Jason Jerald of NextGen Interactions has been involved with creating computer graphics and next-generation 3D computer interfaces for 20 years. His virtual reality consulting client list ranges from Oculus VR, Valve and Sixense Entertainment to NASA Ames Research Center, Battelle Pacific Northwest National Laboratories, Naval Research Laboratories, HRL Laboratories, DARPA & NIH.


We talk about some of his research and thoughts on VR latency, simulator sickness, presence and VR input devices & 3D user interface constructs. We also cover highlights from the IEEE VR, 3DUI, SIGGRAPH & Neurogaming conferences.


  • 0:00 Intro
  • 1:58 Consulting work with Oculus VR
  • 2:46 Jason’s Ph.D work in reducing latency leading to work with Valve & Oculus VR
  • 4:08 The 20ms latency threshold target
  • 5:41 Research process for measuring VR latency
  • 7:37 Other VR user studies comparing 3D user interface tasks with 2D equivalents
  • 9:00 3D User Interface (3DUI) conference contest
  • 10:46 The importance of VR hand input, point-to-fly UIs, & going beyond 2D menu constructs
  • 12:43 VR input options of vision-based systems, physical based devices and data gloves
  • 15:01 Comparing and contrasting the strengths and weaknesses of VR input devices
  • 16:19 IEEE VR highlights including the Head-Mounted Display panel that Jason moderated
  • 19:07 IEEE VR perspective on Facebook acquisition, and Henry Fuchs’ inspirational keynote.
  • 20:24 The biases towards low-risk dissertations that prevented academia from making a VR breakthrough
  • 22:25 IEEE VR Unity 3D workshop, MiddleVR, Virtual Human Toolkit, and AutoVerb binaural audio plug-in
  • 25:27 Adoption of Unity in Academia
  • 27:04 Academic VR frameworks & toolkits and UE4
  • 28:04 Unity Asset Store and the Impulsonic AutoVerb Unity Plug-in for binaural audio
  • 28:54 SIGGRAPH computer graphics conference and it’s connection to Virtual Reality
  • 30:27 Jason’s background in real-time 3D graphics
  • 31:24 Neurogaming conference impressions
  • 32:34 Tradeoff of consumer EEG interfaces of ease of use vs. more powerful EEG signals with more electrodes & paste.
  • 33:48 Using palm sweat and heart rate to measure VR presence
  • 36:34 Quantitative and qualitative measures for researching simulator sickness
  • 37:39 Sixense’s serious game grant for “Motion-Controlled Gaming for Neuroscience Education”
  • 39:39 Potential of getting a VR dream job in academia
  • 42:28 Keenly interested in the open problems of 3D user interfaces, researching simulator sickness best practices & moving towards higher-level VR problems rather than implementation
  • 44:50 Wrap up and conclusion

Music: “Fatality” by Tigoolio

Oliver “Doc_Ok” Kreylos is a research scientist / computer scientist who develops virtual reality applications for scientific research, specifically immersive 3D visualizations for the department of geology at the W.M. Keck Center for Active Visualization in the Earth Sciences (KeckCAVES).

He is an active participant in the Oculus subreddit posting as “Doc_Ok” where he has been gathering a lot of attention for his innovative data visualizations as well as an array of Kinects to create a “pseudo-holographic” avatar within virtual reality.

Oliver has been making virtual apps since 1998  including the Virtual Reality User Interface (aka Vrui) for navigating and interacting with immersive 3D visualizations of scientific data. He has a wealth of knowledge about VR, and has been providing a lot of insightful commentary on his blog at Doc-Ok.org.



  • 0:00 Intro & enabling scientific VR visualization
  • 1:57 Remote collaboration with scientific collaboration
  • 4:49 Developing the Virtual Reality User Interface (Vrui) toolkit
  • 8:01 3D visualizations that are impossible in 2D
  • 10:37 Converting 2D CAT scan slices into full 3D medical visualizations
  • 14:12 Future of Kinect-enabled telepresence collaboration
  • 16:32 Hardware & software stack for setting up a calibrated Kinect-array for telepresence
  • 19:07 Speculation on hacking Kinect V2
  • 21:37 How Kinect VR avatars can provide a sense of presence
  • 24:12 The importance of implementing positional head tracking for presence
  • 25:32 Importance of using 6DOF Hydra & STEM controllers with Vrui & data visualization
  • 27:29 Importance of supporting VR input devices in a unified manner to avoid previous VR mistakes
  • 28:32 Prophetic feedback on the Oculus DK1 that has been integrated into DK2
  • 31:33 Find Oliver online at Doc-Ok.org, @okreylos & Doc_Ok on Reddit. Oliver’s future projects


Music: “Fatality” by Tigoolio

hive-schematicProfessor Eric Hodgson explores some of the psychological impacts of virtual reality when it comes to spatial perception & memory, and effects like change blindness. He also talks about how to walk in infinite VR spaces within limited physical spaces with a technique called redirected walking. Finally, he talks about insights from IEEE VR community on this consumer VR revolution, compares the split between the old VR community to the new VR community, 3D user interfaces, data visualizations, and some examples for how corporations and the military are using VR.

EricHodgson_2008Eric Hodgson is the director of the Smale Visualization Center & also works with the Armstrong Institute for Interactive Media Studies at the Miami University of Ohio. He runs the HIVE (huge immersive virtual environment), which is a gym-sized VR Lab. For more information on Eric, here’s some of his VR research publications.


  • 0:00 Intro
  • 1:04 Redirected Walking
  • 3:50 Factors that go into spatial perception & visual dominance
  • 5:26 Why was the HIVE lab built?
  • 8:10 How our spatial memory works
  • 10:49 Change blindness for changes that are out of the field of view
  • 12:12 Navigating geometrically impossible spaces & how we mentally fill in gaps
  • 13:29 Movement speeds in virtual environments – natural vs. VR movement speeds
  • 14:38 Why VR movement speeds are 2x normal walking speeds. Field-of-view?
  • 15:42 IEEEVR community perspective on the rise of consumer VR
  • 17:20 The divide between Old VR vs New VR communities
  • 19:03 Future of Professional VR companies & high-end VR markets
  • 20:41 How the military is using VR
  • 22:42 How corporations are using VR
  • 25:04 Why now? The timing of this VR revolution. Previous low-end VR headsets
  • 27:01 Cutting-edge demos and prototypes at IEEE VR conference
  • 30:03 3DUI conference, and user interface research in VR environments
  • 30:58 Highlights of the future of telepresence keynote from the IEEE VR conference
  • 34:03 Where VR is headed within five years & what gets you excited about what’s to come
  • 35:41 Data visualization within 3D VR environments


Music: “Fatality” by Tigoolio

I’m joined by D of the eVRydayVR YouTube Channel to discuss:

  • Virtual Reality evangelism
  • VR design tips
  • VR communities
  • The future of VR and Education

Here’s a link round-up and overview of topics discussed:

Get in touch with eVRydayVR on YouTube and Twitter and Facebook and at gmail.com.

Music: “Fatality” by Tigoolio