Alexander Bretin

profile

Position:

PhD Student

Contact:

alexander_bretin at sfu.ca

Affiliations:

Biography

Alexander will join the iSpace Lab in Fall 2020 as a PhD stu­dent and will work on a Locomotion Interface for Virtual Reality and Telepresence. He is fas­ci­nated by altered states of con­scious­ness and Human-Machine Interfaces. In his Bachelor in Cognitive Science from the University of Osnabrück, Germany he con­cen­trated on psy­chol­ogy, com­puter sci­ence, math, and phi­los­o­phy. His Master’s in the inter­dis­ci­pli­nary stud­ies of ‘Intelligence and Movement’ at the University of Bielefeld, Germany focused on under­stand­ing human inter­ac­tions with envi­ron­ments. He is excited to develop and design tech­nolo­gies merg­ing humans with machines and enhance usabil­ity in order to target prob­lems of our future.

Projects

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. Ashu presenting this paper at IEEE VR Workshop VR 2021: [youtube ARr9bv9LBmo]...


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...


Publications

Adhikari, A., Zielasko, D., Bretin, A., Heyde, M. von der, Kruijff, E., & Riecke, B. E. (2021). Integrating Continuous and Teleporting VR Locomotion into a Seamless “HyperJump” Paradigm. IEEE VR Workshop on Finding a Way Forward in VR Locomotion (Accepted), 1–2.