Opening: admitting new PhD/MSc students

Interested in contributing to world-class research at the intersection of Informatics, Psychology/Cognitive Science, Human Factors/HCI, and Virtual Reality in an interdisciplinary multi-national team? We’re currently looking for bright and motivated PhD/MSc students to join the iSpace lab at the School of Interactive Arts & Technology (SIAT), Simon Fraser University in the greater Vancouver region in beautiful British Columbia, Canada.
Criteria
Applicants should be highly motivated and have a strong interest in interdisciplinary scientific research aligned with the overall goals and vision of the iSpace lab (see iSpaceLab.com/vision).
- Human multi-modal spatial cognition, spatial orientation, spatial updating
- Enabling robust and effortless spatial orientation in virtual environments
- Self-motion perception, illusions (“vection”), and simulation; Multi-modal contributions and interactions
- Design and iterative evaluation and improvement of perceptually oriented, multi-modal human-computer interfaces and human-centered, effective virtual reality simulations
As the iSpace lab works at the intersection of Informatics, Psychology/Cognitive Science, Human Factors/HCI, and Virtual Reality, you should bring a strong background in at least one of these areas and be excited to expand into the other areas. PhD and MSc applications must also meet the regular admission criteria and will undergo the regular admissions processes.
Funding
Students: Funding is provided through a combination of teaching assistantships, scholarships, fellowships and research assistantships.
PostDocs: Funding is provided at standard Canadian (NSERC) rates including vacation pay and benefits. Additional top-up is negotiable if you contribute substantially to the writing of research grants.
Application
If you are interested in joining our team, please start by sending me an informal email (
) and attach your CV and any other information/documents/links you might find suitable. I’d be happy to arrange telephone or skype interviews. I look forward to receiving your application! Review of materials will begin on February 1st, 2012 and will continue until all positions are filled.
Grad students: Please check SIAT’s grad admission procedures and make sure to contact me before submitting your application.
Below is a summary of my main research agenda so you can assess if and how you might best fit into our team. There’s also a sketch of some of the skills, experience, and characteristics that we value highly and will be useful for iSpace members.
iSpace Research Agenda & Vision in a Nutshell
GOAL: To investigate 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 and interaction paradigms that enable similar processes in computer-mediated environments like virtual reality (VR) and multi-media.
MOTIVATION: While modern VR simulations can have stunning photorealism, they are typically unable to provide a life-like and compelling sensation of moving through the simulated world, thus limiting perceived realism, behavioural effectiveness, user acceptance, and commercial success.
APPROACH: I propose that investigating and exploiting self-motion illusions might be a lean and elegant way to overcome such shortcomings and provide a truly “moving experience” in computer-mediated environments. Multi-modal, naturalistic and immersive VR provides a unique opportunity to study human perception and behaviour in reproducible, clearly defined and controllable experimental conditions in a closed action-perception loop.
SHORT/MID-TERM GOALS: To perform experiments with naïve human participants in VR to investigate and optimize multi-modal and higher-level contributions and interactions for spatial orientation and self-motion perception, while minimizing reference frame conflicts.
LONG-TERM GOALS: To investigate how we can best employ self-motion illusion in VR to enable life-like, robust and effortless spatial orientation and behaviour in VR.
SIGNIFICANCE: This research will lead to a deeper understanding of human perception and behavior that enables us to design more effective human-computer interfaces and interaction paradigms. In particular, applied research will identify the essential parameters of perception/action and pin-point the “blind spots” that will enable us to trick the brain when simulating VR. This will enable the creation of better, cost-effective, virtual solutions for numerous applications, such as driving/flight simulation, space exploration, education, gaming, engineering, recreation, emergency training, video conferencing, minimally invasive surgery, and telemedicine.
More infos about the iSpace Lab
Below is a draft of some of the skills, experience, and characteristics that we value highly and will be useful for iSpace members:
Programming / computational literacy
Experience in programming, especially in the context of VR or Computer graphics is quite valuable. We currently use Vizard from Worldviz, a python-based programming library for the real-time VR simulations. On of the tools we use for creating naturalistic 3D content is the procedural modeling modeling tool CityEngine.
Experimental design and statistics:
Experience in cleverly designing, conducting and analyzing mixed-methods experiments with human observers
Writing and presentation skills:
Publishing and presenting research is not only the currency in academics, but also a way to give back to the community, both professional and general public. Thus, we highly value good writing, presentation, and general social/networking skills.
Technical & building skills:
Technical skills in building, construction, maintenance, and other geeky and MacGyver-ly skill (from electronics to setting up computers to building physical structures in the lab) can also be valuable (but aren’t a pre-requisite for being an iSpacer). Experience with VR equipment is certainly a plus. We’re currently using a custom-designed 2-axis circular treadmill, several visualization setups including a wide-FOV HMD (NVIS SX 111 with a polhemus tracking system), a large-screen passive stereo projection setup, and a custom-designed high-resolution, large-FOV Wheatstone Stereoscope. We’re currently working on improving our real-time spatialized sound rendering (HRTF convolution, and have the equipment for binaural recordings. We’re also using an pimped Gyroxus gaming motion chair with additional shaker for vibration rendering.
Proactivity, enthusiasm, and team/interpersonal skills:
Working in an interdisciplinary team can have it’s challenges, but it is also incredibly rewarding, especially for people with high proactivity & enthusiasm, and good communication and team/interpersonal skills.
Conferences
APGV (Applied Perception in Graphics & Visualization
IMRF (International Multimodal Research forum)
spatial cognition 2012 meeting
SILC list of spatial cognition conferences
VSS Vision Sciences Society annual meeting
Networking & Links
[Under Construction]
- SFU
- my SFU website
Contact Info
School of Interactive Arts + Technology (SIAT)
Simon Fraser University Surrey
250 –13450 102 Avenue Surrey, BC V3T 0A3 CANADA
iSpace Lab: SUR 3800 (3rd floor)
my office: SUR 2830 (2nd floor)
Directions by Skytrain: take the expo line direction King George, exit at Surrey Central, walk across the parking lot to the tall office tower (with the SFU sign above the Blenz), take the wide stairs/escalator up to the Mezzanine (=2nd) floor.
Take a right for my office (2830), or walk up to the 3rd floor and take a right for the iSpace lab (room 3800).
Note that the elevator won’t let you exit on the 2nd or 3rd floor.
phone: +1 778.782.8432 (Riecke office)
phone: +1 778.782.3111 (3800 lab)
fax: +1 778.782.7488


