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EMPATHIC COMPUTING:
DEVELOPING FOR THE WHOLE METAVERSE
Mark Billinghurst
mark.billinghurst@unisa.edu.au
June 16th 2022
“Only through
communication
can Human Life
hold meaning.”
Paulo Freire
Philosopher
Teleconferencing Today
My Workplace in 2020, 2021…
Remote Conferencing
• da
Communication Seam
• da Task Space Communication Space
Limitations with Current Technology
•Lack of spatial cues
• Person blends with background
•Poor communication cues
• Limited gaze, gesture, non-verbal communication
•Separation of task/communication space
• Can’t see person and workspace at same time
Connecting at a Distance with AR/VR
• Restore spatial cues
• Sharing non-verbal cues
• Creating shared spaces
Early Experiments (1994 - 2003)
Greenspace (1994)
AR conferencing (1999)
3D Live (2003)
https://youtu.be/rhtgTX_fPmk
Collaboration in Virtual Reality
Facebook Spaces
AltspaceVR
https://www.youtube.com/watch?v=lgj50IxRrKQ
Collaboration in Augmented Reality
Magic Leap Avatar Chat
https://www.youtube.com/watch?v=PG3tQYlZ6JQ
Metaverse
The Metaverse
• Neal Stephenson’s “Snow Crash” (1992)
• The Metaverse is the convergence of:
• 1) virtually enhanced physical reality
• 2) physically persistent virtual space
Metaverse Taxonomy
• Four Key Components
• Virtual Worlds
• Augmented Reality
• Mirror Worlds
• Lifelogging
• Metaverse Roadmap
• http://metaverseroadmap.org/
Sensing
Immersing
Augmenting
Capturing
Communication Trends
• 1. Experience Capture
• Move from sharing faces to sharing places
• 2. Natural Collaboration
• Faster networks support more natural collaboration
• 3. Implicit Understanding
• Systems that recognize behaviour and emotion
Natural
Collaboration
Implicit
Understanding
Experience
Capture
Natural
Collaboration
Implicit
Understanding
Experience
Capture
Empathic
Computing
“Empathy is Seeing with the
Eyes of another, Listening with
the Ears of another, and Feeling
with the Heart of another..”
Alfred Adler
Empathic Computing Research Focus
Can we develop systems that allow
us to share what we are seeing,
hearing and feeling with others?
Remote Communication
MiniMe
Virtual Cues Enhanced Emotion
Brain
Synchronization
Emotion Recognition
Scene Capture
AI
Changing Perspective
• View from remote user’s perspective
• Wearable Teleconferencing
• audio, video, pointing
• send task space video
• CamNet (1992)
• British Telecom
• Similar CMU study (1996)
• cut performance time in half
AR View Remote Expert View
Changing Perspective - Empathy Glasses
• Combine together eye-tracking, display, face expression
• Implicit 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.
Remote Collaboration
• Eye gaze pointer and remote pointing
• Face expression display
• Implicit cues for remote collaboration
https://youtu.be/M6-z9qdbVIg
Adding in Sensor Input
• Using sensors to enhance collaboration
• Sharing heart rate
• Gaze cues
• Face expression
Shared Sphere – 360 Video Sharing
Shared
Live 360 Video
Host User Guest User
Lee, G. A., Teo, T., Kim, S., & Billinghurst, M. (2017). Mixed reality collaboration through sharing a
live panorama. In SIGGRAPH Asia 2017 Mobile Graphics & Interactive Applications (pp. 1-4).
https://www.youtube.com/watch?v=q_giuLot76k
Connecting between Spaces
• Augmented Reality
• Bringing remote people into your real space
• Virtual Reality
• Bringing elements of the real world into VR
• AR/VR for sharing communication cues
• Sharing non-verbal communication cues
3D Live Scene Capture
• Use cluster of RGBD sensors
• Fuse together 3D point cloud
Platform Features
https://youtu.be/owzUWszAckE
Scene Capture and Sharing
Scene Reconstruction Remote Expert Local Worker
AR View Remote Expert View
https://youtu.be/-UpojQ7lz3k
View Sharing Evolution
• Increased immersion
• Improved scene understanding
• Better collaboration
2D 360 3D
• Using AR/VR to share communication cues
• Gaze, gesture, head pose, body position
• Sharing same environment
• Virtual copy of real world
• Collaboration between AR/VR
• VR user appears in AR user’s space
Piumsomboon, T., Dey, A., Ens, B., Lee, G., & Billinghurst, M. (2019). The effects of sharing awareness cues
in collaborative mixed reality. Frontiers in Robotics and AI, 6, 5.
