anmorris.org

The personal website of Adam N. Morris.

About Me

If you’re here, you probably are interested who I am and what I do. I’m Adam Morris, a Software Engineer located in the Midwestern United States. If you dig around you can probably figure out who I work for, but I generally don’t care to share that info. I grew up in Georgia, attended Georgia College & State University in Milledgeville for my Bachelor’s Degree in Computer Science, and I attended Iowa State University several years later for a Master’s Degree in Human-Computer Interaction. At ISU, I gained a background in Virtual Environments (including Virtual, Augmented, and Mixed Reality) and deeply studied Visually Induced Motion Sickness and Presence, two topics that I still actively study on my own today.

I’ve been a computer nerd since I was a kid. The first computer I spent any length of time on (mostly to play a Space Invaders clone) was my parents' Kaypro II. At school I often would try to fiddle with the Apple IIe computers as often as I was allowed. Some of the coolest computers I ever got my hands on as a kid included the Amiga 500 and our first 386 with a Sound Blaster.

My first attempt at really trying to learn programming was on our first 386 with QBASIC in the early 90s. Over time I figured it out and learned Pascal and eventually C++ on my own during High School. In High School, I started to play around with modding video games and creating websites. This led me ultimately to becoming a Web Developer for many years and even today a predominant amount of software I write is for the web.

Professionally, I currently work in the 3D Commerce space for Target on 3D technology that we hope will be the backbone of eCommerce for the future. Personally, I almost always have several projects currently in flight. Typcially, my personal projects are started due to me wanting to learn a new technology, solve a problem that I have or just want to solve, or just because I think it’ll be fun. Fun projects for me include toying with VR/AR & CV tech, writing raycasters, and learning how to develop for classic systems like the Commodore 64.