Markus von der Heyde

profile

Position:

Adjunct Professor, SFU-SIAT

Contact:


https://www.researchgate.net/profile/Markus_Von_Der_Heyde3

Affiliations:

Biography

col­lab­o­ra­tor on var­i­ous projects.

Projects

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...


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...


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...


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...


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 ...


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 ...



Publications

Schulte-Pelkum, J., Riecke, B. E., von der Heyde, M., & Bülthoff, H. H. (2004). Influence of display device and screen curvature on perceiving and controlling simulated ego-rotations from optic flow. Tech. rep., Max Planck Institute for Biological Cybernetics, T\übingen, Germany; Google Scholar.
Riecke, B. E., Veen, H. A. H. C. van, & Bülthoff, H. H. (2000). Visual Homing is possible without Landmarks: A Path Integration Study in Virtual Reality. In M. von der Heyde & H. H. Bülthoff (Eds.), Perception and Action in Virtual Environments (pp. 97–134). Cognitive and Computational Psychophysics Department.
Riecke, B. E., Schulte-Pelkum, J., Avraamides, M. N., Heyde, M. V. D., & Bülthoff, H. H. (2006). Cognitive factors can influence self-motion perception (vection) in virtual reality. ACM Transactions on Applied Perception (TAP), 3, 194–216. https://doi.org/10.1145/1166087.1166091
Riecke, B. E., Heyde, M. V. D., & Bülthoff, H. H. (2005). Visual cues can be sufficient for triggering automatic, reflexlike spatial updating. ACM Transactions on Applied Perception (TAP), 2, 183–215. https://doi.org/10.1145/1077399.1077401
Stepanova, E. R., Heyde, M. von der, Kitson, A., Schiphorst, T., & Riecke, B. E. (2017). Gathering and Apply Guidelines for TeleSpider Design for Urban Search and Rescue Applications on a Mobile Robot. In M. Kurosu (Ed.), Human-Computer Interaction. Interaction Contexts (HCI 2017) (Vol. 10272, pp. 562–581). Springer.
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
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 [Talk]. ICSC 2021: 8th International Conference on Spatial Cognition, Rome, Italy. https://youtu.be/jzoaBAd6gPY
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 [Talk]. ICSC 2021: 8th International Conference on Spatial Cognition, Rome, Italy. https://youtu.be/FbmE4SEISWU
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
Heyde, M. von der, Riecke, B. E., Cunningham, D. W., & Bülthoff, H. H. (2001). Visual-Vestibular Sensor Integration Follows a Max-Rule: Results from Psychophysical Experiments in Virtual Reality. In K. N. et al (Ed.), VisionScienceS01 (p. 142).
Heyde, M. von der, Riecke, B. E., Cunningham, D. W., & Bülthoff, H. H. (2001). No Visual Dominance for Remembered Turns - Psychophysical Experiments on the Integration of Visual and Vestibular Cues in Virtual Reality. In K. N. et al (Ed.), VisionScienceS01 (Vol. 1). https://doi.org/doi:10.1167/1.3.188
Adhikari, A., Zielasko, D., Bretin, A., von der Heyde, M., Kruijff, E., & Riecke, B. E. (2021). Integrating Continuous and Teleporting VR Locomotion into a Seamless “HyperJump” Paradigm. 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 370–372. https://doi.org/10.1109/VRW52623.2021.00074
von der Heyde, M., & Riecke, B. E. (2002). Embedding presence-related terminology in a logical and functional model. In F. R. Gouveia (Ed.), 5th Annual International Workshop on Presence (PRESENCE 2002) (pp. 37–52). http://hdl.handle.net/11858/00-001M-0000-0013-DEEB-8
Riecke, B. E., Schulte-Pelkum, J., Avraamides, M. N., von der Heyde, M., & Bülthoff, H. H. (2005). Scene consistency and spatial presence increase the sensation of self-motion in virtual reality. Proceedings of the 2nd Symposium on Applied Perception in Graphics and Visualization, 111–118. https://doi.org/10.1145/1080402.1080422
Schulte-Pelkum, J., Riecke, B. E., Heyde, M. von der, & Bülthoff, H. H. (2003). Screen curvature does influence the perception of visually simulated ego-rotations. Journal of Vision, 3(9). https://doi.org/doi: 10.1167/3.9.411
Riecke, B. E., Heyde, M. von der, & Bülthoff, H. H. (2001). How Real is Virtual Reality Really? Comparing Spatial Updating using Pointing Tasks in Real and Virtual Environments. Journal of Vision, 1(3), 321a. http://www.kyb.mpg.de/publication.html?publ=629
Riecke, B. E., Schulte-Pelkum, J., Avraamides, M. N., von der Heyde, M., & Bülthoff, H. H. (2004). The effect of cognition on the visually induced illusion of self-motion (vection). Journal of Vision, 4(8), 891a. https://doi.org/10.1167/4.8.891
Kitson, A., Grechkin, T. Y., Heyde, M. von der, & Riecke, B. E. (2017, April 6). Navigating Virtual Environments – Do Physical Rotations Aid in Orientation? [Poster]. Second International Workshop on Models and Representations in Spatial Cognition, Tübingen, Germany.
Kitson, A., Grechkin, T. Y., Heyde, M. von der, & Riecke, B. E. (2016, May). Effect of Physical Rotations and Gender for Navigation Performance in Virtual Environments [Poster]. International Meeting of the Psychonomic Society, Granada, Spain. http://www.ps2016.org/
