Publications

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.

Nicosia International Airport VE

Nicosia International Airport VE

2024–2026
researchplayableengagement

A museum installation featuring a reconstructed 3D model of Nicosia International Airport's modern terminal based on LiDAR scans and archival documentation, housed in a custom-designed wooden console with touchscreen navigation and immersive projection. I developed the participatory virtual environment to test dissertation methodologies on interface-mediated, co-constructive 'virtual places' for heritage, featuring our WIP "propositional model" for focusing public knowledge towards architectural features, and a period landline phone interface for oral story contribution. I also designed and developed the companion website at velab.cloud/nic/en. Deployed in a public exhibition at the Bank of Cyprus Cultural Foundation, the project captured over 3,200 play sessions and 300 oral story recordings, generating new qualitative data that enriches, expands, and challenges the site's limited documentation. See the development timeline for in-progress screenshots and photos.

Paphos Gate: Nicosia

Paphos Gate: Nicosia

2016–2025
researchcyprus institutearchitecture

Multiple VR applications (using Oculus DK2 and HTC Vive) to visualize archaeological findings and a proposed architectural intervention for an urban archaeology project in Nicosia. I prototyped and built the applications as a research assistant, developing systems for locomotion, interaction, and gaze-tracking analytics to understand how stakeholders focused on the virtual site. These tools engaged everyone from the public to the Department of Antiquities. The gaze-tracking data directly informed the design of the final public walkway and was integrated into the permanent VR exhibit at the museum. The project spanned a decade and opened to the public in 2024.

Quantum Itineraries Live Visuals

2024
data viztoolexhibition

A suite of tools and visualizations in Unity for live-generated 3D visuals projected behind performers at 8K for dome or classical displays, using procedurally generated meshes and shaders. I built the system for the Quantum Itineraries music performances, a festival featuring quantum computer music where quantum simulations are core to composition and instrumentation. The system used WebRTC to route Unity's output to a mixer, while artists on stage built custom controllers with OSC to drive the visual-state in Unity, all powered by the same data from the quantum computer simulations that created the music.

MESH AIRFLOW Visualization

MESH AIRFLOW Visualization

2023
data vizcyprus instituteresearch

An AR visualization of airflow patterns for a secondary facade system designed by the Cyprus Institute. I took the researchers' 2D computational fluid dynamics (CFD) simulations (heat and flow maps) and UV mapped them onto a 1:1 scale 3D model of the facade, then built a shader to animate these maps with particles, inspired by how *Portal 2* visualizes fluid dynamics. In the final application, users scan a QR code on the test building and see the internal 'stack effect' in action, with callouts indicating sensor locations.

Unité d'Habitation Wikisurvey

Unité d'Habitation Wikisurvey

2023
web toolweb designarchitecture

A wiki survey tool implementing methods from two previous wiki survey systems (All Our Ideas and POLIS) with new innovations. I developed this web application as part of the MetaFraming research. See the MetaFraming paper for more details.

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.

Are Surveys Necessary? Designing Virtual Environments for Participatory Research

Are Surveys Necessary? Designing Virtual Environments for Participatory Research

2023
book chapteracademicdigital humanities

A prototype Virtual Environment (VE) designed as an immersive online 'guest book' where hundreds of users could asynchronously decorate a shared virtual space and leave messages for one another. I developed this VE for a workshop on the intangible cultural heritage of Córdoba's communal patios, introducing key design strategies for asynchronous interaction ('claims' and 'traces') and a novel workflow using Large Language Models (LLMs) to automate qualitative coding and moderation of text contributions. Published as a book chapter in the 2025 Bloomsbury Academic volume, Clever Design in Critical Times: Conceptualizing the Callidocene, arguing that interactive VEs can serve as powerful tools for participatory research, moving beyond the limitations of traditional surveys in the Digital Humanities. The book is available from Bloomsbury Academic.

Córdoba Court

2022
gamemadventsolo

Córdoba Court is an innovative social game I designed and developed to foster community building. Modeled after the communal patios of Córdoba, Spain, the game invites players to cultivate a shared virtual environment, expressing their individuality by designing personalized totems from millions of possible combinations. The project serves as a social experiment in digital placemaking and community greening practices. A report is also available, which analyzes player content and observed behaviors.

BEEP Energy Sim

2022
data vizcyprus institutear

An AR energy-use visualization showing expected energy loads for every room in a heritage building over the year, taking into account climatic comfort. I built the visualization to explain green infrastructure investments for the adaptive reuse project. More information on the project can be found here.

Memory In Uncertainty

Memory In Uncertainty

2022
reportnew-design-congresscriticism

A New Design Congress report exploring the techno-political implications of web archiving practices, focusing specifically on our contradictory impulses to both preserve web culture at scale, and also respect people's right to be forgotten. I contributed as a reviewer for the public release, which built out from several private reports produced by NDC. Also featured in the Neural Networks contributor archive.

"Patio Walk": Córdoba

2022
workshopictfieldwork

A pair of web applications for a Dariah Udigish Working Group project on the intangible cultural heritage of Córdoba's communal patios. The first was a site-specific recording tool for field workers that automatically linked photos, texts, audio interviews, and surveys to their GPS locations in a GIS database. The second was an interactive map-based visualization that displayed all collected materials overlaid on the city's patios. As a member of the working group, I was responsible for the design and development of both the data collection and final visualization tools.

"Scan To Ar": Palermo

2022
conf. publicationarchitecturedesign

A co-design workshop using rapid 3D site capture and an AR design tool with a library of design primitives (akin to Lego bricks). The goal was to repurpose abandoned industrial heritage in Palermo. I collaborated with Federico La Russa to facilitate the workshop, using Wikar (my augmented reality platform) to swiftly mock up and review architectural proposals with stakeholders over a single weekend. The public space opened in October 2022. Conference presentation and publication documented the methodology.

ICT For Urban Heritage: Palermo

ICT For Urban Heritage: Palermo

2021
workshopreportheritage

A co-design workshop in Palermo to envision the future of an abandoned warehouse, serving as the first field test for my dissertation research on propositional modeling. I designed two competing architectural proposals (conservative and radical) and used my AR platform, Wikar, to allow local stakeholders to view them on-site. By testing the proposals at different scales (a 1:500 map vs. 1:1 walkthroughs), the process surfaced the community's deep attachment to the site's recent, unwritten history as a local park. This visualization work made their tacit knowledge empirically grounded, and the feedback directly informed the final design, which preserved the area as a public plaza.

Minotaur

2020
gamehaunted-ps1solo

Minotaur is a simple game experience that served as my earliest experiment with embedded analytics. For this project, I built a system that records play sessions and sends summary data back to a Clowder server. This work enabled long-term data collection, and the results from over three years and thousands of play sessions are analyzed in this report.