Presentations

I research how playable software can produce new knowledge between scholars, institutions, and communities. Game design is a growing practice in academia and meets growing games literacy in the public, but we lack methodologies that operationalize making and play as collaborative humanistic inquiry. My dissertation contributes propositional modeling, a methodology where digital artifacts trigger divergent interpretation and accumulate what that interpretation yields, so that public play compounds knowledge scholars can’t produce alone.

About

I research how playable software can produce new knowledge between scholars, institutions, and communities. Game design is a growing practice in academia and meets growing games literacy in the public, but we lack methodologies that operationalize making and play as collaborative humanistic inquiry. My dissertation contributes propositional modeling, a methodology where digital artifacts trigger divergent interpretation and accumulate what that interpretation yields, so that public play compounds knowledge scholars can’t produce alone.

Generative Ambiguity in Heritage Visualisation

Generative Ambiguity in Heritage Visualisation

2025
conf. presentationdariahdigital humanities

A conference presentation arguing that moving beyond photorealism to embrace representational abstraction and ambiguity can create richer, more participatory works in digital cultural heritage. I presented this research, a core component of my dual PhD dissertation work, at the DARIAH Annual Event 2025 in Goettingen, Germany as part of the Digital Storytelling session. The full presentation materials, including slides and abstract, are archived on Zenodo.

Spaces of Nature/Natures of Space Symposium

Spaces of Nature/Natures of Space Symposium

2025
conf. presentationgraphicweb design

A graphic identity and website designed for the 'Spaces of Nature/Natures of Space' graduate student symposium. I created the event's visual identity, designed the official website, while co-organizing the symposium with Taisuke Wakabayashi at the University of Illinois Urbana-Champaign. During the symposium, held on February 14, 2025, I presented an early draft of my research paper, 'The Interpretive Nature of Space: Generative Ambiguity in Heritage Visualization'. Abstract In architectural representation, the tension between objectivity and ambiguity creates fertile ground for interpretive engagement. Yet contemporary digital visualization practices increasingly prioritize photorealism—a pursuit that, as Lefebvre cautions, risks reducing the multidimensionality of lived space to a superficial spectacle. Drawing on research conducted at Cyprus's Virtual Environments Laboratory, this paper contends that the nature of space emerges not through visual mimesis but through the generative potential of representational ambiguity. Such an approach aligns virtual reconstructions with the deeper intellectual and cultural aims of the Digital Humanities. The Nicosia International Airport (1968), abandoned in Cyprus's UN buffer zone since 1974, exemplifies the interpretive challenges of modern architectural heritage. Here, meaning is negotiated between design intent, built form, and lived experience. More than a modernist relic of Cyprus's post-colonial aspirations, the site's abrupt abandonment transformed it into a time capsule of what de Certeau terms 'spatial practices': public terraces and amenities overlooking the tarmac once fostered forms of social life unimaginable in today's airports. With these practices now confined to living memory, there is an urgent need for methodologies that integrate experiential knowledge with conventional documentation.To address this gap, we developed an innovative approach to heritage visualization through a year-long museum installation featuring a virtual reconstruction of the airport set in 1969. By embedding carefully designed 'interpretation gaps'—strategic ambiguities in the visualization—we created a system that invites visitors to actively bridge these gaps through their contributions: memories, media, and historical knowledge. In this way, the virtual environment becomes both a research instrument and a conduit for collective storytelling, supporting rather than supplanting the social practices that sustain collective memory.

Experimental Games Workshop

Experimental Games Workshop

2024
conf. presentationgamegdc

A presentation at the Experimental Games Workshop (EGW), held during the Game Developers Conference (GDC) in San Francisco. With co-presenter Adam Pype, I discussed our project C.H.A.I.N.G.E.D. and the collaborative work of the Haunted PlayStation 1 collective. The EGW is a GDC tradition of over 20 years that showcases games at the forefront of gameplay, organization, and creative direction. A full video is available in the GDC Vault, linked above.

MetaFraming: A Methodology for Democratizing Heritage Interpretation through Wiki Surveys

MetaFraming: A Methodology for Democratizing Heritage Interpretation through Wiki Surveys

2023
conf. publicationconf. presentationacademic

A participatory methodology to democratize heritage study through AI-assisted wiki surveys, a technology from the computational social sciences that allows the survey itself to evolve as people interact with it. I developed MetaFraming using three distinct GPT-3.5 pipelines: one generates hundreds of 'seed' propositions from background research (controlled for tone and topic), another interprets user-submitted comments by providing contextual history of their interactions, and a third automatically codes comments for sentiment and topics to speed qualitative analysis and aid abuse detection. The methodology was developed through a case study on Le Corbusier's Unité d'habitation and published as a conference paper. Read the full paper here.