Bernhard E. Riecke

Orcid: 0000-0001-7974-0850

Affiliations:
  • Simon Fraser University, School of Interactive Arts & Technology, Burnaby, Canada


According to our database1, Bernhard E. Riecke authored at least 132 papers between 2002 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2024
Leaning-Based Interfaces Improve Simultaneous Locomotion and Object Interaction in VR Compared to the Handheld Controller.
IEEE Trans. Vis. Comput. Graph., August, 2024

Towards benchmarking VR sickness: A novel methodological framework for assessing contributing factors and mitigation strategies through rapid VR sickness induction and recovery.
Displays, 2024

Sitting or Standing in VR: About Comfort, Conflicts, and Hazards.
IEEE Computer Graphics and Applications, 2024

Galvanic Skin Response and AE-LSTM for Anomaly Detection in VR-Induced Motion Sickness.
Proceedings of the IEEE International Systems Conference, 2024

2023
Integrating Continuous and Teleporting VR Locomotion into a Seamless 'HyperJump' Paradigm.
IEEE Trans. Vis. Comput. Graph., December, 2023

Leaning-Based Interfaces Improve Ground-Based VR Locomotion in Reach-the-Target, Follow-the-Path, and Racing Tasks.
IEEE Trans. Vis. Comput. Graph., March, 2023

Editorial: Human spatial perception, cognition, and behaviour in extended reality.
Frontiers Virtual Real., March, 2023

Real human touch: performer-facilitated touch enhances presence and embodiment in immersive performance.
Frontiers Virtual Real., March, 2023

Moving Avatars and Agents in Social Extended Reality Environments.
CoRR, 2023

TangiTeam: Supporting Social Regulation of Learning during Design-Based Learning.
Proceedings of the Seventeenth International Conference on Tangible, 2023

InExChange: Fostering Genuine Social Connection through Embodied Breath Sharing in Mixed Reality.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Embodied Telepresent Connection (ETC): Exploring Virtual Social Touch Through Pseudohaptics.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Designing with Biosignals: Challenges, Opportunities, and Future Directions for Integrating Physiological Signals in Human-Computer Interaction.
Proceedings of the Companion Publication of the 2023 ACM Designing Interactive Systems Conference, 2023

Awedyssey: Design Tensions in Eliciting Self-transcendent Emotions in Virtual Reality to Support Mental Well-being and Connection.
Proceedings of the 2023 ACM Designing Interactive Systems Conference, 2023

2022
HeadJoystick: Improving Flying in VR Using a Novel Leaning-Based Interface.
IEEE Trans. Vis. Comput. Graph., 2022

The Continuity of Locomotion: Rethinking Conventions for Locomotion and its Visualization in Shared Virtual Reality Spaces.
ACM Trans. Graph., 2022

First insights in perception of feet and lower-body stimuli for proximity and collision feedback in 3D user interfaces.
Frontiers Virtual Real., 2022

Strategies for Fostering a Genuine Feeling of Connection in Technologically Mediated Systems.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Virtual Transcendent Dream: Empowering People through Embodied Flying in Virtual Reality.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Lucid Loop: Exploring the Parallels between Immersive Experiences and Lucid Dreaming.
Proceedings of the DIS '22: Designing Interactive Systems Conference, Virtual Event, Australia, June 13, 2022

2021
NaviBoard and NaviChair: Limited Translation Combined with Full Rotation for Efficient Virtual Locomotion.
IEEE Trans. Vis. Comput. Graph., 2021

Lean to Fly: Leaning-Based Embodied Flying can Improve Performance and User Experience in 3D Navigation.
Frontiers Virtual Real., 2021

To Sit or Not to Sit in VR: Analyzing Influences and (Dis)Advantages of Posture and Embodied Interaction.
Comput., 2021

Continuous vs. Discontinuous (Teleport) Locomotion in VR: How Implications can Provide both Benefits and Disadvantages.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

Is Walking Necessary for Effective Locomotion and Interaction in VR?
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

Integrating Continuous and Teleporting VR Locomotion into a Seamless "HyperJump" Paradigm.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

2020
Analyzing the Trade-off between Selection and Navigation in VR.
Proceedings of the VRST '20: 26th ACM Symposium on Virtual Reality Software and Technology, 2020

Sitting vs. Standing in VR: Towards a Systematic Classification of Challenges and (Dis)Advantages.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

Either Give Me a Reason to Stand or an Opportunity to Sit in VR.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

Can We Give Seated Users in Virtual Reality the Sensation of Standing or Even Walking? Do We Want To?
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

Towards an Affordance of Embodied Locomotion Interfaces in VR: How to Know How to Move?
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

