Background and Need
Accurately visualising complex three-dimensional cellular structures is important in cell biology education, yet conventional teaching often relies on two-dimensional textbook images and lecture slides. ImmerseCell provides a more interactive and immersive approach to help students better understand the spatial organisation of cellular structures.
Technology Overview
ImmerseCell is a virtual reality learning experience for undergraduate and postgraduate students that combines interactive, narrated and guided learning with 3D models of key mammalian cellular structures. The experience uses both artist impressions and 3D reconstructions based on real fluorescence microscopy data, allowing students to explore and interact with cellular structures using motion controllers. The software is cross-platform, independent of any specific VR platform and can be deployed on both high- and low-end headsets.
Key Differentiator
Unlike conventional 2D teaching materials, ImmerseCell allows students to interact with true 3D representations of experimental microscopy data, providing an immersive learning experience that supports spatial understanding. The technology is intended for universities, medical and life sciences faculties, lecturers, undergraduate and postgraduate students, and other institutions teaching cell biology.
Development Stage and Validation
The technology is currently at TRL 5 – Prototype tested in a controlled environment. Software development has been completed for a cell physiology course and evaluated in a study involving 52 undergraduate students, where the VR group demonstrated statistically significantly higher learning performance than a control group using traditional learning methods. Further development and field testing are required to progress the technology towards wider deployment.
Commercialisation Opportunity
Stellenbosch University is seeking licensing and development partners to support further development, field testing and commercialisation of ImmerseCell. Potential partners include universities, educational technology providers and VR technology companies interested in developing and deploying immersive learning solutions.