Ernst Kruijff

profile

Position:

Professor

Contact:


http://home.inf.h-brs.de/~ekruij2m/

Affiliations:

Faculty of Computer Science & Institute for Visual Computing, Bonn-Rhein-Sieg University of Applied Sciences, Germany

Biography

Projects

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, 21 October 2024 at ISMAR 2024 Catering to a diverse audience and facilitating in-depth discussions, the workshop will feature breakout sessions focused on specific areas of interest within c...


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...


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 ...


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 ...


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...


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...


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 ...


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...


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...


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...


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...



Publications

Riecke, B. E., Trepkowski, C., & Kruijff, E. (2016). “Human Joystick”: Enhancing Self-Motion Perception (Linear Vection) by using Upper Body Leaning for Gaming and Virtual Reality (1; ISpaceLab Technical Report, pp. 1–12). Simon Fraser University. http://ispace.iat.sfu.ca/publications/
Wilberz, Alexander, Dominik Leschtschow, Christina Trepkowski, Jens Maiero, Ernst Kruijff, and Bernhard E. Riecke. 2020. “FaceHaptics: Robot Arm Based Versatile Facial Haptics for Immersive Environments.” In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 1–14. Honolulu, USA: ACM. https://doi.org/10.1145/3313831.3376481.
Adhikari, Ashu, Daniel Zielasko, Alexander Bretin, Markus von der Heyde, Ernst Kruijff, and Bernhard E. Riecke. 2021. “Integrating Continuous and Teleporting VR Locomotion into a Seamless ‘HyperJump’ Paradigm.” In 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 370–72. Lisbon, Portugal: IEEE. https://doi.org/10.1109/VRW52623.2021.00074.
Jones, Brennan, Jens Maiero, Alireza Mogharrab, Ivan A. Aguliar, Ashu Adhikari, Bernhard E. Riecke, Ernst Kruijff, Carman Neustaedter, and Robert W. Lindeman. 2020. “FeetBack: Augmenting Robotic Telepresence with Haptic Feedback on the Feet.” In Proceedings of the 2020 International Conference on Multimodal Interaction, 194–203. ICMI ’20. Utrecht, Netherlands: ACM. https://doi.org/10.1145/3382507.3418820.
Batmaz, A. U., Maiero, J., Kruijff, E., Riecke, B. E., Neustaedter, C., & Stuerzlinger, W. (2020). How automatic speed control based on distance affects user behaviours in telepresence robot navigation within dense conference-like environments. PLOS ONE, 15(11), 1–41. https://doi.org/10.1371/journal.pone.0242078
Kruijff, E., Riecke, B. E., Trepkowski, C., & Lindeman, R. W. (2022). First insights in perception of feet and lower-body stimuli for proximity and collision feedback in 3D user interfaces. Frontiers in Virtual Reality, 3, 1–22. https://doi.org/10.3389/frvir.2022.954587
Rouhani, R., Umatheva, N., Brockerhoff, J., Keshavarz, B., Kruijff, E., Gugenheimer, J., & Riecke, B. (2024). Tackling Vr Sickness: A Novel Benchmark System for Assessing Contributing Factors and Mitigation Strategies Through Rapid Vr Sickness Induction and Recovery (SSRN Scholarly Paper 4790891). https://doi.org/10.2139/ssrn.4790891
Riecke, B. E., LaViola, J. J., Jr., & Kruijff, E. (2018). 3D User Interfaces for Virtual Reality and Games: 3D Selection, Manipulation, and Spatial Navigation. ACM SIGGRAPH 2018 Courses, 13:1-13:94. https://doi.org/10.1145/3214834.3214869
Riecke, B. E., & Kruijff, E. (2018). Spatial Navigation Interfaces for Immersive Environments. 3 pages (half-day tutorial).
Hashemian, A. M., Adhikari, A., Aguilar, I. A., Kruijff, E., von der Heyde, M., & Riecke, B. E. (2023). Leaning-Based Interfaces Improve Simultaneous Locomotion and Object Interaction in VR Compared to the Handheld Controller. IEEE Transactions on Visualization and Computer Graphics (TVCG), 1–18. https://doi.org/10.1109/TVCG.2023.3275111
Hashemian, Abraham M., Ashu Adhikari, Alexander Bretin, Ivan Aguilar, Ernst Kruijff, Markus von der Heyde, and Bernhard E. Riecke. 2021. “Is Walking Necessary for Effective Locomotion and Interaction in VR?” In 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 395–96. Lisbon, Portugal: IEEE. https://doi.org/10.1109/VRW52623.2021.00084.
