LIVE / PERCEPTION FIELD
Conceptual generative drawing
Not experimental data
01 / HUMAN PERCEPTION

To perceive.

I'm Jieru Dong. I study how we see, interpret and interact with digital information — from visual comfort in XR to the subtle mechanics of attention.

Feel / notice / understand
02 / COMPUTER VISION

To understand.

What changes when a machine learns to see? My work explores visual understanding, image enhancement and accessible systems that translate visual signals into useful meaning.

Sense / interpret / explain
03 / SPATIAL COMPUTING

To situate.

Through XR and spatial interfaces, I investigate how information can become part of the physical world — where distance, depth and context shape interaction.

Locate / navigate / interact
Fig. 01 / Procedural form
Body / Data / Space
Pointer responsive
Live geometry / real-time
Drag to rotate · Scroll to transform
Scroll ↓ to transform
01 / 03
From sensing, to computation, to interaction.Original geometry / no external dependenciesScroll to read the research archive ↓
01 / Selected research

Research you can look into.

A selection of research-driven prototypes. The visual studies below are editorial diagrams, not results; real project footage and photographs will replace them in the finished site.

01 / Spatial monitoringConceptual spatial diagram
Priority, status and device selection
2026 / Quest 3 / Collaborative course project

Axis XR
Monitoring

Investigating how device health and physical camera location can be represented in extended reality. The work explores whether spatial hierarchy and situated interaction can reduce the effort of identifying problematic devices.

XR InterfaceMeta Quest 3Spatial UXUnity
Explore interactive case study ↗
Project repository ↗
02 / Human perceptionConceptual depth diagram
2026 / Magic Leap 2 / Collaborative study

Vergence–Accommodation
Conflict in XR

A study framework examining virtual depth, visual comfort, and interaction. The focus is on the relationship between stereoscopic presentation and perceptual experience.

Human FactorsDepthMagic Leap 2Experimental Design
Explore depth interaction ↗
Research repository ↗
03 / Multimodal accessibilityConceptual processing diagram
2025 / Ritsumeikan / BEng thesis

Low-Vision
Shopping Assistance

An accessibility-focused system combining image restoration, vision–language models, and speech interaction to support users in understanding product information in everyday shopping.

Computer VisionVLMDeblurGANAccessibility
Try before / after comparison ↗
Code and thesis ↗
04 / Mobile AR

AR Tarot
Perspective

Viewpoint-dependent mobile AR interaction and spatial narrative.

View project ↗
05 / Immersive environments

Anomalist
VR Experience

A collaborative interactive project on memory, dreams, and shifting realities.

View project ↗
06 / Gesture computing

WebAR Gesture
Prototypes

Browser-based camera tracking experiments with hands and faces.

View project ↗
02 / Research directions

Technology through perception.

The central thread in my work is not a single device or algorithm, but what happens when computational systems encounter human senses, decisions, and physical space.

01 / XR

Spatial interfaces

Interfaces situated in the physical world, not confined to a flat screen.

02 / Perception

Human factors

Visual comfort, depth, attention, and how perception shapes experience.

03 / Vision

Computer vision

Visual understanding and image enhancement that make digital systems more aware of context.

04 / Human–AI

Meaningful control

Interactions that remain legible, useful, and under human direction.

03 / Background

A little context.

From visual information
to lived interaction.

I’m Jieru Dong, currently studying Virtual Reality and Augmented Reality at Lund University. My background in Information Science and Engineering and my ongoing work in XR have shaped an interest in how technical systems are perceived, understood, and used.

My work combines interaction design with implementation: building spatial interfaces, integrating multimodal AI and preparing studies that can test how people understand and use them. Interactive diagrams explain the concepts; original project captures document the prototypes.

2025–present
Lund University, Sweden
MSc · Virtual Reality and Augmented Reality
2021–2025
Ritsumeikan University, Japan
BEng · Information Science and Engineering
Focus
XR · HCI · Human Perception · Computer Vision · Human-Centered AI
Methods
Interactive prototyping · Unity · Experimental design · Multimodal systems
Outputs
Course research prototypes and undergraduate thesis — not presented as peer-reviewed publications.

Let’s make
meaning.

Open to master’s thesis conversations about spatial interaction, human perception and human-centred AI. Based in Malmö and studying at Lund University.