Osazuwa Okundaye-Santos is a PhD, MCS, and MS graduate from Texas A&M University. He has been afffiliated with the Human Computer Interaction Engineering Design (HCIED) Lab (Department of Computer Science), AI and Robotics Labs (Department of Architecture), and Texas A&M Embodied Interaction Lab (TEILab). His research is motivated by the idea of an embodied conception of the mind. He comes from an interdisciplinarybackground having earned a Bachelor's degree in psychology and a Masters of Science in Visualization afterward. He is versed in engaging the theoretical aspects of Human-Computer Interaction while able to engage in computer graphics applications (computer-aided design, modeling, animation, and 3D fabrication) and concepts pertaining to Computer Science. Osazuwa has work authored and co-authored in ACM affiliated venues (CHI, TEI, IDC, and FabLearn) and has work in the American Society of Engineering Education (ASEE). Outside of academic interests, Osazuwa regularly engages in the production of traditional art (oil, watercolor, inks) and digital art (painting, animation, sculpting). Osazuwa is also an avid participant in climbing, camping, and weight lifting.
The power of tangible interaction resides in its potential to support cognition and interaction with digital information. This research projects explores how tangible interaction may support information workers in how they manageme their unique and multiple projects on their personal computers. Using an "research-through-design" approach, I've developed "Working Context Manager" (WCM). The system consists of a reader, RFID cards, and a desktop application that provides explicit representations of information workers' project work states (i.e, the specific set of documents, webpages, and applications at a given time). Using WCM, I evaluate how such a system can support information workers to maintain awareness of their projects and understand what this may suggest for the future of tangible user interfaces.
This research project is concerned with how to motivate STEM self-efficacy and interest in high school students through the use of curriculum based based upon the joining of "Making" practices (e.g., community accessible computational fabrication technologies and electronics) alongside production management and engineering concerns (e.g.,production scheduling, inventory, and supply-chain management). Through the "Making as Micro-Manufacture (M3)" model, this project investigates how high-variablity, low-volume product development can be used as a vehicle for STEM learning outcomes in an high-school context. I acted as the coordinator for this project, leading a distance-based high-school class serving as the foci for an longitudinal user study. High-school students act as a "Making-Production Team", as they are taught basic making and production management techniques. The Making Production Team is charged with the responsibility of producing instructional science kits for a partnered local elementary school for 4th grade curriculum.
The 2-day NSF-supported invitation-only workshop investigated the possible future of work that reconceptualizes how we may move from innovation to wealth creation by enabling Micro-Manufacture: the production of high quality manufactured goods at scales of hundreds and thousands in an effective and sustainable manner. The workshop took place in Washington DC. on July 23-24, 2018. The workshop explored how innovation-enhancing technologies associated with the Maker movement (additive manufacture, open-source electronics, and accessible programming) may combine with engineering and business processes to present the possibilities of new scales of manufacture that favors local production and job-creation. The workshop brought together experts across academia and industry together to explore 3 concerns (technical feasibility, education, economic, business, and policy issues). I acted as a support coordinator for this project under the PI, Dr.Francis Quek.
Large Display Technologies (LDTs) are becoming common in public spaces, changing the way we engage and share media content. The end use of LDTs can range from broadcasting information feeds (e.g., news programming) to supporting users in manipulating on-screen content (e.g., an interactive building map). One use residing as a mid-point of this range are non-interactive LDTs with content and interaction driven by users’ own personal devices. LDTs of this type are associated with supportive furniture, connection ports, and the presence of network protocols. Potentially, users can carve out personalized activity spaces in public, allowing them to engage their digital content just as they would at home or at the office. We identify this specific use of LDTs as Publicly Appropriable LDTs (PALs). Stakeholders of PALs might understand what users need in regards to technology support and furniture, but may lack the means of evaluating the outcomes of said installation. Existing literature on LDTs do not provide frameworks on how PALs can support users’ activities. To solve these issues, we need to better understand how PALs are situated in context with respect to users and its surrounding environment. In this study, I conducted an evaluative observation study of a PAL installation at the College of Architecture (CoA) at Texas A&M University.
The core focus of this course is to develop an understanding towards digital compositing, the art and science of generating images from the composition of CG elements onto real-world capture images. Topics of this course revolved around the reconstruction of camera parameters from original images, establishing lighting parameters, shape reconstruction, simulation of transparancy and specularity from images, and BRDF recovery.
Arm & A Leg from Osazuwa Okundaye on Vimeo.
The core focus of this course is to develop an understanding towards digital compositing, the art and science of generating images from the composition of CG elements onto real-world capture images. Topics of this course revolved around the reconstruction of camera parameters from original images, establishing lighting parameters, shape reconstruction, simulation of transparancy and specularity from images, and BRDF recovery.
