I am an Associate Senior Lecturer at the
Department of Computer Science and
Engineering (previously Applied IT), University of Gothenburg,
focusing on Virtual and Mixed Reality. I have worked with Virtual Reality since around 2000, first
a research engineer developing VR systems and then as a researcher focusing on connecting
to an understanding of human cognition and human brain function. During my PhD-research I was
with Umeå center for Functional Brain Imaging.
After finishing my PhD at Umeå University in 2013 I briefly held a position at the University of
Skövde (Senior Lecturer
2013-2014) focusing on computer game development and design before ending up in Gothenburg, from
Among my primary interests are the foundations in cognitive neuroscience for phenomena related to
VR and gaming, such as
presence and engagement, and the application of such understanding to benefit the design of VR and
Reality computer applications.
Human brains and virtual realities
My doctoral thesis,
Human brains and virtual realities - Computer generated presence in theory and practice
focuses on how theory about human brain function can be integrated with brain measurements
in virtual environments to inform
and guide the development of realistic computer applications designed "for the brain".
A combined view of the human brain and computer-generated virtual realities is
motivated by recent developments in cognitive
neuroscience and human-computer interaction (HCI). The emergence of new theories of
brain function, together with an increasing use of realistic human-computer
give reason to believe that a better understanding of the relationship between human
and virtual realities is both possible and valuable. The concept of “presence”,
as the subjective feeling of being in a place that feels real, can serve as a
concept in the development of such an understanding, as computer-generated presence is
related to how human brains work in virtual realities.
In this thesis, presence is related both to theoretical discussions rooted in theories
of human brain function, and to measurements
of brain activity during realistic interaction. The practical implications of such
are further developed by considering potential applications. This includes the
and evaluation of a prototype application, motivated by presented principles.
The theoretical conception of presence in this thesis relies on general principles of
brain function, and describes presence
as a general cognitive function, not specifically related to virtual realities. Virtual
(VR) is an excellent technology for investigating and taking advantage of all aspects
presence, but a more general interpretation allows the same principles to be applied to
wide range of applications.
Functional magnetic resonance imaging (fMRI) was used to study the working human brain
in VR. Such data can inform and constrain
further discussion about presence. Using two different experimental designs we have
both the effect of basic aspects of VR interaction, as well as the neural correlates of
presence in a naturalistic environment.
Reality-based brain-computer interaction (RBBCI) is suggested as a concept for
summarizing the motivations for, and the context
of, applications building on an understanding of human brains in virtual realities. The
prototype application we developed did not achieve the set goals, but much remains to
investigated and lessons from our evaluation point to possible ways forward. A
use of methods and techniques from computer gaming is of particular interest.
Department of Computer Science and Engineering
Division of Interaction Design
University of Gothenburg | Chalmers University of Technology
I've been course responsible for five courses, relating to computer graphics, introductory
programming, game design and development,
information visualization and cognitive perspectives on HMI. Three of these I created from scratch.
done many guest lectures about artificial intelligence, advanced computer graphics and
reality, and I have done a lot of supervision and grading related to student assignments and
I've been programming for 25+ years. I have a Master of Science in Computing Science and I have
software development as a research engineer and as part of my PhD studies. I've used more than 10
programming languages seriously and tried many more. I've used and developed on Windows, Linux and
X, and I've tried app development for both iOS and Android. I've programmed and developed
and 3D Studio Max.
Master of science in Computing science
Umeå universitet, Umeå, 1996 – 2002
The education largely focused on programming and software development. Towards the end of the
I focused mainly on courses in computer graphics and artificial intelligence. Good performance
the course in "Virtual Reality" (which later changed its name to "Advanced Computer Graphics")
to a position as research engineer at VRlab in the following years.
In my master’s thesis I implemented an AI toolkit for controlling virtual characters in a
Natural science high-school
Östraboskolan, Uddevalla, 1993 – 1996
In high school I learned computer graphics programming on my own and implemented, e.g., a
of the solar system as a graduation project.
Since high school I have often participated in a variety of associations and boards, several
times as chairman. For example,
I have served as chairman of the board in my previous condo association and in political youth
at local and district levels. My political involvement has also led to 8 years in the
and Health Committee in Umeå, and 4 years as a lay judge in the Administrative Court.
Creating a user controlled mixed reality to bridge the real and the virtual.
Focus is on retaining as much of the strengths of VR as possible, while addressing weaknesses
isolation and lacking awareness of the physical surroindings.
Recent student projects (supervisor)
Virtual Reality Operating System
In this project, a concept VR OS user interface (UI) was developed, and diﬀerent interaction
were developed and evaluated. Several concept applications were developed and evaluated in user
Bachelor's project at Chalmers 2017.
Virtual Reality Car Driving Simulator
Car driving simulator developed for use with consumer Virtual Reality equipment (Oculus
Vive) implemented using Unreal Engine.
Bachelor's project at Chalmers 2016.
Mixed Reality game
Mixed Reality (MR) Real-Time Strategy (RTS) game developed for consumer Virtual Reality
(Oculus Rift, HTC Vive) implemented using Unreal Engine. Relies on Leap Motion hand
and matching a real table to create an interactive MR game environment.