Bernhard E. Riecke

Bernhard E. Riecke
Simon Fraser University · School of Interactive Arts and Technology

PhD, University of Tübingen

About

239
Publications
75,521
Reads
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4,155
Citations
Introduction
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 Design and iter­a­tive improve­ment of per­cep­tu­ally ori­ented, multi-modal human-computer inter­faces and human-centered, effec­tive vir­tual real­ity simulations
Additional affiliations
May 2008 - present
Simon Fraser University
Position
  • Professor (associate prof. since 2014)
February 2007 - February 2008
Vanderbilt University
Position
  • PostDoc Position
August 1997 - April 2008
Max Planck Institute for Biological Cybernetics
Position
  • Post-doctoral researcher (after finishing PhD)

Publications

Publications (239)
Conference Paper
Full-text available
Motion sickness, unintuitive navigation, and limited agency are critical issues in VR/XR impeding wide-spread adoption and enjoyable user experiences. To tackle these challenges, we present HyperJump, a novel VR interface merging advantages of continuous locomotion and teleportation/dashing into one seamless, hands-free, and easily learnable user i...
Conference Paper
Full-text available
Lucid dreaming is the awareness of being in a dream, allowing dream control and living out fantasies. It also has benefits for growth and well-being. Yet, lucid dreaming is not accessible to most people. So, we created Lucid Loop—a neurofeedback-augmented immersive experience that utilizes AI-enhanced visuals and spatial audio in a virtual reality...
Article
Full-text available
The concept of transformative experience (TE) has been widely explored by several disciplines from philosophy to neurobiology, and in different domains, from the spiritual to the educational one. This attitude has engendered heterogeneous models to explain this phenomenon. However, a consistent and clear understanding of this construct remains elus...
Conference Paper
Full-text available
Human connection is essential for our personal well-being and a building block for a well-functioning society. There is a prominent interest in the potential of technology for mediating social con- nection, with a wealth of systems designed to foster the feeling of connection between strangers, friends, and family. By surveying this design landscap...
Article
Using standard handheld interfaces for VR locomotion may not provide a believable self-motion experience and can contribute to unwanted side effects such as motion sickness, disorientation, or increased cognitive load. This paper demonstrates how using a seated leaning-based locomotion interface --HeadJoystick-- in VR ground-based navigation affect...
Article
When users in virtual reality cannot physically walk and self-motions are instead only visually simulated, spatial updating is often impaired. In this paper, we report on a study that investigated if HeadJoystick, an embodied leaning-based flying interface, could improve performance in a 3D navigational search task that relies on maintaining situat...
Article
Full-text available
Virtual Reality (VR) users typically either sit or stand/walk when using VR; however, the impact of this is little researched, and there is a lack of any broad or systematic analysis of how this difference in physical posture might affect user experience and behavior. To address this gap, we propose such a systematic analysis that was refined throu...
Article
Full-text available
Telepresence robots allow users to be spatially and socially present in remote environments. Yet, it can be challenging to remotely operate telepresence robots, especially in dense environments such as academic conferences or workplaces. In this paper, we primarily focus on the effect that a speed control method, which automatically slows the telep...
Article
Full-text available
Self-transcendence has been characterized as a decrease in self-saliency (ego disillusionment) and increased connection, and has been growing in research interest in the past decade. Several measures have been developed and published with some degree of psychometric validity and reliability. However, to date, there has been no review systematically...
Article
Full-text available
Flying in virtual reality (VR) using standard handheld controllers can be cumbersome and contribute to unwanted side effects such as motion sickness and disorientation. This paper investigates a novel hands-free flying interface - HeadJoystick, where the user moves their head similar to a joystick handle toward the target direction to control virtu...
Article
Body RemiXer is a mixed reality installation that connects immersants across the virtual/actual divide through emergent tactility and abstract embodiment. Using a virtual reality headset, Kinect and projections, the installation explores the potential of immersive technology to create copresent experiences that foster intercorporeal relationships b...
Conference Paper
Full-text available
Bio-responsive immersive Virtual Reality can transform our interactions to bring awareness to our physiological rhythms fostering connection with our bodies, each other and nature. JeL is an immersive installation that aims to foster a feeling of connection through the process of breathing synchronization. Two immersants synchronize their breathing...
Conference Paper
Full-text available
With this work, we propose a draft classification of advantages and disadvantages between sitting and standing user interfaces in VR to stimulate discussion and future work.
Conference Paper
Full-text available
In this position paper, we want to point, with a little bit of provocation and maybe a pinch of fun, to some grievances of and also chances for today's pool of (consumer) VR applications concerning the chosen user posture. In our opinion, the user is considered standing or required to stand in too many cases, and transitions between postures are us...
Conference Paper
Full-text available
VR is often experienced in a seated position, similar to 3D video games, that almost exclusively are. The reasons for this are diverse and can go beyond just being more comfortable [18]. Interestingly, even when users are physically seated, often designers try to simulate standing and moving experiences, using head-bobbing and other ways to make us...
Article
