Projects

Research Summary Slides

iSpace presentations & Videos

see our playlist of iSpace pre­sen­ta­tions and iSpace videos in gen­eral & thesis defenses

Projects

Below is a list of (most of) our cur­rent and com­pleted projects — note that some ongo­ing or smaller projects might not be listed yet (espe­cially if they not pub­lished yet).

Cybersickness Survey: Key Factors and Prevention/Reduction Strategies

Welcome to our research project on VR-induced motion sick­ness (aka cyber­sick­ness). We are explor­ing the fac­tors that cause dizzi­ness and nausea while using VR to make vir­tual real­ity expe­ri­ences more com­fort­able for every­one — join our study today and be a part of research on com­bat­ing cyber­sick­ness! Who Can Participate? We are look­ing for indi­vid­u­als who: Have over two years of experience…


Cybersickness & Benchmarking Tutorial at ISMAR 2024

Half-day tuto­r­ial at ISMAR 2024 on “Cybersickness: Understanding the Challenge and Building Solutions with Standardized Benchmarks” Join us for an in-depth explo­ration of cyber­sick­ness, a per­sis­tent chal­lenge in vir­tual real­ity (VR). In this tuto­r­ial, we’ll delve into the causes and effects of cyber­sick­ness, draw­ing on the latest research and the­o­ries. We’ll…


1st International Workshop on Standardization in Cybersickness Research

1st International Workshop on Standardization in Cybersickness Research: “Establishing Standards for Cybersickness Measurement and Mitigation: A Community-Driven Approach” Date & time: Monday morn­ing 8am-noon, 21 October 2024 at ISMAR 2024 Location: Redmond room, see ISMAR sched­ule Join remotely using this Zoom link or check on the ISMAR web­site for updates (con­tact us if you don’t rec…


Pathways to flourishing

Leveraging Virtual Reality for cul­ti­vat­ing com­pas­sion, resilience, social con­nect­ed­ness, and healthy habits in emerg­ing adults facing chronic health chal­lenges About half of youths with chronic phys­i­cal con­di­tions develop anx­i­ety and/or depres­sion, caus­ing sig­nif­i­cant dis­tress and dis­rup­tion within their lives over many years. This under­scores their need for well-being tools– par­tic­u­larly ones t…


Awedyssey: VR for pro­mo­ting and enhancing well-being

We are inves­ti­gat­ing and cre­at­ing a new vir­tual real­ity (VR) expe­ri­ence, ‘Awedyssey’, for the pro­mo­tion and enhance­ment of well-being. Today, dig­i­tal tech­nol­ogy per­va­sively inter­sects with our daily lives, and VR stands out as a dig­i­tal tool capa­ble of fos­ter­ing pos­i­tive emo­tion like awe, self-transcendence, and authen­tic social con­nec­tion. Connecting with nature is very impor­tant for our mental…


VR Sickness Benchmark System

Tackling VR Sickness: A Novel Benchmark System for Assessing Contributing Factors and Mitigation Strategies through Rapid VR Sickness Induction and Recovery Abstract This research intro­duces a novel VR sick­ness bench­mark system, designed to address the lack of stan­dard­ized tools for assess­ing and mit­i­gat­ing VR sick­ness. It aims to rec­tify the incon­sis­ten­cies and lim­i­ta­tions prev…


Multisensory Contributions Illusory Self-Motion (Vection)

Beyond the Eye: Multisensory Contributions to the Sensation of Illusory Self-Motion (Vection) Abstract Vection is typ­i­cally defined as the embod­ied illu­sion of self-motion in the absence of real phys­i­cal move­ment through space. Vection can occur in real-life sit­u­a­tions (e.g., ‘train illu­sion’) and in vir­tual envi­ron­ments and sim­u­la­tors. The vast major­ity of vec­tion research focuses on vectio…


Designing with Biosignals Workshop at ACM DIS 2023

Designing with Biosignals: Challenges, Opportunities, and Future Directions for Integrating Physiological Signals in Human-Computer Interaction ABSTRACT Biosensing tech­nolo­gies are a rapidly increas­ing pres­ence in our daily lives. These sensor-based tech­nolo­gies mea­sure phys­i­o­log­i­cal processes includ­ing heart rate, breath­ing, skin con­duc­tance, brain activ­ity and more. Researchers are exploring…


