I'm a Research Fellow in Singapore, working with Meta and NUS to create the largest dataset for studying motion sickness in VR. We're trying to figure out how to solve motion sickness in virtual reality. On the side, I'm also working on some cool AR/VR projects to solve real-world problems.
Previously, I pursued my Ph.D. research at the Empathic Computing Lab, The University of Auckland, exploring the integration of multimodal inputs for remote collaboration and scene reconstruction.
I hold a Master's degree in Human-Computer Interaction from the University of Canterbury, where I conducted research on incorporating haptic devices into VR, supported by MBIE. My professional journey spans over three years in IT, encompassing XR development, web technologies, and airline IT product innovation.
I regularly work with Unity and Unreal Engine, and I have a solid proficiency in programming languages like C#, C++, Java, JavaScript, Angular, and Node.js. I have experience with agile development methodologies & I am actively pursuing avenues to commercialize my research findings. :)
In my role as a Research Fellow, I work on the creation of the largest VR dataset and develop a machine learning model to predict motion sickness from VR gameplay videos. I also mentor students researching emotion detection using LLMs for creation of virtual emotion companions.
As an XR dev, I collaborated with the National Museum of New Zealand to craft interactive exhibits like a sandbox projecting dynamic landscapes and a Leap Motion-based exhibit, along with developing cost-effective AR heads-up displays.
In my Ph.D. research, I focused on AR for local collaboration and VR for remote expertise, studying various techniques to facilitate teamwork. Using depth cameras for environment reconstruction and physiological cues to infer collaborators' emotions, I aimed to enhance collaboration efficiency.
For my Master's, I explored haptic feedback in VR, comparing direct and indirect types. I developed a vibrating floor and a suit for impact sensation, along with fans for indirect feedback. Through user studies, I assessed each feedback's impact on VR immersion.
Unity, Unreal, GoDot
Data Analysis
Native Applications
Embeded Systems
Still actively engaged in web development
This page is my testament
Runner up
Winner