IMMERSE AT UCLA

Step inside science.
Experience medicine differently.

Immersion in Medical Education, Research, Science & Empathy

IMMERSE at UCLA creates immersive experiences, research, and human-centered stories that connect scientific knowledge with empathy.

In-headset view of the Living with Parkinson's VR daily task simulation
VR Experience

Living with Parkinson’s

Inside the Becoming a Scientist VR lab simulation
Educational Simulation

Becoming a Scientist

MotionSense investigator dashboard showing live session data
Research Platform

MotionSense

What We Do

🥽

Immersive Experiences

VR simulations that build firsthand empathy for patients and caregivers.

🔬

Research

Studies that measure real educational and empathetic impact.

✍️

Blogs

Accessible writing on disease, discovery, and the people behind it.

🎙️

Podcasts

Conversations on the real-world impact of health and healthcare.

Current Projects

VR Experience

Living with Parkinson's

An immersive virtual reality experience demonstrating how Parkinson's disease affects movement, daily activities, and quality of life through interactive challenges.

Learn more →
Research Study

Living with Parkinson's: Impact Study

Evaluating the educational and empathetic impact of the VR simulation, now in the study design and IRB preparation phase.

Learn more →
Research Platform

MotionSense

A movement-based platform supporting at-home Parkinson's assessments and symptom tracking through accessible technology.

Learn more →
Educational Simulation

Becoming a Scientist: The Immersive Journey

An interactive journey through research questions, experimental decisions, setbacks, and collaboration behind scientific discovery.

Learn more →

Our Mission

IMMERSE at UCLA brings the human side of science and medicine to life. Through immersive experiences, research, blogs, and podcasts, we highlight patient perspectives, scientific discovery, and the real-world impact of disease and healthcare. By connecting knowledge with empathy, we make complex health topics more accessible, meaningful, and personal.

IMmersion in Medical Education, Research, Science, and Empathy

Why IMMERSE

Medicine is often taught through textbooks and lectures, but disease is lived, not just studied. IMMERSE was founded on the idea that stepping into someone else's experience, even briefly, builds a deeper and more lasting kind of understanding than facts alone.

We pair that empathy-building with rigorous science: every immersive experience we build is paired with real research, careful study design, and validated outcome measures, so our impact is measured, not just assumed.

Whether through a VR headset, a research platform, a blog post, or a podcast episode, our goal is the same: connect people to the human stories behind medicine and science.

Our Projects

Four active projects spanning immersive VR, research, and technology, all in service of our mission.

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VR Experience

Living with Parkinson's

Living with Parkinson's runs on a standalone VR headset, putting participants inside a first-person simulation where everyday tasks, walking, buttoning a shirt, reaching for a cup, become physical challenges shaped by tremor, rigidity, and slowed movement. The impact shows up immediately: caregivers who've supported someone with Parkinson's for years tell us it captured something words couldn't, and students who've never met someone with Parkinson's leave with a visceral, lasting understanding of the disease's daily toll. It's empathy built through experience, not explanation.

1Key Features & Who It's For

📅

Progressive Symptoms

Three simulated days move from no symptoms to mild and then severe Parkinson's.

🧺

Task-Based Daily Living

Getting dressed, doing laundry, and cooking dinner become the vehicle for understanding, not a lecture.

📳

Haptic & Visual Feedback

Controller vibrations and visual effects simulate tremor and motor symptoms in real time.

💊

Medication System

A medication adherence mechanic ties timing to symptom severity and task difficulty.

The experience is built for students and healthcare trainees learning to see Parkinson's beyond a list of symptoms, for caregivers and family members who want to better understand what a loved one is navigating, and for clinicians, researchers, and the wider public interested in how immersive storytelling can complement traditional health education.

Students & healthcare trainees Caregivers & family members Educators & the public Researchers & clinicians

2How the Simulation Is Built

Simulation Design
Day One

No Parkinson's Symptoms

Day Two

Mild Parkinson's Symptoms

Day Three

Severe Parkinson's Symptoms

Core Mechanics
Task System

Daily living tasks that reflect progression across symptom stages

Haptic Feedback

Tremor simulation through haptic cues and visual symptom modulation

Medication System

Medication adherence system that changes symptoms and task difficulty

3From Development & Testing

In-simulation footage showing the kitchen task, medication interface, symptom overlay, and task dashboard
In-simulation footage: kitchen tasks, medication timing, symptom overlay, and the task dashboard

4Community & Clinical Collaborators

Clinical Advisors

Dr. William Zeiger and Dr. Jennifer Adrissi, UCLA physicians providing clinical guidance on how the simulation reflects the daily realities of living with Parkinson's.

PCLA

Parkinson's Community Los Angeles, a community partner shaping the project through feedback, community showcases, and PD stories shared with permission.

UCLA XR Initiative

UCLA's campus-wide initiative supporting extended reality research and teaching. Francesca Albrezzi and Joy Guey have supported the project's XR development and campus connections.

5World Parkinson Congress

Henry Lewis presenting the Living with Parkinson's research poster at WPC 2026
Presented at the 7th World Parkinson Congress

In May 2026, IMMERSE presented Living with Parkinson's as poster P43.07 at WPC 2026 in Phoenix, Arizona, putting the simulation directly in front of the researchers, clinicians, and Parkinson's community it's built for.

Read the full WPC 2026 recap →

6What's Next

Coming Up
Rebuilding in Unreal Engine

The current simulation runs in Unity. The next major development milestone is porting and rebuilding core scenes in Unreal Engine to push toward higher-fidelity visuals, lighting, and haptics as the project scales beyond its first prototype.

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VR Experience

Living with Parkinson's

Living with Parkinson's runs on a standalone VR headset, putting participants inside a first-person simulation where everyday tasks, walking, buttoning a shirt, reaching for a cup, become physical challenges shaped by tremor, rigidity, and slowed movement. The impact shows up immediately: caregivers who've supported someone with Parkinson's for years tell us it captured something words couldn't, and students who've never met someone with Parkinson's leave with a visceral, lasting understanding of the disease's daily toll. It's empathy built through experience, not explanation.

