I have taken charge of every phase in over five mixed-methods research studies, delving into the user experience and human factors of VR. This encompasses everything from designing studies to developing VR applications in Unity and conducting both quantitative and qualitative data analysis. I have collected data from over 500 participants through methods such as eye tracking, experiments, online surveys, and interviews. I have translated these research and design insights into over 10 empirical research papers and presentations, sharing my findings at scientific conferences. Additionally, I have successfully oversaw the completion of over five research projects and technical VR developments. My leadership spanned teams with diverse backgrounds, including human-computer interaction, psychology, computer science, and industrial design.
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The goal of this program of research is to investigate the effect of providing information about the real world in the virtual environment on users' perception, cognition, and VR experience, and to optimize it in an effort to improve users' mindful attention and ultimately, wellbeing in VR.
The VR headsets in the market have very few mechanisms allowing the user to maintain a mental representation of what is happening in the real world, putting the burden of acquiring this awareness on the user. Furthermore, the effect of these mechanisms on users’ perception and their VR experience has not been investigated. The goal of this program of research is to inform the design of next-generation VR systems. |
One example of a project in this program of research is the VR-in-Car project. The dynamic nature of the car that the users' are riding in, other cars, the roads, and users' lack of awareness of them due to wearing the VR headset impose psychological distress for the users. This study included an experiment aiming to study the effects of providing information about the road and the vehicle on users' perceived risk, workload, and information needs.
I initiated a collaboration between Georgia Tech Psychology and Civil Engineering department, and negotiated the use of the full-motion driving simulator for this study. I developed the VR experience in Unity, collected qualitative and quantitative data from 30 participants, and used R and SPSS to analyze the data. The results of this project are published in ISMAR journal.
I initiated a collaboration between Georgia Tech Psychology and Civil Engineering department, and negotiated the use of the full-motion driving simulator for this study. I developed the VR experience in Unity, collected qualitative and quantitative data from 30 participants, and used R and SPSS to analyze the data. The results of this project are published in ISMAR journal.