Bernhard E. Riecke

profile

Position:

Associate Professor

Contact:

ber1 at sfu dot ca
http://www.siat.sfu.ca/faculty/Bernhard-Riecke/

Affiliations:

Assistant Professor at SFU-SIAT (School of Interactive Arts and Technology)

Associate Member of SFU Cognitive Science Program

Biography

bernhard

Positions and Affiliations:

Contact:

ber1 at sfu dot ca

SIAT homepage:

www.sfu.ca/siat/people/faculty/bernhard-riecke.html

Brief Biography

I am a psycho-physicist and Cognitive Scientist who’s excited about study­ing how humans orient in vir­tual and real envi­ron­ments. I received my PhD in Physics from the Tübingen University in Germany and researched for a decade in the Virtual Reality group of the Max Planck Institute for Biological Cybernetics in Germany. After a post-doc in Psychology at Vanderbilt University I joined the School of Interactive Arts & Technology of Simon Fraser University as an assis­tant pro­fes­sor in 2008. My research approach com­bines fun­da­men­tal sci­en­tific research with an applied per­spec­tive of improv­ing human-computer interaction.

I com­bine multi-disciplinary research approaches and immer­sive vir­tual envi­ron­ments to inves­ti­gate what con­sti­tutes effec­tive, robust, embod­ied and intu­itive human spa­tial cog­ni­tion, ori­en­ta­tion and behav­iour (and many other things as you can see on the projects pages). This fun­da­men­tal knowl­edge is used to guide the design of novel, more effec­tive human-computer inter­faces and inter­ac­tion par­a­digms that enable sim­i­lar processes in computer-mediated envi­ron­ments like vir­tual real­ity (VR) and multi-media. These improved inter­faces can then enable and inspire fur­ther research, both fun­da­men­tal and applied.

Supervision

super­vised theses

Teaching

Publications

Research Interests

My research inter­ests include:

  • Human multi-modal spa­tial cog­ni­tion, spa­tial ori­en­ta­tion, spa­tial updat­ing, and navigation
  • Enabling robust and effort­less spa­tial ori­en­ta­tion in vir­tual environments
  • Self-motion per­cep­tion, illu­sions (“vec­tion”), and sim­u­la­tion; Multi-modal con­tri­bu­tions and interactions
  • Multi-modal cue inte­gra­tion: Experimentation and the­o­ret­i­cal modeling
  • Design and iter­a­tive eval­u­a­tion and improve­ment of per­cep­tu­ally ori­ented, multi-modal human-computer inter­faces and human-centered, effec­tive vir­tual real­ity simulations
  • Immersion and presence
  • Multi-modal, inter­ac­tive art/dance performances

Below is a short intro video explain­ing my over­all research agenda and vision for the iSpace lab. See the Vision sub­page for details.

Interested in Joining the iSpace Team?

I’m cur­rently look­ing for bright and moti­vated PhD stu­dents to join our iSpace lab. See the Contact & Join Us sub­page for details.
 

Projects

Navigation Interface Tutorial

Navigation Interfaces for Virtual Reality and Gaming: Theory and Practice to be held at IEEE VR 2017, Sunday, March 19, 1:30pm — 5:00pm Presenters: Ernst Kruijff & Bernhard Riecke Description In this course, we will take a detailed look at var­i­ous breeds of spa­tial nav­i­ga­tion inter­faces that allow for loco­mo­tion in dig­i­tal 3D envi­ron­ments such as games, vir­tual envi­ron­ments or even the explo…


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 …


Navigational Search in VR: Do Reference Frames Help?

Would the rec­tan­gu­lar ref­er­ence frame of a CAVE help to reduce dis­ori­en­ta­tion and improve nav­i­ga­tion per­for­mance in VR? Here, we show that simply pro­vid­ing the rec­tan­gu­lar ref­er­ence frame of a room (as a simple wire­frame cuboid), but not a CAVE improved nav­i­ga­tional search per­for­mance.   Despite recent advances in vir­tual real­ity, loco­mo­tion in a vir­tual envi­ron­ment is still restricted becau…


Virtual Earthgazing - towards an overview effect in Virtual Reality

How can we use immer­sive VR to give people piv­otal pos­i­tive expe­ri­ences with­out having to send them out into space?   “We went to the Moon as tech­ni­cians, we returned as human­i­tar­i­ans” reflected Edgar Mitchell after his space flight. This describes the overview effect – a pro­found awe-inspiring expe­ri­ence of seeing Earth from space result­ing in a cog­ni­tive shift in world­view, le…


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…


Pulse Breath Water

Pulse Breath Water is an immer­sive vir­tual envi­ron­ment manip­u­lated by the pulse of a participant’s breath that pro­vokes and chal­lenges the inter­ac­tion between a user and the sub­stan­tial ele­ment of the envi­ron­ment: water. The system “senses” the par­tic­i­pant, while the participant’s breath­ing feeds the system. The process is a sym­bi­otic play between inter­nal human processes [biosens­ing t…


Lost Spirit

Flight after death: Lost Spirit is an experiential-based Virtual Reality (VR) game whereby the player is trans­ported into the spirit world as they take flight to the after­life. Experience flight, weight­less­ness, and wonder. In Lost Spirit, you are stuck in the limbo — a world between the living and the dead. You will drift and fly through dif­fer­ent envi­ron­ments, each cor­re­spond­ing to different…


Immersive & Embodied Teleoperation Interfaces

Developing vir­tual inter­faces for embod­ied tele-operation and loco­mo­tion. How can we best design and imple­ment an embod­ied telep­res­ence system for tele-robotics, so we can safely explore remote, hard-to-reach, or poten­tially haz­ardous areas or sit­u­a­tions? The goal of the “TeleSpider” project is to design and imple­ment a telep­res­ence system where users can remotely oper­ate a robotic spid…


