Semester in Alternate Realities 1st VR showcase on Friday February 1st

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.

siar showcase 1 poster

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

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 rela­tion­ship between sight and sound.

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upcoming "Semester in Alternate Realities" course (spring 2019)

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 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.

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Bernhard's TEDxEastVan talk now online!

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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Bernhard's TEDxEastVan talk

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 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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Bernhard presenting at TEDxEastVan (Sept 16th)

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 pow­er­ful tech­nol­ogy into the cre­ative hands of more people?

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

TEDxEastVan signature

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Virtual Reality - Going Beyond: project videos

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 great work and inspir­ing projects!

Forlorn

Canvas of Sound YouTube Preview Image

Echo YouTube Preview Image

Adrift

Finding Home YouTube Preview Image

The Cave

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Virtual Reality - Going Beyond: pictures and posters

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 videos will follow soon…

Pictures from showcase:

Project posters:

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Virtual Reality - Going Beyond. IAT 445 "immersive environments" showcase

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.

IAT 445 immersive environments showcase Summer 2017

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 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.

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Earthgazement - towards an overview effect in Virtual Reality: first project video

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 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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Virtual Reality - the ultimate empathy machine? Project videos

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

The Reef

The Painter

Retrograde

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Virtual Reality - the ultimate empathy machine? IAT 445 "immersive environments" showcase

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

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 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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3 new iSpace presentations on altered states of consciousness

Alex, Mirjana and Katerina recently pre­sented their cur­rent projects in SIAT’s research col­lo­quium, 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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16 project presentations from my “Quantitative Research Methods" (IAT802) course...

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 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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honourable mention for our ACM SUI conference paper

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 con­trol, stand­ing lean­ing enhanced self-motion sensations.honourablemention SUI 2016

 

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Just starting our latest project: Virtual Earthgazing - towards an overview effect in Virtual Reality

The “overview effect” is an aware­ness shift expe­ri­enced by astro­nauts when they see the Earth from space and real­ize how frag­ile it is. This is described as a pro­found effect lead­ing to more con­scious and caring view on our planet. Could we use immer­sive Virtual Reality (and some other tricks) to give people a glimpse of this expe­ri­ence with­out having to spend all the money and fossil fuel to send rock­ets out into space? We’ll post more infos about this project on our Virtual EarthGazing project page soon. Feel free to con­tact us if you’re inter­ested in collaborating. 

here’s a nice overview video of the over­all topic (thanks to the plan­e­tary collective)

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Mirjana presenting on “Living In A Box: Potentials and Challenges of Existence in VR”

Here’s a video of Mirjana’s pre­sen­ta­tion on “Living In A Box: Potentials and Challenges of Existence in VR” from the Consumer Virtual Reality (CVR) show in Vancouver (May 2016). Way to go Mirjana!

For more infor­ma­tion on her projects see Pulse Breath Water project page

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Bernhard Riecke presenting at Psychonomics in Granada, Spain

Here’s a video of my pre­sen­ta­tion at the 2016 International Psychonomics Conference in Granada about an online spa­tial ori­en­ta­tion study and the rather unex­pected response pat­terns that we observed — and how we might be able to make sense of them.

You can find more infos about this project at this page

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Here’s the ref­er­ence for the talk:
Riecke, B. E., Stepanova, E. R., & Kitson, A. 2016. New response pat­terns in point-to-origin tasks depend­ing on stim­u­lus type and response mode. Talk pre­sented at the International Meeting of the Psychonomic Society, Granada, Spain.

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Alex Kitson presenting at MoCo'15 on influences of movement expertise on spatial cognition

Last year Alex Kitson gave a great pre­sen­ta­tion at the 2nd International Workshop on Movement and Computing (MoCo) in Vancouver, co-located with ISEA.
here’s at last a record­ing and the full ref­er­ence: Kitson, A., Riecke, B. E., & Stepanova, E. R. (2015).  (pp. 100–103). Presented at the MOCO’15 – 2nd International Workshop on Movement and Computing, Vancouver, Canada: ACM. doi:10.1145/2790994.2791014
http://dl.acm.org/citation.cfm?id=279. Enjoy!

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Bernhard Riecke presenting spatial orientation framework at “Modeling Spatial Cognition” workshop

 

Here’s a record­ing of an invited talk I just gave about some aspects of our the­o­ret­i­cal frame­work on spa­tial ori­en­ta­tion and ref­er­ence frame con­flicts.
The talk was enti­tled “Qualitative Modeling of Spatial Orientation Processes and Concurrent Reference Frame Conflicts using Logical Propositions” and pre­sented at the International Workshop on Models and Representations in Spatial Cognition at the Hanse-Wissenschaftskolleg in Delmenhorst, Germany from March 3 – 4, 2016

 

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2 new iSpace presentations from ACM SUI - Spatial User Interaction Conference

I just pre­sented 2 papers at the 2015 ACM Spatial User Interaction Symposium in LA. Below are ref­er­ences & a simple video record­ing for those who couldn’t make it down to LA. 

Kruijff, E., Riecke, B. E., Trepkowski, C., & Kitson, A. (2015). Upper Body Leaning can affect Forward Self-Motion Perception in Virtual Environments (pp. 103–112). Presented at the SUI ’15: Symposium on Spatial User Interaction, Los Angeles, CA, USA: ACM. doi:10.1145/2788940.2788943, http://dl.acm.org/citation.cfm?id=2788943 

https://youtu.be/kZUkhI2UI7s 

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Kitson, A., Riecke, B. E., Hashemian, A. M., & Neustaedter, C. (2015). NaviChair: an embod­ied inter­face to nav­i­gate vir­tual real­ity (pp. 123–126). Presented at the SUI ’15: Symposium on Spatial User Interaction, Los Angeles, CA, USA: ACM. doi:10.1145/2788940.2788956, see http://dl.acm.org/citation.cfm?id=2788940.2788956 for the full paper

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Jake Freiberg defends his Masters Thesis!

