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THIS IS ME
JOSEPH THEN
A curious mind lost in code and logic, I am passionate about immersive technology and education
- also coffee!

              
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THIS IS ME
JOSEPH THEN
A curious mind lost in code and logic, I am passionate about immersive technology and education - also coffee!
              




Joseph
Picture of Joseph
ABOUT ME
PERSONAL DETAILS

My name is Joseph, an aspiring computer scientist who is passionate about immersive technologies, such as Virtual and Mixed Realities (VR/MR).

I have a diverse set of skills ranging from web development using HTML + PHP + JS, to virtual reality and mixed reality application development using Unity and C#.

I also love cats and minimal designs.


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About me

JOSEPH M. THENARA

XR Developer    |    Computer Scientist    |    Graphic Designer
SELF INTRODUCTION          EDUCATION          EXPERIENCES          MISCELLANEOUS

I'm an enthusiast in the field of immersive and educational technology, mainly looking for new ways to use technologies such as virtual reality (VR) or mixed reality (MR) in the learning process. Since the pandemic hits our world, technologies that could connect people around the globe in the comfort of their own bedroom has been sought after, and I believe that immersive technology is one of the answer. To that end, I have been involved in the research, development, and implementation of these technologies specifically for digital transformation of teaching and learning in the University of Nottingham Ningbo China.

Having been living overseas for almost half of my life, I am able to see in many different perspectives and come up with novel ideas by merging the best of the cultures I am familiar with. One unique experience regarding this was being "stuck" in my campus in a foreign country, due to the ongoing COVID-19 pandemic. Despite that, I have been able to turn around the situation and thrive. One of my strong suit is being able to adapt virtually anywhere with little to no issue, even given extreme circumstances!

My educational background as a computer scientist has given me exposure to many interesting challenges, and on the way, developed my algorithmic problem solving skill - that is to find a step-by-step most efficient method to solve a problem. I especially enjoy developing on Unity. Being able to breathe life to a list of requirements and see how users enjoy my application is one of the greatest delight.

I am also experienced in Software Engineering (SE), having taken several projects and internships during my university time. This has exposed me to a plethora of valuable lessons, experience, and skills, such as managing an SE team, managing stakeholder, software development, and requirements engineering, amongst plenty other.

In my personal time, I love reading, traveling, and sleeping. Reading for me is a process of self-reflection and self-improvement. Traveling is a way to get out and experience new sights. Sleeping being the most valuable thing, because I can only function with enough sleep and don't even think about talking to me before I had my morning cup of coffee (no, seriously!)

What I Can Do

I have experiences in various stuff related to computer, design, and software development.
Get to know what I do best!



Photography

Photography is the sacred art of lending your eyes to those who can't see beauty of each moment.

   DSLR camera
   Adobe Photoshop



XR Development

Bringing the impossible to reality through virtualising or augmenting our reality
- or maybe both!

   Virtual/Augmented/Mixed Reality (VR, AR, MR)
   Unity3D; C# Programming
   SDKs (Vuforia, GoogleVR, SteamVR, MRTK, etc.)



Graphic Design

Design for me is all about using minimal elements to maximise the form of an abstract idea.

   CorelDraw; Adobe Photoshop; Canva



Software Engineering

Delivering software with publication quality up to the standards of the stakeholders.

   Requirements engineering
   Team management; Stakeholder management
   Git, Programming Languages
(C, C#, Java, Python, etc.)



Research

Research is simply curiosity, with proper methodologies. It's all about creating knowledge and contributing to the world.

   MS Office; LaTeX; SPSS Statistics;
   Published peer-reviewed publications



Video Production

Producing and telling a visual story, that is what cinematography is.

   Directing; Cinematography; Editing; Scriptwriting
   Short movie; advertisement; social media reels
   Adobe Premiere Pro; Adobe After Effects
   DaVinci Resolve; Final Cut Pro; Final Draft

20+
Happy Partners/Clients
30+
Projects Completed
512+
Cups of Coffee
128+
Nights Spent Coding
PORTFOLIO

My Featured Projects

Here are some of my latest lorem work ipsum tipsum.
Click on the images to make them bigger

* if you're accessing from Chinese Mainland, please use a VPN to see the videos
如果您从中国大陆访问本网站,请使用VPN观看视频


XR DEVS          PHOTOS          VIDEOS          DESIGNS


MIXED REALITY
FIRE SAFETY TRAINING APP
  Microsoft HoloLens 2     Unity3D + MRTK
2022  |  Final Year Dissertation Project

The project aims to investigate the potential and applications of MR in the field of education and training through developing a ‘fire safety training’ app for Microsoft HoloLens 2.

