Thinh (Ted) Nguyen-Vo



MSc Student


tnguyenv [at]



Thinh (Ted) has a BSc in Computer Science from HCMC University of Science. He stared an MSc at School of Interactive Arts and Technology (SIAT), Simon Fraser University in Fall 2016, and joined the iSPACE research lab, where he started his stud­ies on VR tech­nol­ogy and human spa­tial per­cep­tion in immer­sive vir­tual envi­ron­ments. His research inter­ests involve using tech­nolo­gies such as arti­fi­cial intel­li­gence, machine learn­ing, vir­tual real­ity, aug­mented tech­nol­ogy, to improve human life.


NaviBoard: Efficiently Navigating Virtual Environments

Here we propose a novel and cost-effective setup of a leaning-based interface that allows people to efficiently navigate virtual environments, NaviBoard Abstract Walking has always been the most common locomotion mode for humans in the real world. As a result, it has also been considered as the gold standard in a large body of Virtual Reality research involving navigation. Physical walking provid...

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...

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...


Nguyen-Vo, T., Riecke, B. E., & Stuerzlinger, W. (2017, April). Investigating the Effect of Simulated Reference Frames on Spatial Orientation in Virtual Reality. Poster presented at the Second International Workshop on Models and Representations in Spatial Cognition, Tübingen, Germany.
Nguyen-Vo, T., Riecke, B. E., & Stuerzlinger, W. (2017). Moving in a Box: Improving Spatial Orientation in Virtual Reality using Simulated Reference Frames (pp. 207–208). Presented at the IEEE Symposium on 3D User Interfaces 3DUI.
Nguyen-Vo, T., DiPaola, S., & Riecke, B. E. (2017). Detecting Spatial Orientation Demands during Virtual Navigation using EEG Brain Sensing (pp. 1–5). Presented at the ACM SIGPLAN Workshop on Software for Augmented and Virtual Reality (SAVR 2017), Vancouver, Canada.
Kitson, A., Nguyen-Vo, T., Hashemian, A. M., Stepanova, E. R., & Riecke, B. E. (2017, November). A User Study Comparing Two Low-Cost Chair Interfaces for Embodied Virtual Locomotion. Talk presented at the Psychonomic Society 58th Annual Meeting, Vancouver, BC, Canada.
Nguyen-Vo, T., & Riecke, B. E. (2017, November). Detecting Spatial Orientation Demand during Virtual Navigation using EEG Brain Sensing. Poster presented at the Psychonomic Society 58th Annual Meeting, Vancouver, BC, Canada.
Nguyen-Vo, T., Riecke, B. E., & Stuerzlinger, W. (2018). Simulated Reference Frame: A Cost-Effective Solution to Improve Spatial Orientation in VR (pp. 1–8). Presented at the IEEE Virtual Reality 2018, Reutlingen, Germany: IEEE.