Simulation Design
Day One

No Parkinson's Symptoms

Day Two

Mild Parkinson's Symptoms

Day Three

Severe Parkinson's Symptoms

Core Mechanics
Task System

Daily living tasks that reflect progression across symptom stages

Haptic Feedback

Tremor simulation through haptic cues and visual symptom modulation

Medication System

Medication adherence system that changes symptoms and task difficulty

View full project page →
Research Study

Living with Parkinson's: Impact Study

This companion study exists to answer a harder question than whether the VR experience feels powerful. It asks whether it measurably shifts empathy and understanding, using validated outcome measures and a real comparison group rather than anecdote. That rigor is what will let us make credible claims about the simulation's educational value, and potentially open doors to using it in medical training, caregiver education, or clinical settings where evidence, not impression, is what matters.

Study Design
Recruitment

Participants enrolled & grouped

Intervention

VR experience delivered

Follow-Up

Outcomes measured post-session

Measures & Analysis
Validated Surveys

Established empathy & understanding instruments

Comparison Group

Results benchmarked against a control condition

Statistical Analysis

Findings evaluated for significance before conclusions are drawn

Research Platform

MotionSense

Remote research, closer to home.

MotionSense runs the Random Dot Motion paradigm, a validated perceptual decision-making task used in Parkinson's research, directly on participants' own phones, so no one has to travel to a lab to contribute data. That matters because mobility is often the exact barrier Parkinson's research struggles with most: the people whose data would be most valuable are frequently the ones least able to make repeated lab visits. By moving the assessment onto a device participants already own, MotionSense makes it possible to track how symptoms and performance change over weeks and months instead of a single snapshot, built in collaboration with Dr. Zeiger.

Remote Assessment

Participants complete validated perceptual tasks from home on any mobile device, no lab visits required.

Longitudinal Tracking

An investigator dashboard gives real-time access to session data, CSV exports, and performance trends over time.

Secure Enrollment

Coordinators enroll participants with auto-generated study IDs and one-time passwords; all data is encrypted at rest and in transit.

Educational Simulation

Becoming a Scientist: The Immersive Journey

Real research, zero lab required.

With a national shortage of roughly 300,000 teachers and staff and high school lab construction routinely running into the hundreds of thousands of dollars, most students never get to touch real research equipment, let alone run an actual experiment. Becoming a Scientist rebuilds that missing lab inside VR, so a headset becomes the only equipment a school, library, or student needs. The impact is in who gets to try science: a student who's never set foot in a research lab can now pipette, plate, and run a real assay, and experience what a research question, a failed run, or a working result actually feels like, often the deciding factor in whether someone sees science as a career they belong in.

Three-Phase Curriculum

Prep, Lab, and Test phases guide students from lab-safety basics through hands-on procedure and a built-in assessment, with wrong answers looping back to the information room instead of just marking a score.

Real Lab Procedures

Students run cancer-research techniques like the MTS Assay and Trypan Blue Assay with lab-accurate materials, an interactive microscope to view results at the cellular level, and a whiteboard to record their own notes, using procedures developed in consultation with a Clemson University research professor.

From Classroom to Company

After taking first place in a school research competition and securing community investor funding, the project is now in active discussions with Lablight AR to bring the simulation into schools and libraries beyond South Carolina.

Meet the Board

The students leading IMMERSE at UCLA. (Placeholder profiles, update with your officers' info.)

Henry Lewis

Henry Lewis

President
Microbiology, Immunology & Molecular Genetics · Biomedical Research Minor · Class of 2027 · Charleston, SC

IMMERSE has given me the creative freedom to combine technology, education, and storytelling into projects that can create meaningful change. Through developing immersive experiences, presenting our work, and collaborating with patients, students, and community partners, I have learned that innovation is most powerful when it helps people feel understood, informed, and inspired. As President, I am excited to lead IMMERSE alongside our dedicated board, expand our educational outreach, strengthen community partnerships, and help members transform their own ideas into impactful projects. Beyond IMMERSE, my research in the Pyle Lab focuses on modeling early human limb development using human embryonic stem cells. Outside of research and IMMERSE, I enjoy going to the gym, watching movies, and swimming.

Charlene Guo

Charlene Guo

Internal Vice President
Neuroscience Major & Biomedical Research Minor · Class of 2027 · San Jose, CA

IMMERSE has given me the opportunity to explore a unique aspect of the intersection of medicine and research. Before stepping into my role as IVP, I led IMMERSE's education initiatives such as organizing a conference featuring multiple guest speakers on brain health and memory. I am excited to continue working with our amazing club to uphold our pillars of innovation, education, and empathy. Outside of IMMERSE, I study FOXP1 Syndrome in the Novitch Lab using cortical organoid models derived from human induced pluripotent stem cells. I am also working on the national SSPsyGene Consortium, which functionally characterizes hundreds of neurodevelopmental and neuropsychiatric risk genes. Last but not least, I enjoy hands-on crafts in my free time and am the president of UCLA's community service crochet club, Crafting for Cancer.

Dory Kawauchi

Dory Kawauchi

External Vice President
Molecular, Cell, and Developmental Biology · Class of 2028 · Chino Hills, CA

I joined IMMERSE because it combined my interest in medicine and innovation while making science accessible. I am involved in lung cancer research in the Stoyanova Lab, which has inspired me to pursue oncology in the future. Outside of school, I love taking pics around LA, listening to new music (hip-hop, rap, EDM are my favs), and trading.

Amerie Samuels

Amerie Samuels

Director of Projects
Neuroscience Major & Global Health Minor · Class of 2027 · Los Angeles, CA

I began being interested in medicine and research in my research lab at UCLA. Working with an MD PhD student in lab opened my eyes to how translational medicine can be and the importance of both careers in therapeutics. There is no research without medicine, and there is no medicine without research. At UCLA I am a part of clubs that focus on educating younger children about neuroscience in schools all around Los Angeles. I am also a part of the Bruin Film Society and often go to screenings of movies that they host throughout the school year. What excites me most about IMMERSE is the combination of science that the club focuses on. I'm excited to see the club grow and develop more in each field as we continue to support projects and ideas surrounding medicine, research, science, and empathy. I love watching movies, solving puzzles, playing the NYT games, and plan to become a neurologist that participates in research.

