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LECTURE 11:
EXAMPLE AR APPLICATIONS
COMP 4010 – Virtual Reality
Semester 5 – 2017
Bruce Thomas, Mark Billinghurst
University of South Australia
October 26th 2017
AR Business Today
• Around $600 Million USD in 2014 (>$2B 2016)
• 70-80+% Games and Marketing
• Web based AR
• Marketing, education
• Outdoor Mobile AR
• Viewing Points of Interest
• Handheld AR
• Marketing, gaming, education
• Location Based Experiences
• Museums, point of sale, advertising
Typical AR Experiences
AR Commercial Landscape
What types of AR Applications in Future?
• Applications suitable for AR
• Involve 3D spatial data
• Require physical interaction
• Involve connection between real and digital worlds
• Require collaboration, connecting between people
• Focus on Intelligence Augmentation (IA not AI)
• Enhancing people performing real world tasks
Examples
• Good for AR
• Sharing virtual masks
• Medical visualization on real body
• CAD model on real printed manual
• AR assembly instructions shown on real model
• Bad for AR
• ATM locations overlaid on camera view (use map instead)
• AR tower defense game (better than non-AR version?)
• Language learning with AR flip cards (why AR?)
• AR names on faces (social acceptance, not better than 2D)
Example:SocialAcceptance
• People don’t want to look silly
• Only 12% of 4,600 adults would be willing to wear AR glasses
• 20% of mobile AR browser users experience social issues
• Acceptance more due to Social than Technical issues
• Needs further study (ethnographic, field tests, longitudinal)
TATAugmented ID
TAT AugmentedID
https://www.youtube.com/watch?v=tb0pMeg1UN0
Other Important AR Application Domains
• Education
• Learning on real world tasks
• Visualization
• Enhancing real world view
• Conferencing
• Face to face and remote collaboration
• Empathic Computing
• Sharing Understanding
VISUALISATION
Christchurch Earthquakes (2011 onwards)
Christchurch Before and After
• Professional solutions available
• Autodesk REVIST, ESRI ArcGIS, Grass,etc
GIS Desktop Visualization Tools
Interactive AR Maps
• Markerless tracking
• 3D model overlay
• Gesture input
Enhanced City Plans
• CERA – CCDU Plan
• Using tablet to track off printed maps
• Overlay 3D city models onto real maps
Earthquake AR Project
• Goal:
• To allow people to see Christchurch as it was
• To provide a tool for visualizing the city as it could be
• Technology
• Mobile AR platform
• Smart phone hardware
• 3D content
HIT Lab NZ Outdoor AR Platform
• Cross platform
• Android, iPhone
• 3D onsite visualization
• Intuitive user interface
• Positions content in space
• Camera, GPS, compass
• Client/Server software architecture
• Targeting museum guide/outdoor site applications
Earthquake Reconstruction
• See past, present and future building designs
• Earthquake survivor stories shown on map view
• Collect user comments
• Android platform
Demo
https://www.youtube.com/watch?v=vFFUKJzxTH4
Architecture
Android
application
Database server
Postgres
Web Interface
Add models
Web application java
and php server
CityViewAR
• Using AR to visualize Christchurch city buildings
• 3D models of buildings, 2D images, text, panoramas
• AR View, Map view, List view
• Available on Android market
CityViewAR Demo
https://www.youtube.com/watch?v=fdgrXxJx4SE
User Experience
• While walking in the real world people can see text, 2D
images and 3D content on their own phones
Interface Design (1/2)
Browsing Interface ContentFront face
Title Screen
AR View
Map View
List View
Detail View
Image Gallery
PanoramaInstruction &
Information
Examples for Situated Visualization
Textual labels for architectural sights
Image: Raphael Grasset
Pollution levels on the street
Image: Sean White and Steve Feiner
Hydrological Data Visualization
Hydrosys displays
locations of stations in
a global sensor network
as well as interpolated
temperature plotted as
geodesic contours
Image: Eduardo Veas and Ernst Kruijff
Raw
data
Filtered
data
Visual
structures
View
Data
transformation
Visual
mapping
View
transformation
Visualization Pipeline
The visualization pipeline includes three stages:
data transformation, visual mapping, and view transformation
34
Making the Invisible Visible
• Hidden structures & information
• Supermans X-Ray Vision
• Spatial arrangement problem
Example: Bently Systems
https://www.youtube.com/watch?v=KS_5OHoHHuo
AR Navigation
• Many commercial AR browsers
• Information in place
• How to navigate to POI
2D vs. AR Navigation?
