SUMMARY OF QUALIFICATIONS
Experienced supervisor and instructor
Digital and traditional fabrication expertise
OpenGL and realtime interactive application development
Demonstrated ability to create, develop, and deploy immersive display solutions using principles of neuroengineering
Development and implementation of augmented reality applications, location-aware computing, sensors, and festival technologies
Microcontroller circuit design and programming
Unique experience in the creation and supervision of 3D animation and modeling, 2D compositing and match-moving, fluid simulation and physical fabrication of practical effects
System and network administration, clustered storage solutions, database frontend development, project management, and pipeline and workflow management and development
Transmedia producer and consultant
Emmy and Visual Effects Society Award-winning visual effects artist and supervisor
SUPERVISORY AND INSTRUCTIONAL
Oversee undergraduate researchers in the Media Lab
Manage teams of volunteers and graduate students to deploy festival technologies
Co-create and co-teach original Media Lab courses: SciFab: Science Fiction-Inspired Prototyping, and Indistinguishable From…Magic as Interface, Technology, and Tradition
Assist students in How to Make Almost Anything as a teaching assistant
Supervise compositors, 3D animators, match-movers, fluid simulation experts, and other artists for motion picture, television, and new media projects
Develop pipeline and workflow solutions to streamline the creation of visual effects, interactive arts, and data visualizations
ShopBot, laser cutter, waterjet cutter, molding and casting materials, circuit board milling, composites, welding, carpentry, and other industrial fabrication equipment
Physical special effects such as blood, debris and pyro
Fluid simulation specialist
Digital artist and compositor
3D animator and modeler
Unity Game Design scripting
Puppeteer and puppet builder
Creator of special makeup effects
Motion capture mime
Construct, install, license, network and use Windows, Irix, Linux and Mac OS X systems
Manage and maintain a network of more than 25 workstations and a 100-processor renderfarm with massively parallel clustered storage
Develop custom database frontends
RESEARCH SCIENTIST, OPEN OCEAN INITIATIVE, DIGITAL LEARNING + COLLABORATION STUDIO, AND OBJECT-BASED MEDIA, MIT MEDIA LAB
Responsible for the guidance and continuation of the Object-Based Media Group at the MIT Media Lab, as well as planning and deploying Open Ocean Initiative projects.
Work with Media Lab faculty, staff, and students, as well as collaborators elsewhere at MIT and externally to create, develop, and execute programs, projects, and prototypes; design and grow networks with major international organizations and partners; and, conduct field research to fulfill the missions of the Object-Based Media Group and the Open Ocean Initiative.
Day-to-day supervision and support of Object-Based Media group PhD candidates slated for Spring and Summer 2020 defense and dissertation deposition. Supervision, guidance and support of second-year master’s students. Support and management of non-terminal students as they locate and transition to new research groups and advisors.
Responsible for the continuation of OBMG research with current member companies as well as generation of new projects with candidate member companies. Continuation of pre-existing member relationships, projects, and outreach activates such as CES 2.0 in Las Vegas.
Continuation of inter-Initiative projects such as "Zero-G-ames" and "AquaGames," and continued workshop contributions for Media Lab events.
Oversee data visualization research activities of the Open Ocean Initiative.
Conduct research relating to projects addressing the following overarching themes:
Innovating for the Ocean
Discovering the Ocean
Connecting with the Ocean
Convene experts in ocean science and technology to identify and solve challenges related to oceanographic topics.
Coordinate and execute all aspects of the Spring 2020 Semester Open Ocean Seminar and Speaker Series
Develop and fabricate several prototype immersive data experiences for 11th Hour Racing and the World Ocean Race.
POSTDOCTORAL ASSOCIATE, OPEN OCEAN INITIATIVE AND OBJECT-BASED MEDIA, MIT MEDIA LAB
RESEARCH ASSISTANT, OBJECT-BASED MEDIA,
MIT MEDIA LAB
Programmable Synthetic Hallucinations
Programmable Synthetic Hallucinations describe the utilization of the bio-physiological mechanics of hallucination generated in the human brain to display virtual information directly in the visual field.
A human-sized, autostereoscopic lightfield display. At the Media Lab’s 30th Anniversary celebration, the system allowed Yo-Yo Ma to perform from a remote location.
Expands the home-video viewing experience by generating imagery to extend the TV screen and give the impression that the scene wraps completely around the viewer. Uses optical flow, color analysis, and heuristics to extrapolate beyond the screen edge in real time using standard microprocessors and GPUs.
An immersive storytelling environment to augment creative play using texture, color, and image. Utilizes natural language processing to listen to and understand stories being told, and thematically augment the environment using color and images.
A fusion of exploratory data visualizations based on realtime location-aware computing and the aesthetics of Abstract Expressionism.
Slam Force Net
A basketball net that incorporates segments of conductive fiber whose resistance changes with degree of stretch to calculate force and speed of a basketball traveling through the net. The output is displayed via the in-arena Jumbotron and televised to the home audience.
BubbleSynth and SYNTHBacteria
Transforms motion tracking and blob detection data collected from varying inputs, such as floating soap bubbles or live bacteria, into sound.
3D Telepresence Chair
An autostereoscopic 3D display engine combined with a Pepper's Ghost apparatus to create an office chair that appears to contain a remote meeting participant.
A data-driven social controller for visual exploration.
A multimodal, transmedia exploratory experience at 4K. The comic panel becomes the entry point to the corresponding moment in the film adaptation, while scenes from the film indicate the source frames of the graphic novel.
A generic sensor and actuator platform for live-action roleplaying games.
Coordinator—PhD Candidate Retreat
VISITING RESEARCH SCIENTIST, MAGIC LEAP
Developed first combined voice and gesture demo.
Developed game designs and interactive experiences.
RESEARCH INTERN, SAMSUNG AMERICA
Developed autostereoscopic aerial lightfield display
CO-FOUNDER AND CHIEF EXECUTIVE OFFICER
NEO-SURREALIST SYSTEMS, INC.
SENIOR ARTIST, INHANCE DIGITAL
TRANSMEDIA PRODUCER, NEW DEAL STUDIOS
REALFLOW SPECIALIST, FUSION CI STUDIOS
DEMONSTRATION ARTIST, EYEON, SILICON GRAIL/RFX, SGI, CHYRON, ET AL.
VISUAL EFFECTS TECHNICAL SUPERVISOR,
FLASH FILM WORKS