Girls in Immersive Tech brings creativity and future‑focused skills to life at DkIT
DkIT recently opened its doors to a group of talented young creatives for Girls in Immersive Tech 2026, a one‑day programme designed to introduce Transition Year students to the fast‑evolving world where technology and creativity meet. The initiative brought together students from three local schools, each eager to explore how emerging tools are reshaping animation, design, and immersive storytelling.
The workshop guided participants through the full creative pipeline — from generative AI ideation to rendered animation, VR painting, and finally the construction of an immersive virtual world. Using accessible, user‑friendly tools, the students experimented with techniques that professional creators use every day.
The day began with an introduction to Extended Reality (XR) and generative AI, including practical production tips and a discussion on responsible use. Students learned how AI can enhance — but not replace — human creativity, and why awareness of bias, hallucinations, and critical thinking remains essential.
Broader competencies such as communication, future thinking, and creative problem‑solving were woven throughout the session, reinforcing that technology is only as powerful as the imagination behind it.
Inspired by iconic photographers like Annie Leibovitz and Tim Walker, the young women generated imaginative fashion‑themed images before transforming them into animations using AI tools. They then created original sketches, developed them into renders, and produced short animated sequences — all within a single day.
A highlight of the programme was the hands‑on VR segment. Students used Google Tilt Brush, Gravity Sketch, and Vermillion to paint, sculpt, and design in three dimensions. Walking around their creations in virtual space sparked excitement and confidence as they experimented with form, colour, and movement.
In the afternoon, the group explored AI‑assisted motion capture, mapping green‑screen video performances onto digital avatars. They built their own characters and assembled a shared virtual world in Spatial.io — a gallery showcasing everything they had created throughout the day. Mixamo added another layer of fun, allowing them to animate pre‑made characters with ease.
Jackie Toal, Lecturer in the Department of Visual and Human‑Centred Computing, reflected on the impact of the day:
“These tools sparked real engagement and allowed the young women to generate imaginative ideas quickly by crafting descriptive, meaningful prompts. It was interesting to observe their critical thinking and creative risk‑taking in real time by creating iterations, deciding what worked and what could be better.
The young women enjoyed using the technologies, but it also gave them an opportunity to meet new people, make new friends, and share their learning. It was wonderful to see curiosity, creativity, and smiling faces as they explored these tools.”
The event closed with a discussion on cross‑disciplinary careers in animation, XR, and immersive technology — fields rich with opportunity and innovation. For many participants, the day offered a first glimpse into pathways they may pursue in the years ahead.
DkIT’s Girls in Immersive Tech continues to champion young women in creative technology, offering them the space, tools, and encouragement to imagine boldly and build confidently.
The Tools used included:
- Google Gemini & Adobe Firefly — generative AI, creative prompting, mood boards
- Luma Labs — AI‑driven image‑to‑animation
- Vizcom.ai — AI sketching, rendering, animation
- Google Tilt Brush, Gravity Sketch, Vermillion — VR painting and 3D creation
- Mixamo, Avaturn AI, Deep Motion, Spatial.io — avatars, motion capture, virtual worlds