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ISPACE RESEARCH LAB

 * Home
 * People
 * Projects
 * Publications
 * Vision
 * Contact & Join Us


ISPACE


USING VIRTUAL REALITY FOR FUNDAMENTAL RESEARCH - USING FUNDAMENTAL RESEARCH FOR
IMPROVING VIRTUAL REALITY

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ILLUSIONS IN VR


HOW TO GIVE USERS THE EMBODIED ILLUSION OF BEING IN AN MOVING THROUGH A VIRTUAL
ENVIRONMENT?

Read more


SONIC CRADLE


YOUR BODY SUSPENDED IN DARKNESS WHILE YOUR BREATHING SHAPES A PEACEFUL
SOUNDSCAPE - THERAPEUTIC HUMAN-COMPUTER INTERACTION?

Read more


VISION


ENABLING EFFECTIVE SPATIAL PERCEPTION AND BEHAVIOUR IN VR

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ISPACE TEAM


PROF. BERNHARD RIECKE AND STUDENTS ANDREW MILNE, DANIEL FEUEREISSEN, JAY
VIDYARTHI, LONNIE HASTINGS, SALVAR SIGURDARSON

Read more


APPROACH


THE ISPACE LAB COMBINES A FUNDAMENTAL RESEARCH PERSPECTIVE WITH AN APPLIED
PERSPECTIVE IN AN INTERDISCIPLINARY MANNER

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POWER OF VISUAL CUES


DYNAMIC VISUAL CUES IMPROVE OBJECT RECOGNITION FROM NOVEL VIEWPOINTS

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NAVIGATIONAL SEARCH


DO WE NEED TO WALK FOR EFFECTIVE VIRTUAL REALITY NAVIGATION? PHYSICAL ROTATIONS
ALONE MAY SUFFICE

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← Older posts



LOOKING FOR GRADUATE STUDENTS EAGER TO DESIGN & INVESTIGATE VIRTUAL REALITY FOR
POSITIVE IMPACT

Posted on December 16, 2022 by Bernhard

Bernhard Riecke and his iSpace­Lab are look­ing for sev­eral grad­u­ate
stu­dents (PhD or Masters) to join our inter­dis­ci­pli­nary team,
specif­i­cally in the fol­low­ing areas:

 * Designing and inves­ti­gat­ing intu­itive inter­faces for embod­ied flying in
   VR & tele­op­er­a­tion (drones)
 * Reducing motion sick­ness in VR & teleoperation
 * Designing and inves­ti­gat­ing VR expe­ri­ences towards enhanc­ing health and
   well­be­ing, and more generally
 * Designing and inves­ti­gat­ing VR expe­ri­ences for pos­i­tive impact on
   indi­vid­u­als and society

We’re part of the School of Interactive Arts & Technology (SIAT), a vibrant
trans-disciplinary depart­ment at Simon Fraser University. We’re located in the
greater Vancouver region on the West Coast of Canada, where the Pacific Ocean
meets the Coastal Mountain range.

Applicants should be highly moti­vated and have a strong inter­est in
inter­dis­ci­pli­nary col­lab­o­ra­tive research aligned with the over­all goals
and vision of the iSpace lab: http://ispace.iat.sfu.ca/vision/. Please see
http://ispace.iat.sfu.ca/contact/  for details on our key research areas, the
appli­ca­tion requirements/process, and how you might fit in.

Posted in Uncategorized | Comments Off on Looking for graduate students eager to
design & investigate Virtual Reality for positive impact

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HYPERJUMP FLYING TO COMBAT MOTION SICKNESS: SIGGRAPH 2022 IMMERSIVE PAVILION
EXHIBIT ACCEPTED

Posted on May 12, 2022 by Bernhard

Our project “HyperJumping in Virtual Vancouver: Combating Motion Sickness by
Merging Teleporting and Continuous VR Locomotion in an Embodied Hands-Free VR
Flying Paradigm” will be show­cased at the 2022 Siggraph in Vancouver, see the
project web­site for more infos, and join us at Siggraph 2022 in Vancouver to
try it out!

Posted in Uncategorized | Comments Off on HyperJump flying to combat motion
sickness: Siggraph 2022 Immersive Pavilion exhibit accepted

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VR SHOWCASE ON WED APRIL 6TH 2022 FROM MY IAT 499 GRADUATION PROJECT COURSE

Posted on April 1, 2022 by Bernhard

On Wed April 6th, from 5-7pm, my Graduation Project stu­dents (IAT 499) will
show­case their VR projects, fea­tur­ing video trail­ers, fol­lowed by a chance
to expe­ri­ence projects in VR and talk to the cre­ators: see
http://ispace.iat.sfu.ca/riecke/teaching/iat499/

Posted in Uncategorized | Comments Off on VR Showcase on Wed April 6th 2022 from
my IAT 499 Graduation Project Course

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PRESENTING VIRTUAL TRANSCENDENT DREAM AT CHI2022

Posted on March 31, 2022 by Pinyao Liu

We are going to present our paper “Virtual Transcendent Dream: Empowering People
through Embodied Flying in Virtual Reality” at CHI 2022 in person. The recorded
pre­sen­ta­tion talk is now avail­able on YouTube below

 

learn more about this project to empower people through embod­ied flying in VR.

