Bernhard Riecke

Dr. Bernhard Riecke

School of Interactive Arts & Technology (SIAT), Simon Fraser University, Burnaby, BC V5A 1S6 Canada
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Research Focus & Metrics

Academic Career Length

26Years (2001-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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20 April 2015 in Frontiers in Psychology
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Journal Article
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BKBehrang Keshavarz
Behrang Keshavarz
Bernhard RieckeBernhard Riecke
Bernhard Riecke
LHLawrence J. Hettinger
Lawrence J. Hettinger
JCJennifer L. Campos
Jennifer L. Campos
The occurrence of visually induced motion sickness has been frequently linked to the sensation of illusory self-motion (so-called vection), however, the precise nature of this relationship is still not fully understood. To date, it is still a matter of debate whether or not vection is a necessary prerequisite for visually induced motion sickness (VIMS). That is, can there be visually induced motion sickness without any sensation of self-motion? In this paper, we will describe the possible nature of this relationship, review the literature that may speak to this relationship (including theoretical accounts of vection and VIMS), and offer suggestions with respect to operationally defining and reporting these phenomena in future.

4 June 2015 in Journal of Computer Assisted Learning
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SJS. Joksimović
S. Joksimović
DGDragan Gasevic
Dragan Gasevic
VKVitomir Kovanovic
Vitomir Kovanovic
Bernhard RieckeBernhard Riecke
Bernhard Riecke
MHM. Hatala
M. Hatala

9 November 2018 in Frontiers in Psychology
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DQDenise Quesnel&Ast
Denise Quesnel&Ast
Bernhard RieckeBernhard Riecke
Bernhard Riecke
“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 and potentially transformative experiences of awe more accessible to individuals. Here, we investigated how interactive VR as a positive technology may elicit awe, and how features of aesthetic beauty/scale, familiarity, and personalization (self-selection of travel destinations) may induce awe. In this mixed-methods study, participants used an interactive VR system to explore Earth from ground and orbit. We collected: introspective interviews and self-report questionnaires with participants’ experience of awe; information on personality traits and gender; and we recorded physiological goose bumps on the skin (using an arm-mounted goose bump camera instrument), which is a documented marker of an awe experience. Results showed that on a scale of 0–100 for self-reported awe, four different interactive VR environments yielded an average awe rating of 79.7, indicating that interactive VR can indeed induce awe. 43.8% of participants experienced goose bumps: awe ratings positively correlated with the occurrence of goose bumps with those who experienced goose bumps having showed significantly higher ratings of awe than those who did not. Most (64%) of the goose bumps occurred when participants self-selected their VR environment. Participant statements from the interviews were characteristic of an awe-inspiring experience, revealed themes of social connection, and usability problems with the VR interface. Personality traits yielded no clear correlation to awe ratings, and females appear to experience more goose bumps than males. In summary: (1) Interactive VR can elicit awe, especially within familiar, self-selected environments; (2) Physiological goose bumps can be recorded to provide reliable, non-intrusive indications of awe; (3) Care must be taken to design interaction interfaces that do not impede awe; and (4) While personality traits are not correlated to awe ratings, goose bumps were experienced more frequently among females. We aim to conduct future studies using custom VR environments, interfaces, and additional physiological measures to provide further insight into awe.

1 October 2002 in PRESENCE: Virtual and Augmented Reality
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Bernhard RieckeBernhard Riecke
Bernhard Riecke
HVHenricus A. H. C. van Veen
Henricus A. H. C. van Veen
HBHeinrich H. Bülthoff
Heinrich H. 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 tasks—suggesting 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.

3 August 2018 in Frontiers in Psychology
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AKAlexandra Kitson
Alexandra Kitson
MPMirjana Prpa
Mirjana Prpa
Bernhard RieckeBernhard Riecke
Bernhard Riecke
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 mediate personal experiences, which is reflected in the high number of available applications designed to elicit positive changes. These technologies elicit positive changes by bringing users' attention to the self—from technologies that show representation of quantified personal data, to technologies that provide experiences that guide the user closer in understanding the self. However, while many designs available today are either built to support or are informed by these aforementioned practices, the question remains: how can we most effectively employ different design elements and interaction strategies to support positive change? Moreover, what types of input and output modalities contribute to eliciting positive states? To address these questions, we present here a state of the art scoping review of immersive interactive technologies that serve in a role of a mediator for positive change in users. We performed a literature search using ACM Digital Library, Web of Science, IEEE Xplore, and Design and Applied Arts Index (beginning of literature—January 1, 2018). We retrieved English-language articles for review, and we searched for published and unpublished studies. Risk of bias was assessed with Downs and Black 26-item QAT scale. We included 34 articles as relevant to the literature, and the analysis of the articles resulted in 38 instances of 33 immersive, interactive experiences relating to positive human functioning. Our contribution is three-fold: First we provide a scoping review of immersive interactive technologies for positive change; Second, we propose both a framework for future designs of positive interactive technologies and design consideration informed by the comparative analysis of the designs; Third, we provide design considerations for immersive, interactive technologies to elicit positive states and support positive change.

1 July 2006 in ACM Transactions on Applied Perception
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Bernhard RieckeBernhard Riecke
Bernhard Riecke
JSJörg Schulte-Pelkum
Jörg Schulte-Pelkum
MAMarios N. Avraamides
Marios N. Avraamides
MHMarkus Von Der Heyde
Markus Von Der Heyde
HBHeinrich H. Bülthoff
Heinrich H. 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.