HUMAN PERCEPTION × MACHINE INTELLIGENCE

BOSTON, MA / RESEARCH PORTFOLIO

Soheil Sepahyar, Ph.D.

Human
perception.
Machine
possibility.

I study how we perceive virtual worlds — and build immersive systems that connect human attention with robot learning.

PERCEPTION FIELDSS—01
An abstract research map connecting perception, immersion, and embodiment.
01 / PERCEPTION

How do we perceive the space around us?

INTERACTIVE CONCEPTUAL MODEL
Soheil Sepahyar
Lecturer in Computer ScienceUniversity of Massachusetts Boston

Perceptual science.
Real-time systems. Human potential.

Google Scholar ↗

01 / RESEARCH THREAD

THREE DOMAINS. ONE CONNECTED QUESTION.

From understanding perception
to building with it.

How can what we learn about human perception shape virtual environments and embodied intelligence? My work follows that question from controlled studies to working systems.

01

Understand perception.

Measure how movement, attention, and experience change our judgments of distance in virtual reality.

PERCEPTUAL SCIENCE
02

Build responsive worlds.

Turn perceptual questions into instrumented VR environments, gaze-aware rendering, and real-time interaction.

IMMERSIVE SYSTEMS
03

Connect attention to action.

Capture human gaze and motion through simulated humanoid teleoperation, creating data for robot-learning research.

EMBODIED AI

02 / SELECTED WORK

IDEAS, MADE TANGIBLE.

Inside the lab.

Research software, live experiments,
and systems built from the ground up.

PROJECT 01EMBODIED AI / ROBOTICS

Through the
robot’s eyes.

Isaac Sim Humanoid Behavior Lab

A human perspective inside a simulated humanoid. I built a VR teleoperation system for the Unitree H1 that turns synchronized movement and gaze into multimodal research data.

INTERFACE
Quest Pro + OpenXR
RECORDING
~100 Hz synchronized streams
SUPERVISION
Automatically captured gaze labels
Isaac Sim 6.0PhysXPython / C++Unitree H1
Explore the repository ↗
EXPERIMENT FOOTAGE01 / GAZE SELECTION
Seeing, attending, reaching. Binocular gaze selects objects as tracked hand movements drive the H1’s arms. Stereo view captured in-headset.
HUMAN INPUTSIMULATED ACTIONLEARNING DATA
Inside the system Technical notes + 2 more recordings

Attention, recorded in context.

Calibrated binocular gaze is raycast into the PhysX scene with self-hit filtering. Attended objects and 3D gaze-collision points are logged automatically, providing attention labels without manual annotation.

Embodied control, synchronized data.

OpenXR head and hand poses drive arm teleoperation, physics-based grabbing, and experimental step-in-place locomotion. Crash-safe sessions align HMD, hands, gaze, object states, joints, and first-person video.

Learning roadmap. These datasets form the foundation for planned work with frozen V-JEPA 2 embeddings, action-conditioned latent world models, and model-predictive control.

02 / Embodied teleoperation. Hand poses control the arms while a gaze cursor follows attention.
03 / Gaze raycast. Minimal rendering reveals the attention ray and object selection.
PROJECT 02VR / GAZE-AWARE RENDERING

A world that
follows attention.

FocusWeave

What changes when a virtual world responds to where we look? FocusWeave brings eye-tracked focus and gaze-contingent blur into Unity for perceptual evaluation in VR distance-judgment tasks.

INPUT
Meta Quest Pro eye tracking
RENDERING
Gaze-contingent focus + blur
EXPERIMENTS
Stable parameters, analysis-ready logs
UnityC# / ShadersEye tracking
Explore the repository ↗
EXPERIMENT FOOTAGE01 / FOCUSWEAVE
A view inside the experiment. Eye tracking, rendering, and data collection come together in a controlled Unity environment.
GAZEADAPTIVE FOCUSPERCEPTUAL STUDY
Explore the demo archive 8 more experiment recordings

Additional recordings from FocusWeave’s gaze-aware rendering experiments.

02 / FocusWeave
03 / FocusWeave
04 / FocusWeave
05 / FocusWeave
06 / FocusWeave
07 / FocusWeave
08 / FocusWeave
09 / FocusWeave
PROJECT 03SIDE PROJECT / HUMAN–AI INTERACTION

An interface that
learns your rhythm.

IntuitionOS

I’m building a local shell assistant and ambient desktop HUD that learns command patterns, suggests next actions, and shows corrections before submission. IntuitionOS combines local AI, contextual memory, and explicit action review to explore how interfaces can anticipate intent while keeping the user in control.

INTERFACE
Electron desktop overlay + terminal
LEARNING
Command patterns and contextual recall
CONTROL
Visible corrections and action approval
PythonElectronFastAPIOllamaSQLite
Explore the repository ↗
INTERFACE PREVIEW03 / INTUITIONOS
IntuitionOS command-correction preview highlighting python as the suggested correction for pyhton, with an option to keep the original command.
Review before acting. This interface demonstration highlights a proposed correction while keeping the original command available.
CONTEXTSUGGESTIONUSER REVIEW
Inside IntuitionOS Local learning + the live HUD

Anticipation, with visible intent.

The Electron HUD and terminal share a Python core. Command history and context inform suggestions, Ollama provides local model inference, and SQLite stores memory. Proposed corrections remain visible before submission; irreversible actions require explicit approval.