ETC - Embodied Telepresent Connection

Embodied Telepresent Connection (ETC): Exploring Virtual Social Touch Through Pseudohaptics ETC (Embodied Telepresent Connection) is an artis­tic VR project explor­ing ways of elic­it­ing a feel­ing of embod­ied con­nec­tion telep­resently through pseudo­hap­tics. This project emerged during the begin­ning of COVID-19-related lock­downs when our social inter­ac­tions began to inhabit nearly exclu­sively virtual …


Synedelica

Reality — Reimagined Synedelica reimag­ines what is pos­si­ble with immer­sive tech­nol­ogy, pro­vid­ing a new per­spec­tive on real­ity. In this synes­thetic mixed real­ity expe­ri­ence, visu­als of the real world are mod­u­lated by sound, attun­ing imm­er­sants to the beauty hidden in the seem­ingly mun­dane. Synedelica shows the world in a new light, rekin­dling child­like wonder and encour­ag­ing exploration. …


Autoethnographic Close Reading of Self-transcendent VR Experiences

Sipping the Virtual Elixir: An autoethno­graphic close read­ing of Ayahuasca Kosmik Journey a self-transcendent vir­tual expe­ri­ence. Recently self-transcendent expe­ri­ences are gain­ing inter­est in the research com­mu­nity because of their abil­ity to sup­port well­be­ing. Experiences of self-transcendence can be trans­for­ma­tive, lead­ing to a dimin­ish­ment of self/ego and the feel­ing of unity with n…


Novel Cybersickness Measures and Countermeasures BoF

Novel Cybersickness Measures and Countermeasures:  Birds of a Feather ses­sion at SIGGRAPH 2022   Interested in con­nect­ing & join­ing? If you’re inter­ested in con­nect­ing to others engaged or inter­ested in the Novel Cybersickness Measures and Countermeasures, you could join our online inter­ac­tive Birds of a Feather ses­sion at Siggraph 2022, on Fri Aug 05, 10 am-11:30 am Log in through h…


Telepresence

How can we improve telep­res­ence sys­tems (such as con­fer­ence robots) so they are not just “zoom on wheels” but actu­ally allow users to feel more present and nav­i­gate more easily around remote envi­ron­ments?” FeetBack: Augmenting Robotic Telepresence with Haptic Feedback on the Feet Telepresence robots allow people to par­tic­i­pate in remote spaces, yet they can be dif­fi­cult to manoeu­vre with people …


HyperJump flying to combat motion sickness

HyperJumping in Virtual Vancouver: Combating Motion Sickness by Merging Teleporting and Continuous VR Locomotion in an Embodied Hands-Free VR Flying Paradigm Motion sick­ness, unin­tu­itive nav­i­ga­tion, and lim­ited agency are crit­i­cal issues in VR/XR imped­ing wide-spread adop­tion and enjoy­able user expe­ri­ences. To tackle these chal­lenges, we present HyperJump, a novel VR inter­face merg­ing advantages …


Design Strategies for Genuine Connection

There is a promi­nent inter­est in the poten­tial of tech­nol­ogy for medi­at­ing social con­nec­tion, with a wealth of sys­tems designed to foster the feel­ing of con­nec­tion between strangers, friends, and family. In this project, we are explor­ing this design land­scape to derive a tran­si­tional def­i­n­i­tion of medi­ated gen­uine con­nec­tion and design strate­gies employed by artists and design­ers to sup­port the f…


Concurrent locomotion and interaction in VR

Can more embod­ied and leaning-based inter­faces help sup­port con­cur­rent loco­mo­tion and inter­ac­tion in VR when phys­i­cal walk­ing isn’t fea­si­ble? Physical walk­ing is often con­sid­ered the gold stan­dard for VR travel when­ever fea­si­ble. However, espe­cially for larger-scale vir­tual travel the free-space walk­ing areas are typ­i­cally too small, thus requir­ing hand­held con­trollers to nav­i­gate, which …


Star-Stuff: a way for the universe to know itself

Available on Oculus AppLab at https://www.oculus.com/experiences/quest/3367089710082568/ Inspired by Carl Sagan, Star-Stuff: a way for the uni­verse to know itself is an immer­sive expe­ri­ence cre­ated to remind imm­er­sants of their fun­da­men­tal con­nec­tion to human­ity and the Universe. This hybrid VR art­work brings two people together remotely or in a co-present instal­la­tion. In both cases, the …


