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.
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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!
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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/
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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.
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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
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.
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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:
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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.
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.
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.
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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
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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.
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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 ourSFU 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.
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.
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.
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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)
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.
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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!
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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?
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?
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
Finding Home
The Cave
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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:
Project posters:
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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.
“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!
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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.
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.
Alex, Mirjana and Katerina recently presented their current projects in SIAT’s research colloquium, http://rxreviewz.com/ here’s the video recording — Enjoy!
AlexKitson: 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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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
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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.