    Distinguished Final Year Project Award
       Awarded by the School of Computer Science, UNNC

MIXED REALITY
HOLOGRAPHIC POKEMON TRADING CARD GAME (TCG)
  Microsoft HoloLens 2     Unity3D + MRTK
work-in-progress   |   2022

An ambitious project to re-create and augment the classic Pokemon TCG with MR technologies through the HoloLens2. This project aims augment TCG to provide players with fantastical, beyond-reality TCG experience.





EARLY DESIGN

My Publications

Some of my recent and featured publications - most are peer-reviewed!
Feel free to have a read and learn a thing or two!
https://orcid.org/0000-0002-7584-0245


UNDERGRADUATE DISSERTATION
Mixed Reality in Education
Joseph M. THENARA, Supervised by Dr Boon Giin Lee
    2022.04.25          University of Nottingham

Mixed Reality (MR) is an emerging immersive technology that has the potential to assist and support the teaching and learning process in the field of education. MR has seen its uses in fields such as engineering and architecture to assist in visualising complex models and run simulations directly on the real world. However, MR has yet to see a widespread usage in the field of education and training. In a campus setting, one of the most common type of education and training that is available to everyone regardless of their background is the fire safety education, thus this project aimed at investigating the use of Mixed Reality technology in the field of education and training through the Fire Safety Training (FST) application. The project has produced an MR FST application that can be used in a Microsoft HoloLens2 headset. To achieve the aim of the project, a formal study was conducted with volunteer participants. This study has investigated how MR-based learning could offer more benefits for learners when compared to a traditional learning setting. Additionally, user experience (UX) were also investigated to obtain insights regarding how users view and perceive the FST MR application. The findings from this study were then used to provide recommendations on the implementation of MR in Education.

Distinguished Final Year Project Award
(Top 3 Dissertation)
Awarded by the School of Computer Science, University of Nottingham Ningbo China

Request article  

JOURNAL ARTICLE
A study of the virtual reality cybersickness impacts and improvement strategy towards the overall undergraduate students' virtual learning experience
Mareta, S., Thenara, J.M., Rivero, R. and Tan-Mullins, M.
    2022.05.04

Virtual reality (VR) technologies have expanded their application domains towards education with pedagogical benefits including fully immersive learning environment and in-depth user engagement through scenario-based virtual simulations. Motion sickness (MS), however, has become one of the long-standing key challenges of the VR utilisation, even in gaming industries. Thus, this paper aims to present a preliminary study on understanding the VR MS, referred as cybersickness, in the teaching and learning (T&L) context at the University of Nottingham Ningbo China.

View publication  

   Higher education Simulation Experiential learning Blended learning Digital learning Virtual and augment reality V-ROOM Virtual reality Cybersickness Motion sickness Teaching and learning Education technology Pedagogy innovation

CONFERENCE ARTICLE    |    ACCEPTED/WAITING PUBLICATION
A Preliminary Study on Education Metaverse: Student Evaluation of the Immersive Mixed Reality Learning Scenarios in Higher Education
Mareta, S., Thenara, J.M., Hadian., G.S., Widjaja, W., Wang, A.E., Ferdinand, K., Brito, J.A.O.I.D.G. and Sun, L.
    2022

The presence of modern immersive technology, such as VR and AR, has attracted global attention of education sectors in the past few decades. The utilization of these technologies has brought educational transformation in the teaching pedagogy and practices, especially since the term “education metaverse” was introduced. Over the commercially available digital learning technologies, metaverse-immersive technology offers numerous benefits for teaching and learning activities, including the sense of presence, full immersion in the learning content, and distraction-free environment. Given the many potentials of immersive technology, the work presents a preliminary study of using Mixed Reality (MR) immersive learning scenarios within the Higher Education context, built for Microsoft HoloLens 2 MR devices. Student evaluation parameters, i.e., student attitudes towards technology and technology-enhanced learning, student learning experiences using various digital learning technologies, and student perspective on immersive education are investigated in this study. Qualitative and quantitative data are analyzed by using statistical approaches of one-way ANOVA and correlation analysis which aim to observe whether student attitudes have effects on the overall learning experience. Results demonstrate that the student participants have generally positive attitudes towards technology-enhanced learning and are strongly supportive of using immersive technology for learning purposes. It is also worth highlighting that lab-based training, interactive problem-solving class, and business-based workshop are the three top-rated learning activities based on the suitability and importance of VR/AR/MR technology applications.