Posted in Uncategorized | Comments Off on Presenting Virtual Transcendent Dream
at CHI2022

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3 NEW ISPACELAB PRESENTATIONS AT SPATIAL COGNITION CONFERENCE

Posted on September 14, 2021 by Bernhard

My team just had the oppor­tu­nity to present three talks at the 8th
International Conference on Spatial Cognition (that ended up being online, not
in Rome unfor­tu­nately). Below are videos of the talks:

Riecke, B. E., Hashemian, A. M., Adhikari, A., Aguilar, I., Kruijff, E., &
Heyde, M. von der. (2021). Simultaneous Locomotion and Interaction in VR:
Walking > Leaning > Controller.

 

Adhikari, A., Riecke, B. E., Hashemian, A. M., Nguyen-Vo, T., Kruijff, E., &
Heyde, M. von der. (2021). Embod­ied VR Flying Improves Spatial Orientation
while Reducing Cybersickness.
Note: We recently got a full paper about this research accepted as
Adhikari, A., Hashemian, A. M., Nguyen-Vo, T., Kruijff, E., Heyde, M. von der, &
Riecke, B. E. (2021). Lean to Fly: Leaning-based Embodied Flying can Improve
Spatial Orientation and User Experience in 3D Navigation.  Frontiers in Virtual
Reality (accepted). doi: 10.3389/frvir.2021.730334


Riecke, B. E., Adhikari, A., Zielasko, D., Bretin, A., Heyde, M. von der, &
Kruijff, E. (2021). HyperJump: Merging Teleporting and Continuous VR Locomotion
into one Paradigm.


Posted in Uncategorized | Comments Off on 3 new iSpaceLab presentations at
Spatial Cognition conference

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RECENT VR LOCOMOTION PRESENTATIONS AT IEEE VR CONFERENCE

Posted on April 15, 2021 by Bernhard

My lab recently had the oppor­tu­nity to present first results from our recent
stud­ies at the IEEE VR 2021 Workshop on Finding a Way Forward in VR
Locomotion: 


HOW TO BEST MOVE THROUGH VIRTUAL REALITY IF YOU ALSO HAVE TO INTERACT AT THE
SAME TIME?

7 min talk:

2 min summary

 


INTEGRATING CONTINUOUS AND TELEPORTING VR LOCOMOTION INTO A SEAMLESS “HYPERJUMP”
PARADIGM

5 min talk:

2 min summary:

Posted in Uncategorized | Comments Off on Recent VR locomotion presentations at
IEEE VR conference

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GAME DESIGN SHOWCASE: 9 APRIL 2021

Posted on April 6, 2021 by Bernhard
Join us for our first Twitch-streamed Game Design Showcase on Friday 2:30pm PT
to watch, chat, social­ize, talk to instruc­tor & stu­dents, or play your­self!
Game topics includ­ing cli­mate change, water crisis, bul­ly­ing, and more.



http://ispace.iat.sfu.ca/…/iat312/showcase-9-april-2021/

 

Posted in Uncategorized | Comments Off on Game Design Showcase: 9 April 2021

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CONTINUOUS VS. DISCONTINUOUS (TELEPORT) LOCOMOTION IN VR: RETHINKING HOW WE TALK
ABOUT PROS AND CONS

Posted on February 25, 2021 by Bernhard

A short reflec­tion on how properties/attributes of loco­mo­tion tech­niques in
Virtual Reality can turn out to be ben­e­fits or dis­ad­van­tages depend­ing on
ones goal, con­text etc.

To be pre­sented at this upcom­ing IEEE VR 2021 Workshop. cita­tion: Riecke, B.
E., & Zielasko, D. (2021). Continuous vs. Discontinuous (Teleport) Locomotion in
VR: How Implications can Provide both web­site Benefits and Disadvantages. IEEE
VR Workshop on Finding a Way Forward in VR Locomotion, 2 pages.

Links to Paper and  Slides

7min talk:


 

2min sum­mary:

Posted in Uncategorized | Comments Off on Continuous vs. Discontinuous
(Teleport) Locomotion in VR: Rethinking how we talk about pros and cons

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BODY REMIXER PRESENTED AT SIGGRAPH 2020

Posted on August 26, 2020 by John Desnoyers-Stewart

We pre­sented our art paper “Body RemiXer: : Extending Bodies to Stimulate
Social Connection in an Immersive Installation” online at SIGGRAPH 2020. The
pre­sen­ta­tion is avail­able on YouTube below and the full paper is pub­lished
in Leonardo 53(4).



You can learn more about this project to con­nect people through abstract bodies
and touch here or down­load the full paper below.

Posted in Uncategorized | Comments Off on Body RemiXer Presented at SIGGRAPH
2020

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1ST WORKSHOP ON SEATED VR CO-HOSTED WITH IEEE VR 2020, MARCH 22

Posted on December 9, 2019 by Bernhard

Daniel Zielasko and Bernhard Riecke will be orga­niz­ing the 1st Workshop on
Seated VR on Sunday morn­ing March 22, just before the IEEE VR 2020
con­fer­ence. We call for 1–2 page extended abstracts for authors inter­ested in
pre­sent­ing a light­ning talk at the work­shop. See our Seated VR work­shop
web­site for details.

