Projects

Virtual Reality Learning
& Certificiation
2021
An overview of the foundations and theoretical perspectives related to innovation and technology transfer, with a focus on the potential of virtual reality (VR) as a tool for innovative learning and training strategies. It discusses the growth and barriers of VR adoption and includes an interview on the impact of COVID-19 on higher education and online learning.
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Replacing The Smartphone
2019
The smartphone is one of the most central 'all-in-one' devices in modern technology. Through technological transfer and consolidation, it has become the crown jewel of user engagement, integrating media experiences, tools, and utilities into a single device. But what comes next? This paper provides a roadmap outlining the disruptive factors necessary to supersede the smartphone.

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Content Providers
2017
Pilot article written after a case study performed during my internship at Littlstar (rebranded to Rad.Live).
This article explores Littlstar, a VR content platform functioning similarly to OTT services. While VR offers unique storytelling possibilities, challenges like accessibility (expensive headsets) and monetization (lack of established VR advertising) hinder its growth.
Root Cause Analysis
for AAA Games
April 2024
This short instructional document includes a step-by-step process of RCA, and techniques like the 5 Whys analysis pioneered by Sakichi Toyoda. Additionally illustrates how RCA resolves current issues and prevents future occurrences and unnecessary resources being spent late in production.

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