ASU Introduces Augmented Reality (AR) Programs for Science Courses
January 22, 2025

Angelo State University has partnered with the award-winning Groove Jones creative technology company to develop two new augmented reality (AR) applications designed to enhance student learning experiences in select biology and chemistry courses.
Developed for use with the Microsoft HoloLens 2 augmented reality/mixed reality headset, the new AR apps are being piloted using over 30 new headsets in sections of ASU’s freshman-level Principles of Biology course and junior-level Organic Chemistry course.
Several ASU faculty led by Dr. Greg Krukonis, associate professor of biology, and Dr. Saravanan Ramasamy, associate professor of chemistry, worked to adapt the chosen courses and integrate the new AR technology. The HoloLens 2 headsets feature fully articulated hand tracking, voice command capability, eye tracking, spatial mapping, a large field of view and mixed reality capture. Combined with the new AR apps and others available on the market, they allow ASU students to view and manipulate objects virtually, including:
- DNA, RNA and protein structures
- Human anatomy models
- Chemical compounds and bonding
- Atomic and cell structures
“The 3D imagery and interactive qualities of the headsets and programs are really impressive and also pivotal in helping students understand different scientific principles,” Swets said. “Being able to manipulate structures and compounds digitally and in real time is critical to modern students, who are digital learners and expect digital engagement.”
“There are not many schools implementing these types of headsets and the augmented reality programs,” Swets said. “We believe it will attract more students, be an enticement for students to learn more and spend more time on their studies, and also be an inducement for them to remain in these academic programs.”
The project is being funded through ASU’s five-year Hispanic Serving Institution-STEM Grant from the U.S. Department of Education. Groove Jones was chosen to partner on the project after an extensive review of creative technology companies. Its other clients range from institutions of higher education, like the University of Tennessee, and professional sports franchises, like the NHL’s Dallas Stars, to national agencies, like the American Heart Association, and major national brands, like 3M, Keebler, Target and Salesforce.
The collaborative project is also prominently displayed on the Groove Jones website.
ASU project leaders will track the status and results for the two pilot courses over the next two years to determine the project’s success and sustainability.
“Obviously, we are all hoping that these new teaching technologies will bring positive results, and that we will effectively engage more students,” Swets said. “That could certainly mean that we need to introduce the headsets and programs to additional courses in the future.”
Expanding the use of HoloLens 2 headsets into other courses could also open up possibilities to involve ASU computer science students and faculty in developing the new AR apps to go with them. ASU also retains proprietary and licensing rights for the new biology and chemistry apps.