eDIVE is an extensible VR software platform for developing collaborative immersive educational experiences. Built in Unity and created as part of the EduInCIVE project, it empowers developers to design and deliver multi-user VR learning scenarios with custom features for teachers, students, and researchers.
eDIVE is an extensible VR software platform for developing collaborative immersive educational experiences. Built in Unity and created as part of the EduInCIVE project, it empowers developers to design and deliver multi-user VR learning scenarios with custom features for teachers, students, and researchers.
eDIVE is an open-source, collaborative Virtual Reality architectural framework focused on education and human-computer interaction research. Developed as part of the EduInCIVE project, it directly addresses a critical gap in the XR industry: the polarization between raw game engines (which pose a massive technical barrier for creators) and rigid social VR platforms (which lack deep customization and pedagogical validation).
As the lead Creative Technologist and system architect, I was responsible for designing and implementing the entire platform. eDIVE acts as a “middle-ground” architecture that abstracts complex networking while retaining absolute creative flexibility.
The architecture was intentionally designed to satisfy two distinct target groups, delivering tailored benefits to both:
The core of eDIVE is built on advanced, scalable engineering principles to support dynamic classroom management:
To ensure the framework was both technically sound and pedagogically effective, we utilized a Research-through-Design (RtD) methodology, co-designing the system alongside educators and psychologists. We built and validated 7 distinct core scenarios (spanning multiple use cases) to test architectural extensibility:
The platform underwent rigorous empirical validation, including continuous expert co-design, a qualitative study with 10 geography teachers, and long-term feedback from 4 developers over 15 months who confirmed significant reductions in development time.
Maintaining a custom multiplayer VR architecture within a small academic team presents an inherent challenge: the sheer development velocity of the commercial XR industry. Major tech companies dominate the broader social VR space, and game engines themselves (such as Unity) are continuously researching and releasing their own official multiplayer VR templates. Competing with the engineering scale of these commercial giants as an independent developer or small team is ultimately an impossible task.
However, eDIVE was never built to compete as a generalized commercial product. Its true value resided in its specialized focus on pedagogical control and research enablement. Commercial off-the-shelf platforms often force educators to adapt their teaching to the software’s rigid constraints. eDIVE flipped that paradigm, providing granular control over asymmetric classroom roles, custom interaction syncing, and specialized data metrics that generic tools simply do not support.
This targeted approach yielded substantial research benefits. Beyond its academic contributions, eDIVE successfully bridged the gap between a technical prototype and a practical application. The platform saw sustained real-world use and continues to empower researchers and educators at the Faculty of Arts, standing as a strong example of how bespoke open-source engineering can solve specialized problems that mainstream platforms cannot address.
The capabilities, architecture, and impact of eDIVE are documented in a peer-reviewed academic journal as a core part of my PhD dissertation: