As a Graduate Research Assistant, I am working on redesigning and implementing the user experience in CampusVR. It is a collection of campus planning tools as well as a virtual gallery to showcase the latest work of CSPAV (Center for Spatial Planning Analytics and Visualization) at Georgia Tech.
I prototyped several methods to interact with a 3D campus map, including holograms, 3D UI, and searching via a drum keybaord.
I also experimented with seamlessly changing the interaction mode: the default laser pointer automatically turns into a small "mallet" when the user intends to interact with tiny targets on the map.
VR User Experience Design
The mallet provides precise control when interacting with the tiny buildings on the 3D campus map and the 3D UI
VR Game User Experience
At Moxie, I worked on Stay Alive Live, a game that aims to fill the gap of VR game in Twitch streaming. It encourages audience engagement by allowing the audience to directly influence the gameplay through the chat.
I worked as a professional VR Developer at Foundry 45 for four months. Some of the VR training products I've worked on have been shipped, which you can find here: Virtuosi®. Alongsides development, I designed and implemented a tool inventory system for a manufacturing VR training application through iterative design process using sketches and high-fidelity prototypes.
Brain-Computer Interaction Experience
I used the Muse Headband to develop an experience that showcases the potential of Brain-Computer Interface.
This demo guides users through a series of actions to control the visuals on the wall through their brainwaves. Then they meditate for one minute using the visuals and audio cues.
The visualization of their brainwave during the meditation will be shown on the TV.
Virtual Reality (VR) is a platform that quickly became popular in the past few years, with hundreds of VR games, VR experiences, 360° videos releasing each year. However, the modes of interaction does not catch up. The lack of an effective, standardized interface is one of the problems of this platform.
Therefore, I am proposing a VR Gesture Interface based upon Shneiderman's HCI framework on user interface design.
My project is a VR game with gesture control as its core game mechanism. The player can interact with the virtual environment through the help of a virtual companion. Using gestures to communicate and command actions, the player will control the companion to do certain tasks.