Here’s my own pre­sen­ta­tion from the work­shop , “Towards an Affordance of
Embodied Locomotion Interfaces in VR: How to Know How to Move?” we’ll post links
to all the talks soon

 

Posted in Uncategorized | Comments Off on 1st Workshop on Seated VR co-hosted
with IEEE VR 2020, March 22

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FINAL EVENT FROM SEMESTER IN ALTERNATE REALITIES TEAM

Posted on April 8, 2019 by Bernhard


EMERGING MEDIA BC COMMUNITY OF PRACTICE EVENT ON FRIDAY APRIL 12TH
2019: PRESENTATIONS & VR DEMOS

The April 2019 meet­ing (details and RSVP here) will be hosted at the School of
Interactive Arts and Technology (SIAT) at the SFU Surrey campus. The theme of
this meet­ing is “VR 4Good”, based on the 4Good projects of the stu­dents at
SIAT, with a focus on the ben­e­fits of facil­i­tat­ing such VR projects.
Several of the VR4Good projects that were made during the Semester in Alternate
Realities inten­sive (15 credit) course on the SFU Surrey campus will be
presented.

These works were cre­ated by stu­dents from dif­fer­ent SFU depart­ments who
joined our Semester in Alternate Realities. The works are part of an emerg­ing
field of devel­op­ment and research that use VR and other emerg­ing
tech­nolo­gies to increase aware­ness and be a cat­a­lyst for improv­ing our
world. These projects are the cul­mi­na­tion of 14 weeks of an intense,
iter­a­tive, agile, reflec­tive and adap­tive teach­ing and learn­ing process.
Four dis­tinct yet inter­con­nected “for good” Virtual Reality expe­ri­ences
focused on themes related to improv­ing the social and envi­ron­men­tal
con­di­tion, by not only draw­ing aware­ness to issues in the world that require
our atten­tion, but also pro­vid­ing unique first-person expe­ri­ences that we
could not have with­out immer­sive technology.

Posted in Uncategorized | Comments Off on Final event from Semester in Alternate
Realities team

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SEMESTER IN ALTERNATE REALITIES 1ST VR SHOWCASE ON FRIDAY FEBRUARY 1ST

Posted on January 27, 2019 by Bernhard

The Semester in Alternate Realities team is proud to present our stu­dents’ 1st
show­case on their Virtual Reality for Good projects (“VR4Good”) in the
Mezzanine on our SFU Surrey campus, on February 1st from 1:00 — 4:30 pm. These
works were cre­ated by stu­dents from dif­fer­ent SFU depart­ments who joined
our Semester in Alternate Realities. They are part of an emerg­ing field of
devel­op­ment and research that use VR and other emerg­ing tech­nolo­gies to
increase aware­ness and be a cat­a­lyst for improv­ing our world. Join us and be
our first public user-testers for four short and unique VR projects. 

See our Semester in Alternate Realities web­site for more infos about the
course, and our face­book event page for first pic­tures of the show­case, more
will follow soon.



Additional show­cases with dif­fer­ent projects will follow later this
semes­ter, likely on March 8th (2nd show­case) & April 4th (final showcase)


RISING WATERS: IS THIS YOUR FUTURE?

> Rising Waters is an exploratory con­text driven game that sets you in the
> future, in which pol­lu­tion has dev­as­tated the planet. Through nar­ra­tive
> and con­text clues, the player is set to nav­i­gate the world and
> auto­mat­i­cally obtain­ing sam­ples within their robotic suite to see how a
> low-lying coastal city has been dam­aged through care­less envi­ron­men­tal
> damage. Once the mis­sion is com­plete, the player exits the expe­ri­ence and
> reflects on their own envi­ron­men­tal impact.

Goal: The goal of this project is to prompt par­tic­i­pants to con­sider the
long-term impact of their actions on the envi­ron­ment through visual, audi­tory
and expe­ri­en­tial learn­ing. By sit­u­at­ing the par­tic­i­pant in a famil­iar
loca­tion, city ban­ners are used to help local­ize the expe­ri­ence,
par­tic­i­pants will learn about how a local­ized city can be impacted through a
lack of imme­di­ate change towards com­bat­ing global and local pol­lu­tants,
affect how the bios­phere behaves, which can con­tribute to rising sea levels,
and degra­da­tion in the over­all qual­ity of the environment.

Core User Experience: The core user expe­ri­ence cen­ters around nar­ra­tive and
expe­ri­en­tial learn­ing through inter­ac­tion with the built envi­ron­ment. In
Rising Waters, the focus of atten­tion first and fore­most should be on how the
user inter­acts with the built envi­ron­ment, dri­ving the core expe­ri­ence to
be exploratory in nature. By having par­tic­i­pants inter­act with the
envi­ron­ment, Rising Waters wants to con­front the user’s  ini­tial sense of
awe, with one of dread and shock. Ideally, the user expe­ri­ence presents itself
as some­thing nou­veau, dri­ving for­ward a sense of urgency that imbues the
user with a desire to com­plete the experience.


RESTLESS SLEEP - A WAKING COMA EXPERIENCE: TO FIND THE FOREST THROUGH THE EYES
OF OTHERS

> “Restless Sleep” is an inno­v­a­tive VR expe­ri­ence of a fab­u­lated
> nar­ra­tive in which users’ mind is con­nect­ing with the con­scious­ness of
> coma patient in order to see and feel through a comatose per­cep­tion. The
> expe­ri­ence is com­posed by both per­for­ma­tive and vir­tual ele­ments,
> incor­po­rat­ing inter­ac­tive responses between hap­tics and visu­als, to
> guide users into the full embod­i­ment of a coma patient, who is con­stantly
> feel­ing and inter­act­ing with their phys­i­cal environment.

