This ongoing research project (funded by U.S. Department of Defense) involves iterative designing of a VR testbed for firefighters to collaboratively train their decision making compentencies in high-intensity situations.
This research project seeks to understand how commercial social VR platforms (e.g., VRChat) differ in terms of culture (e.g., behavioral norms), and how those differences are mapped onto supported technological features across platforms. A paper describing our results is currently under review at CSCW '27.
I taught a recurring class on basic coding and 3D development concepts to students at a local middle/high school in Ithaca, NY. Students gained hands-on experience with block coding and Python, as well as with Meta Quest 2 VR headsets.
This co-first author project (funded by NSF) seeks to understand how modulating non-verbal behavior in VR influences dyadic interactions (e.g., verbal dominance). A paper reporting our results is currently under review at CHI '27.
This exploratory study tested a short climate change 360° video immersing users in Greenland on VR headsets and PCs. We explored how modality (i.e., PC vs VR) influenced participant affect, behavioral intent, user experience (e.g., presence, agency, enjoyment), and learning outcomes. The paper was published in the International Journal of E-Learning
This study qualitatively explored what students mean when they say they prefer specific types of educational technologies to support their learning. Students reported on how preferences shifted depending on context, with many students expressing a preference for curated and and efficient tools like LLMs to support studying for "high-stakes" assesments like exams. This paper is currently in press at the Immersive Learning Research Conference.