FeetBack: Augmenting Robotic Telepresence with Haptic Feedback on the Feet.
Proceedings of the ICMI '20: International Conference on Multimodal Interaction, 2020

FaceHaptics: Robot Arm based Versatile Facial Haptics for Immersive Environments.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Inhaling and Exhaling: How Technologies Can Perceptually Extend our Breath Awareness.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

JeL: Breathing Together to Connect with Others and Nature.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

Designing Mind(set) and Setting for Profound Emotional Experiences in Virtual Reality.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

2019
Understanding AWE: Can a Virtual Journey, Inspired by the Overview Effect, Lead to an Increased Sense of Interconnectedness?
Frontiers Digit. Humanit., 2019

Space - A Virtual Frontier: How to Design and Evaluate a Virtual Reality Experience of the Overview Effect.
Frontiers Digit. Humanit., 2019

The effect of visual motion stimulus characteristics on vection and visually induced motion sickness.
Displays, 2019

Lucid Loop: A Virtual Deep Learning Biofeedback System for Lucid Dreaming Practice.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Transformative Experience Design: Designing with Interactive Technologies to Support Transformative Experiences.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

JeL: Connecting Through Breath in Virtual Reality.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Perch to Fly: Embodied Virtual Reality Flying Locomotion with a Flexible Perching Stance.
Proceedings of the 2019 on Designing Interactive Systems Conference, DIS 2019, San Diego, 2019

2018
Introduction to Special Issue SAP 2018.
ACM Trans. Appl. Percept., 2018

Simulated Reference Frame: A Cost-Effective Solution to Improve Spatial Orientation in VR.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

Investigating a Sparse Peripheral Display in a Head-Mounted Display for VR Locomotion.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

3D user interfaces for virtual reality and games: 3D selection, manipulation, and spatial navigation.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

Creating AWE: Artistic and Scientific Practices in Research-Based Design for Exploring a Profound Immersive Installation.
Proceedings of the IEEE Games, Entertainment, Media Conference, 2018

Are You Dreaming?: A Phenomenological Study on Understanding Lucid Dreams as a Tool for Introspection in Virtual Reality.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Geocaching with a Beam: Shared Outdoor Activities through a Telepresence Robot with 360 Degree Viewing.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Comparing input methods and cursors for 3D positioning with head-mounted displays.
Proceedings of the 15th ACM Symposium on Applied Perception, 2018

Attending to Breath: Exploring How the Cues in a Virtual Environment Guide the Attention to Breath and Shape the Quality of Experience to Support Mindfulness.
Proceedings of the 2018 on Designing Interactive Systems Conference 2018, 2018

2017
Navigation interfaces for virtual reality and gaming: Theory and practice.
Proceedings of the 2017 IEEE Virtual Reality, 2017

Lean into it: Exploring leaning-based motion cueing interfaces for virtual reality movement.
Proceedings of the 2017 IEEE Virtual Reality, 2017

Development and evaluation of a hands-free motion cueing interface for ground-based navigation.
Proceedings of the 2017 IEEE Virtual Reality, 2017

Assessing the usability of smartwatches for academic cheating during exams.
Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services, 2017

The Significance of the Low Complexity Dimension in Music Similarity Judgements.
Proceedings of the 18th International Society for Music Information Retrieval Conference, 2017

Gathering and Applying Guidelines for Mobile Robot Design for Urban Search and Rescue Application.
Proceedings of the Human-Computer Interaction. Interaction Contexts, 2017

The Pulse Breath Water System: Exploring Breathing as an Embodied Interaction for Enhancing the Affective Potential of Virtual Reality.
Proceedings of the Virtual, Augmented and Mixed Reality, 2017

Leaning-Based 360° Interfaces: Investigating Virtual Reality Navigation Interfaces with Leaning-Based-Translation and Full-Rotation.
Proceedings of the Virtual, Augmented and Mixed Reality, 2017

Time to Relax: no effects to the stress response after Short-Term Use of a brain-Computer Interface.
Proceedings of the From Vision to Reality, 2017

Integrating Affective Responses and Gamification into Early Reading Acquisition Software Applications.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

"MyEyes": The Design and Evaluation of First Person View Video Streaming for Long-Distance Couples.
Proceedings of the 2017 Conference on Designing Interactive Systems, 2017

Awestruck: Natural interaction with virtual reality on eliciting awe.
Proceedings of the 2017 IEEE Symposium on 3D User Interfaces, 2017

Moving in a box: Improving spatial orientation in virtual reality using simulated reference frames.
Proceedings of the 2017 IEEE Symposium on 3D User Interfaces, 2017

Comparing leaning-based motion cueing interfaces for virtual reality locomotion.
Proceedings of the 2017 IEEE Symposium on 3D User Interfaces, 2017

