Kuggen Medialab

Kuggen Medialab

Kuggen Medialab is a research lab run by the Interaction Design Unit, situated at Lindholmen. It is primarily serving researchers and students at the Interaction Design Division, but other researchers and students at Chalmers and the University of Gothenburg can also be welcomed upon agreement. 

The media lab is established and managed by Studio Director Thommy Eriksson (thommy@chalmers.se). 

Examples of what can be done in Kuggen Medialab

  • Test and/or build VR applications
  • Shoot and edit videos or movies
  • Produce 2d or 3d animation, including digital visual effects
  • Record interviews or lectures
  • Conduct usability tests, including documentation
  • Many other forms of media production or media research.

Facilities and equipment

Kuggen Medialab is a room with workstations for up to five users. It is sound proofed, and sound dampened. It is highly flexible, designed for many different kinds of media production and research activities.
The lab has a wide set of hardware such as green screen, studio lighting, cameras, audio equipment, VR headsets, AR headsets, depth sensor cameras, 360 cameras, and more.

VR/AR research at Kuggen Medialab
The media lab have hosted and supported a range of different research and student projects exploring visualization, visual effects in documentary movies, virtual labs, and ICT and learning. Currently we emphasize research and teaching concerning virtual reality (VR). We primarily work with two fields within VR research: VR for teaching and learning and VR for remote collaboration.



Current research at the Medialab

Research projects

  • CityAirSim – visualization of simulated air quality in a city street using VR, and field tested with 200 gymnasie students
  • Rymdlust – an interactive, 3d animated science documentary for the local science center Universeum
  • Solen, månen och den röda planeten – VFX shots showing astronomical events for a TV series for school children produced by Utbildningsradion
  • Via Tecta – interactive visualization of archeological reconstruction of a Roman temple, on commision by Swedish Institute in Rome
  • BioHOPE – a virtual chemical lab developed together with Stanford University, and field tested with 100 gymnasie students.

Research publications

  • Design fiction exploration of romantic interaction with virtual humans in virtual reality (journal article)
  • Who Owns Our Second Lives: Virtual Clones and the Right to your Identity (IEEE report chapter)
  • Social and multi-usre spaces in VR: trolling, harassment, and online safety (IEEE report chapter)
  • Extended reality (XR) ethics in education (IEEE report chapter)
  • The barefoot lecturer - recording lectures in virtual reality (conference paper)
  • Failure and Success in Using Mozilla Hubs for Online Teaching in a Movie Production Course (conference paper)
  • Visual conflicts - Challenges in combining rich volumetric 3D-data in a realistic VR city model (conference paper)
  • Embodiment in the void – watching movies in virtual reality (conference paper)
  • Design fiction exploration of romantic virtual humans for virtual reality (conference paper)
  • Practical use of off-the-shelf virtual reality for distance education - a look at the feasability of non-expert use (conference paper)
  • En läraktivitet i virtual reality - tekniska och sociala utmaningar från en fältstudie (conference paper)
  • Design considerations for virtual laboratories: A comparative study of two virtual laboratories for learning about gas solubility and colour appearance (journal article)
  • Det virtuella höghuset (book chapter)
  • A Poetics of Virtuality (PhD thesis)
  • Joint reasoning about gas solubility in water in virtual laboratory experiments (journal article)

Master thesis reports

  • “Designing a Platformer Game in Virtual Reality – Design and UX Challenges” by Faraz Rashid
  • “Design opportunities of the NASA Solar System Treks website” by Premthip Yaowapatsiri
  • “Meetings applications in Virtual Reality – An evaluation study of applications from a meeting perspective” by Linnea Palmgren Söderström and Molly Zelmerlöw Sigander
  • “Implementation of a low-cost volumetric video pipeline from capture to game engine import” by Fausto Ivan Zamora Arias
  • “The effects of different types of HUDs on Cybersickness” by Muhammad Ashar Imtiaz
  • “Designing Mobile Augmented Reality Board Games – Exploring the Design Space With Regard to Player Engagement” by Ludvig Arlebrink and Christopher Black
  • “Creation of a virtual reality experience for the virtual conservation of the Flamman theater using Unreal Engine 4” by Fausto Ivan Zamora Arias
  • “Development of immersive experience for the reconstruction of a vintage cinema theatre” by Petra Beczi
  • “Cultural Heritage Reconstruction of the Cinema Flamman Using VR” by Joakim Burman, Jonathan Eksberg, Mirai Ibrahim, Tommi-Roy Karlsson, Johan Pettersson, and Adam Rohdell
  • “Mapping the Unknown: Café Glaser-Müller – An exploratory creative process for an interactive volumetric video experience” by Budi Sugianto Jap
  • “Examining the effects of a nature experience in virtual reality” by David Granqvist
  • “Presence when interacting with Graphical User Interfaces in Virtual Reality – A Qualitative Study of Tutorials in Virtual Reality Games” by Robin Lilius-Lundmark and David Torbjörn

Page manager Published: Wed 08 Jun 2022.