Mehul Paparaju

Mehul Paparaju

Director of Immersive Development
Computer Science · Class of 2029 · Sacramento, CA

What interests me about Immersive Development is that you can take a viewpoint that someone has never experienced before and leave them with a better understanding of said viewpoint (and other viewpoints by extension). I do hope to go into the field in the future, whether it be through VR/XR development, simulations, or something similar!

Fiona Law

Fiona Law

Director of Digital Media
Public Health · Class of 2029 · Irvine, CA

As Director of Digital Media, I am excited to lead the creation of podcasts, blogs, and interviews that translate the latest medicine, science, and technology into digestible information various communities can connect with. I am looking forward to helping lead IMMERSE this year and using digital media to spotlight the physicians, researchers, patients, student innovators, and community stories that bring our work on medical conditions and emerging technologies to life. Beyond producing content, I hope to help share the stories behind IMMERSE's projects so that our impact reaches people beyond those we have directly interacted with. Outside of IMMERSE, I enjoy playing tennis, watching new shows, and going to the beach.

Jaiden Connell

Jaiden Connell

Director of Fundraising & Travel
Psychobiology · Class of 2029 · Hemet, CA

Hi, I'm Jaiden! I'm really interested in neurological diseases like Parkinson's and Huntington's, as well as the exciting research advancing our understanding of them. IMMERSE's focus on neurological disease, especially the Parkinson's VR project, is what first drew me in! I'm excited to see our current projects grow, help develop new ones, and support outreach and fundraising for community organizations. I'm also hoping to get involved in neuroscience research this year. Mental health is another huge passion of mine, and I volunteer with the Crisis Text Line. I'm (hopefully!) on the pre-med or pre-PA track. Outside of school, I love chai, Sonny Angels, and going to the movies. I also work at Kerckhoff, so come say hi!

Joyce Lin

Joyce Lin

Director of Finances & Grants
Neuroscience · Class of 2029 · Elk Grove, CA

I've always wanted to pursue a career in medicine, and my interest in research stems from the opportunity to improve patient care through meaningful discovery. As a Neuroscience major, I'm especially passionate about neurodegenerative diseases and the prominent need to advance both research and awareness. At UCLA, I'm involved in addiction awareness initiatives and medical sustainability efforts. I'm excited about IMMERSE because it combines my interests in neuroscience, medicine, and research while encouraging students with shared passions to pursue collaborative projects. Outside of academics, I enjoy reading a good book, drawing, spending time with animals, and exploring new places.

Emily Rong

Emily Rong

Director of Public Relations
Cognitive Science · Class of 2029 · Toronto, Canada

IMMERSE allows me to explore medicine, neuroscience, and the intersection between technology and healthcare. My interest in medicine grew from wanting to understand not only the science behind disease, but also how illness affects people's everyday lives and experiences. I'm especially excited to build technology that brings the human side of medicine and science to life and to help create projects that make complex medical topics more engaging and empathetic.

Conferences

Sharing IMMERSE's research and immersive projects with the broader academic and medical community.

7th World Parkinson Congress logo

7th World Parkinson Congress (WPC 2026)

May 24–27, 2026
Phoenix Convention Center · Phoenix, Arizona
Project PresentedLiving with Parkinson's (VR Experience)
FormatPoster Presentation

Presenting at WPC 2026 put our Living with Parkinson's VR experience directly in front of the community it's built for: neuroscientists, clinicians, rehabilitation specialists, researchers, people with Parkinson's, and care partners from around the world. The conversations at our poster were the most meaningful validation we've gotten yet: people with Parkinson's told us the simulation captured real aspects of their daily experience, and clinicians saw potential for it as a teaching tool in their own training programs. It sharpened our sense of who this project serves and why the empathy-building approach matters.

American Neurological Association logo

ANA2026: 151st Annual Meeting of the American Neurological Association

Upcoming October 17–20, 2026
Sheraton San Diego Resort · San Diego, California
ANA2026 151st Annual Meeting banner, Sheraton San Diego Resort, October 17-20, 2026
Project PresentedLiving with Parkinson's (VR Experience)
FormatPoster Presentation

IMMERSE will present a poster on our Living with Parkinson's VR experience at ANA2026, the 151st Annual Meeting of the American Neurological Association, the premier professional society for academic neurologists and neuroscientists since 1875. We're looking forward to sharing our work with the physician-scientists and researchers driving advances in movement disorders, stroke, dementia, epilepsy, and brain health more broadly.

Educational Outreach

Bringing school visits, symposiums, demonstrations, and workshops to students and communities across UCLA and beyond.

4Events Held
1School Visited
3UCLA Community Events
--People Reached

Neurological Disorders Awareness Night

May 15, 2026
Laurie and Steven C. Gordon Neuroscience Research Building · UCLA

Making education on brain health and memory more accessible for students, patients, and clinicians alike brought together a community passionate about improving their health. We featured multiple guest speakers and guest organizations, including Dr. Jeff Bronstein, Dr. Keith Vossel, Dr. Stephanie Leal, PCLA, and more.

HANDs-On: VR Undergraduate Demo Day

April 20, 2026
Bruin Reception Room, Ackerman Union · UCLA · Hosted by High-Tech and Neurological Disorders (HAND) at UCLA

Showcasing Living with Parkinson's and Becoming a Scientist alongside other student VR projects put our work in front of a totally different crowd: developers, storytellers, and technologists outside the medical and Parkinson's communities we usually reach. Watching people with no healthcare background put on the headset and immediately grasp what living with Parkinson's feels like was a strong signal that the empathy-building approach translates broadly, not just within medicine. It also sparked new conversations about where immersive technology and healthcare could go next.

