game Design and Development
joy.li@kennesaw.edu
Graduate Assistants
Past Team Members
680 Arntson Drive, Marietta, GA, 30060
Room: J-1129