<?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="2026-06-22T07:57:45Z" ns1:href="http://gtr.ukri.org/gtr/api/projects/DD65BC44-3E46-4367-9E79-78FA816E97E6" ns1:id="DD65BC44-3E46-4367-9E79-78FA816E97E6"><ns1:links><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/persons/4A5A495E-0D82-4F69-8B5F-C5EB5192C853" ns1:rel="PM_PER"/><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/organisations/5DA45C51-89C6-480A-8740-4B589075392A" ns1:rel="LEAD_ORG"/><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/organisations/C9F38CAD-D8FF-475A-833E-4BD6E9A9DE8F" ns1:rel="PARTICIPANT_ORG"/><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/organisations/5DA45C51-89C6-480A-8740-4B589075392A" ns1:rel="PARTICIPANT_ORG"/><ns1:link ns1:end="2023-09-29T23:00:00Z" ns1:href="http://gtr.ukri.org/gtr/api/funds/CA3CFA3F-87F8-4276-BD90-9E595406237C" ns1:rel="FUND" ns1:start="2023-03-01T00:00:00Z"/></ns1:links><ns2:identifiers><ns2:identifier ns2:type="RCUK">10056324</ns2:identifier></ns2:identifiers><ns2:title>Mentis</ns2:title><ns2:status>Closed</ns2:status><ns2:grantCategory>Collaborative R&amp;D</ns2:grantCategory><ns2:leadFunder>ISCF</ns2:leadFunder><ns2:abstractText>One in four of us have experienced mental health challenges. COVID 19 means that today, more of us are experiencing mental health challenges than ever before.

The individual and societal cost of poor mental health are huge. Poor mental health costs the UK alone over &amp;pound;45 billion a year, an equivalent of 25% of the TOTAL NHS budget last year.

Over the past 10 years, most of us have used digital technology to change how we buy things, bank and socialise. But, we do not use digital technology to positively help our mental health.

Immersive technologies like augmented / virtual reality (AR/VR) offer a unique way to positively impact mental health. As humans, we have a deeper connection with virtual reality than digital-only technologies - like websites or apps.

The aim of this project is to build an AR/VR digital service that incorporates state-of-the-art science (neuroscience / cognitive behavioural science).

By the end of the project we will have built a digital immersive technology that someone can use on their phone, and tried it with people.

We will have worked with people who would potentially buy the service when it is ready to understand how it can work as a business.</ns2:abstractText></ns2:project>