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LEAAHKIM

PROFILE

Leaahkim

Over three months, Lucy Kim developed and enhanced interactive XR features for the ColumbiaCGUI/PolXR repository, focusing on runtime animation, radargram-driven workflows, and immersive UI. She implemented VRM10 runtime animation systems in Unity using C# scripting, enabling normalized pose manipulation and realistic character control. Her work included radargram selection and persistence across scenes, UI synchronization, and minimap improvements, streamlining analyst workflows and reducing manual steps. Lucy integrated the XR Interaction Toolkit, adding hand tracking, gesture-based menus, and scene navigation. Her engineering demonstrated depth in 3D visualization, data persistence, and cross-scene state management, resulting in robust, user-focused virtual reality experiences.

Overall Statistics

Feature vs Bugs

89%Features

Repository Contributions

25Total
Bugs
1
Commits
25
Features
8
Lines of code
558,834
Activity Months3

Work History

December 2024

13 Commits • 4 Features

Dec 1, 2024

December 2024 performance summary for ColumbiaCGUI/PolXR Key features delivered: - Radargram persistence across scenes with UI/state synchronization (commits: e945be9..., e0ebbd8...). This ensures selected radargrams persist through scene transitions and stay in sync with the UI, improving radargram visibility and analyst workflow. - All-black mode added to the study scene (commit: 9051cb3...). Reduces glare and helps focus on radargrams during review. - Greenland minimap improvements and scene navigation (commit: c5c4587...). Enhanced minimap appearance, added blinking player marker, and enabled returning to Greenland from other scenes. - XR Enhancements and Toolkit Integration (multiple commits): end-to-end XR readiness including Interaction Toolkit setups, Greenland movement/navigation, hand tracking assets, device simulator upgrades, UI anchoring, palm-up menu improvements, and a redesigned XR main menu. Key commits include 378c754f..., 021531ce..., 5bfd8c6b..., 81a711c4..., ae09ea77..., de983fd0..., 94c17a5f... Major bugs fixed: - Radargram persistence synchronization bug: selected radargrams now stay in sync with the UI across scene transitions (commit: e0ebbd8012e9031532d148787eaefb1be28c59b9). Overall impact and accomplishments: - End-to-end radargram workflow is significantly more reliable across scenes, reducing cognitive load and saving analyst time. The XR-enabled Greenland experience now supports intuitive navigation, hand-driven UI, and a stable main menu, contributing to faster data review and an immersive user experience. Technologies/skills demonstrated: - Unity3D with XR Interaction Toolkit, hand tracking, UI anchoring to FOV, palm-up gesture controls, and scene navigation. Demonstrated robust UI/state synchronization, cross-scene data persistence, and iterative XR interface improvements.

November 2024

11 Commits • 3 Features

Nov 1, 2024

Delivered key UI enhancements and radargram-driven study capabilities in PolXR for 2024-11. Highlights include a more reliable minimap with asset/script integration and a refactor to ensure consistent behavior, a Greenland UI fix that corrects RectTransform local/anchored positioning for accurate UI tracking, and substantial radargram visualization/interaction improvements. Radargram features include selection, snapping, mode toggle, and multi-selection up to 8, all synchronized with UI and scene state, plus a study-scene navigation workflow driven by radargram selections. Added a dedicated study navigation button with corrected behaviors to streamline user flows. These changes reduce manual steps, improve accuracy, and establish a scalable foundation for radargram-driven study workflows across scenes.

October 2024

1 Commits • 1 Features

Oct 1, 2024

2024-10 — ColumbiaCGUI/PolXR monthly summary: Delivered substantial VRM10 runtime animation and interaction enhancements, establishing a robust foundation for advanced animation features and easier integration with external animation data. Key work includes a control rig for normalized pose manipulation, improved look-at functionality, and refined spring bone systems to boost animation realism. Also prototyped UI support with a minimap and a dummy menu to aid navigation testing. No major bugs documented for this period; minor stability improvements were applied to the animation pipeline. Overall impact: higher character realism, streamlined asset/workflow integration, and faster iteration cycles, aligning with product goals. Technologies demonstrated: VRM10 runtime framework, animation rigging, pose normalization, look-at mechanics, spring bone physics, external data integration, and lightweight UI prototyping.

Activity

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Quality Metrics

Correctness81.2%
Maintainability80.0%
Architecture76.8%
Performance71.2%
AI Usage20.0%

Skills & Technologies

Programming Languages

C#JSONUnityUnity AssetUnity Scene

Technical Skills

3D Animation3D Environment Setup3D VisualizationAsset ManagementBug FixingC#C# ScriptingCharacter ControlData PersistenceGame DevelopmentGameObject ManipulationInput SystemInteraction DesignJSON SchemaLighting Configuration

Repositories Contributed To

1 repo

Overview of all repositories you've contributed to across your timeline

ColumbiaCGUI/PolXR

Oct 2024 Dec 2024
3 Months active

Languages Used

C#JSONUnityUnity AssetUnity Scene

Technical Skills

3D AnimationCharacter ControlJSON SchemaRuntime SystemsUnityVRM

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