John Shull considers his strongest personal strength to be in the interconnection of people and technology. Based purely on the projects he’s been part of, he offes a wide range of services and capabilities. He can independently run, build, test, and deploy just about any prototype concept within the areas of extended reality. Mr. Shull can help architect and build project management solutions and is self-trained in a wide range of agile practices, methodologies and concepts. When it comes to team management, he believes in a disciplined agile development process that focuses in on improving one’s ways of working. His research is in the use of virtual environments, augmented and virtual reality engineering, the use of serious games for advancements in education, data visualization techniques with abnormal data, and Agent Based Modeling (ABM) applications involving complex systems.
M.S. in Modeling and Simulation, 2014
Old Dominion University (ODU), Norfolk, VA
B.S. in Business Administration, 2011
Old Dominion University (ODU), Norfolk, VA
VMASC, Senior Project Scientist
Suffolk, VA
2017 – Present
Old Dominion University; MSVE Department, Graduate Research Assistant
Norfolk, VA
2014 – 2017
Old Dominion University; MSVE Department, Student Chair, Student Capstone Conference Norfolk, VA
2014 – 2017
Old Dominion University; MSVE Department, Graduate Research Assistant
Norfolk, VA
February 2013 – August 2013
An extended reality (XR) application that allows for data state synchronization across object(s) that provides users the ability to build nested, graph-theory based, across time/frame and space/location, conceptual models which helps people know, understand, and/or simulate the representation of systems in a 1:1 virtual and/or real coordinate space while maintaining the data history of each data object(s) representation by discrete user generated location and frame.
A video conference tool that utilizes modern commercial off the shelf machine learning services to enable real-time feedback to provide a better training service for tele-health professionals. This is a collaboration effort with the school of nursing.
A virtual training platform that combines machine learning agents, air traffic control training, real-time voice interaction and intent model, and the integrations of a learning record store with an intelligent training system.
B. Cardier, J. Shull, A. Nielsen, S. Diallo, N. Casas, P. Lundberg, R. Ciavarra, and T. Goranson , “A Narrative Modeling Platform: Representing the Comprehension of Novelty in Open World Systems,” Human-Machine Shared Contexts Elsevier. 2020
B. Cardier, J. Shull, N. Casas, A. Nielsen, T. Goranson, L. Sanford, and P. Lundberg. “A Cathedral of Data: Using Asymmetry to Annotate Real-World Artefacts in Virtual Reality” Symmetry: Art and Science: Special Theme: Tradition and Innovation in Symmetry” vol. 11, (2019)
K. Rechowicz, S. Diallo, H. Garcia, J. Shull, and B. Cvijetic. Making digital sense [s]: fundamentals. In Proceedings of the Annual Simulation Symposium. Society for Computer Simulation International, 2018.
K. Smith, J. Shull, Y. Shen, A. Dean, and J. Michaeli, “Overcoming challenges in educational STEM game design and development,” Winter Simulation Conference Proceedings WSC 2017
K. Smith, J. Shull, Y. Shen, A. Dean, and P. Heaney, “A Framework for designing smarter serious games.” A book chapter in Smart Universities. V. Uskov, J. Batten, and R. Howlett (Eds.) Springer International Publishing pp: 263-294, 2018. Doi:10.1007/978-3-319-59454-5_9