Read the architecture notes ↗

IntuitionOS desktop HUD showing a response from its local language model.
The IntuitionOS HUD responding through its live local backend.

03 / SELECTED IMPACT

EXPERIMENTAL RIGOR. PRACTICAL RESULTS.

The evidence behind the work.

DOCTORAL RESEARCH130+

Participants in VR studies

Controlled experiments with high-frequency HMD tracking and reproducible analysis.

DISTANCE PERCEPTION97%+

Distance-judgment accuracy

Up from approximately 80% in my pre-experiment walking studies.

INDUSTRY AUTOMATION<5 min

Previously 3–4 days of analysis

V-PEDAT automated parsing, plotting, and reports at Visteon.

COMPUTER SCIENCE EDUCATION150–200

Students per semester

Teaching and coordinating multiple sections at UMass Boston.

04 / BACKGROUND

A RESEARCHER WHO BUILDS. AN ENGINEER WHO ASKS WHY.
Soheil Sepahyar
Soheil Sepahyar, Ph.D.COMPUTER SCIENCE / BOSTON, MA
U.S. Permanent ResidentFull CV (PDF) ↗

Curiosity is the thread.
Building is the method.

My background connects perceptual science, real-time graphics, and applied AI. I care about both the question an experiment asks and the system that makes its answer trustworthy.

At Michigan Technological University, I studied how pre-experiment walking changes distance perception in VR. That meant designing controlled studies, building reliable interactive environments, and turning high-frequency tracking data into interpretable results.

Across three co-op terms at Visteon, I applied the same approach to automotive AI and engineering: reproducible datasets, system integration, and tools that compressed multi-day workflows into minutes.

Today, I teach computer science at UMass Boston while extending my research into gaze-aware rendering and simulated humanoid teleoperation — connecting how people see, how they act, and how machines might learn from both.

TOOLS OF THE TRADE

Unity / C# / OpenGL / GLSL / Python / NumPy / SciPy / Pandas / Isaac Sim / Omniverse / OpenXR / Docker

The path so far.

ACADEMIA + INDUSTRY
2024 — PRESENT

UNIVERSITY OF MASSACHUSETTS BOSTON

Lecturer in Computer Science

Teach and coordinate introductory and advanced CS courses. Design curricula, assignments, and projects; build scalable assessment pipelines; mentor student work across theory, systems, software engineering, and VR/AR.

Teaching & mentorship ↘
2019 — 2023

MICHIGAN TECHNOLOGICAL UNIVERSITY

Ph.D. Researcher

Investigated the impact of pre-experiment walking on VR distance perception. Designed and managed studies with 130+ participants, collected tracking data at approximately 70 Hz, and developed reusable analysis software.

Research methods

Path integration for cumulative walked distance; turning-point detection using angular velocity; step detection using filtered vertical HMD motion and SciPy peak finding; reusable Python modules for processing and visualization.

2020 — 2022

VISTEON CORPORATION / THREE CO-OP TERMS

From applied AI to engineering automation

Progressed from ADAS research and AI system integration to a product design technical lead internship, delivering reproducible data pipelines and practical analysis tools.

Explore the three co-op terms
2022 / Product Design Technical Lead Intern

Built V-PEDAT with Python, Tkinter, Pandas, and Matplotlib. Automated processing of 26,500+ data points and graphs, reducing analysis from multiple days to under five minutes.

2021 / AI & System Integration Engineering Intern

Optimized an arm-angle detection algorithm for driver monitoring. Worked with Leica 3D Disto hardware and Mahindra test benches using Python, C, Bash, Docker, and computer vision.

2020 / ADAS Engineering Intern

Prepared 60,000+ images for monocular depth estimation, trained PackNet models with Keras and TensorFlow, and used Docker for reproducible research environments.

06 / TEACHING & COMMUNITY

KNOWLEDGE MOVES FORWARD WHEN IT IS SHARED.

Building systems.
And the people
who build them.

I teach computer science with an emphasis on conceptual clarity, problem-solving, and real-world application. At UMass Boston, that spans seven courses and approximately 150–200 students each semester.

My work includes curriculum design, Gradescope and custom autograding workflows, coordination across course sections, and responsive student support.

Mentoring student work across theory, systems, software engineering, and VR/AR prototypes.

COURSE INDEXUMASS BOSTON
  • CS110Introduction to Computing
  • CS210Data Structures
  • CS220Applied Discrete Mathematics
  • CS240Programming in C
  • CS410Software Engineering
  • CS420Theory of Computation
  • CS450Higher-Level Programming Languages

Service to the field.

PROGRAM COMMITTEE
ACM Applied Perception conference (SAP), International Program Committee (IPC), 2025 ↗ & 2026 ↗.
REVIEWING
IEEE VR, 2023 & 2024 · ACM VRST, 2023, 2024 & 2026 · ACM Transactions on Applied Perception (journal reviewer) · IEEE Access (journal reviewer) · PeerJ
VOLUNTEERING
ACM SIGGRAPH, 2024 · AWE USA, 2025

Recognition.

2023

Finishing Fellowship

Ph.D. research

2022

Business Opportunity Recognition

VRSPACE

07 / MAKE CONTACT

THE NEXT QUESTION STARTS A CONVERSATION.

What could we
build together?

For conversations about immersive systems, human perception, embodied AI, or teaching — get in touch.