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Student Work
Theses
Below are a selection of recent theses. To see the advisor and committee members for each thesis, follow the link.
Emotionally Reactive AI Avatar Companion for Video Watching Experiences by Xinyi Dong.
Reward-Based Gamification: Evaluating Game Mechanics that Promote the Implementation of Personal Device Security Measures by Leah Branstetter.
Deep Screens: Reliability-Driven Correction of 3D Pose Estimation for Animation by Emma Vejcik.
From Visual Events to Vibrotactile Feedback: A Semantic VAE Pipeline for Temporal Haptic Generation by Jiayi Liu.
Semantic Directing: A Human-AI Workflow for Interactive Virtual Cinematography by Lejie Liu.
LENS: LLM-Enabled Narrative Synthesis for Mental Health by Aligning Multimodal Sensing with Language Models by Wenxuan Xu.
Conditional Product Sampling for Gaussian Process Implicit Surfaces by Song Shi.
VisionGlow: Evaluating Minimal-Disruption Smart-Home Control in Apple Vision Pro by Hongxiao Zheng.
Guiding the Story World: A Comparison of Diegetic Cues in a Snow White VR Narrative Game by Jiayi Xu.
Unsafe2Safe: Controllable Image Anonymization for Downstream Utility by Minh Dinh.
From Passive Observer to Co-Creator: Investigating the Role of Real-Time AI Interaction in Art Appreciation by Claire Draeger.
Research Publications
Dartmouth authors in bold for multi-author papers. Note that this is a sampling of all projects, not an exhaustive list.
2026
Minh Dinh, SouYoung Jin. Unsafe2Safe: Controllable Image Anonymization for Downstream Utility. Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR).
Minh Dinh, Stéphane Deny. Latent Equivariant Operators for Robust Object Recognition: Promises and Challenges. GrAM Workshop of ICLR 2026, Tiny Paper Track.
Song Shi, Kehan Xu, Wojciech Jarosz. Conditional Product Next Event Estimation for Gaussian Process Implicit Surfaces. Computer Graphics Forum. Aug
Wenxuan Xu, Arvind Pillai, Subigya Nepal, Amanda C Collins, Daniel M Mackin, Michael V Heinz, Tess Z Griffin, Nicholas C Jacobson, Andrew Campbell. LENS: LLM-Enabled Narrative Synthesis for Mental Health by Aligning Multimodal Sensing with Language Models. Annual Meeting of the Association for Computational Linguistics (ACL), Main Conference.
Seung Hyun Hahm, Minh T. Dinh, SouYoung Jin. StoryTeller: Training-Free Narrative Grounding for Long-Form Audio Description. European Conference on Computer Vision.
Yifan Qi, Xuning Hu, Xinan Yan, Wenxuan Xu, Hao Zhang, Hai-Ning Liang. Exploring Freehand Selection Techniques of Polyhedron Faces in VR Environments. IEEE Transactions on Visualization and Computer Graphics.
2025
Wenxuan Xu, Yushi Wei, Xuning Hu, Wolfgang Stuerzlinger, Yuntao Wang, Hai-Ning Liang. Predicting Ray Pointer Landing Poses in VR Using Multimodal LSTM-Based Neural Networks. IEEE Conference Virtual Reality and 3D User Interfaces (VR).
Xuning Hu, Wenxuan Xu, Yushi Wei, Hao Zhang, Jin Huang, Hai-Ning Liang. Optimizing Moving Target Selection in VR by Integrating Proximity-Based Feedback Types and Modalities. IEEE Conference Virtual Reality and 3D User Interfaces (VR).
Ruomai Yang, Juhyeon Kim, Adithya Pediredla, Wojciech Jarosz. A wave-optics BSDF for correlated scatterers. Computer Graphics Forum (Proceedings of EGSR), 44(4), July 2025.
2024
Ziyuan Qu, Omkar Vengurlekar, Mohamad Qadri, Kevin Zhang, Michael Kaess, Christopher Metzler, Suren Jayasuriya, and Adithya Pediredla. Z-Splat: Z-Axis Gaussian Splatting for Camera-Sonar Fusion. IEEE Transactions on Pattern Analysis and Machine Intelligence, 47(9), Sept 2024.
Jinjin He, Taiyuan Zhang, Hiroki Kobayashi, Atsushi Kawamoto, Yuqing Zhou, Tsuyoshi Nomura, Bo Zhu. Multi-level Partition of Unity on Differentiable Moving Particles. SIGGRAPH Asia, Nov 2024.
