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.
I have experiences in various stuff related to computer, design, and software development.
Get to know what I do best!
Photography is the sacred art of lending your eyes to those who can't see beauty of each moment.
DSLR camera
Adobe Photoshop
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.)
Design for me is all about using minimal elements to maximise the form of an abstract idea.
CorelDraw; Adobe Photoshop; Canva
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 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
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
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
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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
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.
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 publicationThe 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 DownloadSince 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 DownloadIncreasing 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.
View publication DownloadVirtual 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.
DownloadIn 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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