Biofeedback in VR - SOLAR

Resonance in Virtual Environments: hack­ing biofeed­back for alter­ing user’s affec­tive states How can we com­bine immer­sive vir­tual envi­ron­ments (VE) with biofeed­back and gam­i­fi­ca­tion to foster relax­ation, de-stressing and med­i­ta­tive states? That is, instead of increas­ing sen­sory over­load, can we use the immer­sive and affec­tive poten­tial of VE and gam­i­fi­ca­tion to assist espe­cially novice meditato…


Motion Seats for VR

Using motion seats for enhanc­ing loco­mo­tion and immer­sion in VR How can we pro­vide a “moving expe­ri­ence” through VR with­out having to use a full-scale motion plat­form? Could a com­pact and rel­a­tively low-cost “motion seat” pro­vide some of the same ben­e­fits, thus reduc­ing cost, com­plex­ity, space & safety require­ments? Despite con­sid­er­able advances in Simulation and Virtual Real…


VR in Architecture Design & Review

How can we use immer­sive Virtual Reality and embod­ied loco­mo­tion inter­faces to to design more  cost– and space-efficient solu­tions for effec­tive pre­sen­ta­tion and com­mu­ni­ca­tion of archi­tec­tural designs and ideas?  Our over­all goal is to iter­a­tively design and eval­u­ate a novel embod­ied VR system that enables users to quickly, intu­itively, and pre­cisely posi­tion their vir­tual view­point in 3D space…


Transition into VR: TransLocation

How can we ease users’ tran­si­tion from the real sur­round­ings into the vir­tual world? Many of today’s vir­tual real­ity (VR) setups are very much focused on tech­ni­cal aspects rather then the ben­e­fits of a coher­ent user expe­ri­ence. This work explores the idea of enhanc­ing the VR expe­ri­ence with a tran­si­tion phase. On a phys­i­cal level, this tran­si­tion offers the user a mean­ing­ful metaphor for en…


Cross-Disciplinary 'Immersion' Framework

Describing media as ‘immer­sive’ is ambigu­ous.  From debil­i­tat­ing addic­tion to ther­a­peu­tic relief, media engage­ment holds a clear dual­ity in its effect on human­ity… Without an inter­dis­ci­pli­nary char­ac­ter­i­za­tion of “immer­sion”, why do we allow this con­cept to be so read­ily invoked in dis­cus­sions of books, visual art, video games, vir­tual real­ity sys­tems and more? While “immer­sion” into tr…


The Tabletop Makerspace

The table­top Makerspace was a Mitacs intern­ship project con­ducted in col­lab­o­ra­tion with Science World. A set of class­room tools was devel­oped to sup­port ‘Maker’ activ­i­ties at the museum. The tools included a home-built 3D printer and a set of elec­tron­ics kits for work­ing with the Arduino micro­con­troller. An intro­duc­tion to elec­tron­ics work­shop was devel­oped with local makers and Science World …


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…


Dynamic Visual Cues for Spatial Updating

Why is object recog­ni­tion from novel view­points facil­i­tated if not the object rotates, but the observer moves around the object? According to the pre­vail­ing opin­ion, “spa­tial updat­ing” of our mental spa­tial rep­re­sen­ta­tion is sup­posed to be the under­ly­ing process. Here, we pro­vide first evi­dence that chal­lenge this notion, in that dynamic visual cues alone might be suf­fi­cient or at least contrib…


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…


Spatial Cognition in VR vs. real world

Comparing spa­tial perception/cognition in real versus immer­sive vir­tual envi­ron­ments: it doesn’t com­pare! Virtual real­ity (VR) is increas­ingly used in psy­cho­log­i­cal research and appli­ca­tions – but does VR really afford nat­ural human spa­tial perception/cognition, which is a pre­req­ui­site for effec­tive spa­tial behav­ior? Using judg­ment of rel­a­tive direc­tion (JRD) tasks, Riecke & McNamara (Psychonom…


iSpaceMecha

Collaboration between the iSpace lab at SIAT and Mechatronics 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 and inter­ac­tion paradi…


Path Integration in 3D

Switching Spatial Reference Frames for Yaw and Pitch Navigation: We’re used to nav­i­gat­ing on the ground plane, and have devel­oped spe­cific strate­gies to do so. How do these change if we move in a ver­ti­cal plane (roller-coaster-like, includ­ing head over heels motions)? Can we still main­tain ori­en­ta­tion and remem­ber where we came from, even though such upwards or down­wards (pitch) motions ar…


Auditory Navigation Displays

Can spa­tial audi­tory cues enable us to remain ori­ented while nav­i­gat­ing real or vir­tual envi­ron­ments? Non-visual nav­i­ga­tion inter­faces are cru­cial for the blind, who suffer great reduc­tions in mobil­ity because of the dif­fi­culty of nav­i­gat­ing new envi­ron­ments. Sighted users may also ben­e­fit from these types of dis­plays when they are nav­i­gat­ing but can’t see the screen of their mobile devi…


Sympathetic Guitar

Do humans response socially to abstract, expres­sive human-computer inter­faces? To inter­act with the Sympathetic Guitar is to use a famil­iar and com­fort­able Western musi­cal inter­face to feel an instant con­nec­tion to musi­cal cul­ture and style of the East.  The pro­to­type senses gui­tarists’ hand motions and per­for­mance dynam­ics to aug­ment a stan­dard clas­si­cal guitar with a dig­i­tal drone…