SIRIUS - Virtual Earthgazing to mitigate effects of sensory isolation

SIRIUS (Scientific International Research in Unique Terrestrial Station) is a series of on-land iso­la­tion exper­i­ments mod­el­ling long-term space­flight in order to assess the psy­chophys­i­o­log­i­cal effects of iso­la­tion on a crew and pre­pare for long-duration space­flights, such as a trip to Mars. An 8-month-long iso­la­tion study com­menced in Moscow on Nov 4th, 2021, where a crew of 6 people (from Roscosm…


Leaning-based interfaces improve ground-based VR locomotion

Hand-held VR con­trollers are widely avail­able and used, how­ever they can con­tribute to unwanted side-effects, such as increased cyber­sick­ness, dis­ori­en­ta­tion, and cog­ni­tive load. Here, we show how a leaning-based inter­faces (“HeadJoystick”) can help improve user expe­ri­ence, usability,and per­for­mance in diverse ground-based nav­i­ga­tion includ­ing three com­ple­men­tary tasks: reach-the-target, follow-th…


Virtual Transcendent Dream

Flying dreams have the poten­tial to evoke a feel­ing of empow­er­ment (or self-efficacy, con­fi­dence in our abil­ity to suc­ceed) and self-transcendent expe­ri­ence (STE), which have been shown to con­tribute to an individual’s over­all well-being. However, these excep­tional dream­ing expe­ri­ences remain dif­fi­cult to induce at will. Inspired by the poten­tial of Virtual Reality (VR) to sup­port pro­found emoti…


Breath of Light

One must first come to know, through observ­ing one­self — just what one does with breath­ing. — Elsa Gindler Breath of light is a gen­er­a­tive inter­ac­tive instal­la­tion, exhib­ited at the 13th Shanghai Biennale. The instal­la­tion aims to foster a feel­ing of con­nec­tion and aware­ness through the process of breath­ing syn­chro­niza­tion. Each of the two par­tic­i­pants gen­er­ates their own light with their breat…


Integrating Continuous and Teleporting VR Locomotion into a Seamless "HyperJump" Paradigm

Here we pro­pose a hybrid inter­face that allows user to seam­lessly tran­si­tion between a slow ‘con­tin­u­ous’ mode and a fast ‘hyper­jump’ mode. The inter­face aims to main­tain the immer­sion, pres­ence, accu­racy and spa­tial updat­ing of con­tin­u­ous loco­mo­tion while adding the travel effi­ciency and min­i­miz­ing the cyber­sick­ness. Continuous loco­mo­tion in VR pro­vides unin­ter­rupted opti­cal flow, which mimics re…


VR Locomotion Interfaces Survey: How to Move in VR?

There are a mul­ti­tude of dif­fer­ent VR loco­mo­tion inter­faces out there, all with their own pros and cons. In fact, far too many to all inves­ti­gate in one behav­ioural study — so let’s ask diverse VR experts for their opin­ion… Interested in sup­port­ing research on VR loco­mo­tion inter­faces and help­ing the VR com­mu­nity better under­stand the pros and cons of dif­fer­ent inter­faces? We cre­ated a surve…


Body RemiXer

Extending Bodies to Stimulate Social Connection in an Immersive Installation Body RemiXer con­nects bodies through move­ment. It is an expe­ri­en­tial pro­jec­tion based Virtual Reality instal­la­tion that explores novel forms of embod­ied inter­ac­tion between mul­ti­ple par­tic­i­pants where their bodies mix into a shared embod­ied rep­re­sen­ta­tion pro­duc­ing a play­ful inter­ac­tion that aims to sup­port the feel­ing o…


Lucid Loop: A Virtual Deep Learning Biofeedback System for Lucid Dreaming Practice

Can VR and neu­ro­feed­back deep learn­ing art help enhance atten­tion and lucid dream­ing prac­tice? Lucid dream­ing, know­ing one is dream­ing while dream­ing, is an impor­tant tool for explor­ing con­scious­ness and bring­ing aware­ness to dif­fer­ent aspects of life. We cre­ated a system called Lucid Loop: a vir­tual real­ity expe­ri­ence where one can prac­tice lucid aware­ness via neu­ro­feed­back. Visuals are creativ…