VS
AR Navigation Study
• Users navigate between Points of Interest
• Three conditions
• AR: Using only an AR view
• 2D-map: Using only a top down 2D map view
• AR+2D-map: Using both an AR and 2D map view
• Experiment Measures
• Quantitative
• Time taken, Distance travelled
• Qualitative
• Experimenter observations, Navigation behavior, Interviews
• User surveys, workload (NASA TLX)
HIT Lab NZ Test Platform – AR View
HIT Lab NZ Platform – Map View
Distance and Time
No significant differences
Paths Travelled
• Red – AR
• Blue – AR + Map
• Yellow - Map
Navigation Behaviour
• Depends on interface
• Map doesn’t show short cuts
Survey Responses
User Comments
• AR
• “you don't know exactly where you are all of the time.”
• “using AR I found it difficult to see where I was going”
• Map
• “you were able to get a sense of where you were”
• “you are actually able to see the physical objects
around you”
• AR+MAP
• “I used the map at the beginning to understand where
the buildings were and the AR between each point”
• “You can choose a direction with AR and find the
shortest way using the map.”
Lessons Learned
• User adapt navigation behaviour to guide type
• AR interface shows shortcuts
• Map interface good for planning
• Include map view in AR interface
• 2D exocentric, and 3D egocentric
• Allow people to easily change between views
• May use Map far away, AR close
• Difficult to accurately show depth
Dünser, A., Billinghurst, M., Wen, J., Lehtinen, V., & Nurminen, A. (2012). Exploring the
use of handheld AR for outdoor navigation. Computers & Graphics, 36(8), 1084-1095.
CONFERENCING
A wide variety of communication cues used.
Speech
Paralinguistic
Para-verbals
Prosodics
Intonation
Audio Gaze
Gesture
Face Expression
Body Position
Visual
Object Manipulation
Writing/Drawing
Spatial Relationship
Object Presence
Environmental
Face to Face Communication
Evolution of Communication Tools
Communication Today
Communication Seams
• Technology creates artificial seams in communication
• Separation between real and virtual space
Task Space
Communication Space
Augmented Reality Conferencing
• Augmented Reality
• Combines real and virtual world
• Interactive in real time
• Registered in 3D
• AR Conferencing
• Seamless blending of task/communication space
• Natural spatial presentation/interaction
• Support for realistic communication cues
• Independent views of shared content
Augmented Reality Conferencing
• Tele-Presence
• Bringing a remote person into your space
• Tele-Existence
• Feeling like you are in a remote space
TELE-PRESENCE
AR Video Conferencing (2001)
• Bringing conferencing into real world
• Using AR video textures of remote people
• Attaching AR video to real objects
Billinghurst, M., & Kato, H. (2002). Collaborative augmented reality. Communications of the ACM, 45(7), 64-70.
Multi-View AR Conferencing
Billinghurst, M., Cheok, A., Prince, S., & Kato, H. (2002). Real world teleconferencing. Computer
Graphics and Applications, IEEE, 22(6), 11-13.