Sharing: Virtual Communication Cues (2019)
Sharing Virtual Communication Cues
• Collaboration between AR and VR
• Gaze Visualization Conditions
• Baseline, FoV, Head-gaze, Eye-gaze
https://youtu.be/Mk64B-oCd2Q
Results
• Predictions
• Eye/Head pointing better than no cues
• Eye/head pointing could reduce need for pointing
• Results
• No difference in task completion time
• Head-gaze/eye-gaze great mutual gaze rate
• Using head-gaze greater ease of use than baseline
• All cues provide higher co-presence than baseline
• Pointing gestures reduced in cue conditions
• But
• No difference between head-gaze and eye-gaze
Multi-Scale Collaboration
• Changing the user’s virtual body scale
https://youtu.be/SD1afNoAHEs
Sharing a View
Sharing VR Experiences
• HTC Vive HMD
• Empathic glove
• Empatica E4
Dey, A., Piumsomboon, T., Lee, Y., & Billinghurst, M. (2017). Effects of
sharing physiological states of players in a collaborative virtual reality
gameplay. In Proceedings of CHI 2017 (pp. 4045-4056).
VR Environments
• Butterfly World: calm scene, collect butterflies
• Zombie Attack: scary scene, fighting zombies
Changing the Other Person’s Heartrate?
• Follow-on study: Artificially changing and sharing heartrate (-20%, 0%, +20%)
• Key findings
• Manipulated heart rate affects perceived valence and arousal levels of another person
• No change in actual heartrate, but trend towards significance (p = 0.08)
• Significant environment effect – active has higher HR than passive
A. Dey, H. Chen, A. Hayati, M. Billinghurst and R. W. Lindeman, "Sharing Manipulated Heart
Rate Feedback in Collaborative Virtual Environments," 2019 IEEE International Symposium
on Mixed and Augmented Reality (ISMAR), Beijing, China, 2019, pp. 248-257.
Sharing: Separating Cues from Body
• What happens when you can’t see your colleague/agent?
Piumsomboon, T., Lee, G. A., Hart, J. D., Ens, B., Lindeman, R. W., Thomas, B. H., & Billinghurst, M. (2018, April). Mini-me: An adaptive
avatar for mixed reality remote collaboration. In Proceedings of the 2018 CHI conference on human factors in computing systems (pp. 1-13).
Collaborating Collaborator out of View
Mini-Me Communication Cues in MR
• When lose sight of collaborator a Mini-Me avatar appears
• Miniature avatar in real world
• Mini-Me points to shared objects, show communication cues
• Redirected gaze, gestures
https://www.youtube.com/watch?v=YrdCg8zz57E
User Study (16 participants)
• Collaboration between user in AR, expert in VR
• Hololens, HTC Vive
• Two tasks:
• (1) asymmetric, (2) symmetric
• Key findings
• Mini-Me significantly improved performance time (task1)
• Mini-Me significantly improved Social Presence scores
• 63% (task 2) – 75% (task 1) of users preferred Mini-Me
“The ability to see the small
avatar … enhanced the
speed of solving the task”
Technology Trends
• Advanced displays
• Wide FOV, high resolution
• Real time space capture
• 3D scanning, stitching, segmentation
• Natural gesture interaction
• Hand tracking, pose recognition
• Robust eye-tracking
• Gaze points, focus depth
• Emotion sensing/sharing
• Physiological sensing, emotion mapping
Sensor Enhanced HMDs
Eye tracking, heart rate,
pupillometry, and face camera
HP Omnicept Project Galea
EEG, EMG, EDA, PPG,
EOG, eye gaze, etc.
Brain Synchronization
Pre-training (Finger Pointing) Session Start
Post-Training (Finger Pointing) Session End
Brain Synchronization in VR
Gumilar, I., Sareen, E., Bell, R., Stone, A., Hayati, A., Mao, J., ... & Billinghurst, M. (2021). A comparative study on inter-
brain synchrony in real and virtual environments using hyperscanning. Computers & Graphics, 94, 62-75.
NeuralDrum
• Using brain synchronicity to increase connection
• Collaborative VR drumming experience
• Measure brain activity using 3 EEG electrodes
• Use PLV to calculate synchronization
• More synchronization increases graphics effects/immersion
Pai, Y. S., Hajika, R., Gupta, K., Sasikumar, P., & Billinghurst, M. (2020). NeuralDrum: Perceiving Brain
Synchronicity in XR Drumming. In SIGGRAPH Asia 2020 Technical Communications (pp. 1-4).
