This is where I display many of the projects that I created. Most of them involve some kind of interaction in VR/AR, such as visualizing and physically presenting real objects within the virtual space or dynamically adjusting the virtual contents to contextualize vehicle motion for in-car VR users. These projects are closely connected to my research aims of enabling more freedom, comfort and immersion into virtual activities. Please feel free to contact me for additional data (code, builds)!
This project, stemming from my Bachelor's Thesis, refers to my development of a VR platform created to visualize and interact with the user's egocentric hands in VR. The implemented system visualizes real hands in augmented virtuality by utilizing a ZED Mini stereo camera for egocentric video input, processed through a Robust Video Matting (RVM) model for real-time alpha matte extraction and depth-based filtering of the user's upper limbs. The processed frames are transmitted via TCP to Unity, where they are rendered onto layered plane objects configured for binocular parallax, with a custom shader ensuring background transparency and adjustable edge detail.
This project is a spinoff from my published CHI LBW paper "Curving the Virtual Route: Applying Redirected Steering Gains for Active Locomotion in In-Car VR". The paper is in regards to enjoying the capabilities of user-applied active locomotion in VR contents for passengers in-car, while previous applications involved synchronization of motion between the real and virtual vehicle. The background for the user study was reformatted into an interactive virtual driving game, with steering enabled through a Logitech G3 wheel mounted in front of the passenger.
This project is another spinoff interactive game, with concepts taken from my research for CHI '25 "I Want to Break Free: Enabling User-Applied Active Locomotion in In-Car VR through Contextual Cues". Various environmental changes as shown below are utilized within VR to align the user's somatosensory perception of vehicle motion within the virtual context, such as visualizing gravitoinertal forces, inducing posture shifts, or visual distraction.