TRANSMIXR at XR Expo & Virtual Worlds 2025

Louise Hallström (VUB) at XR EXPO

On May 8th, Vrije Universiteit Brussel (VUB) proudly represented the TRANSMIXR project at the XR Expo & Virtual Worlds 2025 event in Stuttgart. At the event, we hosted a booth to present the innovative tools and technologies developed within the TRANSMIXR project.

Our main goal was to engage with attendees, collect valuable user feedback, and explore how our tools might be transferable to various sectors beyond our current scope. The event proved to be an ideal platform to connect with people within a broad range of sectors interested in these types of technologies.

Cross-sector engagement and participation

Throughout the day, we connected with professionals from a diverse array of industries. A total of 26 individuals agreed to participate in our study, offering insights on how TRANSMIXR technologies could be applied within their respective fields. These sectors included:

Agriculture & manufacturing

Artificial Intelligence

B2B services

3D rendering research institutes

Gaming and entertainment

Higher education

Media & arts education

Metaverse and digital avatar research (academia)

Performing arts

Product design & modeling

Psychology & HCI (Human-Computer Interaction)

Smart cities

Streaming & digital media

Student organizations

Surveying & land consolidation

Volumetric studios

XR (with 360° specialization)

 

Main takeaways 

The conversations felt like collaborative brainstorming sessions, sparking new ideas and uncovering unexpected use cases for TRANSMIXR technologies. Some of the most compelling feedback and envisioned applications included:

Education & learning

  • Making abstract topics more concrete and engaging for students

  • Enhancing interactivity in classrooms

  • Opportunities for student-created immersive experiences

  • Using XR for cultural heritage and local government educational tools

Collaboration & communication

  • Real-time collaboration using avatars and digital spaces

  • Social XR for events, performances, and theater experiences

  • Democratizing access to XR for broader audiences

Gaming & entertainment

  • Enabling more realistic, interactive gaming environments

  • Supporting collaboration and social interaction within games

  • Enhancing narrative storytelling with 360° experiences

Professional & industrial use

  • Tools for land management and farming applications

  • AI integration for speech recognition and automation

  • Reconstructing historical or cultural sites (e.g., Pompeii)

Societal & research impact

  • Driving awareness on issues like climate change through immersive media

  • New methods for psychological exploration and insight

  • XR applications in smart city planning and public engagement

  • Exploring how 6G connectivity may amplify XR potential

Conclusion

The feedback we received was both inspiring and validating. From education to entertainment, from research to urban development, the potential use cases and application areas for the TRANSMIXR’s tools were broad. The feedback gathered offers us valuable insights into how the TRANSMIXR technologies and tools might be transferred and/or adapted to other domains. While we cannot implement every idea directly, these different perspectives will inform the potential and relevance of the tools and technologies as well as their impact across different sectors.

Author: Louise Hallström, Vrije Universiteit Brussel (VUB)

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