Cypherspace: Joyful Learning through Social Engagement and Embodied Interaction in VR

Situated in teaching about the history of hip-hop, this project is exploring how virtual reality can cultivate joyful learning experiences through meaningful embodied interaction and social engagement.

[Stanford Joyful Learning Seed Grantee]

Social Conjuring: Multi-User Runtime Collaboration with GenAI in Building Virtual Reality Worlds

During my internship at Microsoft Research, 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.

[VRST ‘25] [arXiv]

Audiovisual Realism in MR: Investigating the Effects of Room Acoustics on Co-Presence with Photorealistic Avatars

During my internship at Meta Reality Labs Research, in collaboration with the Audio Team, we designed and implemented a mixed-methods study protocol to examine the effects of audio quality on co-presence in mixed reality with photorealistic avatars.

[IEEE VR ‘26]

Explaining Age Differences in Virtual Reality Education Outcomes through Presence and Pedagogical Agent Perception

We conducted a large-scale field study with children and teens in rural Brazil to examine how age shapes VR learning outcomes, and what mechanisms drive this relationship.

BEASTS: Dual Perspectives on Virtual Puppetry through Theatrical Expression and XR Research

In collaboration with Scarlett Kim with the Center for Unclassifiable Technologies and Experiences, we bring both theatrical and theoretical perspectives to “virtual puppetry”—exploring how individuals shape their digital representations and vice versa.

[SIGGRAPH ‘25]

Mind, Body, Avatar: The Role of Avatar Representation on Dancing in Social VR

This study explores how digital avatars influence shape how people feel and move while dancing in VR.

Black immersive virtuality: Racialized experiences of avatar embodiment and customization among Black users in social VR

Through a digital ethnography and an experimental study, we uncover how avatar-based inequities impact psychological and social experiences, offering new insights and design implications for more inclusive social VR environments.

[Computers in Human Behavior]

People, places, and time: a large-scale, longitudinal study of transformed avatars and environmental context in group interaction in the metaverse

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 collaborative virtual environments.

[Journal of Computer-Mediated Communication]

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.

[forthcoming]