Building immersive systems for human perception and robot learning.
I design and build VR, eye-tracking, and robotics-simulation systems that explore how humans perceive virtual worlds — and how human behavior can teach embodied AI.
VR perceptionEye trackingHumanoid teleoperationReal-time renderingEmbodied AI
Move your cursor or touch the visual to simulate gaze-aware rendering.
Research signature
Perception-aware immersive intelligence.
My work connects perceptual science, real-time graphics, and robot learning: building immersive interfaces that sense attention, adapt visual information, and turn human behavior into training signal for embodied AI.
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
Robot Learning
VR teleoperation and gaze-labeled data collection for humanoid robots in Isaac Sim, feeding world-model and imitation-learning pipelines.
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.
Embodied AI
100 Hz
Gaze-labeled robot datasets
Built a VR teleoperation lab for a Unitree H1 humanoid in Isaac Sim that records synchronized multimodal sessions with zero manual annotation.
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 in two directions: gaze-aware rendering (eye-tracked focus and blur
control in FocusWeave), and embodied robotics — a VR teleoperation and gaze-driven data-collection lab for the
Unitree H1 humanoid built on NVIDIA Isaac Sim, where human attention becomes annotation-free supervision for robot learning.
Core strengths
Unity VR prototyping with robust experiment logic
Robotics simulation and teleoperation (Isaac Sim, OpenXR, PhysX)
Graphics systems and shader work (OpenGL / GLSL, Unity shaders)
Applied ML and analytics experience from industry internships
Tooling
Unity, C#, shaders
Isaac Sim / Omniverse, OpenXR
Python (NumPy, SciPy, Pandas)
OpenGL / GLSL
Data logging and analysis workflows
Featured projects
Featured project
Isaac Sim Humanoid Behavior Lab
VR teleoperation × robot learning
A VR-based teleoperation and data-collection system for the Unitree H1 humanoid, built on NVIDIA Isaac Sim 6.0.
I embody the robot from its eye-level, first-person perspective through a Meta Quest Pro, and every session produces
a synchronized, gaze-labeled multimodal dataset for embodied-AI research.
Gaze-driven object selection: calibrated binocular gaze is raycast into the PhysX scene (with self-hit filtering), highlighting attended objects and logging 3D gaze-collision points — visual-attention supervision with zero manual annotation.
Embodied teleoperation: OpenXR head and hand tracking drives the H1’s arms while the robot keeps balance, with physics-based grabbing and experimental step-in-place locomotion.
Crash-safe recording: ~100 Hz synchronized streams (HMD pose, hand poses, gaze, object states, full joint angles) plus first-person video, time-aligned automatically per session.
Learning pipeline: a phased roadmap from synchronized datasets and CSV baselines to frozen V-JEPA 2 embeddings, action-conditioned latent world models, and MPC planning.
Isaac Sim 6.0OpenXRQuest Pro eye trackingUnitree H1PhysXPython & C++
Live demosCaptured in-headset, real time
Through the robot’s eyes. The calibrated gaze raycast locks onto a cube — yellow highlight,
red gaze-collision marker — and the H1’s arms reach in to grab it. Stereo OpenXR view, running live on a Quest Pro.
Embodied teleoperation. OpenXR hand poses drive the H1’s arms while the red gaze cursor tracks
live eye movement across the scene.
Gaze raycast, visualized. In minimal render mode the ray from the robot’s eyes tags the attended
cube as the humanoid reaches toward it.
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.