Cyberpsychology & Digital Behaviour
The psychological effects of digital environments, including human behaviour, experience, wellbeing, and performance in interaction with immersive and interactive technologies.
Immersive Technologies (VR/XR)
The use of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) as research, assessment, training, and clinical tools.
Cognitive Neuroscience & Neuropsychology
Neuropsychological assessment and training in XR, with a focus on frontal lobe functions such as executive functioning, prospective memory, and attention, as well as social cognition and visuospatial abilities.
Applications include ASD, cognitive ageing, and neurodegenerative conditions, as well as the integration of eye-tracking, EEG, ECG, and GSR/EDA in XR research.
Additional interests include perceptual-cognitive training, cognitive stimulation, and relaxation-based interventions.
Human–Technology Interaction
Mid-air interaction, human-centred design, ergonomics, usability, accessibility, user experience, presence and illusions, cybersickness, gaze interaction, and haptics.
Perception
Action-specific perception, perception of action, spatial perception, colour perception, and time perception in immersive digital environments.
XR and 3D software development in Unity 3D (C#)
Neuropsychological assessment in adults and clinical populations, including ADHD, ASD, stroke, dementia, and ALS
Experimental methods using XR, eye-tracking, GSR/EDA, EEG, and ECG
Research design, including between-subjects, within-subjects, and mixed designs
Human-centred software and interaction design
Research software development in PsychoPy and OpenSesame (Python 2 & 3)
Univariate, multivariate, and Bayesian statistics using R, RStudio, JASP, and JAMOVI
Scientific writing in LaTeX