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About Me

Prasanth Sasikumar

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About Me

I'm the founder of FlowsXR, where I'm building Sidekick: an AI assistant that gives field technicians real-time procedural guidance through smart glasses, escalating to a verified human expert when the model's confidence drops. I'm running full-time customer discovery across US trades to validate the human-AI-expert teaming model.

Alongside this, I'm a Research Fellow in Singapore, working with Meta and NUS to create the largest dataset for studying motion sickness in VR. 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, and I'm now commercializing my research findings through FlowsXR. :)

Experience

2026 - Current

Founder

FlowsXR

Building Sidekick, an AI assistant that delivers real-time procedural guidance to field technicians through smart glasses, with confidence-triggered escalation to a verified human expert. Running full-time customer discovery across US trades to validate the human-AI-expert teaming model.

2023 - Current

Research Fellow

National University of Singapore

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.

2020 - 2022

Research Assistant

University of Auckland

Built an AR breast bio-imaging overlay for evaluation with the biomimetics research group, and a Magic Leap-based interactive showroom prototype for Mercedes-Benz with configurable vehicle customization.

2021 - 2022

Research Assistant

Massey University, NZ

Developed a HoloLens 2 AR application for building fire-safety training and ran a comparative study against traditional methods. Also designed a multi-Azure-Kinect array to reconstruct pedestrian movement in corridors, contributing to a successful Marsden Fund grant application.

2020 - 2022

Graduate Teaching Assistant

School of Design, University of Auckland

Co-designed and taught Designing Mixed Realities, an undergraduate course on MR/Unity design, alongside Design Methods and Processes and Design Theory and Fundamentals. Built course materials, assignments, and evaluation matrices, and delivered weekly instruction across multiple semesters.

2022

Graduate Teaching Assistant, XR Technologies

University of Auckland

Conducted technical tutorials and hands-on workshops on XR development tools and platforms (Unity, Unreal Engine, Meta Spark Studio, Mozilla Hubs), and mentored students in XR hackathons.

2018 - 2019

XR Developer

JIX Reality, NZ

As an XR dev, I collaborated with the National Museum of New Zealand, as part of the Mahuki innovation programme, 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.

Education

2019 - 2024

Ph.D in Empathic Computing

University of Auckland

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.

2017 - 2018

Master of Human Interface Technology

University of Canterbury

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.

Technical Skills

85%

Game Engines

Unity, Unreal, GoDot

78%

Python

Data Analysis

92%

C#

Native Applications

90%

C++

Embeded Systems

81%

Full-Stack

Still actively engaged in web development

87%

JavaScript

This page is my testament

Achievements

4th May 2023

Meta Presence Hackathon

Runner up

13 July 2017

MYOB IT Challenge, NZ

2nd Place (Team GYOB)