Goal: Our goal of the project is to let the user foster empa­thy towards coma
patients. Many people ques­tion how con­scious of their sur­round­ings Coma
patients are and how much out­side stim­u­la­tion they can actu­ally inter­pret.
By being in a VR coma expe­ri­ence (per, during and post), the users are put
into the shoes of a coma patient where they can learn how coma patients are
treated and also to show that they have a mind of their own which are not fully
unconscious.

Core User Experience: The core user expe­ri­ence we want to accom­plish is to
foster empa­thy for coma patients and develop an under­stand­ing of what they
can feel and how bystander actions can influ­ence the mental state along with
the mental inter­pre­ta­tions of the patient. We want users to walk away from
the expe­ri­ence with a sense of intro­spec­tive con­tem­pla­tion, and
hope­fully knowl­edge on how best to handle them­selves around people in comas
(or even those in other states of altered con­scious­ness). This is because we
iden­ti­fied a sur­pris­ing amount of mis­in­for­ma­tion and igno­rance
sur­round­ing comatose states, as well

as many first-hand expe­ri­ences of comatose patients. The most impact­ful was
the story of a girl who was in a two week med­ically induced coma and her
recounts of the hal­lu­ci­na­tory dreams she had while in the coma.. While we
delib­er­ately didn’t want to sub­ject the users to this, we did want to bring
atten­tion to the feel­ing of help­less­ness one feels, and how it is
anal­o­gous to being in VR — espe­cially in a public setting.

https://vimeo.com/315911417

http://www.vimeo.com/315911417


BARRIERS: THE TRIP OF A LIFETIME

> BARRIERS is a vir­tual expe­ri­ence that allows the user to view
> inter­ac­tions through the eyes and ears of a Non-Native English speaker.
> After biting into a “mag­i­cal” cookie, the par­tic­i­pant is trans­ported to
> a fan­tasy world. In order to achieve their goal of find­ing a wash­room, the
> imm­er­sant must inter­act with nearby talk­ing animals.

Goal:  The main emo­tion we are trying to evoke in our expe­ri­ence is the
vul­ner­a­bil­ity of rely­ing on other people to be will­ing to help you when
they don’t under­stand what they are saying. What makes our project unique is
its abil­ity to make anyone feel as though they do not under­stand the lan­guage
since it is made up. This ties in with the course theme because it invokes
empa­thy in the user and give them an expe­ri­ence they would not oth­er­wise
have access to.

Core user experience:

Through BARRIERS, we hope to place users in the vul­ner­a­ble posi­tion of
rely­ing on other people for help. This expe­ri­ence aims to recre­ate the
frus­tra­tion that comes with not being able to speak English and the
grat­i­tude that arises when an indi­vid­ual takes the time to explain and use
dif­fer­ent com­mu­ni­ca­tion tech­niques to foster understanding.


THE PITCH OF RED: EVERY COLOUR HAS A VOICE

> The Pitch of Red is an immer­sive VR expe­ri­ence that allows the user to
> expe­ri­ence synes­the­sia — a con­di­tion that blends two or more senses
> together. In our expe­ri­ence, users are able to hear the sounds of the
> colours they see as they wander through the mind of Wassily Kandinsky — an
> artist who had such a condition.

Goal: The project tries to bring the user closer to the notion of mixing human
senses. The psy­cho­log­i­cal devi­a­tion can be expe­ri­enced by anyone to any
extent. It is mostly based on what the person asso­ci­ated with a cer­tain
sound, colour, taste or any other humanly under­stood medium. The amount of
people who expe­ri­ence that feel­ing is rel­a­tively small, how­ever, the
impact they have made in his­tory or their way of per­ceiv­ing the world is
worth study­ing. The project is focused on com­mu­ni­cat­ing the idea of mixing
human senses, also known as — synes­the­sia to those who have never heard
some­thing sim­i­lar to that or never expe­ri­enced that sense.

Core user expe­ri­ence:  For The Pitch of Red we aim to pro­vide imm­er­sants
with a greater under­stand­ing of what it is like to have synes­the­sia of
asso­ci­at­ing colors to sounds, or at the very least, be able to describe what
such synes­the­sia is to some­one who may not know what it means. During the
expe­ri­ence they will be granted a “super­power”: being able to hear every
colour that they look at and we would expect users to feel curi­ous, excited and
inten­tion­ally a bit over­whelmed. After fin­ish­ing our VR expe­ri­ence, we
would like users will come out with a better under­stand­ing of what this
par­tic­u­lar type of synes­the­sia might feel like in real life.

