Skip to Main Content


Experience Lab

The Experience Lab serves as a research and testing ground for faculty and students interested in exploring the educational potential of existing VR experiences, or in developing and assessing their own interactive VR content.


Virtual Reality (VR)

Places the user in a computer-generated virtual environment that can be interacted with by a user wearing VR equipment including headsets, controllers, and sensors.

Augmented Reality (AR)

Takes the users view of the real world and superimposes digital information and/or data on top of it.

360° Cameras

Cameras capable of taking 360° photos / videos of your surroundings.

Room Layout & Capacity

Room capacity: 6 people.

360 Tour

Booking & Drop-in


Access to the Experience Lab is available to all during drop-in hours, or by making a booking for the VR stations. Before visiting for drop-in or your booking, please review the drop-in requirements and general rules for the Experience Lab.


Users must complete the online Experience Lab Orientation prior to their first drop in visit or booking in the Experience Lab. The Orientation must be completed by each user every year.

This Orientation will cover:

  • What the space is
  • Equipment and software available
  • Programming and support available 
  • Requirements for using/booking the space

If you have questions or require additional support please contact


360° Cameras




DeciphAR Augmented Reality App

Information Design student work term project

Stian French makes adjustments to the 3D printer he created in the Maker Studio

DeciphAR is an app that uses augmented reality (AR) to translate Blackfoot signage in the Riddell Library and Learning Centre (RLLC) into english. The app was developed by Information Design student Chase Schraeder in conjunction with Red Crow College, the Library visualization team and Associate Professor/Librarian Jessie Loyer. The app includes an audio pronunciation guide, a video with Elder Leo Fox from Red Crow College in Standoff (on the Kainai Nation reserve), as well as descriptions of the Blackfoot terms. Augmented reality makes it possible to provide more information than what’s possible with a physical sign.

“Blackfoot signage right now runs the risk of becoming museumified, as if they are a fun little art piece but we want it to be used. We want people to not be afraid of the pronunciation, to feel that they can use these words and know how to pronounce them so it's less of an obstacle and more of an opportunity. Libraries think a lot about how a space can be welcoming ― the way that the desks look, the way that our collections are organized, the terms that we use. Having Blackfoot language here is a signal, largely to Blackfoot students and Blackfoot people who walk into our space that this space is for them. But it also signals to other Indigenous people that this is a place where Indigenous knowledge is important.”

Jessie Loyer, Librarian/Associate Professor, University Library

Beginner's Guides

Toolkit Series


  • GoPro Fusion Orientation
  • Ricoh Theta V Orientation
  • Insta Nano Orientation
  • Microsoft Hololens Orientation
  • Oculus Go Orientation
  • HTC Vive Orientation
  • Oculus Rift Orientation
  • Google Cardboard Orientation



Augmented Reality Headsets

Video Game Consoles

*This item is available to sign out at the Library Service Desk. Please reserve online or by calling 403.440.6019.




The Experience Lab has a large library of VR experiences available for use.

Health & Safety

Health & Safety Overview

  1. We recommend consulting a physician before using the virtual reality equipment if you are pregnant, elderly, have pre-existing binocular vision abnormalities or psychiatric disorders, or suffer from a heart condition or other serious medical condition. Anyone who has had a seizure, loss of awareness, or other symptoms linked to an epileptic condition should also consult a physician before using the virtual reality equipment.
  2. A comfortable virtual reality experience requires an unimpaired sense of motion and balance. Do not use the virtual reality equipment when you are tired, need sleep, are under the influence of alcohol or drugs, are hung-over, have digestive problems, are under emotional stress or anxiety, or when suffering from cold, flu, headaches, migraines, or earaches, as this can increase your susceptibility to adverse symptoms. Operation of virtual reality equipment under the influence of drugs or alcohol is strictly prohibited.
  3. Immediately cease use of the virtual reality equipment if you experience any of the following symptoms: seizures, loss of awareness, eye strain, eye or muscle twitching, involuntary movements, altered, blurred, or double vision or other visual abnormalities, dizziness, disorientation, impaired balance, impaired hand-eye coordination, excessive sweating, increased salivation, nausea, light-headedness, discomfort or pain in the head or eyes, drowsiness, fatigue, or any symptoms similar to motion sickness. Consult a physician if you have serious and/or persistent symptoms.
  4. The virtual reality equipment can emit radio waves that can affect the operation of nearby electronics, including cardiac pacemakers. If you have a pacemaker or other implanted medical device, do not use the virtual reality equipment without first consulting your physician or the manufacturer of your medical device.
  5. Symptoms of virtual reality exposure can persist and become more apparent hours after use. These post-use symptoms can include the symptoms above, as well as excessive drowsiness and decreased ability to multi-task. These symptoms may put you at an increased risk of injury when engaging in normal activities in the real world. Do not drive, operate machinery, or engage in other visually or physically demanding activities that have potentially serious consequences (i.e., activities in which experiencing any symptoms could lead to death, personal injury, or damage to property), or other activities that require unimpaired balance and hand-eye coordination (such as playing sports or riding a bicycle, etc.) until you have fully recovered from any symptoms

Accessing the Experience Lab

Access to the MRU Library Experience Lab  is prioritised for current MRU Faculty, Students and Staff for the purpose of curricular (course-based), co-curricular and research activities.  Drop-in hours may be adjusted without notice, and individuals may be asked to limit time with a particular technology, in order to ensure availability of resources to support MRU classes, coursework and research activities.  

Children under 16 are not permitted to drop into the Lab.  This includes the children or dependents of MRU employees or students.  

From time to time, we work with local schools and groups on teaching and learning initiatives; please contact us if you wish to explore this option.

It is strongly recommended that visitors who are not current MRU students, faculty or staff contact us in advance of their visit to confirm availability.  

Please note that access by external (non-MRU) users is limited and may not be available at all times. Current student access to space and technology is our priority; external community visitors may be asked to leave (if not pre-booked) or to re-book their visit so that we can support our students and employees in their learning, teaching and research.