Sarra has been actively engaged in academic practice-based experimental immersive research since 2007.
The 3 main phases of development can be defined as, early experimentation, pre-game engine immersive animation research and experimental game-engine based research.
The early experiments sought to push the boundaries of CGI animation into immersive experience. Exploring the tension between physical studio processes and computer generated 3D modelling; Sarra experimented with immersion, interaction and projection mapping in the digital studio and the natural environment. The work examines mechanisms of control and the effects of trauma. (2007 - 2010). 
The next phase, defined as pre game engine research, investigated a set of assumptions that sought to define the tension experienced when using cgi software as a material craft maker. The assumptions asked if the tension was one of materiality, user values and beliefs, user interface design, haptic feedback or something else…(2010 - 2015).
The current phase of research investigates how immersive experiences are constructed within the limitations of the game-engine. It examines assumptions made, particularly around gender bias inherent in game-engine application development. Sarra also has an interest in machine learning (ML) and artificial intelligence (AI). She asks whether safeguarding could (or should) be automated. (2015-2023). 


Shepherds Shield: An holistic approach to embedding safeguarding design principles for safe and comfortable immersive-interactive (HMD VR SG) training scenario development (2023).
Early experiments (2007-2010)
Pre-game engine experiments (2010-2015)
View point (black mirror)
View point (black mirror)
Refuge
Refuge
Prospect
Prospect
Fluid dynamic
Fluid dynamic
Sign
Sign
Ambio sonic sound
Ambio sonic sound
Ambio sonic sound
Ambio sonic sound
Sign
Sign
Error
Error
Glitch
Glitch
Immersion
Immersion
Helix app
Helix app
Helix app
Helix app
Helix app
Helix app
Practice-based research
Practice-based research
Mental models
Mental models
Game Engine Experiments (2018-2023)
Access
Access
No access
No access
Refuge
Refuge
Lighting
Lighting
Horror/terror design
Horror/terror design
Pinch points
Pinch points
Track
Track
Helix VR
Helix VR
Motion sickness
Motion sickness
Rest point
Rest point
Helix VR
Helix VR
Helix VR
Helix VR
Helix VR
Helix VR
Research papers
The following papers were delivered for the second research phase. They were produced to add to theory in the field of animation studies. This was before engagement with game engine development that could deliver digital immersive-interactive experiences. 

Helix: An animator’s animated brain recalling practice-based experimentation.
REDEFINING ANIMATION: The 25th Annual Conference for the Society for Animation studies.
School of Cinematic Arts. University of Southern California, Los Angeles, USA. 


Practice-based visual research: Evaluating the relationship between computer generated 3D Animation and material craft processes. 
Research, knowledge and practice lab
Birmingham Institute of Art and Design. Birmingham City University, UK
Error and Trial: Accessing tacit knowledge embedded in practice through reenactment. 
Animated Body Programme 
Royal College of Art, London.UK. 
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