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 …


Sonic Cradle

Sonic Cradle sus­pends the body is a com­pletely dark cham­ber which encour­ages expe­ri­ences com­pa­ra­ble to mind­ful­ness med­i­ta­tion.  Users com­pose peace­ful sound­scapes in real-time using only their breath­ing. Introduction and demo of the Sonic Cradle Sonic Cradle is a relax­ing human-computer inter­ac­tion par­a­digm designed to foster med­i­ta­tive atten­tional pat­terns.  The cur­rent p…


Projects

Navigation Interface Tutorial

Navigation Interfaces for Virtual Reality and Gaming: Theory and Practice to be held at IEEE VR 2017, Sunday, March 19, 1:30pm - 5:00pm Presenters: Ernst Kruijff & Bernhard Riecke Description In this course, we will take a detailed look at various breeds of spatial navigation interfaces that allow for locomotion in digital 3D environments such as games, virtual environments or even the explo...


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 ...


Navigational Search in VR: Do Reference Frames Help?

Would the rectangular reference frame of a CAVE help to reduce disorientation and improve navigation performance in VR? Here, we show that simply providing the rectangular reference frame of a room (as a simple wireframe cuboid), but not a CAVE improved navigational search performance.   Despite recent advances in virtual reality, locomotion in a virtual environment is still restricted becau...


Virtual Earthgazing - towards an overview effect in Virtual Reality

How can we use immersive VR to give people pivotal positive experiences without having to send them out into space?   “We went to the Moon as technicians, we returned as humanitarians” reflected Edgar Mitchell after his space flight. This describes the overview effect – a profound awe-inspiring experience of seeing Earth from space resulting in a cognitive shift in worldview, le...


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...


Pulse Breath Water

Pulse Breath Water is an immersive virtual environment manipulated by the pulse of a participant’s breath that provokes and challenges the interaction between a user and the substantial element of the environment: water. The system “senses” the participant, while the participant’s breathing feeds the system. The process is a symbiotic play between internal human processes [biosensing t...


Lost Spirit

Flight after death: Lost Spirit is an experiential-based Virtual Reality (VR) game whereby the player is transported into the spirit world as they take flight to the afterlife. Experience flight, weightlessness, and wonder. In Lost Spirit, you are stuck in the limbo - a world between the living and the dead. You will drift and fly through different environments, each corresponding to different...


Immersive & Embodied Teleoperation Interfaces

Developing virtual interfaces for embodied tele-operation and locomotion. How can we best design and implement an embodied telepresence system for tele-robotics, so we can safely explore remote, hard-to-reach, or potentially hazardous areas or situations? The goal of the "TeleSpider" project is to design and implement a telepresence system where users can remotely operate a robotic spid...


state.scape: EEG-based Responsive Art Installation

State.scape: Using EEG-based brain-computer interfaces for a responsive art installation State.scape is an interactive installation in which audio-visuals are generated from users affective states (engagement, excitement, and meditation). The installation relies on a brain-computer interface based virtual environment and sonification, which both served as a platform for the exploration of users...


Biofeedback in VR - SOLAR

Resonance in Virtual Environments: hacking biofeedback for altering user's affective states How can we combine immersive virtual environments (VE) with biofeedback and gamification to foster relaxation, de-stressing and meditative states? That is, instead of increasing sensory overload, can we use the immersive and affective potential of VE and gamification to assist especially novice meditato...


Motion Seats for VR

Using motion seats for enhancing locomotion and immersion in VR How can we provide a "moving experience" through VR without having to use a full-scale motion platform? Could a compact and relatively low-cost "motion seat" provide some of the same benefits, thus reducing cost, complexity, space & safety requirements? Despite considerable advances in Simulation and Virtual Real...


VR in Architecture Design & Review

How can we use immersive Virtual Reality and embodied locomotion interfaces to to design more  cost- and space-efficient solutions for effective presentation and communication of architectural designs and ideas?  Our overall goal is to iteratively design and evaluate a novel embodied VR system that enables users to quickly, intuitively, and precisely position their virtual viewpoint in 3D space...


Transition into VR: TransLocation

How can we ease users' transition from the real surroundings into the virtual world? Many of today’s virtual reality (VR) setups are very much focused on technical aspects rather then the benefits of a coherent user experience. This work explores the idea of enhancing the VR experience with a transition phase. On a physical level, this transition offers the user a meaningful metaphor for en...


Cross-Disciplinary 'Immersion' Framework

Describing media as 'immersive' is ambiguous.  From debilitating addiction to therapeutic relief, media engagement holds a clear duality in its effect on humanity... Without an interdisciplinary characterization of "immersion", why do we allow this concept to be so readily invoked in discussions of books, visual art, video games, virtual reality systems and more? While "immersion" into tr...


The Tabletop Makerspace

The tabletop Makerspace was a Mitacs internship project conducted in collaboration with Science World. A set of classroom tools was developed to support ‘Maker’ activities at the museum. The tools included a home-built 3D printer and a set of electronics kits for working with the Arduino microcontroller. An introduction to electronics workshop was developed with local makers and Science World ...


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...


Dynamic Visual Cues for Spatial Updating

Why is object recognition from novel viewpoints facilitated if not the object rotates, but the observer moves around the object? According to the prevailing opinion, "spatial updating" of our mental spatial representation is supposed to be the underlying process. Here, we provide first evidence that challenge this notion, in that dynamic visual cues alone might be sufficient or at least contrib...


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...


Spatial Cognition in VR vs. real world

Comparing spatial perception/cognition in real versus immersive virtual environments: it doesn't compare! Virtual reality (VR) is increasingly used in psychological research and applications – but does VR really afford natural human spatial perception/cognition, which is a prerequisite for effective spatial behavior? Using judgment of relative direction (JRD) tasks, Riecke & McNamara (Psychonom...


iSpaceMecha

Collaboration between the iSpace lab at SIAT and Mechatronics 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 and interaction paradi...