Aesthetically, we want the expe­ri­ence to allow the imm­er­sant to see an
alter­nate real­ity through the eyes of Wassily Kandinsky. With that said, one
of the dif­fi­cul­ties of VR is the lack of haptic touch so our focus with The
Pitch of Red is to try to sim­u­late the windhampharmacy.com rela­tion­ship
between sight and sound.

http://www.vimeo.com/315839038
Posted in Uncategorized | Comments Off on Semester in Alternate Realities 1st VR
showcase on Friday February 1st

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UPCOMING "SEMESTER IN ALTERNATE REALITIES" COURSE (SPRING 2019)

Posted on October 24, 2018 by Bernhard

Together with my col­league Patrick Pennefather we’re cur­rently design­ing and
get­ting ready to co-teach a brand-new 15-credit course enti­tled “Semester in
Alternate Realities”

In this project-based course, par­tic­i­pants will be chal­lenged to develop
solu­tions using tech­nolo­gies such as VR (e.g., Oculus Rift, HTC Vive) and
immer­sive multi-modal media instal­la­tions. In addi­tion to focus­ing on the
co-construction of dig­i­tal pro­to­types afford­ing mean­ing­ful expe­ri­ences
in “alter­nate real­i­ties”, our objec­tive is to stim­u­late doc­u­mented
reflec­tion and dis­cus­sion through­out the process. Participants can expect to
work col­lab­o­ra­tively, be matched accord­ing to the skills they bring, and be
pro­vided time and resources to learn new tech­niques and approaches, soft– and
hard skills, and processes to con­duct user research. Participants will get the
oppor­tu­nity to reflect on future tech­nolo­gies and their poten­tial impact on
the world, and improve their pre­sen­ta­tion skills and pub­licly show­case
their projects. To incor­po­rate diverse per­spec­tives, stu­dents from
dif­fer­ent dis­ci­plines are invited to apply and, in their appli­ca­tion,
argue how they could con­tribute to the course and the co-construction of team
projects(application dead­line: end of October 2018).

This semester’s design chal­lenge is “cre­at­ing for good”: Use alter­nate
real­i­ties tech­niques and tech­nolo­gies, guid­ing the­o­ret­i­cal
frame­works, and appro­pri­ate processes, project man­age­ment and
col­lab­o­ra­tion approaches to iter­a­tively ideate, design, pro­to­type, and
eval­u­ate an inter­ac­tive www.slaterpharmacy.com alter­nate real­i­ties
expe­ri­ence that affords mean­ing­ful expe­ri­ences for the bet­ter­ment of
human­ity and/or our planet.

To give you an idea what projects might look like, view the VR project videos or
this AWE video from pre­vi­ous stu­dent teams in courses that Bernhard
and Patrick have taught. There is increas­ing evi­dence that the immer­sive
nature of VR makes it a pow­er­ful medium for “doing good,” and it is
par­tic­u­larly well-suited for help­ing people develop com­pas­sion and
empa­thy. In this course, we will explore the poten­tial of doing good
using alter­nate real­i­ties (that are boom­ing around the world and
par­tic­u­larly in Vancouver)

Details: http://ispace.iat.sfu.ca/riecke/teaching/siar/

We’ll have our first Student Virtual Reality Showcase on Friday February 1st, ca
12:30 — 4:30pm, on the SFU Surrey Campus Mezzanine, where the  18 stu­dents from
dif­fer­ent SFU depart­ments show their first immer­sive project.

Posted in Uncategorized | Comments Off on upcoming "Semester in Alternate
Realities" course (spring 2019)

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BERNHARD'S TEDXEASTVAN TALK NOW ONLINE!

Posted on January 13, 2018 by Bernhard

My TEDxEastVan talk from September 16th is now finally online! It was enti­tled
“Could Virtual Reality Make us More Human” and includes some of our recent
research and future direc­tions and exam­ples from my teach­ing on immer­sive
envi­ron­ments. Enjoy!

Posted in Uncategorized | Comments Off on Bernhard's TEDxEastVan talk now
online!

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BERNHARD'S TEDXEASTVAN TALK

Posted on September 28, 2017 by Bernhard

It was such an honour and amaz­ing expe­ri­ence to present at TEDxEastVan on
September 16th! Below are some first pic­tures, the video will be released later
in October and will be posted here.

My TEDx talk was titled “Could Virtual Reality Make us More Human” and included
some of our recent research and exam­ples from my teach­ing on immer­sive
envi­ron­ments. Here’s some of the ideas in a nutshell:

Virtual real­ity is becom­ing increas­ingly acces­si­ble and afford­able, and
offers the unique oppor­tu­nity to pro­vide first-hand and embod­ied
expe­ri­ences. How could we use this poten­tial to go beyond enter­tain­ment and
gaming, for cre­at­ing pos­i­tive or even trans­for­ma­tional
http://theshoalspharmacy.com expe­ri­ences we might oth­er­wise not be able to
have? And how could we democ­ra­tize the medium and put this pow­er­ful
tech­nol­ogy into the cre­ative hands of more people?

See http://tedxeastvan.com/ for details

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Posted in Uncategorized | Comments Off on Bernhard's TEDxEastVan talk

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BERNHARD PRESENTING AT TEDXEASTVAN (SEPT 16TH)

Posted on August 29, 2017 by Bernhard

I’m hon­oured, exciTED (and a bit ner­vous) to have been selected to present at
TEDxEastVan on September 16th.

