<?xml version="1.0" encoding="UTF-8"?><ns2:project xmlns:ns1="http://gtr.rcuk.ac.uk/gtr/api" xmlns:ns2="http://gtr.rcuk.ac.uk/gtr/api/project" xmlns:ns3="http://gtr.rcuk.ac.uk/gtr/api/fund" xmlns:ns4="http://gtr.rcuk.ac.uk/gtr/api/person" xmlns:ns5="http://gtr.rcuk.ac.uk/gtr/api/project/outcome" xmlns:ns6="http://gtr.rcuk.ac.uk/gtr/api/organisation" ns1:created="2026-06-03T15:52:43Z" ns1:href="http://gtr.ukri.org/gtr/api/projects/99F4F0D3-3A57-4664-8A15-2CD31742056E" ns1:id="99F4F0D3-3A57-4664-8A15-2CD31742056E"><ns1:links><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/persons/73325A43-B38C-48D7-B299-530A89E0A218" ns1:rel="PM_PER"/><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/organisations/5425CA78-6A6A-4E21-8357-9D63F17E4788" ns1:rel="LEAD_ORG"/><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/organisations/5425CA78-6A6A-4E21-8357-9D63F17E4788" ns1:rel="PARTICIPANT_ORG"/><ns1:link ns1:end="2019-04-29T23:00:00Z" ns1:href="http://gtr.ukri.org/gtr/api/funds/F92639FF-A261-46AC-BFDB-2E2B836626B9" ns1:rel="FUND" ns1:start="2018-04-30T23:00:00Z"/></ns1:links><ns2:identifiers><ns2:identifier ns2:type="RCUK">133544</ns2:identifier></ns2:identifiers><ns2:title>Next-generation virtual reality with artificial intelligence</ns2:title><ns2:status>Closed</ns2:status><ns2:grantCategory>Feasibility Studies</ns2:grantCategory><ns2:leadFunder>Innovate UK</ns2:leadFunder><ns2:abstractText>While virtual reality (VR) experiences based on 360-degree photos and video are prevalent already, and content continues to grow rapidly, user uptake has been somewhat subdued. This is because 360-degree VR experiences lack interaction. A user can look around a scene but cannot move within it. For example, in a 360-degree VR environment it is currently not possible to take a step to view the scene from different perspectives or to lean forward to inspect the details of objects in the scene. Even when simply looking around a scene, users typically make small movements of their head, of which they may not even be aware. As soon as motion like this in the physical world is not reflected in the virtual world, cyber motion sickness is induced and the user quickly feels nauseous. We will develop techniques to support motion in 360-degree VR experiences, providing a more realistic and immersive experience and, in the process, eliminating cyber motion sickness.</ns2:abstractText></ns2:project>