Parkinson's Disease Research Community Outreach Symposium

April 11, 2026
Laurie and Steven C. Gordon Neuroscience Research Building · UCLA

Presenting our booth alongside talks from UCLA neurology faculty put us directly in front of the researchers and clinicians driving Parkinson's science forward, as well as people with Parkinson's and care partners from the local community. Several attendees who have lived with Parkinson's told us the VR experience reflected real aspects of their day-to-day challenges, meaningful confirmation that we're building something authentic. It also opened the door to conversations with UCLA researchers about how immersive tools like ours could support their own work.

St. Sebastian's School: Winter Outreach

Winter 2026
St. Sebastian's School

IMMERSE brought hands-on neuroscience to three grade groups at St. Sebastian's, pairing edible neuron modeling, a sensory taste experience, a real mammalian brain dissection, and our Living with Parkinson's VR experience. For many of these students, it was their first time holding a real brain, building a neuron by hand, or stepping into VR to understand what it feels like to live with a movement disorder. Kids left the morning curious and asking questions about neuroscience and medicine, exactly the kind of early spark we're hoping to create, and a reminder that empathy for conditions like Parkinson's can start young.

What Participants Experience

Through hands-on demonstrations of the Living with Parkinson's VR experience, real brain dissections, and interactive neuron-building activities, participants engage directly with the human side of medicine and research, not just reading about the brain, but building it, dissecting it, and stepping inside what it's like to live with a neurological condition.

Students leave with a concrete, hands-on understanding of how the brain works, genuine empathy for patients living with chronic illness like Parkinson's, and an early, memorable glimpse of what a career in medicine or research can look like.

The IMMERSE Podcast

Conversations on medicine, research, VR, accessibility, and patient experience.

The IMMERSE Blog

Project updates, conference recaps, spotlights, and behind-the-scenes stories from the team.

The virtual laboratory in Becoming a Scientist
Project Spotlight

Project Spotlight: Becoming a Scientist

September 2026

What if a student could step into a research laboratory before ever setting foot in one? A closer look at the VR simulation trying to make that possible.

Read more →
Students trying out the Living with Parkinson's VR experience
Patient-Centered Research

Living With Parkinson's: Designing Research Around Patient Experience

September 2026

What it actually means to build a VR experience with the Parkinson's community, not just for it, and how their feedback has shaped every part of the project.

Read more →
IMMERSE member helping a student put on a VR headset during outreach
Behind the Scenes

How an IMMERSE Project Goes From an Idea to Something Real

September 2026

Scroll through our projects and you see the finished thing. Here's the messy, collaborative process that happens before any of that exists.

Read more →
IMMERSE representatives presenting at the World Parkinson Congress
Member Experience

Why IMMERSE Goes Beyond the Classroom

September 2026

A weekly meeting is where IMMERSE projects may start, but it's rarely where the real learning happens. Conferences, clinics, and community rooms teach the rest.

Read more →
MotionSense
Project Spotlight

Project Spotlight: MotionSense

August 2026

MotionSense is an accessible, at-home research platform in development to help track Parkinson's-related changes in visual motion perception, remotely and over time.

Read more →
IMMERSE team at the WPC Introduction Session
Conference Recap

IMMERSE at the World Parkinson Congress 2026

May 2026

Nearly 4,000 delegates, 60 countries, and one unforgettable poster session. Here's what IMMERSE took away from presenting Living with Parkinson's at WPC 2026 in Phoenix.

Read more →
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Conference Recap

IMMERSE at the World Parkinson Congress 2026

In May 2026, IMMERSE traveled to Phoenix, Arizona for the 7th World Parkinson Congress (WPC). This was a milestone event marking the congress's 20th anniversary and its first return to North America in a decade. Held May 24–27 at the Phoenix Convention Center, WPC brought together nearly 4,000 delegates from 60 countries and 185 speakers, all under one roof for a few unforgettable days.

WPC Introduction Session
WPC Introduction Session

What Makes WPC Different

What sets the World Parkinson Congress apart is who's in the room. While you may think conferences are typically exclusive to one audience, scientists and clinicians, WPC was not. It was designed to bring together the entire Parkinson's community, whether that be people living with Parkinson's, care partners and families, researchers, physicians, rehabilitation specialists, advocates, students, or industry groups. We all attended the same sessions, sharing unique and meaningful interactions. This diverse mix of people was integral in shaping our entire experience.

IMMERSE team at WPC, proudly representing the LA community
Proudly representing the LA community :)

Our Time at WPC

We spent our time at WPC attending sessions on the latest directions in Parkinson's research, patient care, advocacy, and community engagement, while also exploring the exhibition floor and connecting with researchers, clinicians, organizations, and advocates from around the world.

A central part of our trip was presenting our work through research posters, which included IMMERSE's Living with Parkinson's VR project. The poster presentation gave us a chance to explain our work face-to-face, answer questions, and hear directly from the people who came by our table. We heard their reactions to the VR experience, questions and suggestions, personal perspectives, and ideas for how immersive technology could be used in Parkinson's research, education, awareness, and storytelling. This feedback was invaluable, as it gives us a direct opportunity to improve upon what we've built so far (we'll leave our improvements for a dedicated project spotlight blog soon).

Still, some of the most meaningful moments came from conversations that weren't during the formal presentations at all. Conversations directly with people living with Parkinson's and their care partners about their experiences, alongside the connections we made with researchers, clinicians, and advocacy organizations, gave us a clearer picture of how research, medicine, technology, advocacy, and lived experience all intersect.

IMMERSE representatives presenting the Living with Parkinson's poster
IMMERSE representatives presenting our work during the poster session

The Biggest Takeaways

If there's one thing we want this recap to leave you with, it's this: meaningful research and technology should be built with the Parkinson's community, not simply for it.

Conversations with researchers, clinicians, people living with Parkinson's, and people in the community made that idea impossible to ignore. People actually living with Parkinson's were asking and answering similar questions in the same room as the researchers and clinicians studying the disease. This proximity humanized the disease in a unique way that labs and lecture halls rarely can. Presenting our work during poster sessions was important, but listening to the Parkinson's community mattered just as much, if not more. Hearing directly from people navigating Parkinson's day-to-day gave us perspectives that no research paper, classroom, or lab could offer.

