Principal Investigator, Blended Reality (2018–2022)
Blended Reality was an applied research grant sponsored by Hewlett-Packard and other industry leaders, such as Intel. Originally intended as a three-year grant that was to culminate in a report on immersive media in higher education, I renewed it for an additional four years based on the merit of the work produced and the meaningful relationships established. I began as one of many team members in 2016 and eventually became the Principal Investigator in 2018.
Selected Publications
- Navigation in immersive virtual reality: a comparison of 1:1 walking to 1:1 wheeling. Virtual Reality 28(1) (2023)
- Immersive Media and Virtual Accessibility in Healthcare. SIGGRAPH '22 (2022)
- The Verb Collective. IEEE GEM 2019 (2019)
- The Clamshell: Rethinking the Virtual Reality Interface. IEEE GEM 2019 (2019)
- Labyrinths: Reimagining Exhibition Platforms for Artists in Virtual Reality. MODE 2019 (2019)
- Evaluating Embodied Navigation in Virtual Reality Environments. IEEE GEM 2018 (2018)
Deliverables
Reports
Brochures
Selection of Archived Blog Posts
- 2021-04-22 — Game Designers and Unity Creatives Rejoice! The Verb Collective is ready for launch
- 2021-04-07 — Teaching in VR
- 2020-07-06 — Wheelchair Training Roller Project
- 2020-06-18 — Musical Virtual Reality
- 2020-06-05 — Extended Reality in Higher Education: An Agenda for Action
- 2020-05-04 — I=N=T=E=R=F=A=C=E
- 2020-01-31 — Memories and Virtual Illusions
- 2020-01-17 — XR in Education — What’s Next?
- 2019-08-21 — Blended Reality team works with Exhibit Preparator Michael Anderson to digitally capture the Peabody Dioramas
- 2019-08-20 — Blended Reality in the Classroom: The Human Condition
- 2019-08-20 — Blended reality: Real Bodies in Virtual Spaces
- 2019-08-20 — Preserving Soundscapes Before They Are Lost Forever.
- 2019-08-20 — Clamshell: Reimagining the VR Controller
- 2019-08-20 — Blending Art with Science, Machine Learning Team Teaches a Computer to Dance
- 2019-08-20 — Nursing Teaching Assistant Uses AR to Streamline Simulation Department
- 2019-08-20 — LostLandScapes: Connecting with Meaningful Spaces from Our Past
Press
Conference Chair, IEEE GEM 2019 (2019)
The IEEE Games, Entertainment, and Media (GEM) conference is a long-running conference dedicated to exploring interactive media and its impact on culture and industry. A mixture of technical insights and creative experiments, it is a unique and exciting conference that I was honored to chair for its 2019 incarnation. We hosted it at the Yale Center for Collaborative Arts and Media and incorporated a complete juried exhibition that was curated by myself and Nicholas O’Brien.
Program
IEEE GEM 2019, New Haven, CT, June 18–21, 2019 — proceedings:
- The Social Homelessness on US Campuses — Yeohyun Ahn
- PoeceptibleVR: Reinterpreting Chinese Traditional Calligraphic Poetry in VR with Multiple Scales and Senses — Xiaobi Iris Pan
- A Study on Accessibility in Games for the Visually Impaired — Isabelle Dela Torre, Imran Khaliq
- Sound Space: Communicating Acoustics Through Interactive Visualization — Christopher Morse, Adam Chernick, Zeyu Ren, Sabrina Naumovski, Luke Gehron
- VR Fact Sheet 2019 – An Overview of VR Movies & Games — Angela Jank, Fabian Kozich, Felix Fröhlich, Kai Erenli
- Cyberlearning and Augmented Reality in STEM Education — Mojgan Matloob Haghanikar
- Blasey Ford v Kavanaugh & The Split-Brain Interface — Gregory P. Garvey
- Encephalogames (Brain/Mind Games): Inclusive health and wellbeing for people of all abilities — Steve Mann et al.
- Looking In, Performing Worlds: Outer Space as a Metaphor of Possibility for Players and Creators of Games, Entertainment, and Media — Elizabeth Shores
- Programming with Affect: How Behaviour Trees and a Lightweight Cognitive Architecture Enable the Development of Non-Player Characters with Emotions — Shakir Belle, Curtis Gittens, T. C. Nicholas Graham
- The Impact of Controller Type on Video Game User Experience in Virtual Reality — Daniel Hufnal, Ethan Osborne, Theodore Johnson, Caglar Yildirim
- Augmentations in the Palace of Culture: Animate Soundscapes at the Carnegie Library of Pittsburgh — Johannes DeYoung, Annie Hui-Hsin Hsieh
- Designing for Collaborative Play in New Realities: A Values-Aligned Approach — Marcella Prieto, Krishnan Unnikrishnan, Colin Keenan, Kaochoy Danny Saetern, Wendy Wei
- Virtual Slots Game for Rehabilitation Exercises — Ashwini G. Naik, HoangMinh HuynhNguyen, Steve Jones, James L. Patton, Robert V. Kenyon
- Museum in Your Living Room: Recreating the Peace Corps Experience in Mixed Reality — Krzysztof Pietroszek et al.