Connecting through JeL – bio-responsive VR for interpersonal synchronization

Can a bio-responsive gen­er­a­tive art instal­la­tion foster inter­per­sonal syn­chro­niza­tion and con­nec­tion? JeL is a bio-responsive, immer­sive, inter­ac­tive, gen­er­a­tive art instal­la­tion designed to encour­age phys­i­o­log­i­cal syn­chro­niza­tion between the imm­er­sants. In this project, we will be explor­ing how novel forms of inter­ac­tion can be included in immer­sive tech­nol­ogy to foster the feel­ing of connection…


Embodied & Intuitive Flying for VR, Gaming, and TeleOperation

Flying has been a dream for mankind for mil­lenia — but flying inter­faces for VR, gaming, and tele­op­er­a­tion (e.g., drones) typ­i­cally rely on cum­ber­some double-joystick/gamepads and do not allow for intu­itive and embod­ied flying expe­ri­ences. Here, we develop low-cost embod­ied flying inter­faces that adapt leaning-based motion cueing par­a­digms thus free­ing up hands for addi­tional tasks beyond just na…


Connected through "AWE": creating immersive experiences for social connection

Do you get enough “awe” in your life? In our busy day-to-day lives, we often take our expe­ri­ences for granted. While we have the tech­nol­ogy to con­nect with one another, like smart phones, we don’t nec­es­sar­ily get out­side with nature, or stargaze. Such activ­i­ties may con­sist of common awe-inspiring moments, and we now under­stand that feel­ing awe is asso­ci­ated with all sorts of social and well…


Gamified Research

Gamifying Research — Researchifying Games While tra­di­tional exper­i­men­tal par­a­digms offer tight stim­u­lus con­trol and repeata­bil­ity, then tend to be a bit boring and removed from many real-world sit­u­a­tions, which can limit real-world trans­fer­abil­ity of results. How can we bring together the method­olog­i­cal strenghs of research with the intrin­sic moti­va­tion of play­ful­ness and gaming? The …


Virtual Earthgazing - towards an overview effect in Virtual Reality

How can we use immer­sive VR to give people piv­otal pos­i­tive expe­ri­ences with­out having to send them out into space?   “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 in world­view, le…


Lean and Elegant Motion Cueing in VR

How do we best design loco­mo­tion inter­faces for VR that pro­vide “enough” phys­i­cal motion cues (vestibular/proprioceptive) while still being effec­tive, afford­able, com­pact, and safe? Despite amaz­ing progress in com­puter graph­ics and VR dis­plays, most afford­able and room-sized VR loco­mo­tion inter­faces pro­vide only little phys­i­cal motion cues (e.g., vestibu­lar & pro­pri­o­cep­tive cues). To provide…


Transition into VR: TransLocation

How can we ease users’ tran­si­tion from the real sur­round­ings into the vir­tual world? Many of today’s vir­tual real­ity (VR) setups are very much focused on tech­ni­cal aspects rather then the ben­e­fits of a coher­ent user expe­ri­ence. This work explores the idea of enhanc­ing the VR expe­ri­ence with a tran­si­tion phase. On a phys­i­cal level, this tran­si­tion offers the user a mean­ing­ful metaphor for en…


Embodied Self-Motion Illusions in VR

How can we pro­vide humans with a believ­able sen­sa­tion of being in and moving through computer-generated envi­ron­ments (like VR, com­puter games, or movies) with­out the need for costly and cum­ber­some motion plat­forms or large free-space walk­ing areas? That is, how can we “cheat intel­li­gently” by pro­vid­ing a com­pelling, embod­ied self-motion illu­sion (“vec­tion”) with­out the need for full phys­i­cal mo…


 

Completed Projects

InExChange

InExChange: Fostering Genuine Social Connection through Embodied Breath Sharing in Mixed Reality InExChange is an inter­ac­tive mixed real­ity expe­ri­ence cen­ter­ing around an inflat­able vest which con­veys a phys­i­cal sense of shared breath­ing on the diaphragm between two or more par­tic­i­pants. The expe­ri­ence is com­posed of three acts in which the par­tic­i­pants’ breaths are trans­formed into metapho…