"One of my biggest takeaways from the World Parkinson Congress was that some of the most valuable learning happened outside of the formal presentations. Hearing directly from people living with Parkinson's reminded us that meaningful research starts with listening directly to the community you are trying to serve. If we want to build technology and research that truly matters, the community needs to be part of that process from the beginning." Henry Lewis, President of IMMERSE

That's a lesson we're carrying forward into whatever IMMERSE builds next.

IMMERSE team with Parky, the official raccoon mascot of WPC
Group photo with Parky, the official raccoon mascot of WPC!

Exploring Arizona as a Team

Conferences and presentations are certainly demanding, but they're also a chance to grow closer as a team, and we made sure to take advantage of that. When we had downtime, we explored Phoenix and Scottsdale together, taking in the desert landscape and the local food scene.

In fact, some of our most memorable moments actually happened away from the Convention Center entirely: back at our Airbnb, cooking meals together and roasting marshmallows after long days. This was a seemingly casual part of the trip, but was such a fun way for the team to unwind and get to know each other on a personal level. While this trip was a professional experience first, it was also an opportunity for the team to spend time together and build stronger relationships with each other.

IMMERSE team at the Desert Botanical Garden in Phoenix
IMMERSE team at the Desert Botanical Garden

Looking Ahead

WPC 2026 was an important reminder of why we do this work in the first place. We came to Phoenix to share what we've built, and we left having learned far more than we expected, particularly from the people who took the time to talk with us. As IMMERSE continues to grow, we hope to keep integrating the human side of things into what we create.

Stay tuned for our next post, where we'll take a closer look at MotionSense and how mobile technology can help bring visual motion research beyond the traditional lab.

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IMMERSE at UCLA · Project Spotlight

MotionSense: bringing Parkinson's research into the home

A MotionSense trial showing the moving dot field and LEFT/RIGHT response buttons
A MotionSense trial: participants decide whether the field of dots is moving left or right.

The problem we're trying to solve

Frequent, longitudinal measurements can reveal patterns that a single in-person assessment may miss, but repeated lab visits can be burdensome.

At home

Complete the same task on a familiar personal device.

Repeated

Collect measurements across time rather than at one isolated visit.

Structured

Pair task performance with session context for later analysis.

Research status: MotionSense is in active development and preparing for IRB review. The platform has not yet been clinically validated as a diagnostic or monitoring tool.
How It Works

One task. Four steps.

Designed to turn isolated measurements into a longitudinal research dataset.

MotionSense four-step workflow: complete the task at home, measure visual motion perception, securely collect research data, compare changes over time
1
Complete the task at home

Participants use a mobile device rather than repeatedly traveling to a lab.

2
Measure visual motion perception

A random-dot motion task asks which direction the dots appear to drift.

3
Securely collect research data

Session data are structured for research use and protected during storage and transfer.

4
Compare change over time

Repeated sessions can be examined as a trend rather than as a single snapshot.

Diagram showing 0 percent, 30 percent, and 100 percent motion coherence in the dot field
Random Dot Motion paradigm. As coherence increases, a larger proportion of dots move in the same direction, changing task difficulty.
What The Task Captures

More than a left-or-right tap

The paradigm is a perceptual decision-making task used in Parkinson's research. MotionSense brings that task onto participants' own devices so the same measurement can be repeated remotely.

Reaction time Trial accuracy Medication timing Motor severity Alertness
The goal is not simply to move a lab task onto a phone. It is to make repeated measurement practical enough to study change over time.
Two Sides of the Platform

Designed for participants and for researchers

The participant experience keeps the task simple, while the investigator side organizes the contextual information researchers need to interpret each session.

Pre-task survey participants complete before starting a session
Before the task

A short pre-task survey records medication timing, current movement symptoms, alertness, and vision context before the motion trials begin.

Close-up of the moving dot field used in the task
During the task

The visual field stays intentionally uncluttered so the participant can focus on the moving dots and make a simple directional response.

Investigator dashboard showing session data across participants
Built for researchers, too

The investigator dashboard is designed to enroll participants with study IDs, monitor session data, and export results for analysis. Each session can connect task performance with the participant's self-reported context.

Why context matters

Medication timing, symptom severity, alertness, and other session-level details help researchers interpret performance as part of a changing clinical picture rather than as an isolated number.

From Idea to IRB

A research platform still being built

MotionSense task being built in the Unity game engine
Behind the scenes: refining the task interface and behavior in Unity.
Prepare for IRB review

Build the protocol and safeguards needed for future human-subjects research.

Coordinate with the clinic

Work with the UCLA Movement Disorders Clinic on future participant recruitment.

Refine the mobile task

Improve usability, accessibility, and consistency across devices.

Standardize data collection

Develop repeatable procedures for remote testing and session capture.

Evaluate reliability and value

Future studies will determine whether the platform provides useful and reliable measures.

Why it matters

MotionSense reflects IMMERSE's broader goal of pairing patient-centered design with rigorous science. Our Living with Parkinson's VR experience helps people understand the disease from the inside; MotionSense approaches the problem from another direction, building a tool that could make repeated measurement easier for patients and more informative for researchers.

If the platform is validated, remote testing could reduce repeated travel, make participation more accessible, and help researchers examine changes that occur between clinic visits.

Follow the project as it moves forward.
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Patient-Centered Research

Living With Parkinson's: Designing Research Around Patient Experience

If you've ever read a list of Parkinson's symptoms (tremor, rigidity, slowed movement), you've gotten the clinical snapshot. What you may not have gotten is a sense of what it's actually like to live with those symptoms: the extra ten minutes it takes to button a shirt, the frustration of a hand that won't cooperate, the shift in independence.

That gap between knowing about a condition and understanding it is exactly what our Living with Parkinson's VR experience is trying to close. And it's why, from day one, this project has been less about building cool technology and more about listening to the people it aims to help the most.

