Daniel Feuereissen
Biography
Daniel’s background is in computer science and psychology. He was studying the effect of visual motion illusions (vection) on spatial perception in virtual reality.
Projects
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...
Can self-motion perception in virtual reality (VR) be enhanced by providing affordable, user-powered minimal motion cueing?
Introduction & Motivation: Can self-motion perception in virtual reality (VR) be enhanced by providing affordable, user-powered minimal motion cueing? To investigate this, we compared the effect of different interaction and motion paradigms on onset latency and intensi...
How can we provide humans with a believable sensation of being in and moving through computer-generated environments (like VR, computer games, or movies) without the need for costly and cumbersome motion platforms or large free-space walking areas? That is, how can we "cheat intelligently" by providing a compelling, embodied self-motion illusion ("vection") without the need for full physical mo...
Do we need full physical motions for effective navigation through Virtual Environments? Recent results suggest that translations might not be as important as previously believed, which could enable us to reduce overall simulation effort and cost
Physical rotations and translations are the basic constituents of navigation behavior, yet there is mixed evidence about their relative importance for co...
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 ...
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
http://ispace.iat.sfu.ca/wp-content/plugins/zotpress/
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Riecke, B. E, Jacqueline D. Jordan, Mirjana Prpa, and Daniel Feuereissen. 2014. “Underlying Perceptual Issues in Virtual Reality Systems: Does Display Type Affect Self-Motion Perception?” Talk presented at the 55th Annual Meeting of the Psychonomic Society (Psychonomics), Los Angeles, USA.
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Riecke, Bernhard, Bobby Bodenheimer, Timothy McNamara, Betsy Williams, Peng Peng, and Daniel Feuereissen. 2010. “Do We Need to Walk for Effective Virtual Reality Navigation? Physical Rotations Alone May Suffice.” In Spatial Cognition VII, edited by Christoph Hölscher, Thomas Shipley, Marta Olivetti Belardinelli, John Bateman, and Nora Newcombe, 6222:234–47. Lecture Notes in Computer Science. Springer Berlin / Heidelberg.
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Riecke, B. E., Feuereissen, D., & Rieser, J. J. (2009). Auditory self-motion simulation is facilitated by haptic and vibrational cues suggesting the possibility of actual motion. ACM Transactions on Applied Perception (TAP), 6, 20:1-20:22. https://doi.org/10.1145/1577755.1577763
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Riecke, B. E., Feuereissen, D., Rieser, J. J., & McNamara, T. P. (2015). More than a Cool Illusion? Functional Significance of Self-Motion Illusion (Circular Vection) for Perspective Switches. Frontiers in Psychology, 6(1174), 1–13. https://doi.org/10.3389/fpsyg.2015.01174
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Feuereissen, D. (2008).
VR: Getting the Reality Part Straight – Does Jitter and Suspension of the Human Body Increase Auditory Circular Vection? [Bachelor’s Thesis, Department of Computer Science in Media].
http://www.kyb.mpg.de/publication.html?publ=5071
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Jordan, Jacqueline D., Mirjana Prpa, Daniel Feuereissen, and Bernhard E. Riecke. 2014. “Comparing the Effectiveness of Stereo Projection vs 3D TV in Inducing Self-Motion Illusions (Vection).” In , 128. Vancouver, Canada. https://doi.org/10.1145/2628257.2628360.
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Sigurdarson, Salvar, Andrew P. Milne, Daniel Feuereissen, and Bernhard E. Riecke. 2012. “Can Physical Motions Prevent Disorientation in Naturalistic VR?” In IEEE Virtual Reality, 31–34. Orange County, CA, USA. https://doi.org/10.1109/VR.2012.6180874.
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Riecke, Bernhard E., Daniel Feuereissen, John J. Rieser, and Timothy P. McNamara. 2012. “Self-Motion Illusions (Vection) in VR – Are They Good For Anything?” In IEEE Virtual Reality 2012, 35–38. Orange County, CA, USA. https://doi.org/10.1109/VR.2012.6180875.
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Riecke, Bernhard E, Daniel Feuereissen, and John J Rieser. 2008. “Auditory Self-Motion Illusions (‘circular Vection’) Can Be Facilitated by Vibrations and the Potential for Actual Motion.” In Proceedings of the 5th Symposium on Applied Perception in Graphics and Visualization, 147–54. APGV ’08. https://doi.org/10.1145/1394281.1394309.
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Riecke, Bernhard E, Daniel Feuereissen, and John J Rieser. 2010. “Spatialized Sound Influences Biomechanical Self-Motion Illusion (‘vection’).” In Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization, 158–158. APGV ’10. https://doi.org/10.1145/1836248.1836280.
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Riecke, Bernhard E, Daniel Feuereissen, John J Rieser, and Timothy P McNamara. 2011. “Spatialized Sound Enhances Biomechanically-Induced Self-Motion Illusion (Vection).” In Proceedings of the 2011 Annual Conference on Human Factors in Computing Systems, 2799–2802. CHI ’11. Vancouver, Canada. https://doi.org/10.1145/1978942.1979356.
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Riecke, B. E., D. Feuereissen, and J. J. Rieser. 2009. “Rotating Sound Fields Can Facilitate Biomechanical Self-Motion Illusion (‘circular Vection’).” Journal of Vision 9 (8): 714–714. https://doi.org/10.1167/9.8.714.
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Bodenheimer, Bobby, Daniel Feuereissen, Betsy Williams, Peng Peng, Timothy McNamara, and Bernhard Riecke. 2009. “Locomotion for Navigation in Virtual Environments: Walking, Turning, and Joystick Modalities Compared.” Journal of Vision 9 (8): 1126. https://doi.org/10.1167/9.8.1126.
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Riecke, Bernhard E., Daniel Feuereissen, John J. Rieser, and Timothy P. McNamara. 2014. “Can Self-Motion Illusions (Circular Vection) Facilitate Spatial Updating?” Poster presented at the Spatial Cognition 2014 Conference, Bremen, Germany.
http://conference.spatial-cognition.de/SC2014/.
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“Contribution and Interaction of Auditory and Biomechanical Cues for Self-Motion Illusions (‘circular Vection’).” 2008. Poster presented at the CyberWalk workshop, Tübingen, Germany.
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Feuereissen, D. (2013).
Self-motion illusions (vection) in Virtual Environments: Do active control and user- generated motion cueing enhance visually induced vection? [MSc Thesis, Simon Fraser University].
https://summit.sfu.ca/item/13651
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Riecke, Bernhard E., and Daniel Feuereissen. 2012. “To Move or Not to Move: Can Active Control and User-Driven Motion Cueing Enhance Self-Motion Perception (‘Vection’) in Virtual Reality?” In ACM Symposium on Applied Perception SAP, 17–24. Los Angeles, USA: ACM. https://doi.org/10.1145/2338676.2338680.