Research has shown that consistent stereoscopic information improves the vection (i.e. illusions of self-motion) induced in stationary observers. This study investigates the effects of placing stereoscopic information into direct conflict with monocular motion signals by swapping the observer's left and right eye views to reverse disparity. Experim...
Chapter
Full-text available
Virtual reality is an embodied medium. It extends reality by altering the perception of the bodily senses. However, many virtual reality experiences ignore the body, attempting to leave it behind upon entering the virtual space. As virtual reality is experienced through the body, the conflict between mediated and unmediated senses splits the self b...
Article
Walking has always been considered as the gold standard for navigation in Virtual Reality research. Though full rotation is no longer a technical challenge, physical translation is still restricted through limited tracked areas. While rotational information has been shown to be important, the benefit of the translational component is still unclear...
Conference Paper
Full-text available
Many studies have proposed different ways of supporting flying in embodied virtual reality (VR) interfaces with limited success. Our research explores the usage of a user's lower body to support flying locomotion control through a novel "flexible perching" (FlexPerch) stance that provides user with leg moving ability while sitting. We conducted an...
Article
Full-text available
Immersive technology, such as virtual reality, provides us with novel opportunities to create and explore affective experiences with a transformative potential mediated through awe. The profound emotion of awe, that is experienced in response to witnessing vastness and creates the need for accommodation that can lead to restructuring of one's world...
Poster
Full-text available
JeL is an interactive, breath-responsive Virtual Reality (VR) installation that subtly and playfully encourages two users to synchronize their breathing. JeL explores a novel form of interpersonal interaction in VR that aims to connect users to their physiological state through biofeedback, to each other through physiological synchronization, and t...
Conference Paper
We present JeL-a bio-responsive immersive installation for interpersonal synchronization through breathing. In JeL, two users are immersed in a virtual underwater environment, where their individual breathing controls the movement of a jellyfish. As users synchronize their breathing, a virtual glass sponge-like structure starts to grow, representin...
Conference Paper
Full-text available
Technology for supporting wellbeing has long been an aim for many disciplines, including computer science, psychology, and human-computer interaction. However, the definition of wellbeing is not always clear and this has implications for how we design for and assess technologies that aim to foster it. Here, we discuss current definitions of wellbei...
Article
Full-text available
A select small group of people have an amazing opportunity to see the Earth from a unique perspective-from space. The effect this experience has on an individual has been described as extraordinary and profound, consisting of a cognitive shift in worldview that leads to a deeper understanding of the fragility and vulnerability of our planet, and an...
Conference Paper
Some life experiences can generate profound and long-lasting shifts in core beliefs and attitudes, including subjective transformation. These experiences can change what individuals know and value, their perspective on the world and life, evolving them as a grown person. For these characteristics, transformative experiences are gaining increasing a...
Conference Paper
Lucid dreaming, knowing one is dreaming while dreaming, is an important tool for exploring consciousness and bringing awareness to different aspects of life. We present a proof-of-concept system called Lucid Loop: a virtual reality experience where one can practice lucid awareness via biofeedback. Visuals are creatively generated before your eyes u...
Article
Full-text available
“Awe” is a category of emotion within the spectrum of self-transcendent experiences. Awe has wellness benefits, with feelings of social interconnectivity and increased life satisfaction. However, awe experiences remain rare in our everyday lives, and rarer in lab environments. We posit that Virtual Reality (VR) may help to make self-transcendent an...
Conference Paper
Full-text available
In this course, we will take a detailed look at different topics in the field of 3D user interfaces (3DUIs) for Virtual Reality and Gaming. With the advent of Augmented and Virtual Reality in numerous application areas, the need and interest in more effective interfaces becomes prevalent, among others driven forward by improved technologies, increa...
Conference Paper
Moving objects is an important task in 3D user interfaces. In this work, we focus on (precise) 3D object positioning in immersive virtual reality systems, especially head-mounted displays (HMDs). To evaluate input method performance for 3D positioning, we focus on an existing sliding algorithm, in which objects slide on any contact surface. Sliding...
Article
Full-text available
Practices such as mindfulness, introspection, and self-reflection are known to have positive short and long-term effects on health and well-being. However, in today's modern, fast-paced, technological world tempted by distractions these practices are often hard to access and relate to a broader audience. Consequently, technologies have emerged that...
Conference Paper
Full-text available
The paper describes AWE (2018), an immersive mixed and virtual reality installation designed to elicit feelings of awe and wonder. Experiences of awe are found to prompt feelings of interconnectedness and an improvement to perceived well-being. To address the challenging prospect of designing for a specific emotional experience in a wellness applic...
Article
Several factors contribute to the likelihood of experiencing illusory sensations of self-motion (i.e., vection) in Virtual Reality (VR) applications. VR users can also experience adverse effects such as disorientation, oculomotor issues, or nausea known as visually induced motion sickness (VIMS). The goal of the present study was to systematically...
Conference Paper
The third wave of HCI research has interest in understanding how technologies can mediate personal experiences and improve life quality. In particular, immersive environments combined with the practices of mindfulness meditation have a strong potential to increase the user's attention to the self. Often, people feel disconnected from their bodies a...