Nguyen-Vo, Thinh, Bernhard E. Riecke, Wolfgang Stuerzlinger, Duc-Minh Pham, and Ernst Kruijff. 2018. “Do We Need Actual Walking in VR? Leaning with Actual Rotation Might Suffice for Efficient Locomotion.” Poster presented at the Spatial Cognition 2018.
Riecke, Bernhard E., Ashu Adhikari, Daniel Zielasko, Alexander Bretin, Markus von der Heyde, and Ernst Kruijff. 2021. “HyperJump: Merging Teleporting and Continuous VR Locomotion into One Paradigm.” Talk presented at the ICSC 2021: 8th International Conference on Spatial Cognition, Rome, Italy.
Riecke, Bernhard E, Abraham M Hashemian, Ashu Adhikari, Ivan Aguilar, Ernst Kruijff, and Markus von der Heyde. 2021. “Simultaneous Locomotion and Interaction in VR: Walking > Leaning > Controller.” Talk presented at the ICSC 2021: 8th International Conference on Spatial Cognition, Rome, Italy. https://youtu.be/jzoaBAd6gPY.
Adhikari, Ashu, Bernhard E. Riecke, Abraham M. Hashemian, Thinh Nguyen-Vo, Ernst Kruijff, and Markus von der Heyde. 2021. “Embodied VR Flying Improves Spatial Orientation While Reducing Cybersickness.” Talk presented at the ICSC 2021: 8th International Conference on Spatial Cognition, Rome, Italy. https://youtu.be/FbmE4SEISWU.
Nguyen-Vo, Thinh, Bernhard E. Riecke, Wolfgang Stuerzlinger, Duc-Minh Pham, Ernst Kruijff, and Riecke. 2020. “NaviBoard and NaviChair: Limited Translation Combined with Full Rotation for Efficient Virtual Locomotion.” Talk presented at the IEEE Virtual Reality 2020, Atlanta, GA, USA. https://youtu.be/JCYL2qVFO6M.
Adhikari, A., Zielasko, D., Aguilar, I., Bretin, A., Kruijff, E., Heyde, M. von der, & Riecke, B. E. (2022). Integrating Continuous and Teleporting VR Locomotion into a Seamless “HyperJump” Paradigm. IEEE Transaction on Visualization and Computer Graphics TVCG, 29(12), 5265–5281. https://doi.org/10.1109/TVCG.2022.3207157
Adhikari, A., Hashemian, A. M., Nguyen-Vo, T., Kruijff, E., Heyde, M. von der, & Riecke, B. E. (2021). Lean to Fly: Leaning-Based Embodied Flying can Improve Performance and User Experience in 3D Navigation. Frontiers in Virtual Reality, 2, 1–22. https://doi.org/10.3389/frvir.2021.730334
Hashemian, A. M., Adhikari, A., Kruijff, E., Heyde, M. von der, & Riecke, B. E. (2021). Leaning-based interfaces improve ground-based VR locomotion in reach-the-target, follow-the-path, and racing tasks. IEEE Transaction on Visualization and Computer Graphics TVCG, 1–22. https://doi.org/10.1109/TVCG.2021.3131422
Hashemian, A., Lotfaliei, M., Adhikari, A., Kruijff, E., & Riecke, B. E. (2020). HeadJoystick: Improving Flying in VR using a Novel Leaning-Based Interface. IEEE Transactions on Visualization and Computer Graphics, 28(4), 1792–1809. https://doi.org/10.1109/TVCG.2020.3025084
Nguyen-Vo, T., Riecke, B. E., Stuerzlinger, W., Pham, D.-M., & Kruijff, E. (2019). NaviBoard and NaviChair: Limited Translation Combined with Full Rotation for Efficient Virtual Locomotion. IEEE Transactions on Visualization and Computer Graphics (TVCG), 27(1), 165–177. https://doi.org/10.1109/TVCG.2019.2935730
Kruijff, E., & Riecke, B. E. (2018). Navigation Interfaces for Virtual Reality and Gaming: Theory and Practice. 2 pages (half-day course).
Kruijff, E., & Riecke, B. E. (2018). Navigation Interfaces for Virtual Reality and Gaming: Theory and Practice. CHI ’18 Extended Abstracts on Human Factors in Computing Systems, 4 pages (half-day course). https://doi.org/10.1145/3170427.3170643
Kruijff, E., & Riecke, B. E. (2017). Navigation Interfaces for Virtual Reality and Gaming: Theory and Practice. Course, 433–434. https://doi.org/10.1109/VR.2017.7892362
Rouhani, R., Umatheva, N., Brockerhoff, J., Keshavarz, B., Kruijff, E., Gugenheimer, J., & Riecke, B. E. (2024). Towards benchmarking VR sickness: A novel methodological framework for assessing contributing factors and mitigation strategies through rapid VR sickness induction and recovery. Displays, 102807. https://doi.org/10.1016/j.displa.2024.102807
Riecke, B. E., Kruijff, E., Keshavarz, B., & Rouhani, R. (2024, October 21). The 1st International Workshop on Standardization in Cybersickness Research: “Establishing Standards for Cybersickness Measurement and Mitigation: A Community-Driven Approach.” ISMAR 2024 Workshop. ISMAR 2024, Seattle, USA. http://ispace.iat.sfu.ca/project/nomosick24/