Virtual Earthgazing

During months-long mis­sions, Astronauts expe­ri­ence var­i­ous aspects of social iso­la­tion and con­fine­ment. Our main aim is to study the fea­si­bil­ity of a vir­tual real­ity sen­sory stim­u­la­tion aug­men­ta­tion called Virtual Earthgazing (VE). The VE expe­ri­ence is designed to elicit an “overview effect” of the Earth and induce the feel­ing of awe, which has been shown to expand time per­cep­tion, increase e…


Flow

Flow is a pro­to­type of a real-time inter­ac­tive instal­la­tion with Brain-Computer Interface (BCI) tech­nol­ogy, aimed at evok­ing social con­nec­tion through bio-signal shar­ing. The Muse™ head­band would stream user’s EEG (brain wave) data and PPG (breath­ing) data into Unity 3D engine using LSL (Lab Streaming Layer). The gen­er­ated visu­al­iza­tion inter­act subtly with the participant’s breath­ing pattern…


FaceHaptics: Robot Arm based Versatile Facial Haptics for Immersive Environments

Beyond audio­vi­sual cues in VR: Using an HMD-mounted robot arm for ver­sa­tile facial hap­tics Abstract: FaceHaptics is a novel haptic dis­play based on a robot arm attached to a head-mounted vir­tual real­ity dis­play. It pro­vides local­ized, multi-directional and mov­able haptic cues in the form of wind, warmth, moving and single-point touch events and water spray to ded­i­cated parts of the face …


BioSpaceVR

Experience space like never before: An awe-inspiring VR expe­ri­ence that takes place in space where the Sun and stars react to biosen­sors. BioSpaceVR seeks to pro­vide a vir­tual self-transcendent expe­ri­ence. Self-transcendent expe­ri­ences are char­ac­ter­ized by the feel­ing of unity with others and the world. Our project is a bio-responsive VR expe­ri­ence that cre­ates an almost child­like expe­ri­ence of …


Immersive Installation for Creative Expression and Public Performance: Transcending Perception

  Artist Statement Transcending Perception is an inter­ac­tive Virtual Reality (VR) instal­la­tion devel­oped by John Desnoyers-Stewart that allows par­tic­i­pants to col­lab­o­rate in the cre­ative, impro­vi­sa­tional pro­duc­tion of mul­ti­sen­sory expe­ri­ences. Bodies and space are trans­formed into instru­ments which trans­late pres­ence into per­for­mance. This instal­la­tion reminds par­tic­i­pants that they are cre…


NaviBoard: Efficiently Navigating Virtual Environments

Here we pro­pose a novel and cost-effective setup of a leaning-based inter­face (“NaviBoard”) that allows people to effi­ciently nav­i­gate vir­tual envi­ron­ments — with per­for­mance levels match­ing the gold stan­dard of free-space walk­ing, with­out any increase in motion sick­ness Abstract Walking has always been the most common loco­mo­tion mode for humans in the real world. As a result, it has also been co…


3D User Interfaces Course

Siggraph 2018: 3D User Interfaces for Virtual Reality and Games: 3D Selection, Manipulation, and Spatial Navigation 3-hour Course Presented at Siggraph 2018 In this course, we will take a detailed look at dif­fer­ent topics in the field of 3D user inter­faces (3DUIs) for Virtual Reality and Gaming. With the advent of Augmented and Virtual Reality in numer­ous appli­ca­tion areas, the need and interest…


VR/MR/AR 4 Good: Creating with a Purpose

Interested in con­nect­ing & join­ing? If you’re inter­ested in con­nect­ing to others engaged or inter­ested in the xR4Good field, you could join the xR4Good face­book group, or fill out this online signup sheet and state what you’re inter­ested in Introduction Over the past five years, we have seen aware­ness and cre­ation of Virtual, Mixed, and Augmented Reality (VR/MR/AR or, the ‘immer­sive realit…


Navigation Interface Tutorial

Navigation Interfaces for Virtual Reality and Gaming: Theory and Practice First ver­sion held at IEEE VR 2017, Sunday, March 19, 1:30pm — 5:00pm, updated vari­ants of the tuto­r­ial will be pre­sented at ACM Chi 2018 (slides) and IEEE VR 2018. At The Spatial Cognition 2018 con­fer­ence we will present a new tuto­r­ial on Spatial Navigation Interfaces for Immersive Environments focus­ing more on the…


Navigational Search in VR: Do Reference Frames Help?

