Mohammad Moussa

Software Developer

Highlighted Projects

The initial objective of this project was to integrate support for an EEG brain-sensing device into game engines for use with interactive, virtual reality experiences. Support for the device was successfully implemented in the Unreal and Unity game engines, and support for the Meta Quest 2 was also developed. Tools were developed to allow for the collection of research data from applications using the Lab Streaming Layer protocol.

Further goals of the project were to create a procedural visualization and audio system in Unreal Engine to showcase the capabilities of the EEG device, and the Unreal integration that was previously developed. The goal was to develop a flexible and easily extensible system that can be used to generate mesmerizing visuals for use in virtual reality applications.

Created an AI conversational agent using a combination of Convai and other open-source large language models like Llama3.1, Whisper AI for speech recognition, and computer vision models for face detection and tracking. This project led to in-depth research into generative pre-trained transformers (GPTs), and retrieval-augmented generation (RAGs) using tools like LlamaIndex and LangChain.

I created a cinematic in Unreal Engine 5 utilizing the Mesh To Metahuman workflow to create realistic digital doubles using photogrammetry scans of the actors' faces.

The objective of this project was to create a prototype to showcase a digital human that can communicate in sign language to provide vital flight information for passengers in an airport.

I developed a procedural animation system for sign language communication, as well as recording and saving animations to train ML models.

The objective of this project is to research and develop a virtual human, powered by generative AI, for the training and education of students in the medical field.

I researched several approaches for the development of a virtual human using generative AI, and developed several prototypes of a virtual patient to simulate several physical and cognitive conditions.

Developed a VR career education experience in Unity. This involved design and software architecture, implementation of game logic and flexible game systems to support a wide variety of careers.

Worked as an Unreal Developer for a VR game focused on environmental awareness and the conservation of forests. This involved working closely with artists to integrate and optimize game assets for Meta Quest 2, implementing game logic, UI, and setting up animations and level sequences in Unreal Engine.

This project involved developing several first person and VR experiences in Unreal Engine focused on showcasing a set of choreographic performances. This involved designing the experience and user interactions, implementing game logic, as well as creating particle systems with Niagara utilizing live streamed data from a wearable biometric device to alter the effects in different ways using the user's heart rate, EEG, and body movement.

Experience

Software Engineering Researcher

Jan 2020 - Present


Virtual Humans Research Assistant

Apr 2019 - Aug 2019


Junior Programmer

Jan 2018 - Aug 2018

Research Assistant & Programmer
Jan 2017 - Jan 2018

Education

Honours Bachelor of Computer Science (Mobile Computing)

Sep 2015 - Dec 2019