Thinh Nguyen-Vo



MSc Student


tnguyenv [at]



Thinh is join­ing the iSpace team in Fall 2016 as a grad­u­ate stu­dent — details to follow soon.


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. 1–2). Presented at the IEEE Symposium on 3D User Interfaces 3DUI.