Would the rec­tan­gu­lar ref­er­ence frame of a CAVE help to reduce dis­ori­en­ta­tion and improve nav­i­ga­tion per­for­mance in VR? Here, we show that simply pro­vid­ing the rec­tan­gu­lar ref­er­ence frame of a room (as a simple wire­frame cuboid), but not a CAVE improved nav­i­ga­tional search per­for­mance.   Despite recent advances in vir­tual real­ity, loco­mo­tion in a vir­tual envi­ron­ment is still restricted becau…


Pulse Breath Water

Pulse Breath Water is an immer­sive vir­tual envi­ron­ment manip­u­lated by the pulse of a participant’s breath that pro­vokes and chal­lenges the inter­ac­tion between a user and the sub­stan­tial ele­ment of the envi­ron­ment: water. The system “senses” the par­tic­i­pant, while the participant’s breath­ing feeds the system. The process is a sym­bi­otic play between inter­nal human processes [biosens­ing t…


Lost Spirit

Flight after death: Lost Spirit is an experiential-based Virtual Reality (VR) game whereby the player is trans­ported into the spirit world as they take flight to the after­life. Experience flight, weight­less­ness, and wonder. In Lost Spirit, you are stuck in the limbo — a world between the living and the dead. You will drift and fly through dif­fer­ent envi­ron­ments, each cor­re­spond­ing to different…


Immersive & Embodied Teleoperation Interfaces

Developing vir­tual inter­faces for embod­ied tele-operation and loco­mo­tion. How can we best design and imple­ment an embod­ied telep­res­ence system for tele-robotics, so we can safely explore remote, hard-to-reach, or poten­tially haz­ardous areas or sit­u­a­tions? The goal of the “TeleSpider” project is to design and imple­ment a telep­res­ence system where users can remotely oper­ate a robotic spid…


Biofeedback in VR - SOLAR

Resonance in Virtual Environments: hack­ing biofeed­back for alter­ing user’s affec­tive states How can we com­bine immer­sive vir­tual envi­ron­ments (VE) with biofeed­back and gam­i­fi­ca­tion to foster relax­ation, de-stressing and med­i­ta­tive states? That is, instead of increas­ing sen­sory over­load, can we use the immer­sive and affec­tive poten­tial of VE and gam­i­fi­ca­tion to assist espe­cially novice meditato…


Motion Seats for VR

Using motion seats for enhanc­ing loco­mo­tion and immer­sion in VR How can we pro­vide a “moving expe­ri­ence” through VR with­out having to use a full-scale motion plat­form? Could a com­pact and rel­a­tively low-cost “motion seat” pro­vide some of the same ben­e­fits, thus reduc­ing cost, com­plex­ity, space & safety require­ments? Despite con­sid­er­able advances in Simulation and Virtual Real…


VR in Architecture Design & Review

How can we 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…


Cross-Disciplinary 'Immersion' Framework

Describing media as ‘immer­sive’ is ambigu­ous.  From debil­i­tat­ing addic­tion to ther­a­peu­tic relief, media engage­ment holds a clear dual­ity in its effect on human­ity… Without an inter­dis­ci­pli­nary char­ac­ter­i­za­tion of “immer­sion”, why do we allow this con­cept to be so read­ily invoked in dis­cus­sions of books, visual art, video games, vir­tual real­ity sys­tems and more? While “immer­sion” into tradit…


The Tabletop Makerspace

The table­top Makerspace was a Mitacs intern­ship project con­ducted in col­lab­o­ra­tion with Science World. A set of class­room tools was devel­oped to sup­port ‘Maker’ activ­i­ties at the museum. The tools included a home-built 3D printer and a set of elec­tron­ics kits for work­ing with the Arduino micro­con­troller. An intro­duc­tion to elec­tron­ics work­shop was devel­oped with local makers and Science World …


Gyroxus Gaming Chair for Motion Cueing in VR

Can self-motion per­cep­tion in vir­tual real­ity (VR) be enhanced by pro­vid­ing afford­able, user-powered min­i­mal motion cueing? Introduction & Motivation:  Can self-motion per­cep­tion in vir­tual real­ity (VR) be enhanced by pro­vid­ing afford­able, user-powered min­i­mal motion cueing? To inves­ti­gate this, we com­pared the effect of dif­fer­ent inter­ac­tion and motion par­a­digms on onset latency and intensi…


Dynamic Visual Cues for Spatial Updating

Why is object recog­ni­tion from novel view­points facil­i­tated if not the object rotates, but the observer moves around the object? According to the pre­vail­ing opin­ion, “spa­tial updat­ing” of our mental spa­tial rep­re­sen­ta­tion is sup­posed to be the under­ly­ing process. Here, we pro­vide first evi­dence that chal­lenge this notion, in that dynamic visual cues alone might be suf­fi­cient or at least contrib…


Navigational Search in VR: Do we need to walk?

