01
Viewpoint
How does the same environment feel when experienced from different eye heights and perspectives?
Personal Project · Aug. 2026 – Present · Work in Progress
Spatial Computing · 3D Interaction · Virtual Environments
A self-initiated desktop 3D project exploring how viewpoint, body reference, and environmental scale can become interactive dimensions of virtual space.

ScaleShift is a personal exploration project focused on the relationship between viewpoint, body reference, environmental scale, and navigation in 3D virtual environments. I started the project as a way to explore spatial interaction ideas through design and implementation rather than treating them immediately as formal research questions.
Personal Project
Work in Progress
August 1, 2026
XR · Spatial Computing
Unity · C# · Desktop 3D Interaction · Spatial Computing · Runtime UI Design · Scale-Based Prototyping
01
How does the same environment feel when experienced from different eye heights and perspectives?
02
How can a virtual body or human-scale reference help make surrounding space understandable?
03
What happens when scale becomes an interactive property rather than a fixed property of a scene?
04
How should movement behave when the relationship between the observer and the environment changes?
These are exploratory prompts, not confirmed research gaps or scientific findings.
The project treats scale, viewpoint, and body reference as adjustable relationships around the user.
Viewpoint
Body Reference
Environment
Scale
01
A small urban 3D environment is planned for keyboard-and-mouse exploration.
02
The prototype is intended to support adjustable eye height, field of view, and perspective mode.
03
Avatar visibility and body scale controls are currently being designed as part of the interaction model.
04
Environmental scale changes are planned with smooth transitions between spatial configurations.
05
The project is exploring object inspection, measurement, and direct spatial feedback.
06
A compact comparison system is planned for saving and switching between two spatial configurations.
The intended application should feel like a spatial visualization and exploration tool rather than a game HUD or scientific experiment.
The 3D world should remain the primary visual focus, with interface elements kept compact and contextual.
Controls and inspection details should appear when useful rather than becoming a permanent technical overlay.
Scale, distance, and selection should be communicated through subtle spatial cues as well as text.
Changes in viewpoint, body reference, and world scale should feel continuous enough to compare perceptual differences.
The project is currently in the concept and design phase, with the interaction model, visual direction, and technical structure being defined before implementation.