Immersive technologies have the potential to transform entertainment, communication and collaboration over distance, training for physical and cognitive tasks, and how people visualize, understand, and make decisions based on an ever growing landscape of complex data. However, despite rapid advances over the past several years and no small amount of media hype, there are numerous theoretical and practical problems yet to be solved before virtual and mixed reality can catch up with our imaginations and make good on these promises. To address fundamental human-computer interaction challenges for immersive systems, the Illusioneering Lab explores novel user interface concepts utilizing an approach of rapid prototyping and experimentation combined with rigorous empirical studies of human perception and spatial cognition.

An immersive ship control interface with that combines motion tracking, gesture interaction, and a multi-touch screen embedded into the virtual reality environment for precise input (Spicer et al. 2014).

Selected Publications

Towards Physically Interactive Virtual Environments: Reactive Alignment with Redirected Walking

J. Thomas, C. Hutton Pospick, and E. Suma Rosenberg. ACM Symposium on Virtual Reality Software and Technology, 2020, (Best Paper Award).

Exploring Large Environments with Redirected Walking

M. Azmandian, R. Yahata, and E. Suma Rosenberg. VR Developer Gems, A K Peters/CRC Press, 2019.

A General Reactive Algorithm for Redirected Walking using Artificial Potential Functions

J. Thomas, and E. Suma Rosenberg. IEEE Conference on Virtual Reality and 3D User Interfaces, 2019.

15 Years of Research on Redirected Walking in Immersive Virtual Environments

N. Nilsson, T. Peck, G. Bruder, E. Hodgson, S. Serafin, E. Suma Rosenberg, M. Whitton, and F. Steinicke. IEEE Computer Graphics and Applications, 38 (2), pp. 44–56, 2018.

Redirected Walking Strategies in Irregularly Shaped and Dynamic Physical Environments

H. Chen, S. Chen, and E. Suma Rosenberg. IEEE VR Workshop on Everyday Virtual Reality, 2018.

An Evaluation of Strategies for Two User Redirected Walking in Shared Physical Spaces

M. Azmandian, T. Grechkin, and E. Suma Rosenberg. IEEE Virtual Reality, pp. 91–98, 2017.

Revisiting Detection Thresholds for Redirected Walking: Combining Translation and Curvature Gains

T. Grechkin, J. Thomas, M. Azmandian, M. Bolas, and E. Suma. ACM Symposium on Applied Perception, pp. 113–120, 2016.

Automated Path Prediction for Redirected Walking Using Navigation Meshes

M. Azmandian, T. Grechkin, M. Bolas, and E. Suma. IEEE Symposium on 3D User Interfaces, pp. 63–66, 2016.

Physical Space Requirements for Redirected Walking: How Size and Shape Affect Performance

M. Azmandian, T. Grechkin, M. Bolas, and E. Suma. International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, pp. 93–100, 2015.

Flexible Spaces: Dynamic Layout Generation for Infinite Walking in Virtual Environments

K. Vasylevska, H. Kaufmann, M. Bolas, and E. Suma. IEEE Symposium on 3D User Interfaces, pp. 39–42, 2013.

Impossible Spaces: Maximizing Natural Walking in Virtual Environments with Self-Overlapping Architecture

E. Suma, Z. Lipps, S. Finkelstein, D. Krum, and M. Bolas. IEEE Transactions on Visualization and Computer Graphics (Proceedings Virtual Reality), 18 (4), pp. 555–564, 2012, (Best Paper Honorable Mention).

A Taxonomy for Deploying Redirection Techniques in Immersive Virtual Environments

E. Suma, G. Bruder, F. Steinicke, D. Krum, and M. Bolas. IEEE Virtual Reality, pp. 43–46, 2012.

Leveraging Change Blindness for Redirection in Virtual Environments

E. Suma, S. Clark, S. Finkelstein, Z. Wartell, D. Krum, and M. Bolas. IEEE Virtual Reality, pp. 159–166, 2011.

Effects of Redirection on Spatial Orientation in Real and Virtual Environments

E. Suma, D. Krum, S. Finkelstein, and M. Bolas. IEEE Symposium on 3D User Interfaces, pp. 35–38, 2011, (Best Technote Award).