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Science, Technology & VFX

I’m interested in the convergence of psychology and technology: wearables that help us understand everyday experience, and immersive environments that make assessment and therapeutic research possible in new ways.

This page brings together selected work from my visual-effects career and research I’m following on wearable sensing, cognition, and AR/VR exposure therapy.

Wearables & everyday psychology

The interesting question is what a signal tells us about a person in context. These studies explore stress, sleep and cognitive workload beyond a single assessment session.

Stress sensing needs psychological context

Tutunji, R., et al. (2023). Journal of Medical Internet Research, 25, e39995.

This naturalistic study combined wearable physiological measurements with momentary self-reports during examination and control weeks. Physiological arousal reflected both positive and negative experiences; combining the two types of measurement improved classification.

Why it interests me: A wearable signal becomes more meaningful when paired with what the person is doing and experiencing. I’m interested in individual patterns and the value added by repeated self-report.

Sleep, circadian rhythms & mood

Lee, M. P., et al. (2024). npj Digital Medicine, 7, 355.

Using wearable data from medical interns, the researchers found links between estimated circadian disruption, daily mood and depressive symptoms. The observational findings do not establish that a device can diagnose depression.

Why it interests me: Sleep timing and variability may help explain why cognition and wellbeing change from one day to the next. This makes me curious about patterns across time rather than a single average.

Ear-based EEG & cognitive workload

Crétot-Richert, G., et al. (2023). Frontiers in Neuroscience, 17, 895094.

The study compared EEG recorded in and around the ear with conventional cap EEG during working-memory and arithmetic tasks. Ear-EEG distinguished workload conditions in these structured tasks; everyday use remains a separate validation question.

Why it interests me: Less obtrusive measurement could open up questions about attention during ordinary activities. I want to know which signals remain useful once movement, distraction and individual differences enter the picture.

Immersive environments & exposure therapy

AR adds digital elements to the physical world; VR creates an immersive simulated environment. I’m following research on how these environments can support graded exposure and whether learning transfers into everyday life.

AR exposure for spider phobia

Jurcik, T., et al. (2024). Frontiers in Psychology, 15, 1214125.

This small randomized trial compared therapist-guided smartphone-based AR exposure, in-vivo exposure and a waitlist. Both treatment groups improved behavioural approach compared with the waitlist, with gains maintained at one month.

Why it interests me: Digital creatures placed in a real room create a direct connection between simulation and lived experience. The important questions are the quality of the learning, accessibility and transfer beyond the session.

VR exposure with physiological biofeedback

Premkumar, P., et al. (2024). Frontiers in Psychiatry, 15, 1467141.

Participants with high self-reported social anxiety practised speaking to a virtual audience, with or without heart-rate and EEG biofeedback. Both groups improved; adding biofeedback did not establish greater overall anxiety improvement. Attrition limits interpretation.

Why it interests me: This brings sensing and simulation together. I’m curious about when feedback helps learning and when it adds distraction or dependence on the display.

These are studies by other researchers that inform my interests.

From digital worlds to psychological questions

More than twenty years in feature-film visual effects have given me experience in creature and character work, simulation, technical problem-solving and leading creative teams. That background shapes my curiosity about believable, controllable environments for psychological research.

I’m interested in how visual detail, timing, interaction and feedback affect attention and behaviour. For an assessment or intervention, realism is only part of the question: the stronger test is whether the technology adds useful information or helps people outside the simulated environment.

Dune — a shared achievement

I was part of the DNEG team that worked on Dune. This photograph is from our celebration of the film’s BAFTA and Academy Award recognition for visual effects. It is a reminder of the many artists and technical teams behind the finished film.

Damo_OscarBafta.jpg

Celebrating the team’s BAFTA and Oscar recognition for Dune at DNEG.

Selected VFX work

Two public features offer a starting point for exploring my visual-effects work.

Ant-Man and the Wasp

DNEG · Creature Lead · 2018

An Autodesk feature on my contribution to cloth simulation, costume rigs and team problem-solving for the film.

The Meg

DNEG · CFX Lead · 2018

Digital Media World’s production feature includes my role as CFX lead in DNEG’s creature work for the film.

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