My TEDx talk will be titled “Could Virtual Reality Make us More Human” and will
include some of our recent research and exam­ples from my teach­ing
on immer­sive envi­ron­ments. Here are some of the ideas I’ll put forth:

Virtual real­ity is becom­ing increas­ingly acces­si­ble and afford­able, and
offers the unique oppor­tu­nity to pro­vide first-hand and embod­ied
expe­ri­ences. How could we use this poten­tial to go beyond enter­tain­ment and
gaming, for cre­at­ing pos­i­tive or even trans­for­ma­tional expe­ri­ences we
might oth­er­wise not be able to have? And how could we democ­ra­tize the medium
and put this www.bernardspharmacy.com pow­er­ful tech­nol­ogy into the cre­ative
hands of more people?

See http://tedxeastvan.com/ for details and tickets.



Posted in Uncategorized | Comments Off on Bernhard presenting at TEDxEastVan
(Sept 16th)

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VIRTUAL REALITY - GOING BEYOND: PROJECT VIDEOS

Posted on June 30, 2017 by Bernhard

For those who couldn’t make it out to our Virtual Reality — Going Beyond
show­case from the IAT 445 “immer­sive envi­ron­ments” course, here are some of
the project videos. Thanks to all the stu­dents & TA Alex for all the
www.canadianpharmacy365.net great work and inspir­ing projects!

Forlorn

Canvas of Sound

Echo

Adrift http://www.vimeo.com/223594861

Finding Home

The Cave

Posted in Uncategorized | Comments Off on Virtual Reality - Going Beyond:
project videos

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VIRTUAL REALITY - GOING BEYOND: PICTURES AND POSTERS

Posted on June 28, 2017 by Bernhard

Here are some pic­tures and project posters from our Virtual Reality — Going
Beyond show­case from the IAT 445 “immer­sive envi­ron­ments” course that I
taught with lots of great help from TA & PhD stu­dent Alex Kitson. Project
http://online-pharmacy.org videos will follow soon…

PICTURES FROM SHOWCASE:

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PROJECT POSTERS:

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Posted in Uncategorized | Comments Off on Virtual Reality - Going Beyond:
pictures and posters

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VIRTUAL REALITY - GOING BEYOND. IAT 445 "IMMERSIVE ENVIRONMENTS" SHOWCASE

Posted on June 11, 2017 by Bernhard


IAT 445 PROJECT SHOWCASE ON FRIDAY JUNE 23, 2017, 10AM-2:30PM

On Friday June 23, 2017, the stu­dents from my course on “immer­sive
envi­ron­ments” (IAT 445) will be pre­sent­ing their final projects in
the Mezzanine on our SFU Surrey campus, from about 10am — 2:30pm.



9 stu­dent teams will show­case their own immer­sive Virtual Reality projects
that they devel­oped in the pop­u­lar game engine Unity3D and will present using
the Oculus Rift head-mounted display.

Some projects draw from con­tem­po­rary indie/art com­puter games like Dear
Esther, Journey, or Stanley’s Parable and cinema/television.

Students were tasked to design for a pur­pose­ful and immer­sive user
expe­ri­ence — this semester’s design chal­lenge for stu­dents was Going
beyond: “Use unity3D and guid­ing frame­works (e.g., immer­sion, pres­ence,
user-centered sys­tems design etc.) to iter­a­tively ideate, design,
pro­to­type, and eval­u­ate an immer­sive and inter­ac­tive vir­tual
envi­ron­ment expe­ri­ence that “goes beyond”: How could you pro­vide
inter­est­ing, inspir­ing, or mean­ing­ful expe­ri­ences in VR? That is, what
expe­ri­ences could you pro­vide in VR that are oth­er­wise dif­fi­cult,
dan­ger­ous, or hard to expe­ri­ence? Instead of using VR as only a past-time
and ulti­mate sen­sory over­load tool to wow people, how could you use it for
some­thing more inter­est­ing, novel, excit­ing, or mean­ing­ful?” Be pre­pared
for some excit­ing showcases!

In case you can’t make it to the inter­ac­tive project show­case, you can join
the public project video http://www.buyvaliumonline.com pre­sen­ta­tion ses­sion
on Thursday June 29th  at 2:30pm, in Surrey room #5380, or wait for the best
videos to be posted online.

See SFU’s Teaching & Learning blog for a news story on this course from Spring
2013, enti­tled: “How a SIAT course in immer­sive envi­ron­ments exposed
stu­dents to the real world”

See my teach­ing page and last year’s SFU media release for more infos.

Posted in Uncategorized | Comments Off on Virtual Reality - Going Beyond. IAT
445 "immersive environments" showcase

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EARTHGAZEMENT - TOWARDS AN OVERVIEW EFFECT IN VIRTUAL REALITY: FIRST PROJECT
VIDEO

Posted on December 28, 2016 by Bernhard

“We went to the Moon as tech­ni­cians, we returned as human­i­tar­i­ans”
reflected Edgar Mitchell after his space flight. This describes the overview
effect – a pro­found awe-inspiring expe­ri­ence of seeing Earth from space
result­ing in a cog­ni­tive shift, lead­ing to a more con­scious and caring view
on our planet. Experiencing Earth from space first-hand made many astro­nauts
real­ize that Earth is frag­ile, with­out bor­ders, lead­ing to a feel­ing of
con­nect­ed­ness to human­ity and our planet(see astro­nauts’ quotes). Such an
aware­ness shift could have a pos­i­tive impact on our soci­ety and planet,
espe­cially if we had a tool that allowed for more people to expe­ri­ence it
with­out the risk, cost, and envi­ron­men­tal foot­print asso­ci­ated with
actual space flight.
To this end, the iSpace Lab inves­ti­gates how we could best use the poten­tial
of immer­sive vir­tual real­ity to give people a glimpse of the overview effect
with­out having to send more rock­ets to space. At the same time, we use
vir­tual real­ity as a tool allow­ing us to better under­stand the
http://armodexperiment.com expe­ri­ence and under­ly­ing trig­gers of the
overview effect phenomenon.

