VR/AR research developer with 10 years industry and 5 years collegiate teaching experience.
Trained in development, product, quant/qual UX research/design, and 3D graphics workflows.
Proficient with C#, Python, Unity, Unreal, Maya, Houdini, Blender, Adobe Suite, Agile, Git, Jira.
AR/VR production tool prototype designed speed up theater production workflows using Metropolitan Opera as a case study client - ETA 8/1/19
AR opera glass prototype to offer augmented theater performances using Metropolitan Opera as a case study client - 3D print ETA 7/1/19
UX redesign of a collaboration curriculum project to enhance its VR performance based on last year’s study - ETA 8/1/19
Oculus Quest Comp Sci Educational Experience
Oculus Quest prototype of a computer science educational application currently focusing on binary math, next iteration will be on bubble sort. The experience is designed around free moving abilities of the new Oculus Quest platform, which is completely untethered to any wires or computers, making it and excellent case study for learning environments involving physical activity within VR.
5/28/19 - Completed first prototype iteration
6/08/19 - Completed user testing on 50 middle school students
6/14/19 - Learning assessments confirm VR experience is as effective as an instructor led lesson following csunplugged.org
6/28/19 - Finish refining core interactions, UX/UI, and learning goals before moving on to graphics, narrative and audio
9/26/19 - Complete second prototype iteration aiming for Oculus Connect 6 floor demonstration
Social VR Research
Learning communities are groups of people who meet semi-regularly over shared academic goals. These groups are documented to provide positive impact on the participants’ academic performance. VR has the potential to expand existing learning communities, and create new ones where not previously possible. We ran a VR collaboration study that resulted in a followup usability study for object contextualization for VR users with the design idea of a card catalog.
High School VR Computer Science Curriculum
We are currently funded by NJ Department of Education for development of high school VR curriculum for public release. Curriculum is being developed in collaboration with Oculus Education, Unity Education, Seattle WA and Elizabeth NJ school systems. We have recently finished part 1 of the curriculum, Introduction to 3D Development, and tested it in our undergraduate program before handing the material to the high school curriculum developers for refinement. We expect to complete part 2 of the curriculum, Introduction to VR Development on 8/1/19.
VR User Experience (UX) Investigation Tool
A reasonably self-contained, extensible Unity package that can be brought into Unity-developed, Android-deployed virtual reality applications for the purposes of investigating Human Computer Interaction through time-stamped records of user activity, visually recorded samples of the interaction and audio recordings of any comments the user may have made during the application usage. Meant to solve the following problem:
When users attempt to examine our virtual reality applications, they are limited by the inherent constraints of virtual reality, and the difficulty of gathering time-sensitive perceptions. Within the controlled environment of the lab there are techniques and technologies which can catch these perceptions, but in the field, it is not possible to gather the depth of information required to examine the user experience at a later time. Additionally, it can be difficult to determine what analytics ultimately need to be accounted for (and therefore which records need to be retained) during the virtual reality application experience.
Mobile VR Open House Demo
Code | WebGL Build 8/1/19 | APK Build
GearVR experience for NJIT College of Computing open houses. Its meant to demonstrate aspects of programmatic thinking to prospective programming students and their parents in a gamified manner. Experience is 3 levels of controlling a space exploration vessel through the solar system to Mars.
VR Eye Tracking Therapy Game
Code and WebGL playable demo ETA 8/1/19
Haunted Seas is a VR vision therapy game, designed to enhance patient compliance in young patients when undergoing therapy for a condition called Convergence Insufficiency Syndrome. I designed the requirements for implementing the analog vision therapy into a VR vision therapy game, developed the application with C# in Unity, and conducted user testing for iterative sprint development. The game mechanics were designed to use eye tracking in VR using the Fove headset, and was designed to engage the patient with repeated eye rotations. The VR therapy was tested at the Philadelphia Children’s Hospital and was proven to be effective in improving both the therapy experience and recover rate for patients. It has recently won the European Auggie Award for “Most Innovative Breakthrough” at the 2018 AWE (Augmented World Expo) EU conference.
Research award video including some explanation of my role on the project.
Demo video of the VR vision therapy game with eye tracking disabled. Game mechanics are simplified and sped up to demo one hour therapy in a few minutes. Audio is placeholder and was replaced in final version.
Mobile VR Emulation Environment
Unity editor emulation environment for developers to test out mobile VR experiences quickly on editor play mode without having to use a desktop VR headset to try out the experience. Its an early work in progress. Goal is to decouple the scripts from Oculus SDK to make it a plug and play Unity package enabling easy build process for both Mobile VR applications and WebGL demos.
VR 3D UI Prototyping
Code and WebGL demo ETA 8/1/19
Prototyped 3D UI/UX concepts communicating product team wireframes to development team at YouVisit LLC
Developed interactive VR experiences with C# in Unity for Daydream, GearVR, and Cardboard
Designed 3D content for mixing CG and video content into interactive VR experiences