Holoportation (2016)
• Augmented Reality + 3D capture + high bandwidth
• http://research.microsoft.com/en-us/projects/holoportation/
Holoportation Video
https://www.youtube.com/watch?v=7d59O6cfaM0
Social VR
• Facebook Spaces, AltspaceVR
• Bringing Avatars into VR space
• Natural social interaction
Demo: Facebook Spaces VR
https://www.youtube.com/watch?v=PVf3m7e7OKU
Mini-Me – Miniature Avatar
• Using a miniature Avatar to show communication cues
TELE-EXISTENCE
Example: Google Glass
• Camera + Processing + Display + Connectivity
• Ego-Vision Collaboration (But with FixedView)
First Person Sharing Through Glass
https://www.youtube.com/watch?v=LyKaUT1bArw
Current Collaboration onWearables
• First person remote conferencing/hangouts
• Limitations
• Single POV, no spatial cues, no annotations, etc
Social Panoramas (ISMAR 2014)
• Capture and share social spaces in real time
• Supports independent views into Panorama
Implementation
• Google Glass
• Capture live image panorama (compass + camera)
• Remote device (tablet)
• Immersive viewing, live annotation
User Interfaces
Glass View
Tablet View
Social Panorama Demo
https://www.youtube.com/watch?v=vdC0-UV3hmY
Lessons Learned
• Good
• Communication easy and natural
• Users enjoy have view independence
• Very natural capturing panorama on Glass
• Sharing panorama enhances the shared experience
• Bad
• Difficult to support equal input
• Need to provide awareness cues
JackIn – Live Immersive Video Streaming
• Jun Rekimoto – University of Tokyo/Sony CSL
Kasahara, S., & Rekimoto, J. (2014, March). JackIn: integrating first-person view with
out-of-body vision generation for human-human augmentation. In Proceedings of the
5th Augmented Human International Conference (p. 46). ACM.
JackIn Hardware
• Wide angle cameras – 360 degree video capture
• Live video stitching
JackIn Demo
https://www.youtube.com/watch?v=Lkuz6LhlBf8
JospehTame – Tokyo Marathon
• Live streaming from Tokyo marathon
• http://josephta.me/en/tokyo-marathon/
Shared Sphere – 360 Video Sharing
Shared
Live 360 Video
Host User Guest User
Theta S
360 Camera
Hi-res Camera
Epson BT-200
See-through HMD
Oculus Rift
HMD
Leap Motion
Mixed Space Collaboration (2017)
• Make 3D copy of real space
• AR user in real world, VR user in 3D copy of real space
• Hololens for AR user, HTC Vive for VR user
• Share virtual body cues (head, hands, gaze information)
Real World Virtual World
AR User/VR User Displays
• HTC Vive (VR User), HoloLens (AR User)
• Room scale tracking
• Gesture input (Leap Motion)
Virtual Body Cues
• Virtual head, hands
• View frustums
EMPATHIC COMPUTING
Natural
Collaboration
Implicit
Understanding
Experience
Capture
Empathic
Computing
Empathic Computing
1. Understanding: Systems that can
understand your feelings and emotions
2. Experiencing: Systems that help you
better experience the world of others
3. Sharing: Systems that help you better
share the experience of others
1. Understanding: Affective Computing
• Ros Picard – MIT Media Lab
• Systems that recognize emotion
Appliances That Make You Happy
• Jun Rekimoto – University of Tokyo/Sony CSL
• Smile detection + smart appliances
Happiness Counter Demo
https://vimeo.com/29169237
2. Experiencing: Virtual Reality
“Virtual Reality is the ultimate Empathy Machine”
Chris Milk
• Within
• http://with.in/
Virtual Reality as Empathy Medium
"Virtual reality offers a whole different
medium to tell stories that really connect
people and create an empathic connection."
Nonny de la Peña
http://www.emblematicgroup.com/
Using VR for Empathy
• USC Project Syria (2014)
• Experience of Terrorism • Project Homeless (2015)
• Experience of Homelessness
Hunger
• Experience of homeless waiting in food line
https://www.youtube.com/watch?v=wvXPP_0Ofzc
3. Sharing
Can we develop systems
that allow us to share what
we are seeing, hearing and
feeling with others?
The Machine to Be Another (2014)
• Art project exploring issues of human identity
• One user has impression they’re in the body of another
• VR HMDs, stereo cameras, video mixing
• http://www.themachinetobeanother.org/
Machine to Be Another
• https://www.youtube.com/watch?v=_Wk489deqAQ
CHILDHOOD
• Kenji Suzuki, University of Tsukuba
• What does it feel like to be a child?
• VR display + moved cameras + hand restrictors
CHILDHOOD Demo
https://vimeo.com/128641932
Technical Requirements
•Basic Requirements
•Make the technology transparent
•Wearable, unobtrusive
•Technology for transmitting
•Sights, Sounds, Feelings of another
•Audio, video, physiological sensors
Gaze and Video Conferencing
• Gaze tracking
• Implicit communication cue
• Shows intent
• Task space collaboration
• HMD + camera + gaze tracker
• Expected Results
• Gaze cues reduce need for communication
• Allow remote collaborator to respond faster
Gupta, K., Lee, G. A., & Billinghurst, M. (2016). Do You See What I See? The Effect of
Gaze Tracking on Task Space Remote Collaboration. IEEE Transactions on
Visualization and Computer Graphics, 22(11), 2413-2422.