Heyde, M. von der, Riecke, B. E., Cunningham, D. W., & Bülthoff, H. H. (2000). Humans can separately perceive distance, velocity, and acceleration from vestibular stimulation [Poster]. 3. Tübinger Wahrnehmungskonferenz (TWK), Tübingen, Germany.
Schulte-Pelkum, J., Riecke, B. E., & Heyde, M. von der. (2004). Ein kognitiver Einfluss auf die Wahrnehmung von simulierter Eigenbewegung (Zirkularvektion) [Poster]. Tagung experimentell arbeitender Psychologen (TeaP), Giessen, Germany.
Riecke, B. E., & Heyde, M. von der. (2003). Qualitative modeling of spatial orientation processes using a logical network of necessary and sufficient conditions [Poster]. Object Perception and Memory (OPAM), Vancouver, Canada.
Schulte-Pelkum, J., Riecke, B. E., & Heyde, M. von der. (2003). Influence of display parameters on perceiving visually simulated ego-rotations - a systematic investigation [Poster]. Tübingen Perception Conference (TWK), Tübingen, Germany.
Riecke, B. E., Heyde, M. von der, & Bülthoff, H. H. (2002). Spatial updating experiments in Virtual Reality: What makes the world turn around in our head? [Poster]. 5. Tübinger Wahrnehmungskonferenz (TWK), Tübingen, Germany.
Riecke, B. E., Schulte-Pelkum, J., Avraamides, M. N., Heyde, M. von der, & Bülthoff, H. H. (2004). Top-down influence on visually induced self-motion perception (vection) [Poster]. 7. Tübingen Perception Conference (TWK), Tübingen, Germany.
von der Heyde, M., Riecke, B. E., Cunningham, D. W., & Bülthoff, H. H. (2000). Humans can extract distance and velocity from vestibular perceived acceleration [Poster]. Cognitive Neuroscience Meeting; Journal of Cognitive Neuroscience, 63C 77.
Riecke, B. E., von der Heyde, M., & Bülthoff, H. H. (2001). How do we know where we are? Contribution and interaction of visual and vestibular cues for spatial updating in real and virtual environments [Poster]. Tübinger Wahrnehmungskonferenz (TWK), Tübingen, Germany.
Riecke, B. E., Heyde, M. von der, & Bülthoff, H. H. (2002). Spatial updating experiments in Virtual Reality: What makes the world turn around in our head [Poster 162]. Tübinger Wahrnehmungskonferenz (TWK), Tübingen, Germany. http://3t.kyb.tuebingen.mpg.de/de/publication.html?publ=632
Schulte-Pelkum, J., Riecke, B. E., von der Heyde, M., & Bülthoff, H. H. (2002). Perceiving and controlling simulated ego-rotations from optic flow: Influence of field of view and display devices on ego-motion perception [Poster]. Object Perception and Memory (OPAM), Kansas City, MO, USA.
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 [Talk]. ICSC 2021: 8th International Conference on Spatial Cognition, Rome, Italy.
Riecke, B. E., von der Heyde, M., & Bülthoff, H. H. (2002). Spatial updating in virtual environments: What are vestibular cues good for [Talk]. VSS. http://journalofvision.org/2/7/421/
Riecke, B. E., Heyde, M. von der, & Bülthoff, H. H. (2002). Teleporting works - Spatial updating experiments in Virtual Tübingen [Talk]. Object Perception and Memory (OPAM), Kansas City, USA.
Riecke, B. E., & von der Heyde, M. (2000). Spatial Updating – Interaktion visueller und vestibulärer Reize bei der räumlichen Orientierung [Talk]. 1. SFB 550 Nachwuchskongress, Oberjoch, Germany.
Riecke, B. E., Heyde, M. von der, & Bülthoff, H. H. (2002). Contribution and interaction of visual and vestibular cues for spatial updating in real and virtual environments [Talk]. 43. Kongress der Deutschen Gesellschaft für Psychologie (DGPS), Lengerich, Germany.
Riecke, B. E., von der Heyde, M., & Bülthoff, H. H. (2002). Teleporting works-Spatial updating experiments in Virtual Tübingen [Talk]. Object Perception and Memory (OPAM), Kansas City, MO, USA.
Schulte-Pelkum, J., Riecke, B. E., von der Heyde, M., & Bülthoff, H. H. (2003). Circular vection is facilitated by a consistent photorealistic scene [Talk]. Presence 2003 Conference, Aalborg, Denmark.
Heyde, M. von der, & Riecke, B. E. (2001). How to cheat in motion simulation - comparing the engineering and fun ride approach to motion cueing (89). Max Planck Institute for Biological Cybernetics, Tübingen, Germany.
Riecke, B. E., & Heyde, M. von der. (2002). Qualitative Modeling of Spatial Orientation Processes using Logical Propositions: Interconnecting Spatial Presence, Spatial Updating, Piloting, and Spatial Cognition (Technical Report 100; Max Planck Institute for Biological Cybernetics, pp. 1–17). MPI for Biological Cybernetics.
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
Riecke, B. E., Heyde, M. von der, & Clement, D. (2022). Methods and Systems for Hybrid Virtual Reality Travel User Interface (Patent nonprovisional patent)).
Hashemian, A. M., Adhikari, A., Bretin, A., Aguilar, I., Kruijff, E., Heyde, M. von der, & Riecke, B. E. (2021). Is Walking Necessary for Effective Locomotion and Interaction in VR? 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 395–396. https://doi.org/10.1109/VRW52623.2021.00084
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
Riecke, B. E., Clement, D., Quesnel, D., Adhikari, A., Zielasko, D., & von der Heyde, M. (2022). HyperJumping in Virtual Vancouver: Combating Motion Sickness by Merging Teleporting and Continuous VR Locomotion in an Embodied Hands-Free VR Flying Paradigm. Siggraph ’22 Immersive Pavilion, 1–2. https://doi.org/10.1145/3532834.3536211