Set Up
• HTC Vive HMD
• OpenBCI
• 3 EEG electrodes
https://www.youtube.com/watch?v=aG261GfiR90
Results
"It’s quite interesting, I actually felt like my
body was exchanged with my partner."
Poor Player Good Player
• Advanced displays
• Real time space capture
• Natural gesture interaction
• Robust eye-tracking
• Emotion sensing/sharing
Empathic
Tele-Existence
Empathic Tele-Existence
• Covering the entire Metaverse
• AR, VR, Lifelogging, Mirror Worlds
• Based on Empathic Computing
• Creating shared understanding
• Transforming collaboration
• Observer to participant
• Feeling of doing things together
• Supporting Implicit collaboration
Conclusions
• Communication Trends
• Natural collaboration, Experience capture, Implicit understanding
• Empathic Computing
• Systems that enhance understanding
• Combining AR, VR, Physiological sensors
• Research directions
• Sharing communication cues, brain synchronization
• Empathic Tele-Existence
Metaverse Components
• Four Key Components
• Virtual Worlds
• Augmented Reality
• Mirror Worlds
• Lifelogging
Delivering the Entire Metaverse
Metaverse Boundaries
Possible Research Directions
• Lifelogging to VR
• Bringing real world actions into VR, VR to experience lifelogging data
• AR to Lifelogging
• Using AR to view lifelogging data in everyday life, Sharing physiological data
• Mirror Worlds to VR
• VR copy of the real world, Mirroring real world collaboration in VR
• AR to Mirror Worlds
• Visualizing the past in place, Asymmetric collaboration
• And more..
www.empathiccomputing.org
@marknb00
mark.billinghurst@auckland.ac.nz

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Empathic Computing: Developing for the Whole Metaverse

  • 1. EMPATHIC COMPUTING: DEVELOPING FOR THE WHOLE METAVERSE Mark Billinghurst mark.billinghurst@unisa.edu.au June 16th 2022
  • 2.
  • 3. “Only through communication can Human Life hold meaning.” Paulo Freire Philosopher
  • 4.
  • 6. My Workplace in 2020, 2021…
  • 8. Communication Seam • da Task Space Communication Space
  • 9. Limitations with Current Technology •Lack of spatial cues • Person blends with background •Poor communication cues • Limited gaze, gesture, non-verbal communication •Separation of task/communication space • Can’t see person and workspace at same time
  • 10. Connecting at a Distance with AR/VR • Restore spatial cues • Sharing non-verbal cues • Creating shared spaces
  • 11. Early Experiments (1994 - 2003) Greenspace (1994) AR conferencing (1999) 3D Live (2003)
  • 13. Collaboration in Virtual Reality Facebook Spaces AltspaceVR
  • 15. Collaboration in Augmented Reality Magic Leap Avatar Chat
  • 18.
  • 19. The Metaverse • Neal Stephenson’s “Snow Crash” (1992) • The Metaverse is the convergence of: • 1) virtually enhanced physical reality • 2) physically persistent virtual space
  • 20. Metaverse Taxonomy • Four Key Components • Virtual Worlds • Augmented Reality • Mirror Worlds • Lifelogging • Metaverse Roadmap • http://metaverseroadmap.org/
  • 22. Communication Trends • 1. Experience Capture • Move from sharing faces to sharing places • 2. Natural Collaboration • Faster networks support more natural collaboration • 3. Implicit Understanding • Systems that recognize behaviour and emotion
  • 25. “Empathy is Seeing with the Eyes of another, Listening with the Ears of another, and Feeling with the Heart of another..” Alfred Adler
  • 26. Empathic Computing Research Focus Can we develop systems that allow us to share what we are seeing, hearing and feeling with others?
  • 28. MiniMe Virtual Cues Enhanced Emotion Brain Synchronization Emotion Recognition Scene Capture AI
  • 29. Changing Perspective • View from remote user’s perspective • Wearable Teleconferencing • audio, video, pointing • send task space video • CamNet (1992) • British Telecom • Similar CMU study (1996) • cut performance time in half
  • 30.
  • 31. AR View Remote Expert View
  • 32. Changing Perspective - Empathy Glasses • Combine together eye-tracking, display, face expression • Implicit 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.
