PhD researcher at the University of Cambridge specialising in XR, social VR, embodied AI, and human-computer interaction. Building production-ready immersive systems backed by research and user evaluation.
Selected projects in XR, games, and interactive systems.
A social VR prototype combining large language models with embodied avatars, deployed on mobile hardware to explore real-time, in-headset interaction.
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A stereoscopic super-resolution pipeline for head‑mounted displays, fusing RGB, depth, and motion vectors to upscale XR scenes while keeping performance viable. I especially focused on generating the training dataset, working with scene RGB, depth, and motion vector information.
GitHub Source
The engine behind my redirected walking research: a non‑Euclidean museum environment that lets users walk infinitely in a finite tracked space.
GitHub SourceRecent work in HCI, social VR, and embodied interaction.
In press · CHI 2026 Extended Abstracts (Poster)
Exploring how personalised, face-tracked avatars shape identity expression and social presence in social VR.
Virtual Worlds 4 (3), 39
ACM CHI PLAY 2024
IVCNZ 2023 · First author