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Dive into the research topics where Bernhard E. Riecke is active.

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Featured researches published by Bernhard E. Riecke.


Presence: Teleoperators & Virtual Environments | 2002

Visual homing is possible without landmarks: a path integration study in virtual reality

Bernhard E. Riecke; Henricus A. H. C. van Veen; Hh Bülthoff

The literature often suggests that proprioceptive and especially vestibular cues are required for navigation and spatial orientation tasks involving rotations of the observer. To test this notion, we conducted a set of experiments in virtual environments in which only visual cues were provided. Participants had to execute turns, reproduce distances, or perform triangle completion tasks. Most experiments were performed in a simulated 3D field of blobs, thus restricting navigation strategies to path integration based on optic flow. For our experimental set-up (half-cylindrical 180 deg. projection screen), optic flow information alone proved to be sufficient for untrained participants to perform turns and reproduce distances with negligible systematic errors, irrespective of movement velocity. Path integration by optic flow was sufficient for homing by triangle completion, but homing distances were biased towards the mean response. Additional landmarks that were only temporarily available did not improve homing performance. However, navigation by stable, reliable landmarks led to almost perfect homing performance. Mental spatial ability test scores correlated positively with homing performance, especially for the more complex triangle completion taskssuggesting that mental spatial abilities might be a determining factor for navigation performance. In summary, visual path integration without any vestibular or kinesthetic cues can be sufficient for elementary navigation tasks like rotations, translations, and triangle completion.


international conference on computer graphics and interactive techniques | 2007

Do HDR displays support LDR content?: a psychophysical evaluation

Ahmet Oguz Akyuz; Roland W. Fleming; Bernhard E. Riecke; Erik Reinhard; Hh Bülthoff

The development of high dynamic range (HDR) imagery has brought us to the verge of arguably the largest change in image display technologies since the transition from black-and-white to color television. Novel capture and display hardware will soon enable consumers to enjoy the HDR experience in their own homes. The question remains, however, of what to do with existing images and movies, which are intrinsically low dynamic range (LDR). Can this enormous volume of legacy content also be displayed effectively on HDR displays? We have carried out a series of rigorous psychophysical investigations to determine how LDR images are best displayed on a state-of-the-art HDR monitor, and to identify which stages of the HDR imaging pipeline are perceptually most critical. Our main findings are: (1) As expected, HDR displays outperform LDR ones. (2) Surprisingly, HDR images that are tone-mapped for display on standard monitors are often no better than the best single LDR exposure from a bracketed sequence. (3) Most importantly of all, LDR data does not necessarily require sophisticated treatment to produce a compelling HDR experience. Simply boosting the range of an LDR image linearly to fit the HDR display can equal or even surpass the appearance of a true HDR image. Thus the potentially tricky process of inverse tone mapping can be largely circumvented.


tests and proofs | 2009

Moving sounds enhance the visually-induced self-motion illusion (circular vection) in virtual reality

Bernhard E. Riecke; Aleksander Väljamäe; J Schulte-Pelkum

While rotating visual and auditory stimuli have long been known to elicit self-motion illusions (“circular vection”), audiovisual interactions have hardly been investigated. Here, two experiments investigated whether visually induced circular vection can be enhanced by concurrently rotating auditory cues that match visual landmarks (e.g., a fountain sound). Participants sat behind a curved projection screen displaying rotating panoramic renderings of a market place. Apart from a no-sound condition, headphone-based auditory stimuli consisted of mono sound, ambient sound, or low-/high-spatial resolution auralizations using generic head-related transfer functions (HRTFs). While merely adding nonrotating (mono or ambient) sound showed no effects, moving sound stimuli facilitated both vection and presence in the virtual environment. This spatialization benefit was maximal for a medium (20° × 15°) FOV, reduced for a larger (54° × 45°) FOV and unexpectedly absent for the smallest (10° × 7.5°) FOV. Increasing auralization spatial fidelity (from low, comparable to five-channel home theatre systems, to high, 5° resolution) provided no further benefit, suggesting a ceiling effect. In conclusion, both self-motion perception and presence can benefit from adding moving auditory stimuli. This has important implications both for multimodal cue integration theories and the applied challenge of building affordable yet effective motion simulators.


