An educational VR experience that introduces news users to Studio X and the world of XR
About the Project
Welcome to Studio Xplorer! Step into the shoes of our newest robot employee and begin your shift by tidying up the space and getting familiar with the VR controls. But watch out—Quad Fox might be causing some mischief!
In this imaginative game, you'll explore fantastical worlds while learning all about Studio X. Feed a dragon, shake hands with King Ground Boi, and dream up new realities with Studio Xplorer!
Studio Xplorer is an educational VR experience developed by Studio X staff and students, originally launched through an undergraduate Karl Library Fellowship project. The app features a digital twin of Studio X’s physical space and introduces users to XR, Studio X, and how to use VR headsets and controllers—all within a playful escape room-style adventure.
A Digital Twin?
Spearheaded by Liam O’Leary ’22, this project began as a creative way to showcase Studio X through a fully digitized 3D version of our space. What started as a simple concept quickly evolved into a full-fledged VR game.
Learning Goals
- To introduce new users to XR and Studio X
- To inspire the user to learn more and engage with Studio X
- To articulate the impact and relevance of XR
Users as Explorers
Studio Xplorer wouldn’t be what it is today without the countless hours of brainstorming and collaboration that shaped its imaginative world. Key elements—like playing as an android robot on your first day of work, or outsmarting the mischievous Quad Fox—were designed to keep the experience engaging, playful, and memorable.
Users travel through whimsical, themed worlds to collect scattered VR headset pieces. These include a spaceship, a fantasy island where you feed a dragon, the iconic Eastman Quad ruled by a groundhog overlord, and even an underground club full of dancers. Once peace is restored to Studio X, users are given the creative freedom to design their own VR world. The creativity embedded throughout Studio Xplorer is a testament to the passion and dedication of its core contributors.
If you're not part of the University of Rochester community, you might not recognize characters like the Quad Fox or the Ground Bois. These are lighthearted nicknames students have given to campus wildlife—like the red foxes and groundhogs often spotted around the university. Incorporating these student inside-jokes makes the experience uniquely UR and adds an extra layer of fun for our patrons.
More on the Design
Initially developed by Liam O’Leary ’22, Studio Xplorer grew with continued support from students and staff. As the project evolved, Libby Braun ’25 and Mila P. ’24 joined through the Karp Library Fellows Program, adding their own creative flair—like the concept of a dance club room, which reflected their love for joyful and immersive VR environments. Aleem Griffiths contributed original music to this space, featured as collectible records that users can gather.
In addition to designing the club room record covers, Libby also led the development of the project’s user interface. By conducting user testing with individuals new to VR, she identified usability issues and improved navigation through features like an intuitive in-game menu. Her thoughtful design approach made her a vital member of the Studio Xplorer team.

Accessibility & Usability Features
Accessibility and usability matter to us. Studio Xplorer integrates a variety of features aimed at improving the experience for users of all abilities:
Motion Sickness Aids
- Vignette effect when turning – Darkens the edges of the screen during rotation to reduce disorientation.
- Smooth turn or snap turn options – Lets users choose between gradual or quick turning to match their comfort level.
- Adjustable turn rate – Users can control how fast they rotate, helping prevent dizziness.
Other Tools
- Force grab interaction – Allows users to pull distant objects toward them without moving.
- Subtitles – Ensures all dialogue and audio cues are accessible to users with hearing impairments.
- Height calibration – Adjusts the virtual perspective to match the user's height for a more natural experience.
RIT's Annual Frameless XR Symposium

Studio Xplorer has undergone multiple stages of development, with each phase shaped by ongoing feedback and iteration. One key opportunity for evaluation has been user testing at RIT’s Frameless XR Symposium. We’ve participated three times so far, and each visit has provided valuable insights that continue to improve the overall user experience.
Timeline
Fall 2022 – Spring 2022 & Fall 2023
- Liam O’Leary began creating a digital twin of Studio X’s physical space
- Initial story, scenes, and immersive interactions developed
- Presented at RIT's XR Frameless Symposium
Spring 2023
- Analyzed Meta’s First Steps using feedback from six VR newcomers
- Used “How Might We...” statements to guide design improvements
- Conducted user testing at RIT’s XR Frameless Symposium (11 testers)
- Developed first and second iterations of the UI
Spring 2024
- Tested with four new users, focusing on game pacing and interface improvements
- Development slowed due to staff transition, though casual playtesting continued to identify bugs and usability issues
Fall 2024
- New KLF developer joined, renewing focus on usability and playability
- Conducted additional user interviews
- 13 new testers at RIT’s Frameless XR Symposium
Spring 2025
- New FT developer resolved remaining bugs
- Warner School of Education brought in to assess the application’s educational impact
Contributors
Core
- Aleem Griffiths, Section Supervisor
- Meaghan Moody, Assistant Director
- Liam O’Leary, XR Developer
- Libby Braun, UX Designer
Other Project Collaborators
- Mila P, XR Developer
- Miles Vilke, XR Developer
- Yvie , XR Developer
Special Thanks
To Carol ’74, P’11 and Sarah ’11 Karp for creating and supporting the Karp Library Fellows Program, which helped make this project possible.