2016
On Your Feet!: Enhancing Vection in Leaning-Based Interfaces through Multisensory Stimuli.
Proceedings of the 2016 Symposium on Spatial User Interaction, 2016

Enhancing stress management techniques using virtual reality.
Proceedings of the ACM Symposium on Applied Perception, 2016

2015
Social presence in online discussions as a process predictor of academic performance.
J. Comput. Assist. Learn., 2015

What is Intuitive Interaction? Balancing Users' Performance and Satisfaction with Natural User Interfaces.
Interact. Comput., 2015

Upper Body Leaning can affect Forward Self-Motion Perception in Virtual Environments.
Proceedings of the 3rd ACM Symposium on Spatial User Interaction, 2015

NaviChair: Evaluating an Embodied Interface Using a Pointing Task to Navigate Virtual Reality.
Proceedings of the 3rd ACM Symposium on Spatial User Interaction, 2015

Influence of movement expertise on a virtual point-to-origin task.
Proceedings of the 2nd International Workshop on Movement and Computing, 2015

Hacking Alternatives in 21st Century: Designing a Bio-Responsive Virtual Environment for Stress Reduction.
Proceedings of the Pervasive Computing Paradigms for Mental Health, 2015

A comparison of visual and textual city portal designs on desktop and mobile interfaces.
Proceedings of the 41st Graphics Interface Conference, Halifax, NS, Canada, June 3-5, 2015, 2015

Automatic Recognition of Eventfulness and Pleasantness of Soundscape.
Proceedings of the Audio Mostly 2015 on Interaction With Sound, 2015

An Integrative Approach to Presence and Self-Motion Perception Research.
Proceedings of the Immersed in Media, Telepresence Theory, Measurement & Technology, 2015

2014
Perception of Body Motion.
Proceedings of the Handbook of Virtual Environments, 2014

Interactively mediating experiences of mindfulness meditation.
Int. J. Hum. Comput. Stud., 2014

Comparing the effectiveness of stereo projection versus 3D TV in inducing self-motion illusions (vection).
Proceedings of the ACM Symposium on Applied Perception, 2014

The influence of shading, display size and individual differences on navigation in virtual reality.
Proceedings of the ACM Symposium on Applied Perception, 2014

Re-evaluating benefits of body-based rotational cues for maintaining orientation in virtual environments: men benefit from real rotations, women don't.
Proceedings of the ACM Symposium on Applied Perception, 2014

Evaluating affective features of 3D motionscapes.
Proceedings of the ACM Symposium on Applied Perception, 2014

2013
Poster: Do walking motions enhance visually induced self-motion illusions in virtual reality?
Proceedings of the 2013 IEEE Virtual Reality, 2013

Does interactive animation control improve exploratory data analysis of animated trend visualization?
Proceedings of the Visualization and Data Analysis 2013, 2013

Visual Analytics for Public Health: Supporting Knowledge Construction and Decision-Making.
Proceedings of the 46th Hawaii International Conference on System Sciences, 2013

Mediated meditation: cultivating mindfulness with sonic cradle.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Technology preferences and routines for sharing health information during the treatment of a chronic illness.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Poster: Paving the way into virtual reality - A transition in five stages.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2013

2012
Switching Spatial Reference Frames for Yaw and Pitch Navigation.
Spatial Cogn. Comput., 2012

Moving through virtual reality without moving?
Cogn. Process., 2012

Efficiently Simulating the Bokeh of Polygonal Apertures in a Post-Process Depth of Field Shader.
Comput. Graph. Forum, 2012

Can physical motions prevent disorientation in naturalistic VR?
Proceedings of the 2012 IEEE Virtual Reality, 2012

Self-motion illusions (vection) in VR - Are they good for anything?
Proceedings of the 2012 IEEE Virtual Reality, 2012

Bridging the gap: attribute and spatial metaphors for tangible interface design.
Proceedings of the 6th International Conference on Tangible and Embedded Interaction 2012, 2012

Are Left-Right Hemisphere Errors in Point-to-Origin Tasks in VR Caused by Failure to Incorporate Heading Changes?
Proceedings of the Spatial Cognition VIII - International Conference, 2012

Augmenting visual representation of affectively charged information using sound graphs.
Proceedings of the 7th IEEE Conference on Visual Analytics Science and Technology, 2012

To move or not to move: can active control and user-driven motion cueing enhance self-motion perception ("vection") in virtual reality?
Proceedings of the ACM Symposium on Applied Perception 2012, 2012

<i>Sonic Cradle</i>: designing for an immersive experience of meditation by connecting respiration to music.
Proceedings of the Designing Interactive Systems Conference 2012, 2012