To this end, we will design a set of intro­spec­tive, phys­i­o­log­i­cal and

(1) design a set of intro­spec­tive, phys­i­o­log­i­cal and behav­ioural
eval­u­a­tion research tools to better under­stand the overview effect
phe­nom­e­non and how immer­sive VR could serve to induce it;

(2) Pilot these research tools as an essen­tial part of our larger research
pro­gram through the cre­ation of a VR envi­ron­ment, gain­ing a deeper
under­stand­ing of aspects of the per­sonal expe­ri­ences of the OE deliv­ered
through VR, and as a result deriv­ing strate­gies for the design of piv­otal VR
expe­ri­ences with the long-term goal of induc­ing pos­i­tive social change in
the population.

Below is our first video explain­ing the over­all idea of the Earthgazement
project. Thanks: IAT344 stu­dent team Joanna Chou, Katarina Shao, Lien Chou, &
Sidi Zhong!

Posted in Uncategorized | Comments Off on Earthgazement - towards an overview
effect in Virtual Reality: first project video

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VIRTUAL REALITY - THE ULTIMATE EMPATHY MACHINE? PROJECT VIDEOS

Posted on December 15, 2016 by Bernhard

Here’s the offi­cial SFU 1-minute cov­er­age of my IAT 445 Immersive
Environments course:

And below are some of the videos from our Immersive Environments course from our
show­case on (IAT 445). For more infos, see Immersive Environments. We’ll offer
the course again in Summer 2017 as a com­pact (inter­s­es­sion) course

 Parallel Minds

http://www.vimeo.com/195783919 The Reef

The Painter

Retrograde

Posted in Uncategorized | Comments Off on Virtual Reality - the ultimate empathy
machine? Project videos

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VIRTUAL REALITY - THE ULTIMATE EMPATHY MACHINE? IAT 445 "IMMERSIVE ENVIRONMENTS"
SHOWCASE

Posted on November 28, 2016 by Bernhard


PROJECT SHOWCASE ON FRIDAY DECEMBER 9TH 2016, 10AM-2PM

On Friday December 9th 2016, the stu­dents from my course on “immer­sive
envi­ron­ments” (IAT 445) will be pre­sent­ing their final projects in
the Mezzanine on our SFU Surrey campus, from about 10:00am — 2pm.

[update: see media cov­er­age from BlackPress
at http://www.northdeltareporter.com/news/405786476.html]

IAT 445 immer­sive envi­ron­ments show­case Fall 2016

10 stu­dent teams show­cased their own immer­sive Virtual Reality projects that
they devel­oped in the pop­u­lar game engine Unity3D and will present using the
Oculus Rift DK2 head-mounted display.

Some projects draw from con­tem­po­rary indie/art com­puter games like Dear
Esther, Journey, or Stanley’s Parable and cinema/television. Students were
tasked to design for a pur­pose­ful and immer­sive user expe­ri­ence — this
semester’s design chal­lenge for stu­dents was evok­ing a strong yet
mean­ing­ful feel­ing of empa­thy: ”“Use unity3D and guid­ing frame­works (e.g.,
immer­sion, pres­ence, user-centered sys­tems design etc.) to iter­a­tively
ideate, design, pro­to­type, and eval­u­ate an immer­sive and inter­ac­tive
vir­tual envi­ron­ment that evokes empa­thy in a mean­ing­ful way. This could be
empa­thy towards humans as well as non-human ani­mals, plants (e.g. trees) or
even inan­i­mate nat­ural objects (moun­tains). So be pre­pared for some
excit­ing showcases!

In case you can’t make it to the inter­ac­tive project at
http://hotcanadianpharmacy.com show­case, you can join the public project video
pre­sen­ta­tion ses­sion on Thursday December  15th at 4:30pm, in Surrey room
#2600 (the large the­atre), or wait for the best videos to be posted online.

See SFU’s Teaching & Learning blog for a news story on this course from Spring
2013, enti­tled: “How a SIAT course in immer­sive envi­ron­ments exposed
stu­dents to the real world” See my teach­ing page and SFU media release for
more infos.

Below are some of the project posters:

 * 
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 * 
 * 

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Posted in Uncategorized | Comments Off on Virtual Reality - the ultimate empathy
machine? IAT 445 "immersive environments" showcase

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3 NEW ISPACE PRESENTATIONS ON ALTERED STATES OF CONSCIOUSNESS

Posted on November 27, 2016 by Bernhard

Alex, Mirjana and Katerina recently pre­sented their cur­rent projects in SIAT’s
research col­lo­quium, http://rxreviewz.com/ here’s the video record­ing
— Enjoy!

