Ashu Adhikari



MSc Student




Ashu Adhikari joined the iSpace team in Fall 2018 as a grad­u­ate stu­dent. His research focuses on cre­at­ing embod­ied loco­mo­tion inter­faces in vir­tual reality.

He is a Professional Engineer with a bachelor’s degree in Electronics and Communication Engineering.


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 'contionuous' 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...

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...

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 ...


Jones, B., Maiero, J., Mogharrab, A., Aguliar, I. A., Adhikari, A., Riecke, B. E., Kruijff, E., Neustaedter, C., & Lindeman, R. W. (2020). FeetBack: Augmenting Robotic Telepresence with Haptic Feedback on the Feet. Proceedings of the 2020 International Conference on Multimodal Interaction, 194–203.
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, 1–18.
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? IEEE VR Workshop on Finding a Way Forward in VR Locomotion, 1–2.
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.
Kitson, A. J., Desnoyers-Stewart, J., Miller, N., Adhikari, A., Stepanova, E. R., & Riecke, B. E. (2020). Can We Trust What’s Real? Using Fiction to Explore the Potential Dissociative Effects of Immersive Virtual Reality. IEEE VR Workshop on Finding a Way Forward in VR Locomotion (Accepted). Ethics of MR’20  Workshop at ACM CHI 2020 (Exploring Potentially Abusive Ethical, Social and Political Implications of Mixed Reality Research in HCI), Honolulu, HI, USA.