2011
Panoramic Video Techniques for Improving Presence in Virtual Environments.
Proceedings of the JVRC11: Joint Virtual Reality Conference of EGVE, 2011

Sympathetic guitar: can a digitally augmented guitar be a social entity?
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Spatialized sound enhances biomechanically-induced self-motion illusion (vection).
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Tangible and body-based interaction with auditory maps.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Design space exploration in parametric systems: analyzing effects of goal specificity and method specificity on design solutions.
Proceedings of the 8th Conference on Creativity & Cognition, 2011

Sympathetic Guitar: Humans Respond Socially to Interactive Technology in an Abstract, Expressive Context.
Proceedings of the 7th International Symposium on Computational Aesthetics in Graphics, 2011

Simple Motion Textures for Ambient Affect.
Proceedings of the 7th International Symposium on Computational Aesthetics in Graphics, 2011

2010
Do We Need to Walk for Effective Virtual Reality Navigation? Physical Rotations Alone May Suffice.
Proceedings of the Spatial Cognition VII, International Conference, 2010

Comprehending parametric CAD models: an evaluation of two graphical user interfaces.
Proceedings of the 6th Nordic Conference on Human-Computer Interaction 2010, 2010

The Effect of Age, Gender, and Previous Gaming Experience on Game Play Performance.
Proceedings of the Human-Computer Interaction - Second IFIP TC 13 Symposium, 2010

Spatialized sound influences biomechanical self-motion illusion ("vection").
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization, 2010

2009
Moving sounds enhance the visually-induced self-motion illusion (circular vection) in virtual reality.
ACM Trans. Appl. Percept., 2009

Auditory self-motion simulation is facilitated by haptic and vibrational cues suggesting the possibility of actual motion.
ACM Trans. Appl. Percept., 2009

Display size does not affect egocentric distance perception of naturalistic stimuli.
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization, 2009

Is seeing a virtual environment like seeing the real thing?
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization, 2009

2008
Consistent Left-Right Reversals for Visual Path Integration in Virtual Reality: More than a Failure to Update One's Heading?
Presence Teleoperators Virtual Environ., 2008

Auditory self-motion illusions ("circular vection") can be facilitated by vibrations and the potential for actual motion.
Proceedings of the 5th Symposium on Applied Perception in Graphics and Visualization, 2008

Navigation modes in virtual environments: walking vs. joystick.
Proceedings of the 5th Symposium on Applied Perception in Graphics and Visualization, 2008

2007
Do HDR displays support LDR content?: a psychophysical evaluation.
ACM Trans. Graph., 2007

Can People Not Tell Left from Right in VR? Point-to-origin Studies Revealed Qualitative Errors in Visual Path Integration.
Proceedings of the IEEE Virtual Reality Conference, 2007

Physical self-motion facilitates object recognition, but does not enable view-independence.
Proceedings of the 4th Symposium on Applied Perception in Graphics and Visualization, 2007

Consistent left-right errors for visual path integration in virtual reality: more than a failure to update one's heading?
Proceedings of the 4th Symposium on Applied Perception in Graphics and Visualization, 2007

2006
Cognitive factors can influence self-motion perception (vection) in virtual reality.
ACM Trans. Appl. Percept., 2006

Simple user-generated motion cueing can enhance self-motion perception (Vection) in virtual reality.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2006

Point-to-origin experiments in VR revealed novel qualitative errors in visual path integration.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006

2005
Visual cues can be sufficient for triggering automatic, reflexlike spatial updating.
ACM Trans. Appl. Percept., 2005

Towards Lean and Elegant Self-Motion Simulation in Virtual Reality.
Proceedings of the IEEE Virtual Reality Conference 2005, 2005

Perceiving simulated ego-motions in virtual reality: comparing large screen displays with HMDs.
Proceedings of the Human Vision and Electronic Imaging X, 2005

Scene consistency and spatial presence increase the sensation of self-motion in virtual reality.
Proceedings of the 2nd Symposium on Applied Perception in Graphics and Visualization, 2005

Measuring vection in a large screen virtual environment.
Proceedings of the 2nd Symposium on Applied Perception in Graphics and Visualization, 2005

2004
Spatial updating in real and virtual environments: contribution and interaction of visual and vestibular cues.
Proceedings of the 1st Symposium on Applied Perception in Graphics and Visualization, 2004

2003
How far can we get with just visual information?: path integration and spatial updating studies in virtual reality.
PhD thesis, 2003

2002
Visual Homing Is Possible Without Landmarks: A Path Integration Study in Virtual Reality.
Presence Teleoperators Virtual Environ., 2002


  Loading...