tests and proofs | 2006

Cognitive factors can influence self-motion perception (vection) in virtual reality

Bernhard E. Riecke; J Schulte-Pelkum; Marios N. Avraamides; Markus Heyde; Hh Bülthoff

Research on self-motion perception and simulation has traditionally focused on the contribution of physical stimulus properties (“bottom-up factors”) using abstract stimuli. Here, we demonstrate that cognitive (“top-down”) mechanisms like ecological relevance and presence evoked by a virtual environment can also enhance visually induced self-motion illusions (vection). In two experiments, naive observers were asked to rate presence and the onset, intensity, and convincingness of circular vection induced by different rotating visual stimuli presented on a curved projection screen (FOV: 54° × 45°). Globally consistent stimuli depicting a natural 3D scene proved more effective in inducing vection and presence than inconsistent (scrambled) or unnatural (upside-down) stimuli with similar physical stimulus properties. Correlation analyses suggest a direct relationship between spatial presence and vection. We propose that the coherent pictorial depth cues and the spatial reference frame evoked by the naturalistic environment increased the believability of the visual stimulus, such that it was more easily accepted as a stable “scene” with respect to which visual motion is more likely to be judged as self-motion than object motion. This work extends our understanding of mechanisms underlying self-motion perception and might thus help to improve the effectiveness and believability of virtual reality applications.


ieee virtual reality conference | 2005

Towards lean and elegant self-motion simulation in virtual reality

Bernhard E. Riecke; J Schulte-Pelkum; F Caniard; Hh Bülthoff

Despite recent technological advances, convincing self-motion simulation in virtual reality (VR) is difficult to achieve, and users often suffer from motion sickness and/or disorientation in the simulated world. Instead of trying to simulate self-motions with physical realism (as is often done for, e.g., driving or flight simulators), we propose in this paper a perceptually oriented approach towards self-motion simulation. Following this paradigm, we performed a series of psychophysical experiments to determine essential visual, auditory, and vestibular/tactile parameters for an effective and perceptually convincing self-motion simulation. These studies are a first step towards our overall goal of achieving lean and elegant self-motion simulation in virtual reality (VR) without physically moving the observer. In a series of psychophysical experiments about the self-motion illusion (circular vection), we found that (i) vection as well as presence in the simulated environment is increased by a consistent, naturalistic visual scene when compared to a sliced, inconsistent version of the identical scene, (ii) barely noticeable marks on the projection screen can increase vection as well as presence in an unobtrusive manner, (iii) physical vibrations of the observers seat can enhance the vection illusion, and (iv) spatialized 3D audio cues embedded in the simulated environment increase the sensation of self-motion and presence. We conclude that providing consistent cues about self-motion to multiple sensory modalities can enhance vection, even if physical motion cues are absent. These results yield important implications for the design of lean and elegant self-motion simulators.


international conference spatial cognition | 2010

Do we need to walk for effective virtual reality navigation? physical rotations alone may suffice

Bernhard E. Riecke; Bobby Bodenheimer; Timothy P. McNamara; Betsy Williams; Peng Peng; Daniel Feuereissen

Physical rotations and translations are the basic constituents of navigation behavior, yet there is mixed evidence about their relative importance for complex navigation in virtual reality (VR). In the present experiment, 24 participants wore head-mounted displays and performed navigational search tasks with rotations/translations controlled by physical motion or joystick. As expected, physical walking showed performance benefits over joystick navigation. Controlling translations via joystick and rotations via physical rotations led to better performance than joystick navigation, and yielded almost comparable performance to actual walking in terms of search efficiency and time. Walking resulted, however, in increased viewpoint changes and shorter navigation paths, suggesting a rotation/translation tradeoff and different navigation strategies. While previous studies have emphasized the importance of full physical motion via walking (Ruddle & Lessels, 2006, 2009), our data suggests that considerable navigation improvements can already be gained by allowing for full-body rotations, without the considerable cost, space, tracking, and safety requirements of free-space walking setups.


