MotionBlocks: Modular Geometric Motion Remapping
Lets people with limited mobility use VR with small movements or simple controllers instead of big arm motions.
MotionBlocks: Modular Geometric Motion Remapping
Lets people with limited mobility use VR with small movements or simple controllers instead of big arm motions.
A Comparison of Virtual Reality Menu Archetypes
Most VR apps use laser-pointer menus, yet they’re among the slowest; reaching out to tap or flicking toward an item is often faster.
SwitchSpace: Context-Aware Peeking Between VR and Desktop
Quickly glance at your computer from inside VR, and vice versa, instead of taking the headset on and off.
Improving VR Ergonomics through Non-Linear Input Amplification
Makes small arm movements go further in VR, so you can reach comfortably without your virtual arm feeling fake. (Best Paper Honorable Mention, top 5%)
Making VR adapt to each person’s body, devices, and space, so people with limited mobility can use it too.
Where your eyes go says a lot about what’s on your mind; early ideas for using that to make AR more accessible.
My PhD plan: VR that works with whatever devices and body positions people with limited mobility already use.
Two ways to bring movie-style lens flare and film grain into VR, where you can look in any direction.
How gamers with limited mobility mix controllers and other devices, from surveys, interviews, and YouTube videos.
How do you share one VR room when one person is in a small office and the other is in a gym?
The full thesis behind the VR Ergonomics paper, on reaching further in VR with less arm movement.
Controlling a robot standing next to you while still using your own hands, so one person can do a two-person job.
Designing and testing new ways to interact with AI agents, wearables, AR/VR, and mobile devices, with user studies that shape pre-release products. Also built the team’s internal user-study tools and lead its AI tooling.
Led research on more comfortable, accessible VR, building prototypes with Unity, SteamVR, WebXR, PyTorch, MediaPipe, and GPT models — including a VR controller driver that extends the reach of people with limited mobility.
Built AR/VR interaction techniques driven by eye tracking and muscle signals (EMG), and ran a 16-person study on how accurate eye tracking is in AR/VR.
Ran VR accessibility experiments with multiple input devices, and led a paper on how people with limited mobility combine devices to use computers.
Lead author and sole Unity developer on SwitchSpace, switching between VR and desktop, resulting in a patent and a CHI 2024 paper. Also co-authored a paper using generative AI to make fonts.