Why Patient Experience Matters in Research

It's easy for research and health education to stay solely clinical, with symptom lists, mechanisms, and statistics. While all of that matters, it can miss the lived, everyday reality of these conditions, which is what actually changes how people relate to them.

That's the gap Living with Parkinson's is built to address. Rather than just describing symptoms, the VR experience places users inside simulated, everyday situations shaped by Parkinson's-related challenges. Through this, we hope to connect the clinical dots to what those symptoms actually mean for someone's independence, routines, and relationships. To be clear, no VR experience can fully recreate what Parkinson's feels like, and it doesn't try to. What it can do is offer an educational perspective grounded in the people who actually live it.

Screenshots of the Living with Parkinson's VR gameplay: kitchen task, medication timing, symptom overlay, and task dashboard
What users can expect when trying out the Living with Parkinson's VR experience.

What We Learned From Speaking Directly With People Living With Parkinson's

None of this could be built from the outside looking in. This experience has been uniquely shaped by direct feedback from people living with Parkinson's, their caregivers and family members, clinicians and researchers, and students who've tried the VR itself.

By talking with the community, we've changed the project's content itself. Their input has helped the team think through questions like:

  • Does this feel respectful and real, or does it lean into stereotypes?
  • Are the simulated symptoms and situations understandable, or confusing?
  • What perspectives are we missing entirely?

Those aren't questions a research team can answer on its own. They only come from actually listening.

How Community Feedback Shapes the Research

This valuable community feedback has both polished the VR experience and actively shaped the direction of the whole initiative, including the companion Impact Study, which is designed to measure whether the experience actually works as intended.

A powerful experience and an effective educational tool aren't automatically the same thing. That's why our team is developing a structured study, comparing the VR experience to another educational format, using validated measures of empathy and understanding, and gathering both quantitative results and qualitative feedback. The goal is to move past "wow, that was powerful" reactions and actually ask if this changes what someone understands about Parkinson's, and whether it truly changes how they think about the people who live with it.

Students trying out the Living with Parkinson's VR headset at UCLA
Students trying out Living with Parkinson's.

Human-Centered Research and Technology

At its core, this project is a case study in what human-centered research can look like when taken seriously. Instead of technology first and people second, it's people first and technology as the tool that serves them.

That shows up in small but important ways. For example, we've only named symptoms and activities that are actually represented in the current VR build, being careful never to claim the experience replicates Parkinson's itself, and treating "the experience felt powerful" as a starting point for research rather than proof of anything. It's a slower, more careful approach, but it's also the only approach that actually earns trust, both from the Parkinson's community and from anyone using the research down the line.

Building Research With People, Rather Than Simply For Them

"Meaningful medical and health technology should be developed with a community, not simply for it."

This is the design principle behind the project. It means the people affected by Parkinson's are collaborators in shaping it. Their feedback doesn't get filed away and forgotten; it goes directly back into how scenes are built, how symptoms are represented, and how the research questions themselves get framed.

How These Lessons Shape IMMERSE's Work

Living with Parkinson's is really a demonstration of the loop IMMERSE tries to run on every project: listen to the community, build something informed by that input, gather feedback, evaluate the impact, improve, and repeat.

That loop shows up in how our members get involved too. We've gathered approved community feedback, reviewed the literature, refined participant surveys, and eventually helped communicate what we find to both scientific and public audiences: research, storytelling, and technology, all built around the people the work is actually for.

We're still in the middle of this project, as the Impact Study is a planned, in-progress evaluation. Still, the process so far has already taught us something worth carrying into every future project: the best health research builds alongside communities.

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Behind the Scenes

How an IMMERSE Project Goes From an Idea to Something Real

Scroll through IMMERSE's projects and you'll see finished-looking things: a VR lab simulation, a Parkinson's empathy experience, podcast episodes. What you don't see is everything that happened before any of that existed: the messy, collaborative process of turning a question into something someone can actually use.

Here's what that process actually looks like, and the many different kinds of work it takes to get there.

It Starts With a Problem, Not a Piece of Technology

Every IMMERSE project starts the same way: not with "let's build a VR experience," but with a real problem worth solving.

Take Becoming a Scientist, one of our ongoing projects. It didn't start as "let's make a lab simulator." It started with a simpler observation: a lot of students never get real access to a laboratory. The equipment's too expensive, the class sizes too big, the safety risks too high, or the opportunity just isn't offered where they go to school. These are all research problems before they're ever a design problem.

This is where research comes in first, with members digging into who's affected, what's already been tried, and what a meaningful solution would actually need to include. For a project like Becoming a Scientist, that meant researching what students are actually expected to learn in a lab setting: how to form a hypothesis, identify variables, follow a protocol, and, perhaps most important, learn something useful from an experiment that doesn't go as planned.

Turning Research Into a Plan Anyone Can Build From

Once the team understands the problem, someone has to translate it into an actual plan: what will this experience include, what will it leave out, and what should someone feel or understand by the end of it?

This is where writing and medical or scientific education expertise matter a lot. Members with backgrounds in science, medicine, or education help make sure the content is accurate and pitched at the right level. They write lesson plans, discussion questions, and explanations that hold up whether the audience is a middle schooler or a med student. For Becoming a Scientist, that means the curriculum has to connect the virtual lab back to real scientific thinking, not just "click here to complete the experiment."

Designing and Building the Thing Itself

With a plan in hand, the project moves into design and development, which is usually where it starts looking like something people picture when they hear "IMMERSE."

Design shapes what the experience actually feels like to use: the layout of a virtual lab, the visuals, how information is presented so it's clear instead of overwhelming.

Unity editor showing the Becoming a Scientist VR lab environment under development
Behind the scenes of designing.

Coding and VR/AR development turn that design into something interactive: building the simulation, the equipment models, the animations, the actual mechanics of picking up a beaker or running a trial.

C# script controlling a liquid-pouring interaction in the Becoming a Scientist simulation
Some of the code behind our Becoming a Scientist project.

Prior VR or coding experience isn't required at this stage. Many members learn as they go, working alongside others who already know the tools.