tests and proofs | 2005

Visual cues can be sufficient for triggering automatic, reflexlike spatial updating

Bernhard E. Riecke; Markus Heyde; Hh Bülthoff

“Spatial updating” refers to the process that automatically updates our egocentric mental representation of our immediate surround during self-motions, which is essential for quick and robust spatial orientation. To investigate the relative contribution of visual and vestibular cues to spatial updating, two experiments were performed in a high-end Virtual Reality system. Participants were seated on a motion platform and saw either the surrounding room or a photorealistic virtual model presented via head-mounted display or projection screen. After upright rotations, participants had to point “as accurately and quickly as possibl ” to previously learned targets that were outside of the current field of view (FOV). Spatial updating performance, quantified as response time, configuration error, and pointing error, was comparable in the real and virtual reality conditions when the FOV was matched. Two further results challenge the prevailing basic assumptions about spatial updating: First, automatic, reflexlike spatial updating occurred without any physical motion, i.e., visual information from a known scene alone can, indeed, be sufficient, especially for large FOVs. Second, continuous-motion information is not, in fact, mandatory for spatial updating---merely presenting static images of new orientations proved sufficient, which motivated our distinction between continuous and instant-based spatial updating.


Frontiers in Psychology | 2015

Vection and visually induced motion sickness: how are they related?

Behrang Keshavarz; Bernhard E. Riecke; Lawrence J. Hettinger; Jennifer L. Campos

The occurrence of visually induced motion sickness has been frequently linked to the sensation of illusory self-motion (vection), however, the precise nature of this relationship is still not fully understood. To date, it is still a matter of debate as to whether vection is a necessary prerequisite for visually induced motion sickness (VIMS). That is, can there be VIMS without any sensation of self-motion? In this paper, we will describe the possible nature of this relationship, review the literature that addresses this relationship (including theoretical accounts of vection and VIMS), and offer suggestions with respect to operationally defining and reporting these phenomena in future.


Quarterly Journal of Experimental Psychology | 2014

Local and global reference frames for environmental spaces

T Meilinger; Bernhard E. Riecke; Hh Bülthoff

Two experiments examined how locations in environmental spaces, which cannot be overseen from one location, are represented in memory: by global reference frames, multiple local reference frames, or orientation-free representations. After learning an immersive virtual environment by repeatedly walking a closed multisegment route, participants pointed to seven previously learned targets from different locations. Contrary to many conceptions of survey knowledge, local reference frames played an important role: Participants performed better when their body or pointing targets were aligned with the local reference frame (corridor). Moreover, most participants turned their head to align it with local reference frames. However, indications for global reference frames were also found: Participants performed better when their body or current corridor was parallel/orthogonal to a global reference frame instead of oblique. Participants showing this pattern performed comparatively better. We conclude that survey tasks can be solved based on interconnected local reference frames. Participants who pointed more accurately or quickly additionally used global reference frames.


human factors in computing systems | 2013

Technology preferences and routines for sharing health information during the treatment of a chronic illness

Carolyn Pang; Carman Neustaedter; Bernhard E. Riecke; Erick Oduor; Serena Hillman

When a patient has a chronic illness, such as heart disease or cancer, it can be challenging for distributed family members to stay aware of the patients health status. A variety of technologies are available to support health information sharing (e.g., phone, video chat, social media), yet we still do not have a detailed understanding of which technologies are preferred and what challenges people still face when sharing information with them. To explore this, we conducted a mixed-method study-involving a survey and in-depth interviews--with people about their health information sharing routines and preferences for different technologies. Regardless of physical distance between distributed family members, synchronous methods of communication afforded the opportunity to provide affective support while asynchronous methods of communication were deemed to be the least intrusive. With family members adopting certain roles during the treatment of chronic illnesses, our findings suggest the need to design tools that mediate sharing health information across distance and age gaps, with consideration to respecting patient privacy while sharing health information.

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Ernst Kruijff

Bonn-Rhein-Sieg University of Applied Sciences

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