Projects

Everyday Objects in VR Shape Exploration Tools for Novice Artists - A way to Support Geometry Shaping Process for Non-professionals
We propose a generative design workflow that integrates a stochastic multi-agent simulation with the intent of helping building designers reduce the risk posed by COVID-19 and future pathogens.
Generative design for COVID-19 and future pathogens using stochastic multi-agent simulation
We propose a generative design workflow that integrates a stochastic multi-agent simulation with the intent of helping building designers reduce the risk posed by COVID-19 and future pathogens.
Designing a Multi-Agent Occupant Simulation System To Support Facility Planning And Analysis For COVID-19
We propose OccSim, a system that automatically generates occupancy behaviours in a 3D model of a building and helps users analyze the potential effect of virus transmission from a large-scale and longitudinal perspective.
An Empirical Study of How Socio-Spatial Formations are influenced by Interior Elements and Displays in an Office Context
To better understand how workplace design shapes social interactions, we ran an empirical study in an office context over a two week period. Based on the data, we discuss dynamics of socio-spatial formations and how this knowledge can support social interactions in the domain of space design systems and interactive interiors.
Socio-Spatial Comfort: Using Vision-based Analysis to Inform User-Centred Human-Building Interactions
We investigated how office interior layouts influence the way we socially experience office buildings. Using the real-world vision data, we propose the concepts of socio-spatial comfort: social buffers, privacy buffers, and varying proxemics to inform a user-centered way of designing human building interactions and architecture.
Sekeltonographer: Skeleton-based Digital Ethnography Tool
We designed a Skeletonographer is an online tool that supports digital ethnographic studies using anonymous skeletonized representations of human bodies. Users can play back and annotate skeleton data similar to a video analysis tool.
SmartManikin: Virtual Humans with Agency for Design Tools
We introduceSmartManikin, a mannequin with agency that responds to high-level commands and to real-time design changes. The SmartManikin's pose is generated by the predicted features as well as by using forward and inverse kinematics.
The Effect of Interruption Timings on Autonomous Height-Adjustable Desks that Responds to Task Changes
We performed a Wizard of Oz study to find the best timing for changing desk height to minimize interruption and discomfort. The results are in line with prior work on task interruption in graphical user interfaces and show that the table should change height during a task change.
Interactive and Situated Guidelines to Help Users Design a Personal Desk that Fits Their Bodies
We developed situated and interactive guidelines to assist users in design applications. We applied these guidelines in a Virtual Reality (VR) system that lets users customize their desk and provides real-time feedback and feedforward on pose and design.
Posing and Acting as Input for Personalizing Furniture
We developed situated and interactive guidelines to assist users in design applications. We applied these guidelines in a Virtual Reality (VR) system that lets users customize their desk and provides real-time feedback and feedforward on pose and design.
Consumer to Creator: How Households Buy Furniture to Inform Design and Fabrication Interfaces
We developed situated and interactive guidelines to assist users in design applications. We applied these guidelines in a Virtual Reality (VR) system that lets users customize their desk and provides real-time feedback and feedforward on pose and design.