Donning mixed reality headsets, students enter Mu Shiying's nocturnal world, visit the five characters at their respective tables, seemingly close enough to touch, and hear their tales of woe, immersed in the authentic mood of a Shanghai nightclub. With a gaming-style console in hand, students stroll through Tao Yuanming's bucolic retreat, using modern technology to complete gamified tasks that connect them with Tao's love of birds, flowers and the gentle rhythms of farming life.
From the launch of the first experience in late 2024 to early 2026, almost 400 HKMU students, studying Chinese literature as part of their course requirements or simply as an academic enrichment option, have engaged with the six immersive experiences. Lee has seen a change in the way his Chinese literature students respond to the texts.
“I like to teach in a traditional way but I also work with technology experts, and can insert some new things here. When I was only teaching in the traditional way, even when I taught some very good poems, the students were not impressed by anything, they showed no reaction. Using these immersive experiences, we get a very good reaction in class, they give feedback, they show some emotional inspiration.”
The immersive experiences can help literature scholars go deeper in their understanding of the text, but they can also encourage people who might otherwise avoid literature entirely to start reading. The project relied on Lai's computer graphics skills. As someone who assiduously avoided Chinese literature and the classics when he was at school, and is an avowed “new media guy”, Lai was in a good position to understand how to engage students who might otherwise not give literature a second glance. He says it's been fun to see how words are being translated into different visual media.
“I enjoy movies, I enjoy gaming. I watch anime. I like comics. I’m an outsider here. My training has been in computer science throughout my entire education. You’re never going to get someone like me to go into a bookshop and pick up Chinese literature,” he says. In the pre-digital age, many students tried a literature class but dropped the class after a couple of weeks, but using digital experiences can bring them into the literary fold. “We have to use some new teaching and learning strategies to let them easily enter the world of the literature and culture, and see how beautiful Chinese literature is.”
The immersive experiences rely on the technical skills of computer scientists, but the content is meticulously validated by subject experts. Each of the experiences cleaves faithfully to the texts, and they are historically accurate in every domain, from lighting to sound and dress of the characters. The design process turned out to be highly iterative, with a lot of back and forth with subject experts, and was quite labour intensive too, especially early on when the artificial intelligence (AI) tools were less powerful than they are now. The Shanghai nightclub scene, for example, took three research assistants a year to create.
The goal of the project is not to showcase state of the art technology, but to demonstrate how to pick the right technology for the task at hand. “HKMU is an applied sciences university, not a pure sciences university, and how to apply what technology is important,” says Lai. “In applying, we need to go through very critical design thinking to pick the right solution to solve the right problem.”
Lee is quick to point out that AI and immersive experiences can't do the work for the students. Rather, they are a bridge between the students and their own understanding of the text.: “We have to define what humans can do, and what the tools such as AI can do. You can easily use AI to analyze a poem in one minute, but the most important thing when reading Chinese literature is that it's personal. It’s about the emotion. It’s about how you yourself to interact with characters. Tools like digital, immersive experiences serve as a kind of inspiration, but finally, you have to get back to the text, that is the most important thing.”
This philosophy speaks to the impact of the research that Leung and her team are doing, which is to demonstrate that digital tools are not supposed to make people lazy; rather, they can stimulate new ideas, inspirations and a new level of learning. “Like every generation, we use our contemporary hearts to interpret the classics,” says Lee.
The project has also created a framework for collaboration among experts in the fields of the arts, education, technology, animation, visual effects, AI, entertainment, and game design, and this framework can be adopted by many other fields in the arts and humanities, not just literature. Part of this framework is inviting experts to review the authenticity of the scenes. In this project, that expert critique and endorsement confirms the project's strong impact. Apart from building the framework, the project is also evaluating the effectiveness of immersive vs. traditional methods.
“We have conducted user studies whereby we invited more than 200 HKMU students to participate in different kinds of immersive experience,” explains Lee. “We have invited experts in the field of Chinese literature and also some secondary school teachers to come over and try the immersive experiences out and give comments. Often the feedback from teachers was: when can you design some for my school literature curriculum?”
As insights emerge from the team's research, they have been able to share it at numerous academic conferences, and in journal publications on individual literary figures such as Tao Yuanming and on the teaching concepts behind the immersive installations.
The original research project ended in 2026, but a second round of funding has enabled the same work to continue under a new research project. This should see more students than ever walking out of the Digital Art Lab inspired to read Chinese literature, and in the process help HKMU can establish a teaching brand known for its embrace of innovative education practices.