View publication   Download  

   mixed reality immersive learning education metaverse technology-enhanced learning student learning experience
CONFERENCE ARTICLE    |    ACCEPTED/WAITING PUBLICATION
A Pilot Study Investigating Student Interaction Preferences in Immersive Virtual Reality Environments
Gill, A., Irwin, D., Mareta, S., Towey, D., Zhang, Y., Thenara, J.M. and Wang, A.
    2022

Since the outbreak of the COVID-19 pandemic, HEI-A, the first Sino-foreign university in China, has been committed to digital transformation and increasing its technological capabilities and online provisions. At the forefront is Virtual Reality (VR), which is becoming more affordable and accessible. Immersive VR (iVR) is often referred to as the ultimate version of VR, and can be enhanced through sensory interfaces, such as audio and haptic. The present paper describes an iVR pilot study based on the virtual experiences of Design History, developed by UNIT-A, a special division within HEI-A that focuses on digital pedagogy, and HEI-A’s BEng UGP-A program. The study explores student preferences regarding interaction interfaces and presentation types for learning content within iVR environments. Results show that interaction interface types play a pivotal role in immersion and engagement within these environments, and that learning content utilising microlearning and/or gamification elements are preferred.

View publication   Download  

   Pending
CONFERENCE ARTICLE
Virtual Reality-Based Immersive Digital Learning Resources: Initial Study of the Design Features Perception from Future Architects
Mareta, S., Hung-Lo-Sang, L.L.K, Tedjosaputro, M.A., Hadian, G.S., Rivero, R. and Thenara, J.M.
    2021.12.05

Increasing demands and needs of utilizing Virtual Reality (VR) technologies have pushed many commercial and non-commercial industries and institutions to innovate, including in the education sector. This paper presents a preliminary study of understanding the perception of undergraduate Architecture students in the first Sino-Foreign University in China of various design features. These features were selected on the basis of their functionalities in the VR environment development context, e.g. a VR scene or site that can be visited as part of the learning process within the discipline. Hence, the participants were asked to evaluate the importance of each design feature, after experiencing a VR scene created under a university-scale project, namely V-ROOM. Results obtained from this study are hoped to provide future recommendations for numerous stakeholders working in or pursuing the architecture field, including students, educators, and architects. It is interesting to find that amongst fourteen design features investigated in this work, collaborative real-time editing, object/model scaling, and texture modification appeared to receive the highest ratings from the participants, and hence are the most crucial features to be considered in the design process. Furthermore, correlation matrix is also produced to investigate the relationship between these features.

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   virtual reality design features VR for architecture correlation matrix
CONFERENCE ARTICLE
Understanding the Cybersickness Effects of Using Virtual Reality-Based Classroom for Undergraduate Students: A Preliminary Study
Mareta, S., Mou, X., Nelson, H., Tan-Mullins, M., Thenara, J.M. and Rivero, R.
    2021.07.05

Virtual reality (VR) technologies have expanded their domain of application towards education, offering various pedagogical advantages such as an immersive environment, teaching innovation, and in-depth user engagement by allowing the students to experience real-life scenarios of the taught subject through virtual simulations. Motion sickness, as one of the long-standing key challenges of VR utilization, even in gaming, often becomes a barrier for VR users to fully engage with the content developed in the virtual world. Thus, this work presents a preliminary study on understanding the symptoms of motion sickness — which will be referred to later as ‘cybersickness’ — in the teaching and learning (T&L) context.

Download  

   V-ROOM virtual reality cybersickness motion sickness teaching and learning education technology
CONFERENCE ARTICLE
Remote Software Development: A Student-staff Collaboration to Build a Showcase Platform for Non-traditional Digital Artefacts
Towey, D., Ferdinand, K., Hadian, G.S., Halim, I.C., U-King Im, A., Thenara, J.M., Wong, P. and Wu, L.
    2021.07.12

In today’s digital era, the number of digital artefacts produced by students in universities around the world continues to rise. This paper describes a project that developed a digital artefacts platform to showcase students’ projects at an international level, aiming to increase the visibility of students’ work to global audiences. Due to the COVID-19 pandemic, a large proportion of the software engineering project development took place remotely, with students and staff at University of Nottingham Ningbo China (UNNC), a Sino-foreign Higher Education Institution in Mainland China, adopting remote collaboration tools and techniques. This paper presents the background, software engineering development, and the project’s unique characteristics. In addition, the challenges to project completion and remote collaboration, future recommendations, and the potential to extend this project into an Open Educational Resource (OER) are also discussed.

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   Open Educational Resources (OERs) student-staff collaboration remote collaboration software engineering digital artefacts Experiential learning showcase platform
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