Talking to the People the Project Is Actually For

Here's a step that's easy to skip and shouldn't be: at every stage, IMMERSE projects lean on interviews and community engagement to make sure we're building the right thing.

For Becoming a Scientist, that means eventually talking with teachers, librarians, and students about what they'd actually need to bring this into a classroom or afterschool program. For other projects, it's meant sitting down with patients, caregivers, and clinicians to understand a condition from the inside, not just from a textbook. Members involved in this side of the work help schedule and run those conversations, ask thoughtful questions, and bring what they hear back to the rest of the team, since the people closest to a problem are usually the best source of information for how to solve it.

Trial, Testing, and Error

No project goes straight from "built" to "done." Before anything reaches a real classroom, library, or audience, it goes through rounds of testing and feedback. This includes hours of members trying the experience themselves, running it by outside reviewers, and figuring out what's confusing, what's inaccessible, and what just doesn't land the way it was supposed to.

This stage often overlaps with the research side of the team, since testing usually means developing pre- and post-activity surveys, collecting feedback systematically, and using that feedback to actually revise the project.

A comprehension question inside the Becoming a Scientist VR experience during testing
Test phase.

Getting It Into the Real World

Eventually, an idea has to leave the lab, virtual or otherwise. That's project development in the fullest sense: coordinating demonstrations with schools or libraries, presenting the work at outreach events, and building the relationships that let a project actually reach the people it was designed for.

And once it's out there, someone has to tell people about it, which is yet another role. Writing blog posts, creating short videos, producing podcast episodes, and presenting at events all fall under communicating the science behind our projects.

IMMERSE member helping an elementary school student put on a VR headset during an outreach event
Fun outreach with local elementary school students.

Many Kinds of Work, One Process

What stands out across every stage is how many different kinds of thinking it takes to get an idea like this off the ground: research and curiosity, writing and subject-matter expertise, design and technical development, genuine conversations with the people a project is meant to serve, careful testing and revision, and eventually, the work of sharing it with the world.

Becoming a Scientist is just one project moving through this process right now. There are others at different stages. But they each started the same way: with someone asking, "what if we built this because of a real problem?"

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Member Experience

Why IMMERSE Goes Beyond the Classroom

A weekly meeting is where IMMERSE projects may start, but it's rarely where the real learning happens.

Presenting at Real Conferences

In May 2026, IMMERSE presented Living with Parkinson's as a poster at the 7th World Parkinson Congress in Phoenix. With nearly 4,000 delegates from 60 countries, we shared the same rooms as clinicians, researchers, and people actually living with Parkinson's. In this setting, we put our work on display for the community it's meant to serve, and were asked all the real questions that came with it. These presentations certainly weren't being graded by an instructor on a class project.

This October, our team is doing it again at ANA2026, the American Neurological Association's annual meeting, this time in front of physician-scientists working directly in movement disorders, stroke, and epilepsy.

Presenting research this way teaches something a syllabus and classroom can't: how to explain your work to people who know more than you do, and how to hear feedback that actually changes what you build next.

Building Projects in Collaboration

None of IMMERSE's projects are built alone. Living with Parkinson's has clinical advisors in Dr. William Zeiger and Dr. Jennifer Adrissi, UCLA physicians who help make sure the simulation reflects real symptoms and real daily struggles. MotionSense, a remote Parkinson's research platform, is being developed in collaboration with the UCLA Movement Disorders Clinic itself. Members are getting direct feedback from the physicians and researchers whose field they're trying to represent accurately.

Some of the most important feedback doesn't come from a lab or a lecture. It comes from Parkinson's Community Los Angeles (PCLA), a community partner that's shaped Living with Parkinson's through showcases, feedback sessions, and shared patient stories. It comes from conversations at outreach symposiums, where people actually living with Parkinson's tell the team whether the simulation reflects their day-to-day reality. As IMMERSE's own recap from WPC put it: meaningful research and technology should be built with a community, not simply for it, and that only happens by actually talking to people.

Learning Through Direct Participation

IMMERSE also brings that same hands-on approach to the public. At events like the Neurological Disorders Awareness Night, the HANDs-On VR Demo Day, and school visits to places like St. Sebastian's, members run live demos, walk visitors through the VR headset, and answer questions on the spot. Younger students dissect real brains and build neurons by hand alongside the Parkinson's simulation, the kind of direct, hands-on science education IMMERSE is trying to make more accessible in the first place.

More Than a Friday Meeting

All of this adds up to a unique experience that looks nothing like a typical extracurricular: co-authoring conference posters, collaborating with practicing physicians on clinical accuracy, running human-subjects research through IRB, and communicating science to both experts and the general public. IMMERSE gives members the opportunity to actually do the work a research career or a career in medicine and communication requires.

General body meetings happen every Friday, but they're just the entry point into the club. The real work, building, presenting, testing, and talking to the people a project is for, happens on project teams, at conferences, in clinics, and in community rooms, all year long.

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Project Spotlight

Project Spotlight: Becoming a Scientist

What if a student could step into a research laboratory before ever setting foot in one?

That idea is at the heart of Becoming a Scientist, an immersive educational simulation being developed through IMMERSE to introduce students to scientific thinking, laboratory research, and the process of experimentation.

Rather than learning about research only through a textbook, students enter a virtual laboratory where they can interact with equipment, follow experimental procedures, make decisions, and work through the same kinds of questions that scientists encounter during research. The goal is not simply to teach someone how to complete a virtual experiment. It is to help students begin understanding how scientists think.

Stepping Into the Laboratory

Inside the simulation, the learner takes on the role of a scientist working through a laboratory experiment. Instead of watching someone else demonstrate a procedure, students can move through the virtual environment themselves.

Different stations introduce components of the experimental workflow, including cell media preparation, an MTS assay, and Trypan Blue analysis. Students can interact with laboratory materials, transport samples between stations, and progress through a scientific procedure step by step.

Wide view of the virtual laboratory with Cell Media, MTS Assay, and Trypan Blue stations
The virtual laboratory is divided into interactive stations that guide learners through different components of an experiment.