Alex Kitson: Are you dream­ing? A phe­nom­e­no­log­i­cal approach to
under­stand­ing lucid dreams as a tool for intro­spec­tion and mental well-being

Mirjana Prpa & Kivanc Tatar: Pulse Breath Water through the lenses of Art,
Technology, Collaboration and Research

Katerina Stepanova: Earthgazement — a Virtual Reality Experience of the Overview
Effect [some sound issues due to WiFi interference… ]

[talks start at 10:39]



 

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states of consciousness

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16 PROJECT PRESENTATIONS FROM MY “QUANTITATIVE RESEARCH METHODS" (IAT802)
COURSE...

Posted on November 26, 2016 by Bernhard

On November 26th (12:30–2:20),  stu­dents in my grad course on “Quantitative
Research Methods & Design (IAT802)” that I teach this Fall 2016 give their final
5:30-min project pre­sen­ta­tions in the SIAT research col­lo­quium at Simon
Fraser University. Enjoy!

here’s the video record­ing of the whole ses­sion:


 

Here’s the list of speak­ers and topics

 * Elgin McLaren:   Attention Retention: The effec­tive­ness of neu­ro­feed­back
   sys­tems for cueing sus­tained attention
 * Jeff Ens: Music and the role of dimen­sional com­plex­ity in sim­i­lar­ity
   judgements
 * Arron Ferguson: Choose Wrong, Someone Dies: Measuring Engagement with Ethical
   Choices and Character Consistency in Interactive Narrative
 * Duc-Minh Pham: Body-based Navigation: A Promising Locomotion Technique in
   Immersive Virtual Environment.
 * Ray Pan: “Split, Horizontal or Overlapped?”: Comparing Social Presence and
   Body Ownership in Shared Video Views for Long Distance Relationships
 * Denise Quesnel:   Are you awed yet? Objective and sub­jec­tive indi­ca­tors
   of awe, using vir­tual real­ity content
 * Mia Cole: Time to Relax: No effects to the http://www.buyxanax.org stress
   response after short-term use of an EEG-based brain-computer interface.
 * Maha El Meseery:   Will track­ing user inter­ac­tions during visual
   explo­ration helps improve their analy­sis efficiency?
 * Ted Nguyen Vo: Moving in a Box: A Visual Cue for Virtual Reality Locomotion
   Fatemeh Salehian Kia: Motive or Strategic Student: Comparing 3 Types of
   Visual Feedbacks on Students’ Performance with Different Learning Styles in
   Online Discussions
 * Junwei Sun: Assessing Input Methods and Cursor Displays for 3D Positioning
   with HMDs
   Narges Ashtari: Exploring fac­tors which affect archi­tects design
   explo­ration struc­ture in CAD spaces
 * Stephanie Wong: Easy A: assess­ing student’s abil­ity to cheat with
   smart­watch
   Abraham Hashemian: Leaning-Based 360 Locomotion Interfaces: How good are they
   for nav­i­ga­tion in Virtual Reality
 * Serkan Pekcetin: Measuring the Effect of Binaural Audio on the Sense of
   Direction in Virtual Environments
 * Xintian Sun: Where Was It? Evaluating Spatial Memory in Different Backgrounds
   from Static and Moving Viewpoints

Posted in Uncategorized | Comments Off on 16 project presentations from my
“Quantitative Research Methods" (IAT802) course...

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HONOURABLE MENTION FOR OUR ACM SUI CONFERENCE PAPER

Posted on October 16, 2016 by Bernhard

Our con­fer­ence paper at SUI 2016 just received an hon­ourable men­tion at the
ACM SUI con­fer­ence in Tokyo, con­grat­u­la­tions to all!

Using a custom-designed foot hap­tics system and eval­u­at­ing it in a
multi-part study, we show that adding walk­ing related audi­tory cues (foot­step
sounds), visual cues (sim­u­lat­ing bob­bing head-motions from walk­ing), and
vibro­tac­tile cues (via vibro­tac­tile trans­duc­ers andbass-shakers under
par­tic­i­pants’ feet) could all enhance par­tic­i­pants’ sen­sa­tion of
self-motion (vec­tion) and involvement/presence. Compared to seated joy­stick
https://www.viagrageneric.org/ con­trol, stand­ing lean­ing enhanced self-motion
sensations.



On Your Feet!: Enhancing Vection in Leaning-Based Interfaces through
Multisensory Stimuli. Ernst Kruijff, Alexander Marquardt, Christina Trepkowski,
Robert W. Lindeman, Andre Hinkenjann, Jens Maiero, Bernhard E. Riecke, SUI ’16
Proceedings of the 2016 Symposium on Spatial User Interaction, 2016


 

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conference paper

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      emerg­ing adults facing chronic health challenges
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    * SIRIUS — Virtual Earthgazing to mit­i­gate effects of sen­sory isolation
    * Leaning-based inter­faces improve ground-based VR locomotion
    * Virtual Transcendent Dream
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      synchronization
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      Transcending Perception
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    * Biofeedback in VR — SOLAR
    * Motion Seats for VR
    * VR in Architecture Design & Review
    * Cross-Disciplinary ‘Immersion’ Framework
    * The Tabletop Makerspace
    * Gyroxus Gaming Chair for Motion Cueing in VR
    * Dynamic Visual Cues for Spatial Updating
    * Navigational Search in VR: Do we need to walk?
    * Spatial Cognition in VR vs. real world
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    * Sonic Cradle

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