Neuigkeiten

VR-Intense Collaboration Tool Stress Test

07-07-2026

Today, we did a stress-tested the VR-Intense collaboration tool, which we are currently developing in a cooperation with several universities. Around 25 participants joined a shared virtual meeting room from their Meta Quest headsets and Windows computers. The objective of the test was to find possible bottlenecks, especially on the headsets. Together, we simulated a meeting with a virtual presentation, had conversations through the application, and created notes on the virtual whiteboard. The test has been successful, and we are now focusing on the implementation of customisable avatars and other functionality.

From Paper to Pixels: Zahlandia Goes Digital!

29-05-2026

A month ago, on April 23–24, Project Zahlandia took an exciting step forward—into the digital world! The meeting took place in Zagreb, where Primary School Trnsko (OŠ Trnsko) hosted our second live project meeting. It was a wonderful opportunity for partners from Croatia, Spain, Germany, and Bulgaria to come together again in person, exchange ideas, and continue building the project side by side. At the same time, something even more exciting was happening in the classroom. For the very first time, our youngest learners—first and second grade students—had the chance to test the first digital prototypes of our educational games. Equipped with brand-new tablets and big smiles, they eagerly explored the apps, tapping, thinking, laughing—and learning. From the very beginning, the energy in the room was undeniable. Students quickly immersed themselves in the games, showing curiosity, focus, and pure joy. It wasn’t just about playing—it was about discovering, experimenting, and engaging with mathematics in a whole new way. After the session, students shared their thoughts in their own simple but honest way. Their feedback gave us valuable insights and creative ideas on how to make the apps even more fun and appealing. One thing was clear: they didn’t want it to end. Many were already asking when they could download the games and play again! Project partners observed the students in action, capturing important moments and reflections. These shared observations then shaped our discussions and helped us plan the next steps in developing the project. The conclusion? A clear success. The students’ reactions showed us that we are on the right track—and that learning through play, especially in a digital environment, has the power to truly engage and inspire. More information and regular updates about Zahlandia can be found here:

Zahlandia Website

DINeuroNe Update for Android

15-04-2026

We published an update for our DINeuroNe app for Android. With this update the application becomes available for newer generation devices. DINeuroNe keeps receiving weekly content updates to make sure that we keep up with the latest sources.

VR-Intense Transnational Partner Meeting – Zagreb, Croatia

03-03-2026

On 25th February 2026, the VR-Intense consortium met at the University of Zagreb to review progress and plan the next phase of the project. During the meeting, partners discussed the latest developments of the VR Field Trip and Collaboration Tools, incorporating feedback from testing across Europe. We also began preparing the content framework for Work Package 3, which will focus on developing training modules to support lecturers in integrating VR into higher education teaching. Step by step, we are building immersive, inclusive learning experiences for universities across Europe