My goal is to make UC the most exciting environment where students can focus on interesting things that have significant positive impact on the world.
Virtual Reality (VR) involves immersing people in digital worlds. I am interested in supporting effective use of VR for entertainment, work, tourism, and other areas that enhance the user experience. This means doing research in 3D User Interaction (3DUI), multi-sensory feedback, and long-term immersion, all being applied to real world situations, such as training, education, and just plain fun.
My 3DUI work focuses on the main tasks people need to do in VR, including working with objects (e.g., picking things up, opening doors, and creating the worlds themselves), moving around in VR worlds (i.e., travel and finding your way), and task-specific things, like loading new models, or communicating with virtual characters).
With regard to multi-sensory cues, I have done extensive work on going beyond visual and audio feedback to providing significant touch, wearable vibration feedback, floor vibration, and even wind. I have also explored the delivery of smell cues in VR. I take a holistic approach, in that I look at all the senses in concert, as opposed to looking at them individually, because this better matches how people sense in the real world - balancing the strengths and weaknesses of each sensory system to make sense of the world.
In terms of long-term immersion in VR, it is clear that people will be spending ever-increasing hours inside VR. How can we support people getting real work done? How can we provide a good balance between expressiveness and fatigue?
- Clifford RMS., Engelbrecht H., Jung S., Oliver H., Billinghurst M., Lindeman RW. and Hoermann S. (2021) Aerial firefighter radio communication performance in a virtual training system: radio communication disruptions simulated in VR for Air Attack Supervision. Visual Computer 37(1): 63-76. http://dx.doi.org/10.1007/s00371-020-01816-6.
- Gorman D., Hoermann S., Lindeman RW. and Shahri B. (2021) Using Virtual Reality to Enhance Food Technology Education. International Journal of Technology and Design Education http://dx.doi.org/10.1007/s10798-021-09669-3.
- Jung S., Li R., McKee R., Whitton MC. and Lindeman RW. (2021) Floor-vibration VR: Mitigating Cybersickness Using Whole-body Tactile Stimuli in Highly Realistic Vehicle Driving Experiences. IEEE Transactions on Visualization and Computer Graphics 27(5): 2669-2680. http://dx.doi.org/10.1109/TVCG.2021.3067773.
- Suárez G., Jung S. and Lindeman RW. (2021) Evaluating Virtual Human Role-Players for the Practice and Development of Leadership Skills. Frontiers in Virtual Reality 2 http://dx.doi.org/10.3389/frvir.2021.658561.
- Tong L., Lindeman RW. and Regenbrecht H. (2021) Viewer’s Role and Viewer Interaction in Cinematic Virtual Reality. Computers 10(5): 66-66. http://dx.doi.org/10.3390/computers10050066.