Research

Our three research themes — usable and comfortable XR, intelligent adaptive interfaces, and XR for health, training, and safety.

Our research starts with how people perceive motion, space, and their own bodies. We use that understanding in three ways: designing XR that is usable and comfortable across domains, building intelligent interfaces that sense the user and adapt in real time, and taking XR into health, training, and safety settings.

Views through a field-of-view restrictor, an arc-guided pointing technique, a virtual water maze, and an optic-flow adaptation environment from our studies
Cybersickness · Locomotion · Interaction

Usable & Comfortable XR

We design around human perception so XR is usable and comfortable across domains and applications.

Questions we ask

  • How do visual motion, field of view, and locomotion design shape cybersickness?
  • Can people adapt to optic flow, and does that adaptation transfer to new environments?
  • How should interaction techniques be evaluated beyond task speed and accuracy?

Selected work

More on Usable & Comfortable XR →
A VR environment from our eye-gaze study, gaze density plots, and a deep learning model for concussion detection
Eye tracking · User modeling · Adaptation

Intelligent Adaptive Interfaces

We sense the user, model their state with machine learning, and adapt the XR experience in real time.

Questions we ask

  • Which eye and head movements reveal discomfort, attention, or injury, and how early?
  • Can computational models of visual motion predict cybersickness before it happens?
  • How can an XR system adapt to each user in real time instead of using one fixed setting for everyone?

Selected work

More on Intelligent Adaptive Interfaces →
A student tries the AR digital-twin demo, a close-up of the project poster, and the vestibular/ocular motor screening (VOMS) prototype from our concussion work
Digital twins · Health screening · Training

XR for Health, Training & Safety

We take XR out of the lab, from phone-based AR on shop-floor equipment to VR concussion screening.

Questions we ask

  • Can a phone and a printed marker replace specialized headsets for on-the-job AR training?
  • How should safety zones and step-by-step instructions be shown on real equipment?
  • Can VR make clinical screening, such as concussion assessment, more standardized and accessible?

Selected work

More on XR for Health, Training & Safety →

Support

Our research is supported by:

  • Texas State University Research Enhancement Program
  • Texas State University Unity3D Faculty Innovation Grant
  • Ingram Hall Makerspace grant