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Ryan Austin Fernandez

Publications and source records attributed to Ryan Austin Fernandez.

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Galaw at Gunita: Extended Reality Murals for Experiencing Filipino Art

Digital and interactive spaces are becoming increasingly prevalent as platforms for cultural engagement, offering new ways to make art more accessible, engaging, and inclusive. In the Philippine context, where visual art is deeply rooted in precolonial, colonial, and postcolonial histories, there is a growing need to explore how digital systems can support art appreciation without replacing or compromising traditional and physical artworks. Rather than treating digital experiences as substitutes, we argue for the value of creating interactive digital twins that allow audiences to explore, touch, and engage with artworks while preserving the integrity of the originals. In this paper, we present SoulWall, an extended reality (XR) interactive mural system designed to augment Filipino artworks through embodied interaction. SoulWall enables viewers to experience paintings and animations at scale, supporting exploratory and playful engagement while respecting artist intent. We describe the design and implementation of the system, including its mural layout, interaction techniques, and interaction logging infrastructure. We report findings from a user study focused on user experience complemented by analyses of interaction logs and spatial engagement patterns. Our results highlight the potential of XR murals as a cultural computing artifact for art appreciation and for showcasing Filipino artists in interactive public and exhibition spaces.

cs.HC

AniFrame: A Programming Language for 2D Drawing and Frame-Based Animation

Creative coding is an experimentation-heavy activity that requires translating high-level visual ideas into code. However, most languages and libraries for creative coding may not be adequately intuitive for beginners. In this paper, we present AniFrame, a domain-specific language for drawing and animation. Designed for novice programmers, it (i) features animation-specific data types, operations, and built-in functions to simplify the creation and animation of composite objects, (ii) allows for fine-grained control over animation sequences through explicit specification of the target object and the start and end frames, (iii) reduces the learning curve through a Python-like syntax, type inferencing, and a minimal set of control structures and keywords that map closely to their semantic intent, and (iv) promotes computational expressivity through support for common mathematical operations, built-in trigonometric functions, and user-defined recursion. Our usability test demonstrates AniFrame's potential to enhance readability and writability for multiple creative coding use cases. AniFrame is open-source, and its implementation and reference are available at https://github.com/memgonzales/aniframe-language.

cs.PL