We specialise in offering professional consulting services to empower existing educational and youth organisations to harness the potential of immersive technologies, like Virtual Reality (VR), to enhance their creative and educational initiatives on a broader regional scale. HoloGen specialises in upskilling existing professionals to become effective and fluent immersive communicators.

It was great working with Barry/HoloGen on training our partners in taking first steps of using VR in Cities of Learning EU Network. Barry delivered 4 online sessions introducing us to VR opportunities. He also created Cities of Learning space on AltSpace and facilitated 3 VR sessions with our participants. Barry is a VR learning and training expert.

Nerijus Kriauciunas - Project Lead, Cities of Learning Project Lithuania

Barry is a wealth of knowledge in the realm of virtual reality, and how it relates with youth programming. Over the last year, The Clubhouse Network has been working with Barry to build a global VR initiative across our network of 120+ youth serving organizations. Through his guidance, we’ve been able to develop a VR model for afterschool programs across the globe, which includes ongoing professional development for educators, youth-focused activities, and the global distribution of 400 Meta Quest 2s across 19 countries. The connections we’ve made through HoloGen have provided TCN the opportunity to partner with new educators from across Europe and the USA. We’re eternally grateful for Barry’s partnership and look forward to expanding our reach in the coming years. This is only the begining!

Stephanie Rosario Rodriguez, Clubhouse Community Manager, Technology Clubhouse Manager, USA

“Virtual Reality is totally irrelevant to my business” is typical of a statement I fully agreed with a few months ago before collaborating with HoloGen. Barry and his colleagues designed a simple and practical working model to bring my business into the VR marketplace. Now I can say “obviously VR will impact on all our lives just as e-commerce has done over the past 30-years.” Having a ‘Virtual Reality’ presence is essential, HoloGen indispensable.

Ciaran Walsh - CEO, The Dog Internet, Ireland

Working with Barry has been a total privilege. His depth of knowledge of how VR can be applied to social care and other settings is extremely comprehensive. He has guided us through every step of the process of setting up a VR project for young people and is incredibly generous with his time. He has a real understanding of both youth work and immersive technologies and his passion for the work is infectious. Barry’s work is truly pioneering, and we feel exceptionally lucky to have the opportunity to work with him. For anyone who is in any way unsure about VR, Barry will show you the massive potential for VR to offer safe, connected and meaningful spaces. We actually cannot recommend Barry highly enough.

Kate Bluett - Project Lead, EPIC Ireland

We’ve collaborated with the PowerU program in collaboration with SBX. My role in particular was introducing technologies that are prominent in the AEC industry. A big emphasis during PowerU was XR tech. As an example, we introduced the Microsoft HoloLens to students as well as Meta Quest VR (formerly Oculus) and introduced 3D design in both 2D and 3D learning environments. XR tech as a 21st-Century skill is, or will be, in high demand in the fields of AEC in particular and the goal of PowerU was to introduce students to these technologies to build interest in potential future careers.

Gustavo Madrigal, Director, Creative Tech Learning & Development, ListoAmerica, USA


In the near future, the global population of gamers under the age of 30 is projected to exceed 3 billion. Multi-user digital platforms and immersive technologies, like VR, present a unique opportunity to engage with the growing digitally savvy younger demographic. Additionally, multiuser immersive experiences provide an impactful solution to connect with learners who are presented with additional challenges such as rural isolation, a disability or anxiety.


Immersive experiences place the user in a variety of multiuser environments that allow impactful and engaging learning experiences.



XR in education has the potential to transform the learning experience, making it more engaging, effective, and inclusive across wide regions.

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Dublin City University, Collins Ave Ext, Whitehall, Dublin 9 , IRL.