Daniel Feuereissen



MSc Candidate, defended in 2013





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.


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...

Gyroxus Gaming Chair for Motion Cueing in VR

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...

Embodied Self-Motion Illusions in VR

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...

Navigational Search in VR: Do we need to walk?

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 ...

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 ...


Riecke, B. E., & Feuereissen, D. (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 (pp. 17–24). Los Angeles, USA: ACM. https://doi.org/10.1145/2338676.2338680
Riecke, B. E., Feuereissen, D., Rieser, J. J., & McNamara, T. P. (2012). Self-Motion Illusions (Vection) in VR – Are They Good For Anything? In IEEE Virtual Reality 2012 (pp. 35–38). Orange County, CA, USA. https://doi.org/10.1109/VR.2012.6180875
Riecke, B. E., Feuereissen, D., & Rieser, J. J. (2010). Spatialized sound influences biomechanical self-motion illusion (“vection”). In Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization (pp. 158–158). https://doi.org/10.1145/1836248.1836280
Riecke, B. E., Feuereissen, D., Rieser, J. J., & McNamara, T. P. (2011). Spatialized sound enhances biomechanically-induced self-motion illusion (vection). In Proceedings of the 2011 annual conference on Human factors in computing systems (pp. 2799–2802). Vancouver, Canada. https://doi.org/10.1145/1978942.1979356
Contribution and interaction of auditory and biomechanical cues for self-motion illusions (“circular vection”). (2008). Poster presented at the CyberWalk workshop, Tübingen, Germany.
Riecke, B. E., Feuereissen, D., & Rieser, J. J. (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
Bodenheimer, B., Feuereissen, D., Williams, B., Peng, P., McNamara, T., & Riecke, B. (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
Sigurdarson, S., Milne, A. P., Feuereissen, D., & Riecke, B. E. (2012). Can physical motions prevent disorientation in naturalistic VR? In IEEE Virtual Reality (pp. 31–34). Orange County, CA, USA. https://doi.org/10.1109/VR.2012.6180874
Jordan, J. D., Prpa, M., Feuereissen, D., & Riecke, B. E. (2014). Comparing the Effectiveness of Stereo Projection vs 3D TV in Inducing Self-Motion Illusions (Vection) (p. 128). Presented at the ACM Symposium on Applied Perception SAP, Vancouver, Canada. https://doi.org/10.1145/2628257.2628360
Riecke, B. E., Feuereissen, D., Rieser, J. J., & McNamara, T. P. (2014). Can self-motion illusions (circular vection) facilitate spatial updating? Poster presented at the Spatial Cognition 2014 Conference, Bremen, Germany. Retrieved from http://conference.spatial-cognition.de/SC2014/
Riecke, B. E., Jordan, J. D., Prpa, M., & Feuereissen, D. (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.
Riecke, B. E., Feuereissen, D., & Rieser, J. J. (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 (pp. 147–154). https://doi.org/10.1145/1394281.1394309
Riecke, B., Bodenheimer, B., McNamara, T., Williams, B., Peng, P., & Feuereissen, D. (2010). Do We Need to Walk for Effective Virtual Reality Navigation? Physical Rotations Alone May Suffice. In C. Hölscher, T. Shipley, M. Olivetti Belardinelli, J. Bateman, & N. Newcombe (Eds.), Spatial Cognition VII (Vol. 6222, pp. 234–247). Springer Berlin / Heidelberg.
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
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. Retrieved from http://www.kyb.mpg.de/publication.html?publ=5071
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, Surrey, BC, Canada. Retrieved from https://theses.lib.sfu.ca/thesis/etd7976
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). https://doi.org/10.3389/fpsyg.2015.01174