Keynote talk given by Mark Billinghurst at the VSMM 2016 conference on October 19th 2016.This talk was about how AR and VR can be used to create Empathic Computing experiences.
5. Augmented Reality
â˘âŻDefining Characteristics
â˘âŻCombines Real andVirtual Images
â˘âŻBoth can be seen at the same time
â˘âŻInteractive in real-time
â˘âŻThe virtual content can be interacted with
â˘âŻRegistered in 3D
â˘âŻVirtual objects appear fixed in space
7. Shared Space (1999)
â˘âŻFace to Face interaction,Tangible AR metaphor
â˘âŻEasy collaboration with strangers
â˘âŻUsers acted same as if handling real objects
14. Pokemon GO Effect
â˘âŻ Fastest App to reach $500 million in Revenue
â˘âŻ Only 63 days after launch, > $1 Billion in 6 months
â˘âŻ Over 500 million downloads, > 25 million DAU
â˘âŻ Nintendo stock price up by 50% (gain of $9 Billion USD)
16. âDo you want to sell sugar
water for the rest of your life
or do you want to come with
me and change the world?"
Steve Jobs to
John Sculley 1983
17. Markâs Midlife Crisis
â˘âŻGet Married
â˘âŻSabbatical at Google
â˘âŻLooking for new opportunities
â˘âŻResigned my job
â˘âŻMoved to a new country
â˘âŻNow creating a new research group
34. Empathy
âSeeing with the Eyes of another,
Listening with the Ears of another,
and Feeling with the Heart of another..â
Alfred Adler
35.
36. 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
Sensors
VR
AR
37. 1. Understanding: Affective Computing
â˘âŻRos Picard â MIT Media Lab
â˘âŻSystems that recognize emotion
38. Appliances That Make You Happy
â˘âŻJun Rekimoto â University of Tokyo/Sony CSL
â˘âŻSmile detection + smart appliances
40. 2. Experiencing: Virtual Reality
"Virtual reality offers a whole different
medium to tell stories that really connect
people and create an empathic connection."
Nonny de la PeĂąa
http://www.emblematicgroup.com/
41. Using VR for Empathy
â˘âŻ USC Project Syria (2014)
â˘âŻ Experience of Terrorism â˘âŻ Project Homeless (2015)
â˘âŻ Experience of Homelessness
43. CHILDHOOD
â˘âŻ Kenji Suzuki, University of Tsukuba
â˘âŻ What does it feel like to be a child?
â˘âŻ VR display + moved cameras + hand restrictors
52. Wearable AR for Empathic Interfaces
â˘âŻWearable AR can:
â˘âŻBe unobtrusive
â˘âŻCapture emotion
â˘âŻShare sights and sounds
â˘âŻProvide two way communication
â˘âŻEnhance interaction in the real world
53. Changing Perspective
â˘âŻCamNet (1992)
â˘âŻBritish Telecom
â˘âŻWearable Teleconferencing
â˘âŻaudio, video
â˘âŻRemote collaboration
â˘âŻSends task space video
â˘âŻSimilar CMU study (1996)
â˘âŻcut performance time in half
55. WACL:Remote Expert Collaboration
â˘âŻRemote ExpertView
â˘âŻPanorama viewing, annotation, image capture
Kurata, T., Sakata, N., Kourogi, M., Kuzuoka, H., & Billinghurst, M. (2004, October).
Remote collaboration using a shoulder-worn active camera/laser. In Wearable
Computers, 2004. ISWC 2004. Eighth International Symposium on (Vol. 1, pp. 62-69).
