XR Research: Extended Reality, Spatial Interaction & QoE

Research overview

I investigate how immersive and interactive systems can be designed and evaluated to improve experience quality, task performance, and trust.

What I Research (in plain language)

I study how virtual and augmented reality systems can be built so they actually work well for people — not just technically, but in terms of how natural, comfortable, and useful they feel. My lab measures user experience using questionnaires, eye tracking, and physiological sensors, and applies these findings to improve VR/AR for training, healthcare, and everyday use.

What distinguishes this lab

Most XR research either studies interaction in the lab or measures physiology separately. We do both together, and we take XR outside the lab — into hospitals, public spaces, and safety-critical training environments. This combination — multimodal measurement (EEG, eye tracking, behavioral coding) coupled with ecologically valid XR deployments — lets us answer questions that neither approach alone can address: not just “does this feel good?” but “what do bodies and brains reveal about quality that users cannot consciously articulate?”

The result is a research profile that crosses from standardization (ITU-T, ETSI) to clinical deployment, with a unifying thread: making immersive systems measurably better for real people in real contexts.

Methods toolbox

Eye tracking · Physiological sensing · Behavioral coding · QoE questionnaires · Simulator studies · Statistical analysis · Multimodal fusion

Related outputs: Psychophysiology-tagged work and QoE-tagged work.

Cross-cutting application domains

Safety-critical training · Public-space MR · Digital twins · Health communication · Intelligent agents

Research lines

Digital Health & Learning

Why it matters: Human-centered XR can improve engagement and measurable outcomes in education and health communication.

Representative outputs

Representative projects