Yunzi Shi, John Bell, and Adithya Pediredla. Embodied Visions: Interactive Installations That Reimagine Bodily Presence in Digital Imaging Apparatuses as Shadows. SIGGRAPH Asia Art Papers, Nov 2024.
Xuning Hu, Xinan Yan, Yushi Wei, Wenxuan Xu, Yue Li, Yue Liu. Exploring the Effects of Spatial Constraints and Curvature for 3D Piloting in Virtual Environments. IEEE International Symposium on Mixed and Augmented Reality (ISMAR).
2022
Eammon Littler, Bo Zhu, and Wojciech Jarosz. Automated Filament Inking for Multi-color FFF 3D Printing. UIST '22: Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology. Oct 2022.
Yang Liu, Shaojie Jiao, and Wojciech Jarosz. Temporally sliced photon primitives for time-of-flight rendering. Computer Graphics Forum (Proceedings of EGSR), 41(4), July 2022.
Exhibitions
2026
Many artists. Entangled Ecologies.
Entangled Ecologies is a Fashion x Technology Runway Show that premiered on June 2, 2026 at the HOP. Organized by the Digital Arts program and the DALI Lab, we explored how bodies, technologies, and environments weave together into living systems of expression.
How might a dress breathe with its wearer? How might a circuit mimic a root system? How might fashion become a playground for human-computer interaction, and a medium to express the entanglement of self, society, and ecology?
Rex Jiang. Water Monster (as part of Entangled Ecologies).
This performative piece, “Water Monster,” explores the acoustic entanglement of flesh and architecture. My body acts as an interface within a live electro-acoustic circuitry, weaving unheard frequencies into a breathing sonic ecosystem.
James Mahoney, Kate Salesin, Helen Deng, Asya Ulger, and Mac Waters. Metamorphia (as part of Entangled Ecologies).
In this dramatic narrative, titled “Metamorphia,” clothing serves as a metaphor for enclosure and protection, acting as a shell or a cocoon. In tandem, projected technology reflects human consciousness, illustrating the unfolding symbiotic ecology of the human-machine interface, linking the human form and technological evolution to organic, ecological cycles of metamorphosis. Garment Design by Kate Salesin and James Mahoney, Music by Mac Waters, Projection Visuals by Asya Ulger.
Luke Cargill. SUPER BLOOM (as part of Entangled Ecologies).
SUPER BLOOM is a pop music performance by a digital diva adorned with an array of floral-inspired outfits and accompanied by live dancers.
Rex Jiang and Kris Garcia. Search & Rescue, Hanunder Arts Festival.
2025
Luke Cargill. Vicarious.
An interactive hologram performance that enables anyone in a crowd to feel like a superstar. Crowd data, whether collected through a pre-concert survey, cameras, or on-site sensors, transforms the onstage performance to reflect the unique qualities and actions of crowd members. The holographic pop star becomes a digital stage persona for the people to vicariously shine through.
Emma Vejcik. Hanunder Arts Festival.
For my primary artistic project, I am the lead designer (and technical designer) of an outdoor 30 minute audio/visual projection showthat will play every night, in sync with the Dartmouth's student-run radio organization. This show will be the first of its kind that has been played in a public-facing space at such a large scale in the history of the campus. This show was first conceptualized as an ode to my hometown, Chicago, where the Art on the Mart light show plays almost every night, lighting up the Chicago River.
2024
Yunzi Shi, John Bell, and Adithya Pediredla. Embodied Visions: Interactive Installations That Reimagine Bodily Presence in Digital Imaging Apparatuses as Shadows.
Embodied Visions is three interactive installations that contend with the disembodying tendencies of contemporary digital imaging. Each installation encourages the participants to interact with and transform the imaging and display pipelines with their bodies as optical and computed shadows. Combining projectors and cameras with machine-learning-based computer vision, this project presents prototypes for digital imaging that integrate optics and bodily presence. Initial feedback from participants confirms the novelty and easy engagement. The installations critique the limitations of existing digital imaging and display technologies and reimagine alternatives that raise bodily awareness for active perceptions.
2023
Xuedan Zou. Triple Helix: AI-Artist-Audience collaboration in a performative art experience.
Imagine an art exhibition that morphs its content according to the audience’s experience like a chameleon, reflecting the audience’s mind and culture and turning the artist’s exhibition into the viewer’s. But when the viewers leave, the work fades back to the creator’s original work and waits for the next audience. In this project, my team introduced an interactive exhibition called "Triple Helix," where audience members were provided the opportunity to alter the artworks created by the artist, thus imbuing them with their own perspectives.