Do we need full phys­i­cal motions for effec­tive nav­i­ga­tion through Virtual Environments? Recent results sug­gest that trans­la­tions might not be as impor­tant as pre­vi­ously believed, which could enable us to reduce over­all sim­u­la­tion effort and cost Physical rota­tions and trans­la­tions are the basic con­stituents of nav­i­ga­tion behav­ior, yet there is mixed evi­dence about their rel­a­tive impor­tance for co…


Spatial Cognition in VR vs. real world

Comparing spa­tial perception/cognition in real versus immer­sive vir­tual envi­ron­ments: it doesn’t com­pare! Virtual real­ity (VR) is increas­ingly used in psy­cho­log­i­cal research and appli­ca­tions – but does VR really afford nat­ural human spa­tial perception/cognition, which is a pre­req­ui­site for effec­tive spa­tial behav­ior? Using judg­ment of rel­a­tive direc­tion (JRD) tasks, Riecke & McNamara (Psychonom…


iSpaceMecha

Collaboration between the iSpace lab at SIAT and Mechatronics Undergraduate Interns to design and build a unique, vir­tual real­ity multi-modal motion sim­u­la­tor The iSpace pro­gram is cen­tered on inves­ti­gat­ing what con­sti­tutes effec­tive, robust, and intu­itive human spa­tial ori­en­ta­tion and behav­iour. This fun­da­men­tal knowl­edge will be applied to design novel, more effec­tive human-computer interfaces …


Path Integration in 3D

Switching Spatial Reference Frames for Yaw and Pitch Navigation: We’re used to nav­i­gat­ing on the ground plane, and have devel­oped spe­cific strate­gies to do so. How do these change if we move in a ver­ti­cal plane (roller-coaster-like, includ­ing head over heels motions)? Can we still main­tain ori­en­ta­tion and remem­ber where we came from, even though such upwards or down­wards (pitch) motions are less …


Auditory Navigation Displays

Can spa­tial audi­tory cues enable us to remain ori­ented while nav­i­gat­ing real or vir­tual envi­ron­ments? Non-visual nav­i­ga­tion inter­faces are cru­cial for the blind, who suffer great reduc­tions in mobil­ity because of the dif­fi­culty of nav­i­gat­ing new envi­ron­ments. Sighted users may also ben­e­fit from these types of dis­plays when they are nav­i­gat­ing but can’t see the screen of their mobile devi…


Sympathetic Guitar

Do humans response socially to abstract, expres­sive human-computer inter­faces? To inter­act with the Sympathetic Guitar is to use a famil­iar and com­fort­able Western musi­cal inter­face to feel an instant con­nec­tion to musi­cal cul­ture and style of the East.  The pro­to­type senses gui­tarists’ hand motions and per­for­mance dynam­ics to aug­ment a stan­dard clas­si­cal guitar with a dig­i­tal drone…


Spatial Updating With(out) Physical Motions?

How impor­tant are phys­i­cal motions for effec­tive spa­tial ori­en­ta­tion in VR? Most vir­tual real­ity sim­u­la­tors have a  seri­ous flaw: Users tend to get easily lost and dis­ori­ented as they nav­i­gate. According to the pre­vail­ing opin­ion, this is because phys­i­cal motion cues are absolutely required for stay­ing ori­ented while moving. In this study, we inves­ti­gated how phys­i­cal motion cues contribute …


Sonic Cradle

Sonic Cradle sus­pends the body is a com­pletely dark cham­ber which encour­ages expe­ri­ences com­pa­ra­ble to mind­ful­ness med­i­ta­tion.  Users com­pose peace­ful sound­scapes in real-time using only their breath­ing. Introduction and demo of the Sonic Cradle Sonic Cradle is a relax­ing human-computer inter­ac­tion par­a­digm designed to foster med­i­ta­tive atten­tional pat­terns.  The cur­rent p…