We've taken riding a stationary bike to a whole new level. Our prototype VR track cycling simulator allows users to virtually ride around the Anna Meares Velodrome, the indoor cycling stadium where the 2018 Commonwealth Games will be held. Thanks to funding from Advanced Queensland, we are working to upgrade the prototype so it can be used to ready Australian athletes for competition.
We worked with Griffith Film School and Business School to develop the application side of the Blurred Minds alcohol warehouse VR house party. The program lets students experience a house party with a branching narrative based on their decision to drink or not drink. The application is available on both Google Play and the App Store.
Marine Explorer is an educational prototype to teach students about the coral and fish of the Great Barrier Reef. Designed for both google cardboard and Daydream, students can explore a smalls section of the reef, and learn interesting facts about the wildlife. We use the app as a basis for Unity3D workshops conducted in Griffith's Red Zone, where students learn how to build a VR application from nothing
How can AR be used for education? What interaction paradigms work the best? Can AR be used to enhance live events?
How should we interact with VR? What can we do to alleviate motion sickness? How can VR enhance a given experience?
How can gamification be used effictively? Can we take these ideas and use them for education and learning? How can gamification support advocacy initiatives?
How can we make these technologies more accessible? What can we change to make the user experience with emerging technologies better?
Korte, J., Potter, L.-E., & Nielsen, S.
Presented at the ICRIIS 2017, Langkawi, Malaysia (2017).
Alghamdi, B., Potter, L.-E, & Drew, S.
Presented at the PACIS 2016, Chiayi, Taiwan (2016).
Carter, L., & Potter, L.-E.
Presented at the PACIS 2016, Chiayi, Taiwan (2016).
Lewis is working towards identifying a new design implementation for system control user interfaces for wand controller based VR headsets. He is focused on designing interactions that don't overly simplify an action, but that are still easier to complete than in the real world.
Andrew is investigating factors that can contribute to, or reduce cybersickness within VR technology. By identifying new techniques to reduce cybersickness, he is hoping to make VR accessible to more people.
Bader looks at the application of cloud computing in a public organisation. His focus on developing architecture requirements for cloud computing implementation by addressing existing barriers. His potential outcomes would contribute to a set of success requirement matrices for cloud implementation.
Leigh Ellen is a senior lecturer in the School of ICT, with an industry background in Business Analysis, Project Management and User Experience. On weekends you'll find her tangled in fabric.
Lewis is a PhD Candidate, and manages many of our VR and AR projects. He has a tendency to put coloured dye in his hair, and has an obsession with his Shiba Inu, Pretzel.
Xavier is a PhD candidate, researching how to better identify VR sickness before it occurs, through player behaviour and biometrics. He works on research and non-research projects in the VR field, including games, simulations, data visualisations, optimisation, and tools.
Andrew is a PhD Candidate who is looking into cybersickness factors in VR. He is sport mad and can frequently be found on a golf course.