VR/AR developer/researcher with over ten years industry and five years academic experience in interactive 3D computer graphic applications. Versed with development, UX research, and product workflows. Proficiency with C#, Unity, Python, JavaScript, Adobe Suite, Maya, Houdini, Blender, LaTeX.

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Social VR Study

Papers in progress | Curriculum release 6/19

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A learning community (LC) is a group of people who share common academic goals and attitudes, who meet semi-regularly to collaborate on classwork. These groups are documented to provide significant positive impact on the participating students’ academic performance. Virtualizing LCs has the potential to expand and supplement existing learning structures, and create new ones where they were not previously available. Our project will evaluate the impact that virtualization has on LCs. This research will lead to a better understanding of the strengths and limitation of introducing VR technologies in higher education. Presenting institutions with data about virtualization technologies that have their impact and benefits well-researched will ease the reservations that administrators and other stakeholders might have.

We are currently developing the VR and physical collaboration curriculum for public release and working on the paper.

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High School VR Computer Science Curriculum

Part 1: 3D Dev | build | code | lectures - Part 2: VR Dev | build | code | lectures

We are currently funded by NJ Department of Education for development of secondary VR curriculum for national release. Curriculum will be developed in collaboration with Oculus Education, Unity Education, the Elizabeth, NJ school system and the Seattle, WA school system. Curriculum will be publicly released for any school system to incorporate and any educator to add new curriculum. We are currently focused on introduction to 3D and VR development with C# in the Unity creation engine. We have recently finished part 1 of the curriculum, introduction to 3D development, tested it in our undergraduate game development program before handing the material to the high school curriculum developers to refine for their educational needs. The introduction to 3D development curriculum focuses on building a painting application, which is featured below.


Unity Emulation Environment for Mobile VR

build | code

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. WebGL build is below.


Mobile VR Open House Demo

code | WebGL demo March 2019

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.

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VR User Experience (UX) Investigation Tool

Design Document | Unity Documentation | GitHub Repo

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.


VR Eye Tracking Therapy Game

GitHub repo and WebGL playable demo ETA March 2019

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.


VR User Interface and Experience (UI/UX) Prototyping

GitHub repo and WebGL demo ETA March 2019

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


Military Interactive Media Training


Motion Graphics


Visual Special Effects


2D Animation