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Research signature
Perception-aware immersive intelligence.
My work connects perceptual science, real-time graphics, and AI-oriented data systems: building immersive interfaces that sense attention, adapt visual information, and turn human behavior into usable signals.
01
Perception
Controlled VR studies of distance judgment, attention, and embodied calibration.
02
Immersive Systems
Unity, shaders, eye tracking, and real-time interaction pipelines for VR/AR prototypes.
03
AI Interfaces
Simulation and demonstration workflows that connect human behavior to learning systems.
Selected impact
Research depth backed by practical engineering outcomes.
Ph.D. research
130+
VR study participants
Designed and managed controlled distance-perception experiments with high-frequency HMD tracking.
Perception result
80% to 97%+
Distance-judgment accuracy
Quantified how pre-experiment walking can substantially improve VR distance perception accuracy.
HCI algorithms
70 Hz
Behavioral data analysis
Built reusable Python modules for path integration, turning-point detection, and step detection.
Visteon automation
3-4 daysto <5 min
Workflow reduction
Built V-PEDAT, a Python desktop tool that automated parsing, plotting, and report generation.
Product validation
26,500+
Plots automated
Replaced manual analysis of large test datasets with repeatable, analysis-ready outputs.
Applied AI
60,000+
Training images prepared
Created reproducible ML data pipelines and Dockerized environments for depth-estimation research.
Teaching scale
150-200
Students per semester
Teach and coordinate large-enrollment undergraduate CS courses across multiple sections.
CS curriculum
7
Courses taught
Cover introductory programming, data structures, C, discrete math, software engineering, theory, and languages.
About
I work at the intersection of perceptual science and real-time rendering. My background is in VR distance perception,
controlled experiments, and the software pipelines required to run studies reliably at interactive frame rates.
Recently, I have been extending this foundation toward gaze-aware rendering (eye-tracked focus and blur control),
and toward simulation and data collection pipelines that support robotics learning in environments like Isaac Sim.
Core strengths
Unity VR prototyping with robust experiment logic
Graphics systems and shader work (OpenGL / GLSL, Unity shaders)
Teach and coordinate large-enrollment undergraduate computer science courses, typically serving approximately 150-200 students per semester across multiple sections.
CS110: Introduction to ComputingCS210: Data StructuresCS220: Applied Discrete MathematicsCS240: Programming in CCS410: Software EngineeringCS420: Theory of ComputationCS450: Higher-Level Programming Languages
Design structured curricula, programming assignments, exams, and projects with emphasis on conceptual clarity, problem-solving, and real-world applicability.
Implement scalable assessment systems using Gradescope and custom autograding pipelines to improve grading efficiency and consistency across large cohorts.
Coordinate course logistics across multiple sections to keep instruction, grading, and student experience consistent.
Foster an inclusive learning environment through clear communication, organized course structure, and responsive student support.
Mentor student work spanning theory, systems, software engineering, and VR/AR prototypes.