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3 lines
2.1 KiB
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Joseph T. Foley has a varied career stretching across multiple startups and consulting jobs. His first startup position was with the founding of Brute Force Games in Cambridge who’s intent was to build a modular immersive gaming system that could be deployed in gaming parlors across the country. Due to Disney’s entry into the market, he moved on to another startup: Emode. This company promised better understanding of employees for HR divisions of companies through carefully constructed surveys developed by a Harvard Doctor of Psychology. His position there was as a “Magic Mechanic”, in short IT manager, software developer, and designer. Joseph returned back to his graduate career focus and instead did small consulting jobs on the side. A former colleague hired him to develop a web interface for a startup called “Uffinity” which was to be a social network aggregation site for businesses to connect to newly graduate young professionals. Upon graduation, Joseph worked at iRobot’s Government and Industrial division overseeing the DARPA Chembots project. Once that project was completed, Joseph moved to Iceland but acted as a consultant for Professor Sanbae Kim at the MIT Biomimetic Robotics Lab at MIT performing FEA analysis on the Cheeta-bot’s major leg elements.
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He was also a consultant for the small machining and design firm Brass Drift on the west coast. Owner Peter Luka hired Joseph to apply design methodologies to redesigning machine elements he was manufacturing. Joseph was soon hired as a lecturer at Reykjavík University which he progressed to the position of Assistant Professor. He has continued to do consulting while maintaining his position at the University: designing an automated zebrafish embryo dispensing robot for the startup 3Z, developing a Distributed Quality Control concept with Professor Sanjay Sarma, developing microcontroller based IoT systems for Icelandic museums and Escape Room companies. Joseph’s latest IoT consulting project was a collaboration with the artist Sigrún Harðardóttir to develop an interactive art piece that instrumented a room, instrument, and furniture into an immersive experience.
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