Case study

Cypherspace

A culturally-grounded MR/VR experience that teaches the five pillars of hip-hop through embodied play. I led XR development for two scenes, a DJ booth where you physically scratch and fade records, and a cypher floor that teaches you to dance, BeatSaber-style. An HCI research project on how embodied interaction can make learning joyful.

Type
Research · embodied MR/VR
Role
Lead XR Developer · DJ + Cypher Dance scenes
Tools
Unity · C# · Meta Quest · MR/VR
Timeline
Jan 2026 – ongoing · Stanford HCI research
Team
Cyan (project lead) · Stanford HCI group
Embodied interactionMR/VRCultural / hip-hopResearch
Cypherspace
Culture
Hip-hop's five pillars as the curriculum, not a slideshow
Bet
Embodied play teaches movement and meaning better than watching
Build
Led XR for the DJ booth and the cypher-dance floor
Why

Teaching hip-hop by doing it, not watching it

Cypherspace sets out to physically and socially engage intergenerational audiences in the history of hip-hop and its broader socio-political context, teaching its five foundational pillars: MCing, DJing, Graffiti, Breaking, and Knowledge. Rather than narrate that history, the MR/VR experience guides learners through it with embodied activities, then culminates in a reflection-based moment with an interactive agent that draws on both what they've learned and their own lived experience.

The research question underneath it: how might embodied interaction support joyful learning outcomes? My work centered on answering that for two of the pillars, putting the user's hands on the turntables and their whole body into the cypher.

5pillars of hip-hop the experience teaches: MCing, DJing, Graffiti, Breaking, Knowledge
2scenes I led XR development on: the DJ booth and the cypher-dance floor
MR/VRembodied, hands-and-body interaction on Meta Quest
Approach

Two scenes that turn the user into a participant

The DJ booth: turntablism you do with your hands. I built the assets and the interactive features that make the DJ pillar feel real: vinyl scratching, fade transitions between tracks, and the rest of the manipulations that let a learner actually perform as a DJ rather than press a "play DJ" button. The goal was for the act of mixing to carry the lesson. You understand DJing because your hands just did it.

The cypher-dance floor: movement teaching, BeatSaber-style. Teaching someone to move like a cypher dancer is hard: you can't read it off a card. So I implemented a timeline-based interactive flow where cues travel toward the user (think Just Dance guidance reimagined as BeatSaber blocks), guiding their body, beat by beat, through the moves a real dancer executes. It turns choreography into something you follow with your whole body, in rhythm, instead of imitating a video.

Both scenes are built on the same conviction the project is testing: that embodiment is the teacher. The experience as a whole then closes with a reflection-based activity and an interactive agent (the broader team's design) that ties the learner's new knowledge back to their own life.

Physical turntablismScratching, fading, and mixing done with the hands, the DJ pillar learned by performing it, not watching it.
Movement teaching, BeatSaber-styleA timeline of cues travels to the user to guide their body through a cypher dancer's real moves, Just Dance guidance, embodied in VR.
Embodied, not narratedEach pillar becomes an activity you do, in service of joyful, sticky learning rather than passive recall.
Reflective culminationThe experience ends with an interactive agent that draws on the learner's acquired knowledge and lived experience (broader-team design).
Impact

A research project I helped build and presented

Lead XR developer, two core scenesOwned the DJ booth and the cypher-dance floor: the assets, the interactions, and the embodied-teaching flow within each
A novel teaching interactionAdapted the BeatSaber/Just-Dance idiom into a tool for teaching real dance movement, in service of a research question about embodied learning
Research underwayPresented the work within the Stanford HCI group collaboration; user studies on its embodied-learning outcomes are commencing in summer 2026
My role

I was Lead XR Developer for the DJ scene and the Cypher Dance scene. On the DJ side, I created the assets and the interactive features essential to the experience (fade transitioning, vinyl scratching, and more) so the DJ pillar could be performed, not just demonstrated. On the dance side, I implemented the timeline-based, BeatSaber-style interactive flow that teaches users to move like a cypher dancer, with movement cues that come to the user to guide each step. Across both, my focus was developing for embodied interaction, and I presented the work as part of the project.

Cypherspace is a collaboration led by Cyan with the Stanford HCI group.

Reflections & takeaways

The hardest and most interesting part was making movement teachable in VR. A scratch or a dance step isn't information you can hand someone on a card. It lives in timing and the body. Borrowing the BeatSaber idiom let cues meet the user in rhythm, so learning a move felt like playing rather than studying. That's the whole thesis of the project in miniature: when the interaction is embodied, the culture isn't something you read about. It's something you do, and the joy of doing it is what makes it stick.

Cypherspace: embodied MR/VR learning of hip-hop's five pillars. Stanford HCI group, led by Cyan. My role: Lead XR Developer (DJ + Cypher Dance scenes). Presentation: youtu.be/4UspcGlGOKM · Slides: docs.google.com/presentation/d/11yiMy6wLX0MI6SbXG63zMVCd7pa8934b6mh8JloLKl4 · Code: github.com/cyanjade/cypherspace