Projects
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Black Virtuality and Avatar Embodiment
Through mixed-methods studies, we uncover how racialized, avatar-based inequities impact psychological and social experiences, offering new insights and design implications for more inclusive social VR environments. (Read more)
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Social Conjurer: LLMs for Creating Interactive 3D Environments
During my internship at Microsoft, my team and I developed Social Conjurer, a technical framework for GenAI-augmented 3D scene co-creation, enabling multiple users to collaboratively build and modify virtual worlds in real-time. (Read more)
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Large-scale, Longitudinal Study of Social VR in the Classroom
Situated in the first and largest classes to take place mostly in VR, we conducted a longitudinal field study to systematically examine how social dynamics evolve over time in CVEs. (Read more)
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Immersive, Narrative-Based Interfaces for Outdoor Learning
We created a narrative-based, mobile application that leveraged augmented reality to investigate how to guide young learners in interacting with their local, outdoor environment. (Read more)
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Mind, Body, Avatar: The Role of Digital Representation on Dancing in Social VR
This study explores how digital avatars influence shape how people feel and move while dancing in VR.
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360 Videos and Social VR in K-12 Classrooms
In collaboration with K-12 educators, we are conducting ongoing work on the use of 360 Video and Social VR in the classroom context.
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Context-Specific Learning and Belonging in VR
In this work, we are exploring how context-specific environmental cues shape belonging in VR-based learning experiences.
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How Cita's World Innovated Black Digital Engagement
We insert BET’s Cita’s World into the canon of Black media studies, highlighting the show as a pioneering effort in VR for entertainment.