Experiment Set Up
• Lego assembly
• Two assembly areas
• Remote expert
Experiment Design
• 4 conditions varying eye-tracking/pointer support
• 13 pairs subjects
• Measures
• Performance time
• Likert scale results, Ranking results, User preference
Task Performance
• Performance Time (seconds)
Ranking
• Average Ranking Values
Key Results
• Both the pointer and eye tracking visual cues
helped participants to perform significantly faster
• The pointer cue significantly improved perceived
quality of collaboration and co-presence
• Eye-tracking improved the collaboration quality,
and sense of being focused for the local users, and
enjoyment for the remote users
• The Both condition was ranked as the best in user
experience, while the None condition was worst.
Empathy Glasses (CHI 2016)
• Combine together eye-tracking, display, face expression
• Impicit cues – eye gaze, face expression
++
Pupil Labs Epson BT-200 AffectiveWear
Masai, K., Sugimoto, M., Kunze, K., & Billinghurst, M. (2016, May). Empathy Glasses. In Proceedings of
the 34th Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. ACM.
AffectiveWear – Emotion Glasses
• Photo sensors to recognize expression
• User calibration
• Machine learning
• Recognizing 8 face expressions
Integrated System
• Local User
• Video camera
• Eye-tracking
• Face expression
• Remote Helper
• Remote pointing
System Diagram
• Two monitors on Remote User side
• Scene + Emotion Display
Empathy Glasses Demo
https://www.youtube.com/watch?v=CdgWVDbMwp4
Ranking Results
"I ranked the (A) condition best, because I could easily point to
communicate, and when I needed it I could check the facial
expression to make sure I was being understood.”
Q2: Communication Q3: Understanding partner
HMD – Local User Computer – Remote User
Lessons Learned
• Pointing really helps in remote collaboration
• Makes remote user feel more connected
• Gaze looks promising
• Shows context of what person talking about
• Establish shared understanding/awareness
• Face expression
• Used as an implicit cue to show comprehension
• Limitations
• Limited implicit cues
• Task was a poor emotional trigger
• AffectiveWear needs improvement
CONCLUSIONS
AR Applications
• Current applications mostly gaming and marketing
• Application types ideal for AR
• Involve 3D spatial data
• Require physical interaction
• Involve connection between real and digital worlds
• Emphasis on Intelligence Amplification
• Promising Areas for future applications
• Visualization
• Conferencing
• Empathic Computing
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

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COMP 4010 - Lecture11 - AR Applications

  • 1. LECTURE 11: EXAMPLE AR APPLICATIONS COMP 4010 – Virtual Reality Semester 5 – 2017 Bruce Thomas, Mark Billinghurst University of South Australia October 26th 2017
  • 2. AR Business Today • Around $600 Million USD in 2014 (>$2B 2016) • 70-80+% Games and Marketing
  • 3. • Web based AR • Marketing, education • Outdoor Mobile AR • Viewing Points of Interest • Handheld AR • Marketing, gaming, education • Location Based Experiences • Museums, point of sale, advertising Typical AR Experiences
  • 4.
  • 6. What types of AR Applications in Future? • Applications suitable for AR • Involve 3D spatial data • Require physical interaction • Involve connection between real and digital worlds • Require collaboration, connecting between people • Focus on Intelligence Augmentation (IA not AI) • Enhancing people performing real world tasks
  • 7. Examples • Good for AR • Sharing virtual masks • Medical visualization on real body • CAD model on real printed manual • AR assembly instructions shown on real model • Bad for AR • ATM locations overlaid on camera view (use map instead) • AR tower defense game (better than non-AR version?) • Language learning with AR flip cards (why AR?) • AR names on faces (social acceptance, not better than 2D)
  • 8. Example:SocialAcceptance • People don’t want to look silly • Only 12% of 4,600 adults would be willing to wear AR glasses • 20% of mobile AR browser users experience social issues • Acceptance more due to Social than Technical issues • Needs further study (ethnographic, field tests, longitudinal)
  • 11.
