VSMM 2016 Keynote: Using AR and VR to create Empathic Experiences

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USING AR AND VR TO CREATE EMPATHIC EXPERIENCES Mark Billinghurst [email protected] October 19 th 2016 VSMM 2016

Transcript of VSMM 2016 Keynote: Using AR and VR to create Empathic Experiences

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USING AR AND VR TO CREATE EMPATHIC EXPERIENCES Mark Billinghurst [email protected]

October 19th 2016

VSMM 2016

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Hiroshi Ishii – AWE 2014

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1977 – Star Wars

Augmented Reality

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Augmented Reality

• Defining Characteristics • Combines Real and Virtual Images

• Both can be seen at the same time • Interactive in real-time

• The virtual content can be interacted with • Registered in 3D

• Virtual objects appear fixed in space

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ARToolKit (1999)

First open source AR SDK http://artoolkit.sourceforge.net/

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Shared Space (1999)

• Face to Face interaction, Tangible AR metaphor • Easy collaboration with strangers • Users acted same as if handling real objects

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MagicBook (2001)

• First AR story book • Transitional AR to VR interface

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AR Tennis (2005)

• First collaborative AR game on mobile phone

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Mobile AR Advertising (2007)

• First mobile AR ad campaign (Saatchi & Saatchi)

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GeoBoids (2012)

• Outdoor AR game • Capture creatures

• Use whistling to attract creatures • Google Glass/Handheld AR

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GeoBoids Demo

https://www.youtube.com/watch?v=x3MKR3xVRM0

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Pokemon GO..

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Pokemon GO Effect

•  Fastest App to reach $500 million in Revenue •  Only 63 days after launch, > $1 Billion in 6 months •  Over 500 million downloads, > 25 million DAU •  Nintendo stock price up by 50% (gain of $9 Billion USD)

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AR Business Today

• Around $600 Million USD in 2014 (>$2B 2015) • 70-80+% Games and Marketing

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“Do 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

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Mark’s Midlife Crisis

• Get Married • Sabbatical at Google • Looking for new opportunities • Resigned my job • Moved to a new country • Now creating a new research group

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From Hiroshi Ishii

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Interaction Technology Natural

Time

Punch Card

Keyboard

Mouse

Speech

Gesture

Emotion

1950 1960 1980 1990 2000 2010

Thought

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Physiological Sensing

Emotiv Empatica

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Interaction Technology Natural

Time

Punch Card

Keyboard

Mouse

Speech

Gesture

Emotion

1950 1960 1980 1990 2000 2010

Thought

Implicit

Explicit

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Content Capture Realism

Time

Photo

Film

Live Video

Panorama

360 Video

3D Space

1850 1900 1940 1990 2000 2010

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Live Streaming/3D Space Capture

Google Project Tango Samsung Project Beyond

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Content Capture Realism

Time

Photo

Film

Live Video

Panorama

360 Video

3D Space

1850 1900 1940 1990 2000 2010

2D Static

Immersive

Live

Experience

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Networking Log (b/s)

Time

100 b/s

10 Kb/s

1 Mb/s

1980 1985 1990 1995 2000 2010

100 Mb/s

2005

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Network Innovation

Universal Connectivity

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Networking Log (b/s)

Time

100 b/s

10 Kb/s

1 Mb/s

1980 1985 1990 1995 2000 2010

100 Mb/s

2005

Text

Audio

Natural

Video

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Holoportation

• Augmented Reality + 3D capture + high bandwidth •  http://research.microsoft.com/en-us/projects/holoportation/

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Holoportation Demo

https://www.youtube.com/watch?v=7d59O6cfaM0

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Natural Collaboration

Implicit Understanding

Experience Capture

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Natural Collaboration

Implicit Understanding

Experience Capture

Empathic Computing

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EMPATHIC COMPUTING Systems that Create and Share Understanding

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Empathy

“Seeing with the Eyes of another,

Listening with the Ears of another,

and Feeling with the Heart of another..”

Alfred Adler

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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

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1. Understanding: Affective Computing

• Ros Picard – MIT Media Lab • Systems that recognize emotion

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Appliances That Make You Happy

• Jun Rekimoto – University of Tokyo/Sony CSL • Smile detection + smart appliances

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Happiness Counter Demo

https://vimeo.com/29169237

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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 Peña http://www.emblematicgroup.com/

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Using VR for Empathy

• USC Project Syria (2014) • Experience of Terrorism • Project Homeless (2015)

• Experience of Homelessness

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Demo: Project Syria

https://www.youtube.com/watch?v=Uuszow5giaQ

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CHILDHOOD

• Kenji Suzuki, University of Tsukuba • What does it feel like to be a child? • VR display + moved cameras + hand restrictors

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CHILDHOOD Demo

https://vimeo.com/128641932

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3. Sharing

Can we develop systems that allow us to share what we are seeing, hearing and feeling with others?

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Movies are like a machine that generates Empathy

Roger Ebert

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Technical Requirements

• Basic Requirements • Make the technology transparent

• Wearable, unobtrusive

• Technology for transmitting • Sights, Sounds, Feelings of another

• Audio, video, physiological sensors

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Wearable AR for Empathic Interfaces

• Wearable AR can: • Be unobtrusive • Capture emotion • Share sights and sounds • Provide two way communication • Enhance interaction in the real world

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Changing Perspective

• CamNet (1992) • British Telecom

• Wearable Teleconferencing • audio, video

• Remote collaboration • Sends task space video

• Similar CMU study (1996) • cut performance time in half

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WACL: Remote Expert Collaboration

• Wearable Camera/Laser Pointer • Independent pointer control • Remote panorama view

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WACL: Remote Expert Collaboration

• Remote Expert View • Panorama 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).

