A spatial narrative in a rare books archive, with a VR experience inspired by the origin of VR.
A short story told by the history of personal computing, with a gesture-controlled animation traveling through a timeline of computer graphics history.
An augmented-reality archive about the origins of artificial intelligence, with a gesture-controlled memex and digitally fabricated components.
Three dimensions of interaction with the "texture of gender", this virtual reality "dressing room" lets users interact with realistic fabric simulations, try on real clothing in the process, or use gestures to interact with a volumetric display.
An augmented reality drag cabaret hosted on Zoom, this social practice workshop taught participants the foundations of augmented reality design, culminating in an AR drag show sing-a-long with participants across the world.
An interactive art gallery designed
for remote pandemic-learning for
Princeton University Class Support.
A "sequel" to the first science fiction film, 3D scanned humans are re-targeted with motion capture in a reconstructed cinematic panorama, hosted in a historic theatre to a live musical score.
An interactive cinema experience that structurally replicates the concept of virtual reality, allowing viewers to re-edit a cult film inside an immersive panorama.
A science documentary re-constructed as an immersive animated environment, projected as a backdrop to a theatrical performance.
A year-long experiment exploring the human as a form of media. A six-room re-installation of an elderly person's home, part set design/experimental environment, and digitization of the human experience.
A 2D drawing extruded into a series of 3D fabricated shapes, recreating Andy Warhol's childhood home in the facade of his museum with digitally printed sculptures, 3D animations & facsimile photographs.
A 3D scanning social practice project in a public square, staged inside a portable custom volumetric capture studio, combining theatre, social critique, and contemporary technology.
An evening of holographic imaging, capturing the audience of a museum opening with volumetric video, resulting in a Hololens application where the attendees remain throughout the museum.
A system for multi-camera capture to document the movement & growth of pepper plants, creating sonifications from the dataset of images from analysis by computer vision algorithms.
An immersive virtual reality and projection-mapped environment where participants explore the genetic design of a fruit fly by interacting with the 3D structure of chromatin.
A virtual & real social-robotics experience, where real-space and virtual space converge within a robotic petting zoo hidden in Brooklyn.
A miniature interactive museum of computer-vision algorithms, paired with a media archeology history of the analog camera & the history of biological vision.
A research experiment using OpenPose, a pose estimation algorithm mapped onto a multi-camera mechanism to create a dataset of human/environment interactions.
An overview of lab spaces, studios, classrooms and environments for teaching and research I have used, developed or have been involved in advancing
A selection of student work and courses I have taught, co-taught or assisted with: including courses at Princeton University, Virginia Tech, and Carnegie Mellon University