  • 12.
  • 13. Other Important AR Application Domains • Education • Learning on real world tasks • Visualization • Enhancing real world view • Conferencing • Face to face and remote collaboration • Empathic Computing • Sharing Understanding
  • 15.
  • 18.
  • 19. • Professional solutions available • Autodesk REVIST, ESRI ArcGIS, Grass,etc GIS Desktop Visualization Tools
  • 20. Interactive AR Maps • Markerless tracking • 3D model overlay • Gesture input
  • 21. Enhanced City Plans • CERA – CCDU Plan • Using tablet to track off printed maps • Overlay 3D city models onto real maps
  • 22. Earthquake AR Project • Goal: • To allow people to see Christchurch as it was • To provide a tool for visualizing the city as it could be • Technology • Mobile AR platform • Smart phone hardware • 3D content
  • 23. HIT Lab NZ Outdoor AR Platform • Cross platform • Android, iPhone • 3D onsite visualization • Intuitive user interface • Positions content in space • Camera, GPS, compass • Client/Server software architecture • Targeting museum guide/outdoor site applications
  • 24. Earthquake Reconstruction • See past, present and future building designs • Earthquake survivor stories shown on map view • Collect user comments • Android platform
  • 27. CityViewAR • Using AR to visualize Christchurch city buildings • 3D models of buildings, 2D images, text, panoramas • AR View, Map view, List view • Available on Android market
  • 29. User Experience • While walking in the real world people can see text, 2D images and 3D content on their own phones
  • 30. Interface Design (1/2) Browsing Interface ContentFront face Title Screen AR View Map View List View Detail View Image Gallery PanoramaInstruction & Information
  • 31. Examples for Situated Visualization Textual labels for architectural sights Image: Raphael Grasset Pollution levels on the street Image: Sean White and Steve Feiner
  • 32. Hydrological Data Visualization Hydrosys displays locations of stations in a global sensor network as well as interpolated temperature plotted as geodesic contours Image: Eduardo Veas and Ernst Kruijff
  • 33. Raw data Filtered data Visual structures View Data transformation Visual mapping View transformation Visualization Pipeline The visualization pipeline includes three stages: data transformation, visual mapping, and view transformation
  • 34. 34 Making the Invisible Visible • Hidden structures & information • Supermans X-Ray Vision • Spatial arrangement problem
  • 36. AR Navigation • Many commercial AR browsers • Information in place • How to navigate to POI
  • 37. 2D vs. AR Navigation? VS
  • 38. AR Navigation Study • Users navigate between Points of Interest • Three conditions • AR: Using only an AR view • 2D-map: Using only a top down 2D map view • AR+2D-map: Using both an AR and 2D map view • Experiment Measures • Quantitative • Time taken, Distance travelled • Qualitative • Experimenter observations, Navigation behavior, Interviews • User surveys, workload (NASA TLX)
  • 39. HIT Lab NZ Test Platform – AR View
  • 40. HIT Lab NZ Platform – Map View
  • 41. Distance and Time No significant differences
  • 42. Paths Travelled • Red – AR • Blue – AR + Map • Yellow - Map
  • 43. Navigation Behaviour • Depends on interface • Map doesn’t show short cuts
  • 45. User Comments • AR • “you don't know exactly where you are all of the time.” • “using AR I found it difficult to see where I was going” • Map • “you were able to get a sense of where you were” • “you are actually able to see the physical objects around you” • AR+MAP • “I used the map at the beginning to understand where the buildings were and the AR between each point” • “You can choose a direction with AR and find the shortest way using the map.”
  • 46. Lessons Learned • User adapt navigation behaviour to guide type • AR interface shows shortcuts • Map interface good for planning • Include map view in AR interface • 2D exocentric, and 3D egocentric • Allow people to easily change between views • May use Map far away, AR close • Difficult to accurately show depth Dünser, A., Billinghurst, M., Wen, J., Lehtinen, V., & Nurminen, A. (2012). Exploring the use of handheld AR for outdoor navigation. Computers & Graphics, 36(8), 1084-1095.
  • 48.
  • 49.
