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Anna Matsumoto /antech

Researcher / Creative Technologist in San Francisco.

Steve Jobs Archive Fellow 2025

Designing tangible connections between people, senses, and time.

Building on my research in digital fabrication / HCI, currently exploring Digital × Physical interactions,

focusing on audio-visual-haptic experiences that invites audience with varied perceptions.

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B.S. in Design (Physical Design / Manufacturing) @ Stanford University' 25

3D-printing × BLV accessibility research @ Stanford SHAPE Lab

Pneumatic interface × 3D-printing research @ Morphing Matter Lab / UC Berkeley​​

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​After graduating from Stanford University (B.S. in Physical Design + Manufacturing), working on digital fabrication research at Morphing Matter Lab / Stanford SHAPE Lab, building multisensory experiences as Steve Jobs Archive Fellow 2025.

Research


3D-Printing for Blind & Low-Vision Users
- Assembly Instructions

Stanford Mechanical Engineering: Stanford SHAPE Lab

First-author paper @ CHI 2025 LBW


3D-Printing for more applications [coming soon]

UC Berkeley: Morphing Matter Lab

Second-author paper @ TEI 2026 Pictorial

ACM
PDF
Video
Multi-sensory Interactions

in Human-Computer Interaction.

I started with Audio-interactive Visuals,

then Body-interactive Visuals.

Now, exploring Audio-Visual-Haptic Interactions

to bring the media art experience to broader audience,

regardless of perceptual abilities.

Haptic / Body


​Audio-Reactive Haptic Spheres / 2025

Brought audio-visual-haptic experiences to 300+ audiences, bridging the perception gap in the Media Art field.​


Puppets / 2024

Live sound with brain wave, finger & head movement (EEG headset and other wearables), live coding visual with CHydra.​​​​​​

New artistic expression with body.

 
Doppelgänger Instruments / 2024

Live harmonies in real-time alongside pre-recorded videos.
Generated non-existent instruments with capturing body movements.​

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Instinctive Beats / 2024

Dance-reactive visual system.

To dive into the music, we must keep dancing with our entire body.​​​​​​

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AR / VR

How can immersive space make invisible histories and social barriers physically felt?

 

Designing embodied storytelling systems that turn empathy into shared physical awareness.

AR / VR

Virtual technology, integrated in the real life,

inviting us to "Story-living"


Stanford AR Map / Day N Mayfield (2025.4)

AR Walking Experience

(Unity, Blender, Vuforia Engine)

On-site AR Experience for Stanford campus.

AR games, photo booth, and interactions.
Scanned the whole Mayfield Avenue with Vuforia Engine,

built environment on Unity. Released beta app for iOS.


Knowledge is Power (2024.12)

10 minutes site-specific AR narrative about current wheelchair accessibility issues. Immersive soundscape, incorporating AR visuals and physical interaction through chair and ramp. Including interviews from stakeholders of campus accessibility.

AR Walking Narrative [Full Experience Screen Record]

(Unity, Blender, Vuforia Engine, Reaper)
 

Stanford Art Gallery / Meyer Green

3D Visualization

Blender / Maya / MAX / TouchDesigner

Performed in SF, Tokyo, etc. Mostly audio/behavior reactive.

© 2021 - 2025 Anna Matsumoto. All Rights Reserved.

© 2021 - 2025 Anna Matsumoto. All Rights Reserved.

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