Path Integration in 3D

Switching Spatial Reference Frames for Yaw and Pitch Navigation: We're used to navigating on the ground plane, and have developed specific strategies to do so. How do these change if we move in a vertical plane (roller-coaster-like, including head over heels motions)? Can we still maintain orientation and remember where we came from, even though such upwards or downwards (pitch) motions ar...


Auditory Navigation Displays

Can spatial auditory cues enable us to remain oriented while navigating real or virtual environments? Non-visual navigation interfaces are crucial for the blind, who suffer great reductions in mobility because of the difficulty of navigating new environments. Sighted users may also benefit from these types of displays when they are navigating but can't see the screen of their mobile devi...


Sympathetic Guitar

Do humans response socially to abstract, expressive human-computer interfaces? To interact with the Sympathetic Guitar is to use a familiar and comfortable Western musical interface to feel an instant connection to musical culture and style of the East.  The prototype senses guitarists' hand motions and performance dynamics to augment a standard classical guitar with a digital drone...


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 ...


Sonic Cradle

Sonic Cradle suspends the body is a completely dark chamber which encourages experiences comparable to mindfulness meditation.  Users compose peaceful soundscapes in real-time using only their breathing. [vimeo 35764652] Introduction and demo of the Sonic Cradle Sonic Cradle is a relaxing human-computer interaction paradigm designed to foster meditative attentional patterns.  The current p...