  • 50. A wide variety of communication cues used. Speech Paralinguistic Para-verbals Prosodics Intonation Audio Gaze Gesture Face Expression Body Position Visual Object Manipulation Writing/Drawing Spatial Relationship Object Presence Environmental Face to Face Communication
  • 53. Communication Seams • Technology creates artificial seams in communication • Separation between real and virtual space Task Space Communication Space
  • 54.
  • 55. Augmented Reality Conferencing • Augmented Reality • Combines real and virtual world • Interactive in real time • Registered in 3D • AR Conferencing • Seamless blending of task/communication space • Natural spatial presentation/interaction • Support for realistic communication cues • Independent views of shared content
  • 56. Augmented Reality Conferencing • Tele-Presence • Bringing a remote person into your space • Tele-Existence • Feeling like you are in a remote space
  • 58. AR Video Conferencing (2001) • Bringing conferencing into real world • Using AR video textures of remote people • Attaching AR video to real objects Billinghurst, M., & Kato, H. (2002). Collaborative augmented reality. Communications of the ACM, 45(7), 64-70.
  • 59. Multi-View AR Conferencing Billinghurst, M., Cheok, A., Prince, S., & Kato, H. (2002). Real world teleconferencing. Computer Graphics and Applications, IEEE, 22(6), 11-13.
  • 60. Holoportation (2016) • Augmented Reality + 3D capture + high bandwidth • http://research.microsoft.com/en-us/projects/holoportation/
  • 62. Social VR • Facebook Spaces, AltspaceVR • Bringing Avatars into VR space • Natural social interaction
  • 63. Demo: Facebook Spaces VR https://www.youtube.com/watch?v=PVf3m7e7OKU
  • 64. Mini-Me – Miniature Avatar • Using a miniature Avatar to show communication cues
  • 66. Example: Google Glass • Camera + Processing + Display + Connectivity • Ego-Vision Collaboration (But with FixedView)
  • 67. First Person Sharing Through Glass https://www.youtube.com/watch?v=LyKaUT1bArw
  • 68. Current Collaboration onWearables • First person remote conferencing/hangouts • Limitations • Single POV, no spatial cues, no annotations, etc
  • 69. Social Panoramas (ISMAR 2014) • Capture and share social spaces in real time • Supports independent views into Panorama
  • 70. Implementation • Google Glass • Capture live image panorama (compass + camera) • Remote device (tablet) • Immersive viewing, live annotation
  • 73. Lessons Learned • Good • Communication easy and natural • Users enjoy have view independence • Very natural capturing panorama on Glass • Sharing panorama enhances the shared experience • Bad • Difficult to support equal input • Need to provide awareness cues
  • 74. JackIn – Live Immersive Video Streaming • Jun Rekimoto – University of Tokyo/Sony CSL Kasahara, S., & Rekimoto, J. (2014, March). JackIn: integrating first-person view with out-of-body vision generation for human-human augmentation. In Proceedings of the 5th Augmented Human International Conference (p. 46). ACM.
  • 75. JackIn Hardware • Wide angle cameras – 360 degree video capture • Live video stitching
  • 77. JospehTame – Tokyo Marathon • Live streaming from Tokyo marathon • http://josephta.me/en/tokyo-marathon/
  • 78. Shared Sphere – 360 Video Sharing Shared Live 360 Video Host User Guest User Theta S 360 Camera Hi-res Camera Epson BT-200 See-through HMD Oculus Rift HMD Leap Motion
  • 79. Mixed Space Collaboration (2017) • Make 3D copy of real space • AR user in real world, VR user in 3D copy of real space • Hololens for AR user, HTC Vive for VR user • Share virtual body cues (head, hands, gaze information) Real World Virtual World
  • 80. AR User/VR User Displays • HTC Vive (VR User), HoloLens (AR User) • Room scale tracking • Gesture input (Leap Motion)
  • 81. Virtual Body Cues • Virtual head, hands • View frustums
  • 84. Empathic Computing 1. Understanding: Systems that can understand your feelings and emotions 2. Experiencing: Systems that help you better experience the world of others 3. Sharing: Systems that help you better share the experience of others
  • 85. 1. Understanding: Affective Computing • Ros Picard – MIT Media Lab • Systems that recognize emotion
  • 86. Appliances That Make You Happy • Jun Rekimoto – University of Tokyo/Sony CSL • Smile detection + smart appliances
  • 88. 2. Experiencing: Virtual Reality “Virtual Reality is the ultimate Empathy Machine” Chris Milk • Within • http://with.in/
  • 89. Virtual Reality as Empathy Medium "Virtual reality offers a whole different medium to tell stories that really connect people and create an empathic connection." Nonny de la Peña http://www.emblematicgroup.com/
  • 90. Using VR for Empathy • USC Project Syria (2014) • Experience of Terrorism • Project Homeless (2015) • Experience of Homelessness
  • 91. Hunger • Experience of homeless waiting in food line https://www.youtube.com/watch?v=wvXPP_0Ofzc
  • 92. 3. Sharing Can we develop systems that allow us to share what we are seeing, hearing and feeling with others?
