John N. Farmer
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XR & Immersive Media

XR & Immersive Media

Immersive tools, virtual environments, augmented-reality prototypes, and medical visualizations designed for clinical education, STEAM learning, and product demonstration.

Ownership
Creative Direction, 3D Production and Immersive Development
Current status
Retrospective portfolio record of delivered immersive applications, prototypes, visualizations, and research-linked work from 2017–2024.
Designed for
Clinical learners, educators, STEAM learners, stakeholders, and product teams evaluating immersive training or medical visualization.
Case study
1 min read
Real-time 3D medical visualization of an operating room with imaging equipment, surgical lighting, supply storage, and an exam table.

Executive summary

The decision brief

Ownership, the central tradeoff, collaboration boundaries, and what the current record supports.

  1. 01 Role

    Creative Direction, 3D Production and Immersive Development

  2. 02 Key decision / tradeoff

    Use real-time 3D and immersive interaction only where spatial rehearsal, orientation, or demonstration adds clarity, while keeping models optimized for the target device and delivery context.

  3. 03 Collaboration boundary

    Delivered within OSF HealthCare Innovation and multidisciplinary clinical, education, research, and product contexts. John led the stated development, 3D, and deployment scopes; organization- and team-level outputs are not presented as solo work.

  4. 04 Current evidence

    The page provides selected project imagery, a record of three deployed VR applications and a Quest hardware port, plus a direct peer-reviewed record related to the AR code-cart work. It supports delivery and contribution, not training effectiveness or clinical impact.

    Documented period · 2017–2024

Scope & evidence

Outputs, evidence, and limits

Outputs describe what was made or delivered. The evidence boundary below states what has—and has not—been validated.

  • XR Development
  • Medical Visualization
  • Real-Time 3D

Responsibilities

  • Unity development
  • Virtual reality development
  • Augmented reality prototyping
  • Medical visualization
  • 3D modeling and optimization
  • Environment design
  • Interaction design
  • Quest deployment
  • Educational experience design
  • Video and demonstration production

Documented outputs & delivery record

  1. Led development and deployment of three VR applications for clinical and STEAM education.
  2. Created 3D environments for the initial release of Enduvo VR lecture software.
  3. Modeled and optimized medical devices, equipment, and environments for mobile, VR, and AR applications.
  4. Led development and deployment of a VR hardware port for Meta Quest devices.
  5. Contributed to published research involving an AR pediatric code-cart training application.

Full story

How the work took shape

Overview

John combined Unity development, optimized 3D production, interaction design, filmmaking, and creative direction to create immersive experiences for healthcare and educational audiences.

From the archive

Connected work

Projects, releases, research, and field notes that add detail to this case study.

01VERIFIED

Augmented-reality activity book and app

About Me 3D

An augmented-reality activity book and companion app that bring anatomy and STEAM learning to children at OSF HealthCare Children's Hospital of Illinois.

  • video and animation design
View archive record
03CORROBORATED

Augmented-reality clinical application family

Medical Cart AR

A family of AR code-cart and medical-cart experiences documented across preserved portfolio galleries and research publications.

  • creative technology
  • media and interaction design
View archive record

A relevant next step

Considering XR or real-time 3D for a training problem?

John can help determine whether immersion adds real value, then connect the learning need to interaction design, optimized 3D production, prototyping, device constraints, and an evidence plan.