Publications

Riecke, B. E., Schulte-Pelkum, J., Caniard, F., & Bülthoff, H. H. (2005). Spatialized auditory cues enhance the visually-induced self-motion illusion (circular vection) in Virtual Reality. (No. 138). MPI for Biological Cybernetics. Retrieved from http://www.kyb.mpg.de/publication.html?publ=4187
Heyde, M. von der, & Riecke, B. E. (2001). How to cheat in motion simulation - comparing the engineering and fun ride approach to motion cueing (No. 89). Max Planck Institute for Biological Cybernetics, Tübingen, Germany.
Riecke, B. E., & Heyde, M. von der. (2002). Qualitative Modeling of Spatial Orientation Processes using Logical Propositions: Interconnecting Spatial Presence, Spatial Updating, Piloting, and Spatial Cognition (No. 100). MPI for Biological Cybernetics.
Schulte-Pelkum, J., Riecke, B. E., von der Heyde, M., & Bülthoff, H. H. (2004). Influence of display device and screen curvature on perceiving and controlling simulated ego-rotations from optic flow. Tech. rep., Max Planck Institute for Biological Cybernetics, T\übingen, Germany. Retrieved from Google Scholar.
Riecke, B. E., Nusseck, H. G., & Schulte-Pelkum, J. (2006). Selected Technical and Perceptual Aspects of Virtual Reality Displays. Technical report, Max Planck Institute for Biological Cybernetics. Retrieved from http://3t.kyb.tuebingen.mpg.de/publications/attachments/RieckeNusseckSchulte-Pelkum_06_MPIK-TR_154__Selected%%20Technical%%20and%%20Perceptual%%20Aspects%%20of%%20Virtual%%20Reality%%20Displays_%%5B0%%5D.pdf
Riecke, B. E., van Veen, H. A. H. C., & Bülthoff, H. H. (2000). Visual Homing is possible without Landmarks: A Path Integration Study in Virtual Reality (No. 82). Max Planck Institute for Biological Cybernetics, Tübingen, Germany. [Avaliable: ftp://ftp.kyb.mpg.de/pub/mpi-memos/pdf/TR-082.pdf].
Riecke, B. E., & Schulte-Pelkum, J. (2006). Using the perceptually oriented approach to optimize spatial presence & ego-motion simulation (No. 153). MPI for Biological Cybernetics. Retrieved from http://www.kyb.mpg.de/publication.html?publ=4186
Meilinger, T., Riecke, B. E., Berger, D., & Bülthoff, H. H. (2007). A novel immersive virtual environment setup for behavioural experiments in humans, tested on spatial memory for environmental spaces (No. 158). Max-Planck-Institute for Biological Cybernetics. Retrieved from http://www.kyb.mpg.de/publication.html?publ=4490
Riecke, B. E. (1998). Untersuchung des menschlichen Navigationsverhaltens anhand von Heimfindeexperimenten in virtuellen Umgebungen (Investigating human navigation using homing experiments in virtual environments) (Master’s thesis). Eberhard-Karls-Universität Tübingen, Fakultät für Physik, Tübingen, Germany.
Macaranas, A., Antle, A. N., & Riecke, B. E. (2012). Three Strategies for Designing Intuitive Natural User Interfaces. In Extended Abstracts of the Designing Interactive Systems (ACM DIS) Conference. ACM.
Vidyarthi, J., Riecke, B. E., & Gromala, D. (2012). Sonic Cradle: designing for an immersive experience of meditation by connecting respiration to music. In Proceedings of the Designing Interactive Systems (ACM DIS) Conference (pp. 408–417). New York, NY, USA: ACM. https://doi.org/10.1145/2317956.2318017
Vidyarthi, J., Riecke, B. E., & Gromala, D. (2012). Encouraging Meditative Experiences through Respiratory-Musical Interaction. In NCE-GRAND 2012 Conference (pp. 1–4). Montreal, Canada.
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
Macaranas, A., Antle, A. N., & Riecke, B. E. (2012). Bridging the gap: attribute and spatial metaphors for tangible interface design. In Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction (TEI ’12) (pp. 161–168). Kingston, Canada: ACM. https://doi.org/10.1145/2148131.2148166
Shireen, N. I., Erhan, H., Sanchez, R., Popovic, J., Woodbury, R., & Riecke, B. E. (2011). Design space exploration in parametric systems: analyzing effects of goal specificity and method specificity on design solutions. In Proceedings of the 8th ACM conference on Creativity and Cognition (pp. 249–258). New York, NY, USA: ACM. https://doi.org/10.1145/2069618.2069660
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
Dalvandi, A., Riecke, B. E., & Calvert, T. (2011). Panoramic Video Techniques for Improving Presence in Virtual Environments. In S. Coquillart, A. Steed, & G. Welch (Eds.) (pp. 103–110). Presented at the JVRC11: Joint Virtual Reality Conference of EGVE - EuroVR, Nottingham, UK: Eurographics Association. https://doi.org/10.2312/EGVE/JVRC11/103-110
Nasirova, D., Erhan, H. I., Huang, A. T., Woodbury, R., & Riecke, B. E. (2011). Change Detection in 3D Parametric Systems: Human-Centered Interfaces for Change Visualization. In Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures (pp. 751–764). Liege, Belgium.
Lockyer, M., Bartram, L., & Riecke, B. E. (2011). Simple motion textures for ambient affect. In Proceedings of the ACM International Symposium on Computational Aesthetics in Graphics, Visualization, and Imaging (pp. 89–96). Vancouver, BC, Canada: ACM. https://doi.org/10.1145/2030441.2030461
Vidyarthi, J., Riecke, B. E., & Antle, A. N. (2011). Sympathetic guitar: humans respond socially to interactive technology in an abstract, expressive context. In Proceedings of the International Symposium on Computational Aesthetics in Graphics, Visualization, and Imaging (ACM CAe ’11) (pp. 9–16). Vancouver, BC, Canada: ACM. https://doi.org/10.1145/2030441.2030443
Riecke, B. E., Schulte-Pelkum, J., Caniard, F., & Bülthoff, H. H. (2005). Influence of Auditory Cues on the visually-induced Self-Motion Illusion (Circular Vection) in Virtual Reality. In Proceedings of 8th Annual Workshop Presence 2005 (pp. 49–57). Retrieved from http://en.scientificcommons.org/20596230
Moura, D., & Riecke, B. E. (2009). Is seeing a virtual environment like seeing the real thing? In Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization (ACM APGV) (p. 131). Chania, Crete, Greece. https://doi.org/10.1145/1620993.1621025
