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Biography
Séamas Weech is a Research Scientist at Sony Research where he works to develop new brain-computer interface technologies.
His interests lie in how the central nervous system encodes and resolves uncertainty. This interest led to published research on biological motion, time perception, balance control, self-motion (vection), and perception/action in VR.
He has served as a scientific consultant on human factors in virtual reality for Canadian and multinational stakeholders in the VR hardware space.
He spent two years as an NSERC Postdoctoral Research Fellow in the Faculty of Medicine at McGill University, Montreal, studying the multisensory basis of motion sickness and sensorimotor adaptation in VR.
He is a member of the Underwriters Laboratories Technical Committee STP 8400 for Mixed Reality Technology Equipment.
Previously he was a Postdoctoral Researcher at the University of Waterloo’s Department of Kinesiology, funded by Oculus Research (Meta Reality Labs). He holds a PhD from Queen’s University.
Interests
- Vestibular perception
- Human-Computer Interaction
- Multisensory stimulation in Virtual Reality
- Psychophysiology as a window into cognition
- Biomechanics and kinematics: Force plates, motion capture
- Data mining: Linear classifiers, dimension reduction, clustering
- Visual psychophysics and eye tracking
- Clinical rehabilitation: Ageing, stroke
Education
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PhD in Psychology (Cognitive Science), 2017
Queen's University, Kingston
Advisor: Dr Nikolaus Troje
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MSc in Psychology (Cognitive Science), 2013
Queen's University, Kingston
Advisor: Dr Nikolaus Troje
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BSc in Psychology (First Class Hons), 2011
The Queen's University of Belfast
Positions
Research Scientist
Serious Labs Inc.
Postdoctoral Research Fellow
McGill University
Scientific Consultant
Postdoctoral Researcher
University of Waterloo
Recent Publications
Recent Media Coverage
‘Advil Head Settings: Fight Gaming Headaches’
‘Why do video games make some people feel sick?’
‘Why you feel motion sickness during virtual reality’
‘Virtually a Reality’
‘Augmented reality, virtual reality: industry game changers’
‘Virtual Reality macht viele Nutzer reisekrank’
‘Storytelling can reduce VR cybersickness’