MrSanjay Selvaraj

Associate Teaching Fellow

Faculty of Science Engineering and Built Environment/School of Information Technology

  • Associate Teaching Fellow
    Faculty of Science Engineering and Built Environment/School of Information Technology
  • +61 3 924 43099 (Work)
  • Melbourne Burwood Campus, 221 Burwood Highway, Burwood, Victoria 3125

RESEARCH INTERESTS

Research Areas

  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • Extended Reality (XR)
  • Privacy-Preserving Extended Reality

  Knowledge Areas

  • Virtual Reality
  • Augmented Reality
  • Extended Reality (XR)
  • Human Computer Interaction (HCI)
  • Privacy-Preserving Systems
  • Immersive Learning
  • Unity Development
  • Software Engineering
  • Interactive Systems

    Projects

 

Immersive Surgical Observation in Extended Reality (Current)
Developing an extended reality platform for live stereoscopic streaming of robotic-assisted surgeries to Meta Quest headsets. The project investigates how immersive technologies can enhance medical education by providing real-time, interactive observation of surgical procedures.

 

Privacy-Preserving Extended Reality (Current Research)
Developing software frameworks that enhance privacy within extended reality environments by protecting sensitive user information while maintaining immersive and interactive experiences. The research explores privacy-preserving approaches for next generation XR applications.

 

CyberNinjas: Empowering Children to be Cyber Smart in the Metaverse
Contributed to the design and development of immersive educational experiences for Deakin Cyber Research and Innovation Hub. The project promotes cyber-safe behaviours through interactive storytelling and immersive technologies, helping children, parents, guardians, and teachers develop safer online habits in the Metaverse.

 

UniCave
Developed a virtual reality cycling application designed to improve cyclists' situational awareness through immersive 360 degree training scenarios.

GRANTS

  • INTERNAL GRANT
    2023 SIT Research Demos and Showcase Funding Scheme
    SIT Strategic Co-Funding Grant5 Oct 2023 - 17 Jan 2024
    Stroke is a prevalent neurological disease, responsible for a significant portion of global deaths and leaving many survivors with chronic disabilities. Cognitive and motor impairments, as well as balance and gait issues, hinder stroke patients' independence and quality of life. Nurses play a crucial role in stroke rehabilitation, collaborating with multidisciplinary teams to support various rehabilitation needs, encourage exercise, offer timely feedback, adjust rehabilitation plans, and aid patients in reintegrating into society. Traditional rehabilitation programs face limitations such as insufficient training intensity and low patient motivation. Virtual Reality (VR) technology, which creates immersive simulated environments, has emerged as a valuable tool in stroke rehabilitation. It can be used to enhance the rehabilitation environment, improve safety, and boost patient enthusiasm for participation. VR also offers a more engaging and entertaining rehabilitation experience. Given the diverse outcomes of VR interventions, there is a need for meta analyses to assess their impact on upper and lower limb function, balance, gait, cognition, and daily activities in stroke patients. The Research will investigate the effects of different durations of VR interventions to provide a theoretical foundation for future VR-based rehabilitation programs. Virtual Reality (VR) technology can enhance traditional treadmill-based rehabilitation programs. An immersive VR rehabilitation system was developed, featuring a head-mounted display and motion sensors, aiming to enhance feelings of relatedness, autonomy, and competence. Procedural content generation was used to create diverse landscapes. A study involving 36 healthy participants compared the immersive program to a standard rehabilitation program. Results showed that participants in the VR program reported higher enjoyment, competence, decision freedom, and meaningfulness. They experienced lower physical demand, simulator sickness, state anxiety, and felt less pressure while perceiving improved personal performance. This suggests that immersive VR can be a valuable addition to gait rehabilitation, with gamification features and a focus on relatedness and autonomy being important design considerations for future applications. Scope: The main scope of the research is to collaborate with neuro researchers and to develop a virtual reality based gamified activities with increase in level to level stretching of hands from a native (20cm to 60cm) when the patients successfully progress each level.