Article
Full-text available
Typically it takes up to 10 seconds or more to induce a visual illusion of self-motion (“vection”). However, for this vection to be most useful in virtual reality and vehicle simulation, it needs to be induced quickly, if not immediately. This study examined whether vection onset latency could be reduced towards zero using visual display manipulati...
Data
A video of the static prime stimulus followed by oscillating radial flow (MP4). This screen capture recording was created using the Game DVR app in windows 10. Please note that speed will be approximate due to differences in frame rate and screen size. (MP4)
Data
This excel spreadsheet (.xlxs) provides the vection latency, strength and sickness data for Experiment 1 (vection with large external display), Experiment 2 (vection with HMD), and control Experiment 3 (vection with oscillating prime). The data for these experiments are each presented on separate Excel worksheets. (XLSX)
Data
A video of the static prime followed by smooth radial flow (MP4). This screen capture recording was created using the Game DVR app in windows 10. Please note that speed will be approximate due to differences in frame rate and screen size. (MP4)
Conference Paper
Full-text available
Virtual reality (VR) is resurging in popularity with the advancement of low-cost hardware and more realistic graphics. How might this technology help others? That is, to increase mental well-being? The ultimate VR might look like lucid dreaming, the phenomenon of knowing one is dreaming while in the dream. Lucid dreaming can be used as an introspec...
Conference Paper
Full-text available
People often enjoy sharing outdoor activities together such as walking and hiking. However, when family and friends are separated by distance it can be difficult if not impossible to share such activities. We explore this design space by investigating the benefits and challenges of using a telepresence robot to support outdoor leisure activities. I...
Conference Paper
Full-text available
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 exploration of abstract data sets. We will closely look into the basics of navigation, unravelling the psychophysics (including wayfinding) and actual lo...
Conference Paper
Full-text available
Virtual Reality (VR) has immersive powers that can teleport an im-mersant into a virtual world and provide them with an experience of being somewhere that they may not have been able to go to. These powers of VR are most often used for games and entertainment, creating a space for escapism and isolation that may have negative psychological and soci...
Article
Imagined perspective switches are notoriously difficult, a fact often ascribed to sensorimotor interference between one’s to-be-imagined versus actual orientation. Here, we demonstrate similar interference effects, even if participants know they are in a remote environment with unknown spatial relation to the learning environment. Participants lear...
Poster
Full-text available
Profound, positive emotional experiences in life, such as witnessing natural wonders and phenomena, can lead to cognitive shifts and changes to moral attitudes. These experiences are, however, rare and thus understudied. The immersive potential of virtual reality (VR) present an opportunity to both induce and study such experiences. Our work explor...
Poster
Full-text available
The current study shows how brain sensing can offer insight to the evaluation of human spatial orientation in virtual reality (VR) and establish a role for electroencephalography (EEG) in virtual navigation. Research suggests that the evaluation of spatial orientation in VR benefits by going beyond performance measures or questionnaires to measurem...
Conference Paper
Full-text available
Tis study shows how brain sensing can offer insight to the evaluation of human spatial orientation in virtual reality (VR) and establish a role for electroencephalogram (EEG) in virtual navigation. Research suggests that the evaluation of spatial orientation in VR benefits by going beyond performance measures or questionnaires to measurements of th...
Conference Paper
Sisu is a gamified learning application designed to assist school-aged children who are struggling to read. Sisu utilizes readily-available technology to support the child’s self-directed learning at home, with unique elements tied to the learning experience: (1) a spelling game with (2) an empathic agent, and (3) a mini-game. The empathic agent ut...
Poster
Full-text available
Experiences of awe have therapeutic, health, and educational benefits, characterized by profound feelings of social interconnectivity, shifts in perspective, and increased life satisfaction. We investigated how personalized VR could provide an opportunity to improve well-being through elicitation of awe through a mixed-methods study, with participa...
Poster
Full-text available
Breathing and affect are closely related: our breathing patterns can indicate our affective state, and changing breathing patterns can lead to a change in affect. A vast number of studies on mindfulness meditation and computer-supported mindfulness in virtual environments (VEs) have focused on using breath awareness as a feedback mechanism that the...
Article
Full-text available
Sounds are thought to contribute to the perceptions of self-motion, often via higher-level, cognitive mechanisms. This study examined whether illusory self-motion (i.e. vection) could be induced by auditory metaphorical motion stimulation (without providing any spatialized or low-level sensory information consistent with self-motion). Five differen...
Conference Paper
Chronic stress is a significant contributor to emotional distress and a myriad of health issues. Standard coping mechanisms for stress and anxiety (e.g., medication, yoga, and therapy) often have significant barriers preventing people from seeking a remedy. A new home-based treatment method using a brain-computer interface provides people with visu...
Conference Paper
Full-text available
Smartwatches are growing in usage, yet they come with the additional challenge of regulating their usage during the taking of academic tests. However, it is unclear how effective they are at actually allowing students to cheat. We conducted an experiment that examines the use of smartwatches for cheating on Multiple-Choice Questions (MCQ) and Short...