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Example: Google Glass

• Camera + Processing + Display + Connectivity • Ego-Vision Collaboration (But with Fixed View)

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Social Panoramas (ISMAR 2014)

• Capture and share social spaces in real time • Supports independent views into Panorama

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Implementation

• Google Glass • Capture live image panorama (compass + camera)

• Remote device (tablet) •  Immersive viewing, live annotation

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Interface

Glass View

Tablet View

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Social Panorama

https://www.youtube.com/watch?v=vdC0-UV3hmY

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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

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JackIn – Live Immersive Video Streaming

• Jun Rekimoto – University of Tokyo/Sony CSL

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JackIn Hardware

• Wide angle cameras – 360 degree video capture •  Live video stitching

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JackIn Demo

https://www.youtube.com/watch?v=mxFuQcYL4D8

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JospehTame – Tokyo Marathon

• Live streaming from Tokyo marathon • http://josephta.me/en/tokyo-marathon/

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Capturing Space: Real World Capture

• Hands free AR • Portable scene capture (color + depth) ! Projector/Kinect combo, Remote controlled pan/tilt

• Remote expert annotation interface

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Remote Expert View

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Example: CoSense (CHI 2015)

• Real time sharing - Emotion, video, and audio • Wearable (sender) – Send emotion and view • Desktop (receiver) - See remote view and emotion

Google Glass e-Health 2.0 board

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Implementation

Data Capture

Feature Detection

Emotion Recognition

Emotion Representation

Empathic User Interface

Hardware

User Interface

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Wearable Interface

• Google Glass + e-Health + Spydroid + SSI • Measure GSR, pulse oxygen, ECG, voice pitch • Share video and audio remotely • Representative emotions sent back to Glass user

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Desktop Interface

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Lessons Learned

• Good • System was wearable • Sender and receiver mirrored emotion • Minimal cues provided best experience

• Bad • System delays • Need for good stimulus • Difficult to represent emotion

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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

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Equipment

• Custom eye-tracker • Head mounted camera • Head mounted display

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Experiment Set Up •  Lego assembly •  Two assembly areas • Remote expert

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Experiment Design

• 4 conditions varying eye-tracking/pointer support • 13 pairs subjects • Measures

• Performance time •  Likert scale results, Ranking results, User preference

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Task Performance

• Performance Time (seconds)

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Ranking

• Median Ranking Values

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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.

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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.

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AffectiveWear – Emotion Glasses

• Photo sensors to recognize expression • User calibration • Machine learning • Recognizing 8 face expressions

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Integrated System • Local User

• Video camera • Eye-tracking • Face expression

• Remote Helper • Remote pointing

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System Diagram

•  Two monitors on Remote User side •  Scene + Emotion Display

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Empathy Glasses Demo

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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

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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

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Empathic VR Environments

• Player and Viewer •  Viewer slaved to player

• Share emotional signals •  Heart rate, GSR

• Remote affect measuring

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Emotion Classification

• Classify emotions from physiological data •  8 emotional states

• Collaboration with Sensaura •  http://www.sensauratech.com

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Heart Rate for Different VR Apps. •  Games: theBlu, BrookHaven, Night Café

quiet scene – scary scene – peaceful scene •  Devices: HTV VIVE, Empatica E4

Heart Rate The Blu BrookHaven Night Café

Mean 84.89 BPM 98.23 BPM 73.01 BPM

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Sharing VR Experiences

• Player controls viewer position (not view) • Measure and share physiological cues

Viewer

Player

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Demo Video

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AR and VR for Empathic Computing • VR systems are ideal for trying experiences:

• Strong story telling medium • Provide total immersion/3D experience • Easy to change virtual body scale and representation

• AR systems are idea for live sharing: • Allow overlay on real world view/can share viewpoints • Support remote annotation/communication • Enhance real world task

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Looking to the Future

What’s Next?

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Scaling Up

• Seeing actions of millions of users in the world • Augmentation on city/country level

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AR + Smart Sensors + Social Networks

• Track population at city scale (mobile networks) • Match population data to external sensor data • Mine data for applications

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Example: MIT SENSEable City Lab

http://senseable.mit.edu/wikicity/rome/

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Example: CSIRO WeFeel Tool

• Emotionally mining global Twitter feeds

• http://wefeel.csiro.au

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European Cup – July 10th

GOAL!

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Research Challenges

• How to capture emotion?

• How to measure empathy?

• Interface/interaction models?

• How to communicate emotion?

• How to create strong empathic bonds?

• How to scaling up to city/country scale?

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Potential Applications • Education • Sports training • Rich life logging • Remote meeting support • Psychological treatments • Virtual Travel/Entertainment • Surrogate Adventure Tourism • First responders (stress, team cohesion)

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CONCLUSION

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Harvard Grant Study • $20 million, 75 years study

• 268 Harvard graduates • 456 disadvantaged people • Led by George Valliant

• What makes us happy? • warmth of relationships throughout life have the greatest positive impact on "life satisfaction".

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“The seventy-five years and twenty million dollars expended on the Grant Study points to a straightforward five-word conclusion: Happiness is love. Full stop.” George Valliant

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Conclusions

• Empathic Computing • Sharing what you see, hear and feel

• AR/VR Enables Empathic Experiences • Removing technology • Changing perspective • Sharing space/experience

• Many directions for future research

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www.empathiccomputing.org

@marknb00

[email protected]