  • 93. The Machine to Be Another (2014) • Art project exploring issues of human identity • One user has impression they’re in the body of another • VR HMDs, stereo cameras, video mixing • http://www.themachinetobeanother.org/
  • 94. Machine to Be Another • https://www.youtube.com/watch?v=_Wk489deqAQ
  • 95. CHILDHOOD • Kenji Suzuki, University of Tsukuba • What does it feel like to be a child? • VR display + moved cameras + hand restrictors
  • 97. Technical Requirements •Basic Requirements •Make the technology transparent •Wearable, unobtrusive •Technology for transmitting •Sights, Sounds, Feelings of another •Audio, video, physiological sensors
  • 98. Gaze and Video Conferencing • Gaze tracking • Implicit communication cue • Shows intent • Task space collaboration • HMD + camera + gaze tracker • Expected Results • Gaze cues reduce need for communication • Allow remote collaborator to respond faster Gupta, K., Lee, G. A., & Billinghurst, M. (2016). Do You See What I See? The Effect of Gaze Tracking on Task Space Remote Collaboration. IEEE Transactions on Visualization and Computer Graphics, 22(11), 2413-2422.
  • 99. Experiment Set Up • Lego assembly • Two assembly areas • Remote expert
  • 100. Experiment Design • 4 conditions varying eye-tracking/pointer support • 13 pairs subjects • Measures • Performance time • Likert scale results, Ranking results, User preference
  • 103. Key Results • Both the pointer and eye tracking visual cues helped participants to perform significantly faster • The pointer cue significantly improved perceived quality of collaboration and co-presence • Eye-tracking improved the collaboration quality, and sense of being focused for the local users, and enjoyment for the remote users • The Both condition was ranked as the best in user experience, while the None condition was worst.
  • 104. Empathy Glasses (CHI 2016) • Combine together eye-tracking, display, face expression • Impicit cues – eye gaze, face expression ++ Pupil Labs Epson BT-200 AffectiveWear Masai, K., Sugimoto, M., Kunze, K., & Billinghurst, M. (2016, May). Empathy Glasses. In Proceedings of the 34th Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. ACM.
  • 105. AffectiveWear – Emotion Glasses • Photo sensors to recognize expression • User calibration • Machine learning • Recognizing 8 face expressions
  • 106. Integrated System • Local User • Video camera • Eye-tracking • Face expression • Remote Helper • Remote pointing
  • 107. System Diagram • Two monitors on Remote User side • Scene + Emotion Display
  • 109. Ranking Results "I ranked the (A) condition best, because I could easily point to communicate, and when I needed it I could check the facial expression to make sure I was being understood.” Q2: Communication Q3: Understanding partner HMD – Local User Computer – Remote User
  • 110. Lessons Learned • Pointing really helps in remote collaboration • Makes remote user feel more connected • Gaze looks promising • Shows context of what person talking about • Establish shared understanding/awareness • Face expression • Used as an implicit cue to show comprehension • Limitations • Limited implicit cues • Task was a poor emotional trigger • AffectiveWear needs improvement
  • 112. AR Applications • Current applications mostly gaming and marketing • Application types ideal for AR • Involve 3D spatial data • Require physical interaction • Involve connection between real and digital worlds • Emphasis on Intelligence Amplification • Promising Areas for future applications • Visualization • Conferencing • Empathic Computing