Jake Freiberg just suc­cess­fully defended his Master’s thesis about Design Representations in Architectural Practice.  Congratulations!!

here’s the video of the defense talk for those who couldn’t attend in person, enjoy! For more info about the project, see our VR in Architecture Design & Review page. 

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Project showcase from Bernhard's "immersive environments" course (IAT445, Friday July 26th, 2014)

On Friday June 26th, the stu­dents from the summer 2015 course offer­ing of “immer­sive envi­ron­ments” course (IAT 445) will be pre­sent­ing their final projects in the Mezzanine on our SFU Surrey campus, from about 10:30am — about 1:30pm.

10 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 DK2 head-mounted display.

Some projects draw from con­tem­po­rary indie/art com­puter games like Dear Esther, Journey, or 5 nights at Freddy’s 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 emo­tional or vis­ceral response: 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 a strong yet mean­ing­ful emo­tional or vis­ceral response in the users. So be pre­pared for some excit­ing showcases!

Cheers & hope to see you there, 

Bernhard

P.S> In case you can’t make it to the inter­ac­tive project show­case, you can join the public project video pre­sen­ta­tion ses­sion on Friday July 3rd at 10:30am, 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. The redesign of the 2013 offer­ing of the course was sup­ported by a Teaching and Learning Development Grant and invalu­able ongo­ing assis­tance by edu­ca­tional con­sul­tant Barb Berry.

Sample project videos from the summer 2015 student teams

 CDM by team Much VR

 Mystic by team Mystikal Lab

 B-Eye by team Bees

 The Passage by team M.O.S.T.

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New iSpace project video on VR in Architecture

Over the last year we’ve been col­lab­o­rat­ing with the Vancouver offices of Perkins + Will, and just fin­ished a project video on it (thanks to the great stu­dents team from IAT334: Linda Nguyen, Danny Blackstock, Jason Chen, and Justin Poon!).

One guid­ing ques­tion for the project was how to best use immer­sive Virtual Reality and embod­ied loco­mo­tion inter­faces to to design more  cost– and space-efficient solu­tions for effec­tive pre­sen­ta­tion and com­mu­ni­ca­tion of archi­tec­tural designs and ideas.  Our over­all goal is to iter­a­tively design and eval­u­ate a novel embod­ied VR system that enables users to quickly, intu­itively, and pre­cisely posi­tion their vir­tual view­point in 3D space and nav­i­gate through the space while free­ing up both hands for inter­ac­tion with the envi­ron­ment and more nat­ural com­mu­ni­ca­tion using ges­tures (e.g., with stake­hold­ers and col­leagues during a design review ses­sion). The video describes our work so far (pub­li­ca­tions will follow soon hope­fully… more info at the project page). Enjoy!

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9 Student Presentations from Bernhard's Research Methods course (IAT802)

On November 26th, the 9 stu­dents in my grad course on “Quantitative Research Methods & Design (IAT802)” that I taught in Fall 2014 gave their final 7-min project pre­sen­ta­tions in the SIAT research col­lo­quium at Simon Fraser University. Enjoy! I think the stu­dents did an amaz­ing job, quite proud of them! — for many it was their first sci­en­tific research project and presentation!

(alter­nate link)

Here’s the list of speak­ers and topics

  • Alejandro V.:  Non-Expert Movement Observation Using Laban Movement Analysis
  • Alex Kitson:  Individual fac­tors influ­enc­ing ori­en­ta­tion per­for­mance in vir­tual environments
  • Jianyu Fan:  Groundtruthing and Validating the Soundscape Valence/Arousal Classification with Multiple Users
  • William Li:  Validation of MotionCapture (MoCap) Labels in Movement
  • Jason Procyk:  Video Feedback for Ice Hockey: Investigating the Effect on Shot Training
  • Luciano Frizzera: 
  • Effectiveness and effi­ciency of time rep­re­sen­ta­tion on human spa­tial move­ment map visualization
  • Srilekha Kirshnamachari Sridharan:  Association of Colors to Phoneme-Grapheme pairs.
  • Kıvanç Tatar:  Empirical Evaluation of a Commercial Synthesizer Automatic Calibration System
  • Arefin Mohiuddin:  Exploration of Parallel Alternatives in Design Tasks — The Effect on Task Completion Times
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Project showcase from Bernhard's "immersive environments" course (IAT445, Friday Nov 28, 2014)

On Friday November 28th, the stu­dents from the “immer­sive envi­ron­ments” course (IAT 445) will be pre­sent­ing their final projects in the Mezzanine on our SFU Surrey campus, from about 10:30am — about 1:30pm.

Three teams will show­case their own immer­sive Virtual Reality projects that they devel­oped in the pop­u­lar game engine Unity3D and will present using either the Oculus Rift DK2 head-mounted dis­plays or on immer­sive view­ing setups that they designed themselves.

Some projects draw from con­tem­po­rary indie/art com­puter games like Dear Esther and Slender Man 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 emo­tional or vis­ceral response: 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 a strong yet mean­ing­ful emo­tional or vis­ceral response in the users. So be pre­pared for some excit­ing showcases!

Cheers

Bernhard

-

P.S. In case you can’t make it to the inter­ac­tive project show­case, you can join the public project video pre­sen­ta­tion ses­sion on Tuesday December 2nd at 4:30pm, in Surrey room #2600 (the large theatre).

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. The redesign of the 2013 offer­ing of the course was sup­ported by a Teaching and Learning Development Grant and invalu­able ongo­ing assis­tance by edu­ca­tional con­sul­tant Barb Berry.

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