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Featured researches published by Daniel Feuereissen.


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.


ieee virtual reality conference | 2012

Self-motion illusions (vection) in VR — Are they good for anything?

Bernhard E. Riecke; Daniel Feuereissen; John J. Rieser; Timothy P. McNamara

When we locomote through real or virtual environments, self-to-object relationships constantly change. Nevertheless, in real environments we effortlessly maintain an ongoing awareness of roughly where we are with respect to our immediate surrounds, even in the absence of any direct perceptual support (e.g., in darkness or with eyes closed). In virtual environments, however, we tend to get lost far more easily. Why is that? Research suggests that physical motion cues are critical in facilitating this “automatic spatial updating” of the self-to-surround relationships during perspective changes. However, allowing for full physical motion in VR is costly and often unfeasible. Here, we demonstrated for the first time that the mere illusion of self-motion (“circular vection”) can provide a similar benefit as actual self-motion: While blindfolded, participants were asked to imagine facing new perspectives in a well-learned room, and point to previously-learned objects. As expected, this task was difficult when participants could not physically rotate to the instructed perspective. Performance was significantly improved, however, when they perceived illusory self-rotation to the novel perspective (even though they did not physically move). This circular vection was induced by a combination of rotating sound fields (“auditory vection”) and biomechanical vection from stepping along a carrousel-like rotating floor platter. In summary, illusory self-motion was shown to indeed facilitate perspective switches and thus spatial orientation. These findings have important implications for both our understanding of human spatial cognition and the design of more effective yet affordable VR simulators. In fact, it might ultimately enable us to relax the need for physical motion in VR by intelligently utilizing self-motion illusions.


human factors in computing systems | 2011

Spatialized sound enhances biomechanically-induced self-motion illusion (vection)

Bernhard E. Riecke; Daniel Feuereissen; John J. Rieser; Timothy P. McNamara

The use of vection, the illusion of self-movement, has recently been explored as a novel way to immerse observers in mediated environments through illusory yet compelling self-motion without physically moving. This provides advantages over existing systems that employ costly, cumbersome, and potentially hazardous motion platforms, which are often surprisingly inadequate to provide life-like motion experiences. This study investigates whether spatialized sound rotating around the stationary, blindfolded listener can facilitate biomechanical vection, the illusion of self-rotation induced by stepping along a rotating floor plate. For the first time, integrating simple auditory and biomechanical cues for turning in place evoked convincing circular vection. In an auditory baseline condition, participants experienced only spatialized auditory cues. In a purely biomechanical condition, seated participants stepped along sideways on a rotating plate while listening to mono masking sounds. Scores of the bi-modal condition (binaural+biomechanical cues) exceeded the sum of both single cue conditions, which may imply super-additive or synergistic effects.


ieee virtual reality conference | 2012

Can physical motions prevent disorientation in naturalistic VR

Salvar Sigurdarson; Andrew P. Milne; Daniel Feuereissen; Bernhard E. Riecke

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 of the lack of actual physical motion to match the visually simulated motion: E.g., using HMD-based VR, Klatzky et al. [1] showed that participants failed to update visually simulated rotations unless they were accompanied by physical rotation of the observer, even if passive. If we use more naturalistic environments (but no salient landmarks) instead of just optic flow, would physical motion cues still be needed to prevent disorientation? To address this question, we used a paradigm inspired by Klatzky et al.: After visually displayed passive movements along curved streets in a city environment, participants were asked to point back to where they started. In half of the trials the visually displayed turns were accompanied by a matching physical rotation. Results showed that adding physical motion cues did not improve pointing performance. This suggests that physical motions might be less important to prevent disorientation if visuals are naturalistic enough. Furthermore, unexpectedly two participants consistently failed to update the visually simulated heading changes, even when they were accompanied by physical rotations. This suggests that physical motion cues do not necessarily improve spatial orientation ability in VR (by inducing obligatory spatial updating). These findings have noteworthy implications for the design of effective motion simulators.


Frontiers in Psychology | 2015

More than a cool illusion? Functional significance of self-motion illusion (circular vection) for perspective switches

Bernhard E. Riecke; Daniel Feuereissen; John J. Rieser; Timothy P. McNamara

Self-motion can facilitate perspective switches and “automatic spatial updating” and help reduce disorientation in applications like virtual reality (VR). However, providing physical motion through moving-base motion simulators or free-space walking areas comes with high cost and technical complexity. This study provides first evidence that merely experiencing an embodied illusion of self-motion (“circular vection”) can provide similar behavioral benefits as actual self-motion: Blindfolded participants were asked to imagine facing new perspectives in a well-learned room, and point to previously learned objects. Merely imagining perspective switches while stationary yielded worst performance. When perceiving illusory self-rotation to the novel perspective, however, performance improved significantly and yielded performance similar to actual rotation. Circular vection was induced by combining rotating sound fields (“auditory vection”) and biomechanical vection from stepping along a carrousel-like rotating floor platter. In sum, illusory self-motion indeed facilitated perspective switches and thus spatial orientation, similar to actual self-motion, thus providing first compelling evidence of the functional significance and behavioral relevance of vection. This could ultimately enable us to complement the prevailing introspective vection measures with behavioral indicators, and guide the design for more affordable yet effective VR simulators that intelligently employ multi-modal self-motion illusions to reduce the need for costly physical observer motion.


acm symposium on applied perception | 2012

To move or not to move: can active control and user-driven motion cueing enhance self-motion perception ("vection") in virtual reality?

Bernhard E. Riecke; Daniel Feuereissen


applied perception in graphics and visualization | 2008

Auditory self-motion illusions ("circular vection") can be facilitated by vibrations and the potential for actual motion

Bernhard E. Riecke; Daniel Feuereissen; John J. Rieser


tests and proofs | 2009

Auditory self-motion simulation is facilitated by haptic and vibrational cues suggesting the possibility of actual motion

Bernhard E. Riecke; Daniel Feuereissen; John J. Rieser


Journal of Vision | 2010

Rotating sound fields can facilitate biomechanical self-motion illusion ("circular vection")

Bernhard E. Riecke; Daniel Feuereissen; John J. Rieser


Cyberwalk Workshop 2008 | 2008

Contribution and interaction of auditory and biomechanical cues for self-motion illusions ("circular vection")

Bernhard E. Riecke; Daniel Feuereissen; John J. Rieser

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Peng Peng

Vanderbilt University

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Mirjana Prpa

Simon Fraser University

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