61. Lessons Learned
â˘âŻGood
â˘âŻCommunication easy and natural
â˘âŻUsers enjoy have view independence
â˘âŻVery natural capturing panorama on Glass
â˘âŻSharing panorama enhances the shared experience
â˘âŻBad
â˘âŻDifficult to support equal input
â˘âŻNeed to provide awareness cues
62. JackIn â Live Immersive Video Streaming
â˘âŻJun Rekimoto â University of Tokyo/Sony CSL
73. Lessons Learned
â˘âŻGood
â˘âŻSystem was wearable
â˘âŻSender and receiver mirrored emotion
â˘âŻMinimal cues provided best experience
â˘âŻBad
â˘âŻSystem delays
â˘âŻNeed for good stimulus
â˘âŻDifficult to represent emotion
74. Gaze and Video Conferencing
â˘âŻGaze tracking
â˘âŻ Implicit communication cue
â˘âŻ Shows intent
â˘âŻTask space collaboration
â˘âŻ HMD + camera + gaze tracker
â˘âŻExpected Results
â˘âŻ Gaze cues reduce need for communication
â˘âŻ Allow remote collaborator to respond faster
80. Key Results
â˘âŻ Both the pointer and eye tracking visual cues
helped participants to perform significantly faster
â˘âŻThe pointer cue significantly improved perceived
quality of collaboration and co-presence
â˘âŻ Eye-tracking improved the collaboration quality,
and sense of being focused for the local users, and
enjoyment for the remote users
â˘âŻThe Both condition was ranked as the best in user
experience, while the None condition was worst.
81. Empathy Glasses (CHI 2016)
â˘âŻ Combine together eye-tracking, display, face expression
â˘âŻ Impicit cues â 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.
82. AffectiveWear â Emotion Glasses
â˘âŻ Photo sensors to recognize expression
â˘âŻ User calibration
â˘âŻ Machine learning
â˘âŻ Recognizing 8 face expressions
86. 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.â
Q2: Communication Q3: Understanding partner
HMD â Local User Computer â Remote User
87. Lessons Learned
â˘âŻPointing really helps in remote collaboration
â˘âŻ Makes remote user feel more connected
â˘âŻGaze looks promising
â˘âŻ Shows context of what person talking about
â˘âŻ Establish shared understanding/awareness
â˘âŻFace expression
â˘âŻ Used as an implicit cue to show comprehension
â˘âŻLimitations
â˘âŻ Limited implicit cues
â˘âŻ Task was a poor emotional trigger
â˘âŻ AffectiveWear needs improvement
88. Empathic VR Environments
â˘âŻ Player and Viewer
â˘âŻ Viewer slaved to player
â˘âŻ Share emotional signals
â˘âŻ Heart rate, GSR
â˘âŻ Remote affect measuring
90. Heart Rate for Different VR Apps.
â˘âŻ Games: theBlu, BrookHaven, Night CafĂŠ
quiet scene â scary scene â peaceful scene
â˘âŻ Devices: HTV VIVE, Empatica E4
Heart Rate The Blu BrookHaven Night CafĂŠ
Mean 84.89 BPM 98.23 BPM 73.01 BPM
91. Sharing VR Experiences
â˘âŻ Player controls viewer position (not view)
â˘âŻ Measure and share physiological cues
Viewer
Player
93. AR and VR for Empathic Computing
â˘âŻVR systems are ideal for trying experiences:
â˘âŻ Strong story telling medium
â˘âŻ Provide total immersion/3D experience
â˘âŻ Easy to change virtual body scale and representation
â˘âŻAR systems are idea for live sharing:
â˘âŻ Allow overlay on real world view/can share viewpoints
â˘âŻ Support remote annotation/communication
â˘âŻ Enhance real world task
96. AR + Smart Sensors + Social Networks
â˘âŻTrack population at city scale (mobile networks)
â˘âŻMatch population data to external sensor data
â˘âŻMine data for applications
100. Research Challenges
â˘âŻHow to capture emotion?
â˘âŻHow to measure empathy?
â˘âŻInterface/interaction models?
â˘âŻHow to communicate emotion?
â˘âŻHow to create strong empathic bonds?
â˘âŻHow to scaling up to city/country scale?
103. Harvard Grant Study
â˘âŻ$20 million, 75 years study
â˘âŻ268 Harvard graduates
â˘âŻ456 disadvantaged people
â˘âŻLed by George Valliant
â˘âŻWhat makes us happy?
â˘âŻwarmth of relationships throughout
life have the greatest positive
impact on "life satisfaction".
104. âThe seventy-five years and twenty million
dollars expended on the Grant Study
points to a straightforward five-word
conclusion: Happiness is love. Full stop.â
George Valliant
105. Conclusions
â˘âŻEmpathic Computing
â˘âŻSharing what you see, hear and feel
â˘âŻAR/VR Enables Empathic Experiences
â˘âŻRemoving technology
â˘âŻChanging perspective
â˘âŻSharing space/experience
â˘âŻMany directions for future research