My primary research focus — using virtual and mixed reality alongside EEG-based brain activity data to understand how players actually experience games, not just how they perform in them.
Explored mixed reality game design and developed five games in MR using monomodal and multimodal interactions — spanning gaze, speech, gesture, and combined multimodal input.
Investigated players' brain activity across high- and low-stimulation games on three platforms — VR (Meta Quest 2), PlayStation 5, and Nintendo Switch — using EEG to measure affective states and cognitive workload alongside self-reported data.
Developed two mixed reality games where players use physical objects as controllers, exploring tangible interaction as a game mechanic.
A collaboration between Computer Science and Elon's Department of Physical Therapy, addressing lower body tracking and user experience/comfort analysis in VR by combining human-computer interaction with physical therapy expertise.
Investigated players' six emotional states — excitement, engagement, stress, relaxation, focus, and interest — using an EEG device while playing three VR games: Space Pirate Trainer, TrippVR, and Room VR.
A gamified virtual reality application for interview training, placing users in a simulated panel-interview scenario to practice and build confidence.
A VR ninja prototype built on Oculus Quest to analyze two-handed exertion — players slice pumpkins against the clock while dodging spells from a haunted clown, with the clown's AI built using behavior trees.
A Harry Potter-themed dueling prototype investigating exertion from locomotion — players dodge incoming spells by physically moving in real space while casting spells of their own against an AI-driven Dark Lord.
Developed three prototypes in VR to investigate artifact patterns in VR game mechanics involving shooting, slicing, and pick-and-place interactions.
A prototype demo where the player controls a game character using mental commands. Built with the Emotiv SDK for Unity, using pre-trained mental commands on the Emotiv Epoc headset sent directly to a platformer game.
An EEG headset captures the player's emotional states while playing exploration and combat scenarios in Assassin's Creed Syndicate, with live brain activity shown alongside gameplay.