The experience is meant to make the laboratory feel less mysterious. For a student who has never worked in a research environment, even basic questions can be intimidating: What does this equipment do? Why am I performing this step? What happens if I make a mistake?

Becoming a Scientist creates a space where students can explore those questions without the cost of laboratory supplies or the safety concerns associated with unfamiliar equipment. Activities can be repeated, mistakes can become learning opportunities, and students can build confidence before entering a physical laboratory.

Learning by Doing

One of the central ideas behind Becoming a Scientist is that scientific education should go beyond memorizing a protocol.

During the simulation, students may physically manipulate virtual samples and laboratory objects to complete experimental steps. In one portion of the experience, for example, the learner handles tubes containing cell media and moves them through the laboratory workflow.

First-person view of a learner holding a tube of cell media in the VR lab
Learners interact directly with virtual laboratory materials as they progress through experimental procedures.

These interactions are paired with explanations of why a scientist performs each step. The broader curriculum is designed to introduce concepts such as forming hypotheses, identifying variables and controls, following protocols, recording observations, interpreting results, recognizing experimental error, and revising an experiment when necessary.

That distinction matters. Science is rarely a straight line from question to answer. Experiments fail. Results can be confusing. Protocols need to be adjusted. Becoming a Scientist is being designed around that process rather than presenting research as a collection of perfect experiments with predetermined outcomes.

Looking Closer

The simulation can also move beyond the laboratory bench and allow learners to explore scientific concepts at a scale they normally could not see.

During the cell-based portion of the experience, students can enter a microscopic environment and examine representations of cells while learning how assays help researchers evaluate them. The experience then reinforces those concepts through questions embedded within the simulation.

In-simulation question asking why a dead cell turns blue when exposed to a Trypan Blue Assay
Interactive questions encourage students to connect the procedure they performed with the biology behind the experiment.

This combination of interaction and explanation turns the simulation from a virtual laboratory tour into a learning experience. Instead of being told only what to do, students are repeatedly asked to consider why they are doing it.

Building the Simulation

Behind every interaction in the virtual laboratory is another side of the project: development. The simulation is being built in Unity, where laboratory environments, interactive objects, triggers, animations, and scientific activities can be assembled into a functioning experience.

Unity editor showing the MTS Assay station under development
A look behind the scenes at the MTS Assay station during development in Unity.

Programming connects those virtual objects to the learner's actions. A tube touching the correct flask, a sample being transferred, or an object being picked up can trigger the next part of the experiment.

C# script triggering the next step of the experiment when a tube contacts the correct flask
Code behind the simulation allows virtual laboratory objects to respond to the learner's actions and creates an interactive experimental workflow.

For IMMERSE, this makes Becoming a Scientist especially exciting because the project sits at the intersection of science, education, technology, design, and community outreach. Members can contribute in very different ways, from reviewing scientific accuracy and developing curriculum to programming interactions, creating graphics, testing accessibility, designing surveys, or helping bring the experience to students.

Making Research Feel Reachable

Access to hands-on scientific education is not equal. Some students have research programs, laboratory courses, mentors, and advanced equipment readily available to them. Others may have little opportunity to experience research before college, if they encounter it at all.

Becoming a Scientist cannot replace a real laboratory, nor is it intended to. Instead, the simulation can serve as an entry point: a way for students to encounter scientific research, practice its logic, and begin imagining themselves participating in it. The project could eventually support classrooms, STEM clubs, libraries, community programs, college-access initiatives, and other settings where laboratory access may be limited.

For IMMERSE, the larger question is simple: how can immersive technology make an opportunity that once felt distant feel a little more reachable?

With Becoming a Scientist, our answer begins by opening the laboratory door and letting students step inside.

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Get Involved

No prior medical or coding experience required, just curiosity and empathy.

Fall 2026 applications are officially open.

Fall 2026 Applications Open

Your spot on the team is waiting.

Whether you want to build VR experiences, run research studies, tell stories through the blog and podcast, or find your people through IMMERSE Threads, this is where it starts. We're looking for curious, driven students ready to make science and medicine more human, no experience required. Applications for Fall 2026 are open now, and we can't wait to meet you.

Apply to IMMERSE →

Ways to Join

  • Join a project team (VR development, research, technology, media)
  • Contribute to the blog or help produce podcast episodes
  • Volunteer at outreach events and simulation demos
  • Support research efforts, from literature review to data analysis
  • Build community through IMMERSE Threads, socials, and the IMMERSE Cup

IMMERSE Threads

Different perspectives. Shared experience.

IMMERSE Threads is our member community initiative designed to help students connect beyond their individual projects. Each quarter, members are placed into small, balanced Threads made up of students across different majors, interests, and class years.

Threads participate in meeting challenges, informal socials, team activities, and friendly competition through the IMMERSE Cup, giving members a built-in way to meet people across the organization.

Your project is where you create impact. Your Thread is where you build community.

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CONNECT

Meet members outside your project team and build relationships across disciplines.

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COMPETE

Earn points through challenges, participation, creativity, collaboration, and IMMERSE involvement.

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BELONG

Join Thread GroupMes, informal meetups, socials, and shared experiences throughout the quarter.

The IMMERSE Cup

Throughout the quarter, Threads earn points through meeting challenges, participation, socials, collaboration, and involvement in IMMERSE. Final standings are revealed at the end-of-quarter Threads Social, where one Thread is crowned the IMMERSE Cup Champion.

Who We're Looking For

  • Students interested in medicine, public health, research, or design
  • Storytellers, writers, and podcast hosts
  • Developers curious about VR and health technology
  • Anyone who wants to make science and medicine more human

Meetings

  • General body meetings: Fridays, 6–7 PM at Ackerman Union, Viewpoint Conference Rooms
  • Project team meetings: scheduled separately by team leads

Contact Us

Have a question, partnership idea, or just want to learn more? Reach out.

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Mailing List

Join our mailing list

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Meetings

Fridays, 6–7 PM

Ackerman Union, Viewpoint Conference Rooms