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
Riecke, B. E., Västfjäll, D., Larsson, P., & Schulte-Pelkum, J. (2005). Top-Down and Multi-Modal Influences on Self-Motion Perception in Virtual Reality. In Proceedings of HCI international 2005 (pp. 1–10). Las Vegas, NV, USA. Retrieved from http://en.scientificcommons.org/20596227
Mohler, B. J., Thompson, W. B., Riecke, B., & Bülthoff, H. H. (2005). Measuring vection in a large screen virtual environment. In Proceedings of the 2nd symposium on Applied perception in graphics and visualization (pp. 103–109). https://doi.org/http://doi.acm.org/10.1145/1080402.1080421
Meilinger, T., Riecke, B. E., & B\ülthoff, H. H. (2007). Orientation Specificity in Long-Term-Memory for Environmental Spaces. In Proceedings of the 29th Annual Conference of the Cognitive Science Society (pp. 479–484).
Riecke, B. E., & McNamara, T. P. (2007). An integrative theory of spatial orientation in the immediate environment. In Proceedings of the 29th Conference of the Cognitive Science Society (CogSci) (p. 1845).
Teramoto, W., & Riecke, B. E. (2007). Physical self-motion facilitates object recognition, but does not enable view-independence. In Proceedings of the 4th symposium on Applied perception in graphics and visualization (p. 142). https://doi.org/http://doi.acm.org/10.1145/1272582.1272619
Riecke, B. E., & Wiener, J. M. (2007). Consistent Left-Right Errors for Visual Path Integration in Virtual Reality: More Than a Failure to Update One’s Heading? In 4th ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization (APGV) (p. 139). New York, NY, USA: ACM Press. https://doi.org/10.1145/1140491.1140533
Riecke, B. E., Behbahani, P. A., & Shaw, C. D. (2009). Display size does not affect egocentric distance perception of naturalistic stimuli. In Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization (ACM APGV) (pp. 15–18). Chania, Crete, Greece.
Erfani, M., El-Nasr, M., Milam, D., Aghabeigi, B., Lameman, B., Riecke, B. E., … Mah, S. (2010). The Effect of Age, Gender, and Previous Gaming Experience on Game Play Performance. In P. Forbrig, F. Paternó, & A. Mark Pejtersen (Eds.), Human-Computer Interaction (Vol. 332, pp. 293–296). Springer Boston. https://doi.org/doi: 10.1007/978-3-642-15231-3_33
Hoyle, A., Naugle, E., Brosas, A., Arzanpour, S., Wang, G., & Riecke, B. E. (2010). Two-Axis Circular Treadmill for Human Perception and Behaviour Research in Virtual Environments. In Student Design Competition Paper (pp. 1–65). Victoria, BC, Canada.
Kolarić, S., Erhan, H., Woodbury, R., & Riecke, B. E. (2010). Comprehending parametric CAD models. In Proceedings of the 6th Nordic Conference on Human-Computer Interaction Extending Boundaries - NordiCHI ’10 (pp. 707–710). Reykjavik, Iceland. https://doi.org/10.1145/1868914.1869010
Rajus, V. S., Woodbury, R., Erhan, H. I., Riecke, B. E., & Mueller, V. (2010). Collaboration in Parametric Design: Analyzing User Interaction during Information Sharing. In Arcadia 2010 (pp. 320–326). https://doi.org/10.1145/1868914.1869010
Seaborn, K., Riecke, B. E., & Antle, A. N. (2010). Exploring the interplay of visual and haptic modalities in a pattern-matching task. In Proceedings of the 9th IEEE International Symposium on Haptic Audio Visual Environments and Games (pp. 61–66). Phoenix, Arizona, USA: Piscataway, NJ.
Vidyarthi, J., Antle, A. N., & Riecke, B. E. (2011). Sympathetic guitar: can a digitally augmented guitar be a social entity? In Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems (pp. 1819–1824). https://doi.org/http://doi.acm.org/10.1145/1979742.1979863
Riecke, B. E., Schulte-Pelkum, J., Avraamides, M. N., & Bülthoff, H. H. (2004). Enhancing the Visually Induced Self-Motion Illusion (Vection) under Natural Viewing Conditions in Virtual Reality. In Proceedings of 7th Annual Workshop Presence 2004 (pp. 125–132). https://doi.org/10.1.1.122.5636
Riecke, B. E., & Bülthoff, H. H. (2004). Spatial updating in real and virtual environments: contribution and interaction of visual and vestibular cues. In Proceedings of the 1st Symposium on Applied perception in graphics and visualization (pp. 9–17). https://doi.org/10.1145/1012551.1012553
Riecke, B. E., Schulte-Pelkum, J., Avraamides, M. N., von der Heyde, M., & Bülthoff, H. H. (2005). Scene consistency and spatial presence increase the sensation of self-motion in virtual reality. In Proceedings of the 2nd symposium on Applied perception in graphics and visualization (pp. 111–118). https://doi.org/10.1145/1080402.1080422
Riecke, B. E., & Wiener, J. M. (2006). Point-to-origin experiments in VR revealed novel qualitative errors in visual path integration. In ACM SIGGRAPH 2006 Research posters. https://doi.org/http://doi.acm.org/10.1145/1179622.1179840
Riecke, B. E., & Wiener, J. M. (2006). Point-to-origin experiments in VR revealed novel qualitative errors in visual path integration. In 3rd ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization (APGV) (p. 156). https://doi.org/10.1145/1179622.1179840
Riecke, B. E., & Wiener, J. M. (2007). Can People Not Tell Left from Right in VR? Point-to-origin Studies Revealed Qualitative Errors in Visual Path Integration. In Proceedings of IEEE Virtual Reality 2007 (pp. 3–10). https://doi.org/http://dx.doi.org/10.1109/VR.2007.352457
Peng, P., Riecke, B. E., Williams, B., McNamara, T. P., & Bodenheimer, B. (2008). Navigation modes in virtual environments: walking vs. joystick. In Proceedings of the 5th symposium on Applied perception in graphics and visualization (p. 192). https://doi.org/http://doi.acm.org/10.1145/1394281.1394321
Bizzocchi, J., Youssef, B., Quan, B., Suzuki, W., Bagheri, M., & Riecke, B. E. (2009). Re: Cycle-a Generative Ambient Video Engine (pp. 1–7). Presented at the Digital Arts and Culture (DAC), UC Irvine. Retrieved from http://www.escholarship.org/uc/item/47g5w6c4