- Avatar Selection for Live Performance in Virtual Reality: A Case Study — David Gochfeld, Kiira Benzing, Kevin Laibson, Alex Coulombe
- LiVRation: Remote VR live platform with interactive 3D audio-visual service — Takashi Kasuya et al.
- A Large Curved Display System in Virtual Reality for Immersive Data Interaction — Lizhou Cao, Chao Peng, Jeffrey T. Hansberger
- The Verb Collective — Justin Berry, Bobby Berry
- 'Expert' and 'Casual' Interfaces for Museums in Digital Times — Gavin Hogben
- The Clamshell: Rethinking the Virtual Reality Interface — Justin Berry, Lance Chantiles-Wertz, Isaac Shelanski
- Effects of VR Gaming and Game Genre on Player Experience — Michael Carroll, Ethan Osborne, Caglar Yildirim
- A Security Case Study for Blockchain Games — Tian Min, Wei Cai
- Bright: an augmented reality assistive platform for visual impairment — Ashish M. Bakshi et al.
- SMACK: Subjective Measure of Applied Contextual Knowledge — Mohammed Alshair et al.
- Differentiated Learning Patterns with Mixed Reality — Nouf Aljowaysir, Tuba Ozkan Ozdemir, Taeyeon Kim
- Game Controller Position Tracking using A2C Machine Learning on Inertial Sensors — San Kim, Jiho Kim, Dougyoung Suh
- Sustainable Production and Consumption in 360° — Reese Muntean, Kate Hennessy, Mei-Ling Park, Yulia Rubleva
- Gamified vision test system for daily self-check — Kenchi Hosokawa et al.
Press
Breaking the Mold — IEEE GEM Explores New Conference Presentation Modalities. IEEE Consumer Electronics Magazine (2020)
Member, Essex Flowers (2014–2018)
Essex Flowers is a long-running artist and gallery collective. Members contribute to and support the gallery through the organization of exhibitions and events.
Curated Exhibits
- The Sands, Essex Flowers, New York, NY (2017)
- Tarwuk: help me, help you, Essex Flowers, New York, NY (2017)
- Phillip Birch and Auguste Rodin, Essex Flowers, New York, NY (2015)
- Collagist/ish, Essex Flowers, New York, NY (2015)
- Christina Leung, Essex Flowers, New York, NY (2014)
Participating Exhibitions
- Perennials: 10 Years of Essex Flowers, Essex Flowers, New York, NY (2023)
- AXxoN N., Essex Flowers, New York, NY (2019)
- The Sands, Essex Flowers, New York, NY (2017)
- the dust never settles, Essex Flowers, New York, NY (2017)
- Photographs, Essex Flowers, New York, NY (2016)
- Being Essex Flowers, Adds Donna, Chicago, IL (2015)
Co-Organizer, The Thing @ White Slab (2010–2011)
The Thing, founded by Wolfgang Staehle and others, is a historic new-media organization. I connected with Wolfgang, Heidrun Holzfeind, and Christoph Draeger after moving to New York, and we collaborated on a screening series hosted by White Slab, a Lower East Side bar and venue.
Screenings
Events organized with The Thing at White Slab, New York (and other venues):
Performance: “Black Zero” by Aldo Tambellini / Group Center (presented by Christoph Draeger, Performa ’09)
White Box, Nov 22 2009
Co-Founder, Alogon Gallery (2007–2008)
Alogon Gallery was a project I started in 2007 with Tim Graham, Benjamin Fain, and John Friel. The premise of the gallery was to ‘curate curators’ — finding people with extremely different viewpoints and agendas to articulate their positions in a consistent space. As well as hosting full-length exhibitions, we also hosted numerous lectures, performances, screenings, and other events.



































































