The core focus of this course is to develop an understanding towards digital compositing, the art and science of generating images from the composition of CG elements onto real-world capture images. Topics of this course revolved around the reconstruction of camera parameters from original images, establishing lighting parameters, shape reconstruction, simulation of transparancy and specularity from images, and BRDF recovery.
Eye Robot - Viz Summer Animation Project with DreamWorks from Viz Lab on Vimeo.
The core focus of this course is to develop an understanding towards digital compositing, the art and science of generating images from the composition of CG elements onto real-world capture images. Topics of this course revolved around the reconstruction of camera parameters from original images, establishing lighting parameters, shape reconstruction, simulation of transparancy and specularity from images, and BRDF recovery.
This course builds upon concepts that were covered from Digital Image, focusing specifically on the production of synthetic, computer-generated 3D graphics. Students are introduced to the shading and ray-tracing algorithms, implementing a custom rendering engine. Topics of concern within the course spans from polygon generation, texture mapping, and lighting models.
The core focus of this course is to develop an understanding towards digital compositing, the art and science of generating images from the composition of CG elements onto real-world capture images. Topics of this course revolved around the reconstruction of camera parameters from original images, establishing lighting parameters, shape reconstruction, simulation of transparancy and specularity from images, and BRDF recovery.
Okundaye-Santos Jr, O. J., poluri, K., Darnal, A., Muliana, A. H., & Kim, J. (2025, March). 3D Printed Kerf Structures. In Proceedings of the Nineteenth International Conference on Tangible, Embedded, and Embodied Interaction (pp. 1-15).
Okundaye, O., Natarajarathinam, M., Qiu, S., Kuttolamadom, M. A., Chu, S., & Quek, F. (2022). Making STEM real: the design of a making-production model for hands-on STEM learning. European Journal of Engineering Education, 47(6), 1122-1143.
Okundaye, O. J., Natarajarathinam, M., Kuttolamadom, M., Quek, F., & Chu, S. L. (2021, July). How Deep is Your Knowledge? Consideration to the Breadth and Depth of Knowledge of CAD/CAM in M3-powered Technology CTE Classes. In 2021 ASEE Virtual Annual Conference Content Access.
Okundaye, O., Chu, S., Quek, F., Berman, A., Hordemann, G., Powell, L., & Yang, L. (2020, October). Telepresence robotics for hands-on distance instruction. In Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society (pp. 1-11).
Okundaye, O. J., Natarajarathinam, M., Chu, S. L., Kuttolamadom, M., Quek, F., & Berman, A. N. (2020, June). Making in The Colonias: Motivating STEM Participation through a Making as Micro-Manufacturing Model. In 2020 ASEE virtual annual conference content access.
Alexander Berman, Sharon Lynn Chu, Francis Quek, Osazuwa Okundaye, Leming Yang, Elizabeth Deuermeyer, Enrique Berrios, Skylar Deady, Jessica Doss .2019. Proximal and Distal Mentors: Sustaining Making-Expertisein Rural Schools. In Proceedings of ACM FabLearn NYC Conference (FabLearn’19), Jennifer B. Sartor, Theo D’Hondt, and Wolfgang De Meuter (Eds.). ACM, New York, NY, USA, Article 4, 8 pages. https://doi.org/10.475/123_4
Okundaye, O., Chu, S., Quek, F., Berman, A., Natarajarathinam, M., & Kuttolamadom, M. (2018, June). From Making to Micro-Manufacture: Catalyzing STEM Participation in Rural High Schools. In Proceedings of the Conference on Creativity and Making in Education (pp. 21-29). ACM.
Okundaye Jr, O. J., Kuttolamadom, M., Natarajarathinam, M., Chu, S. L., & Quek, F. (2018, June). Motivating STEM Participation through a'Making as Micro-manufacture (M3)'Model. In 2018 ASEE Annual Conference & Exposition.
Okundaye, O., Quek, F., Sargunam, S. P., Suhail, M., & Das, R. (2017, May). Facilitating Context Switching Through Tangible Artifacts. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 1940-1946). ACM
Angello, G., Chu, S. L., Okundaye, O., Zarei, N., & Quek, F. (2016, June). Making as the New Colored Pencil: Translating Elementary Curricula into Maker Activities. In Proceedings of the The 15th International Conference on Interaction Design and Children (pp. 68-78). ACM..
Chu, S. L., Quek, F., Saenz, M., Bhangaonkar, S., & Okundaye, O. (2015, November). Enabling Instrumental Interaction Through Electronics Making: Effects on Children’s Storytelling. In International Conference on Interactive Digital Storytelling (pp. 329-337). Springer, Cham.