Erfani, M., El-Nasr, M., Milam, D., Aghabeigi, B., Lameman, B., Riecke, B. E., … Mah, S. (2010). The Effect of Age, Gender, and Previous Gaming Experience on Customization activities within games. In Grace Hopper Celebration of Women in Computing Conference.
Milne, A. P., Antle, A. N., & Riecke, B. E. (2011). Tangible and body-based interaction with auditory maps. In Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems (pp. 2329–2334). https://doi.org/http://doi.acm.org/10.1145/1979742.1979874
Riecke, B. E., Schulte-Pelkum, J., & Bülthoff, H. H. (2005). Perceiving Simulated Ego-Motions in Virtual Reality - Comparing Large Screen Displays with HMDs. In Proceedings of the SPIE (Vol. 5666, pp. 344–355). San Jose, CA, USA. https://doi.org/10.1117/12.610846
Riecke, B. E., von der Heyde, M., & Bülthoff, H. H. (2002). Spatial updating in virtual environments: What are vestibular cues good for. Talk presented at the VSS. Retrieved from http://journalofvision.org/2/7/421/
Vidyarthi, K. J., Riecke, B. E., & Gromala, D. (2012). Sonic Cradle. Project Exhibit presented at the TEDactive conference, Palm Springs, CA, USA. Retrieved from http://conferences.ted.com/TEDActive2012/
Riecke, B. E. (2012). Moving You, in and through Virtual Reality. Talk presented at the TEDactive conference, Palm Springs, CA, USA. Retrieved from http://conferences.ted.com/TEDActive2012/
Vidyarthi, K. J., Gromala, D., & Riecke, B. E. (2011). Are you Immersed? Characterizing Immersion across Literature, Art and Interactive Media. Talk presented at the Society of Literature, Science and Art (SLSA) Conference 2011, Kitchener, Canada.
Riecke, B. E., & von der Heyde, M. (2000). Spatial Updating – Interaktion visueller und vestibulärer Reize bei der räumlichen Orientierung. Talk presented at the 1. SFB 550 Nachwuchskongress, Oberjoch, Germany.
Riecke, B. E., Heyde, M. von der, & Bülthoff, H. H. (2002). Contribution and interaction of visual and vestibular cues for spatial updating in real and virtual environments. Talk presented at the 43. Kongress der Deutschen Gesellschaft für Psychologie (DGPS), Lengerich, Germany.
Riecke, B. E., von der Heyde, M., & Bülthoff, H. H. (2002). Teleporting works-Spatial updating experiments in Virtual Tübingen. Talk presented at the Object Perception and Memory (OPAM), Kansas City, MO, USA.
Schulte-Pelkum, J., Riecke, B. E., von der Heyde, M., & Bülthoff, H. H. (2003). Circular vection is facilitated by a consistent photorealistic scene. Talk presented at the Presence 2003 Conference, Aalborg, Denmark.
Riecke, B. E. (2009). Spatial perception and orientation in virtual environments – is virtual reality real enough? Talk presented at the 39th annual meeting of the Society for Computers in Psychology (SCiP), Boston, USA.
Gramann, K., Riecke, B. E., Wing, S., Jung, T.-P., & Viirre, E. (2010). Brain dynamics associated with navigation in 3-D space. Talk presented at the Neuroscience 40th Annual Meeting, San Diego, CA, USA.
Riecke, B. E., Sigurdarson, S., & Milne, A. P. (2012). Moving Through Virtual Reality Without Moving? Cognitive Processing, 13(1), 293–297. https://doi.org/10.1007/s10339-012-0491-7
Gramann, K., Wing, S., Jung, T.-P., Viirre, E., & Riecke, B. E. (2012). Switching spatial reference frames for yaw and pitch navigation. Spatial Cognition and Computation, 12(2-3), 159–194. https://doi.org/10.1080/13875868.2011.645176
Teramoto, W., & Riecke, B. E. (2010). Dynamic visual information facilitates object recognition from novel viewpoints. Journal of Vision, 10(13), 1–13. https://doi.org/10.1167/10.13.11
Gromala, D., Vidyarthi, K. J., & Riecke, B. E. (2011). Sonic Cradle; Project Exhibition in Chronic Pain: Art & Science Collaborations. Exhibition, Sept. 29 – Nov. 30 2011, California Nanosystems Institute (CNSI), UCLA, Los Angeles, USA.
Riecke, B. E., Heyde, M. von der, & Bülthoff, H. H. (2002). Teleporting works - Spatial updating experiments in Virtual Tübingen. Talk presented at the Object Perception and Memory (OPAM), Kansas City, USA.
Riecke, B. E., Heyde, M. von der, & Bülthoff, H. H. (2002). Spatial updating experiments in Virtual Reality: What makes the world turn around in our head. Poster 162 presented at the Tübinger Wahrnehmungskonferenz (TWK), Tübingen, Germany. Retrieved from http://3t.kyb.tuebingen.mpg.de/de/publication.html?publ=632
Veen, H. A. H. C. van, Riecke, B. E., & Bülthoff, H. H. (1999). Visual Homing to a Virtual Home. Poster 4200B3 presented at the ARVO Invest. Ophthalmol. Vis. Sci.
Riecke, B. E., & Hastings, L. (2011). Do Virtual and Real Environments Influence Spatial Cognition Similarly? Poster 1031 presented at the 52th Annual Meeting of the Psychonomic Society (Psychonomics), Seattle, USA.
Schulte-Pelkum, J., Riecke, B. E., Caniard, F., & Bülthoff, H. H. (2005). Can auditory cues influence the visually induced self-motion illusion? Poster presented at the European Conference on Visual Perception (ECVP).
Riecke, B. E., van Veen, H., & Bülthoff, H. H. (1999). Is homing by optic flow possible? Poster presented at the Cognitive Neuroscience Meeting, Washington, DC, USA.
Riecke, B. E., van Veen, H. A. H. C., & Bülthoff, H. H. (1999). Heimfinden in virtuellen Umgebungen. Poster presented at the 2. Tübinger Wahrnehmungskonferenz (TWK), Tübingen, Germany.
Heyde, M. von der, Riecke, B. E., Cunningham, D. W., & Bülthoff, H. H. (2000). Humans can separately perceive distance, velocity, and acceleration from vestibular stimulation. Poster presented at the 3. Tübinger Wahrnehmungskonferenz (TWK), Tübingen, Germany.
Riecke, B. E., Veen, H. A. H. C. van, & Bülthoff, H. H. (2000). Reicht optischer Fluss wirklich nicht zum Heimfinden? Poster presented at the 3. Tübinger Wahrnehmungskonferenz (TWK), Tübingen, Germany.
Bülthoff, H. H., Riecke, B. E., & Veen, H. A. H. C. van. (2000). Do we really need vestibular and proprioceptive cues for homing. Invest. Ophthalmol. Vis. Sci. (ARVO), 41(4), 225B225.
Heyde, M. von der, Riecke, B. E., Cunningham, D. W., & Bülthoff, H. H. (2001). Visual-Vestibular Sensor Integration Follows a Max-Rule: Results from Psychophysical Experiments in Virtual Reality. In K. N. et al (Ed.), VisionScienceS01 (p. 142). Sarasota, Florida, United States.
