Beyond Post-WIMP
Rethinking the desktop metaphor for 3D virtual reality.
Everything — research, funded projects, exhibitions and coursework. 27 in total.
Rethinking the desktop metaphor for 3D virtual reality.
A generative approach mapping music through phyllotactic patterns and Bézier curves.
Vocabulary-grounded 3D glyphs for communicating everyday pain.
A UI layer balancing immersion and information clarity in virtual reality.
Inferring Big Five personality from virtual agent morphology.
A heuristic framework for guidance in VR safety training, with controlled evaluation.
Whether generative AI enhances awe — but not hedonic pleasure — in virtual museum design.
An EEG study of how lighting in virtual environments shapes fear of crime.
A cross-cultural study of intelligent virtual assistant appearance in autonomous vehicles.
Generation Z's emotional responses to Pop Mart blind box character IPs.
Designing the experience and interface of a bio-signal based sleep application.
Measuring how street lighting reduces fear of crime in a virtual environment.
Designing focus experiences through delightful, metaphorical feedback.
Video and interactive work produced in a graduate seminar.
Visual guidance in virtual museums, designed around FoMO and flow.
Evaluating see-through HMD interface design for walking users.
Building a multimodal UX evaluation platform for XR spatial content.
Work exhibited at the KSDS Spring International Invited Exhibition.
Improving conversion through UX/UI redesign and digital strategy.
How non-verbal social cues form pedestrian trust toward driverless vehicles.
Three years of research on producing digital humans from Big Five personality traits.
Researching the appearance of intelligent virtual assistants for meta-mobility.
Developing VR/AR exhibition content that brings brain science to the public.
Directed a virtual exhibition that drew more than 8,800 visitors.
Producing exhibition content for a corporate showroom.
An emotion recognition mobile application aimed at improving depression in young adults.
A VR game controlled by the visitor's own brainwaves.