Schulte-Pelkum, J., Riecke, B. E., & Heyde, M. von der. (2004). Ein kognitiver Einfluss auf die Wahrnehmung von simulierter Eigenbewegung (Zirkularvektion). Poster presented at the Tagung experimentell arbeitender Psychologen (TeaP), Giessen, Germany.
Riecke, B. E., & Heyde, M. von der. (2003). Qualitative modeling of spatial orientation processes using a logical network of necessary and sufficient conditions. Poster presented at the Object Perception and Memory (OPAM), Vancouver, Canada.
Schulte-Pelkum, J., Riecke, B. E., & Heyde, M. von der. (2003). Influence of display parameters on perceiving visually simulated ego-rotations - a systematic investigation. Poster presented at the Tübingen Perception Conference (TWK), Tübingen, Germany.
Schulte-Pelkum, J., Riecke, B. E., Heyde, M. von der, & Bülthoff, H. H. (2003). Screen curvature does influence the perception of visually simulated ego-rotations. Journal of Vision, 3(9). https://doi.org/doi: 10.1167/3.9.411
Riecke, B. E., Heyde, M. von der, & Bülthoff, H. H. (2002). Spatial updating experiments in Virtual Reality: What makes the world turn around in our head? Poster presented at the 5. Tübinger Wahrnehmungskonferenz (TWK), Tübingen, Germany.
Riecke, B. E., Heyde, M. von der, & Bülthoff, H. H. (2001). How Real is Virtual Reality Really? Comparing Spatial Updating using Pointing Tasks in Real and Virtual Environments. Journal of Vision, 1(3), 321a. Retrieved from http://www.kyb.mpg.de/publication.html?publ=629
Heyde, M. von der, Riecke, B. E., Cunningham, D. W., & Bülthoff, H. H. (2001). No Visual Dominance for Remembered Turns - Psychophysical Experiments on the Integration of Visual and Vestibular Cues in Virtual Reality. In K. N. et al (Ed.), VisionScienceS01 (Vol. 1). Sarasota, Florida, United States. https://doi.org/doi:10.1167/1.3.188
Schulte-Pelkum, J., Riecke, B. E., & Bülthoff, H. H. (2004). Vibrational cues enhance believability of ego-motion simulation. Poster presented at the International Multisensory Research Forum (IMRF), Barcelona, Spain.
Riecke, B. E., Schulte-Pelkum, J., Avraamides, M. N., Heyde, M. von der, & Bülthoff, H. H. (2004). Top-down influence on visually induced self-motion perception (vection). Poster presented at the 7. Tübingen Perception Conference (TWK), Tübingen, Germany.
Riecke, B. E., Schulte-Pelkum, J., Caniard, F., & Bülthoff, H. H. (2005). Auditory cues can facilitate the visually-induced self-motion illusion (circular vection) in Virtual Reality. Poster presented at the 8. Tübingen Perception Conference (TWK), Max Planck Institute for Biological Cybernetics, Germany.
Riecke, B. E., Schulte-Pelkum, J., & Caniard, F. (2006). Visually induced linear vection is enhanced by small physical accelerations. Poster presented at the 7th International Multisensory Research Forum (IMRF), Dublin, Ireland.
Teramoto, W., & Riecke, B. E. (2007). Physical Self-Motion Facilitates Object Recognition, but Does Not Enable View-Independence. Poster presented at the 10. Tübingen Perception Conference (TWK), Tübingen, Germany.
Meilinger, T., Riecke, B. E., Laharnar, N., & Bülthoff, H. H. (2007, July). Long-Term Memory for Environmental Spaces - the Case of Orientation Specificity. Poster presented at the 10. Tübingen Perception Conference (TWK), Tübingen, Germany.
Riecke, B. E., & McNamara, T. P. (2007). Spatial Orientation in the Immediate Environment: How Can the Different Theories be Reconciled? Poster presented at the 10. Tübingen Perception Conference (TWK), Tübingen, Germany.
Riecke, B. E., & McNamara, T. P. (2007). Similarity Between Room Layouts Causes Orientation-Specific Sensorimotor Interference in To-Be-Imagined Perspective Switches. Poster presented at the 48th Annual Meeting of the Psychonomic Society (Psychonomics).
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
Riecke, B. E., & Moura, D. (2009). Comparing spatial perception/cognition in real versus immersive virtual environments - it doesn’t compare! Poster presented at the 50th Annual Meeting of the Psychonomic Society (Psychonomics), Boston, USA.
von der Heyde, M., Riecke, B. E., Cunningham, D. W., & Bülthoff, H. H. (2000). Humans can extract distance and velocity from vestibular perceived acceleration. Poster presented at the Cognitive Neuroscience Meeting; Journal of Cognitive Neuroscience, 63C 77.
Riecke, B. E., von der Heyde, M., & Bülthoff, H. H. (2001). How do we know where we are? Contribution and interaction of visual and vestibular cues for spatial updating in real and virtual environments. Poster presented at the Tübinger Wahrnehmungskonferenz (TWK), Tübingen, Germany.
Schulte-Pelkum, J., Riecke, B. E., von der Heyde, M., & Bülthoff, H. H. (2002). Perceiving and controlling simulated ego-rotations from optic flow: Influence of field of view and display devices on ego-motion perception. Poster presented at the Object Perception and Memory (OPAM), Kansas City, MO, USA.
Riecke, B. E., Beykirch, K., & Bülthoff, H. H. (2003). Reflex-like spatial updating can be adapted without any sensory conflict. Poster presented at the Perception 32 ECVP Abstract Suplement, Paris, France.
Riecke, B. E., Schulte-Pelkum, J., Avraamides, M. N., von der Heyde, M., & Bülthoff, H. H. (2004). The effect of cognition on the visually induced illusion of self-motion (vection). Journal of Vision, 4(8), 891a. https://doi.org/10.1167/4.8.891
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
Seaborn, K. (2011). A Guiding Hand: Augmenting Novice Gameplay With Haptic Feedforward Guidance (MSc Thesis). Simon Fraser University, Surrey, BC, Canada. Retrieved from https://theses.lib.sfu.ca/thesis/etd6819
Wang, S. (2010). Comparing Tangible and Multi-Touch Interfaces for a Spatial Problem Solving Task (MSc Thesis). Simon Fraser University, Surrey, BC, Canada. Retrieved from https://theses.lib.sfu.ca/thesis/etd6352