  • 33. Remote Collaboration • Eye gaze pointer and remote pointing • Face expression display • Implicit cues for remote collaboration
  • 35. Adding in Sensor Input • Using sensors to enhance collaboration • Sharing heart rate • Gaze cues • Face expression
  • 36. Shared Sphere – 360 Video Sharing Shared Live 360 Video Host User Guest User Lee, G. A., Teo, T., Kim, S., & Billinghurst, M. (2017). Mixed reality collaboration through sharing a live panorama. In SIGGRAPH Asia 2017 Mobile Graphics & Interactive Applications (pp. 1-4).
  • 38. Connecting between Spaces • Augmented Reality • Bringing remote people into your real space • Virtual Reality • Bringing elements of the real world into VR • AR/VR for sharing communication cues • Sharing non-verbal communication cues
  • 39. 3D Live Scene Capture • Use cluster of RGBD sensors • Fuse together 3D point cloud
  • 42.
  • 43. Scene Capture and Sharing Scene Reconstruction Remote Expert Local Worker
  • 44. AR View Remote Expert View https://youtu.be/-UpojQ7lz3k
  • 45. View Sharing Evolution • Increased immersion • Improved scene understanding • Better collaboration 2D 360 3D
  • 46. • Using AR/VR to share communication cues • Gaze, gesture, head pose, body position • Sharing same environment • Virtual copy of real world • Collaboration between AR/VR • VR user appears in AR user’s space Piumsomboon, T., Dey, A., Ens, B., Lee, G., & Billinghurst, M. (2019). The effects of sharing awareness cues in collaborative mixed reality. Frontiers in Robotics and AI, 6, 5. Sharing: Virtual Communication Cues (2019)
  • 47. Sharing Virtual Communication Cues • Collaboration between AR and VR • Gaze Visualization Conditions • Baseline, FoV, Head-gaze, Eye-gaze
  • 49. Results • Predictions • Eye/Head pointing better than no cues • Eye/head pointing could reduce need for pointing • Results • No difference in task completion time • Head-gaze/eye-gaze great mutual gaze rate • Using head-gaze greater ease of use than baseline • All cues provide higher co-presence than baseline • Pointing gestures reduced in cue conditions • But • No difference between head-gaze and eye-gaze
  • 50. Multi-Scale Collaboration • Changing the user’s virtual body scale
  • 53. Sharing VR Experiences • HTC Vive HMD • Empathic glove • Empatica E4 Dey, A., Piumsomboon, T., Lee, Y., & Billinghurst, M. (2017). Effects of sharing physiological states of players in a collaborative virtual reality gameplay. In Proceedings of CHI 2017 (pp. 4045-4056).
  • 54. VR Environments • Butterfly World: calm scene, collect butterflies • Zombie Attack: scary scene, fighting zombies
  • 55.
  • 56. Changing the Other Person’s Heartrate? • Follow-on study: Artificially changing and sharing heartrate (-20%, 0%, +20%) • Key findings • Manipulated heart rate affects perceived valence and arousal levels of another person • No change in actual heartrate, but trend towards significance (p = 0.08) • Significant environment effect – active has higher HR than passive A. Dey, H. Chen, A. Hayati, M. Billinghurst and R. W. Lindeman, "Sharing Manipulated Heart Rate Feedback in Collaborative Virtual Environments," 2019 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), Beijing, China, 2019, pp. 248-257.
  • 57. Sharing: Separating Cues from Body • What happens when you can’t see your colleague/agent? Piumsomboon, T., Lee, G. A., Hart, J. D., Ens, B., Lindeman, R. W., Thomas, B. H., & Billinghurst, M. (2018, April). Mini-me: An adaptive avatar for mixed reality remote collaboration. In Proceedings of the 2018 CHI conference on human factors in computing systems (pp. 1-13). Collaborating Collaborator out of View
  • 58. Mini-Me Communication Cues in MR • When lose sight of collaborator a Mini-Me avatar appears • Miniature avatar in real world • Mini-Me points to shared objects, show communication cues • Redirected gaze, gestures
  • 60. User Study (16 participants) • Collaboration between user in AR, expert in VR • Hololens, HTC Vive • Two tasks: • (1) asymmetric, (2) symmetric • Key findings • Mini-Me significantly improved performance time (task1) • Mini-Me significantly improved Social Presence scores • 63% (task 2) – 75% (task 1) of users preferred Mini-Me “The ability to see the small avatar … enhanced the speed of solving the task”
  • 61. Technology Trends • Advanced displays • Wide FOV, high resolution • Real time space capture • 3D scanning, stitching, segmentation • Natural gesture interaction • Hand tracking, pose recognition • Robust eye-tracking • Gaze points, focus depth • Emotion sensing/sharing • Physiological sensing, emotion mapping
  • 62. Sensor Enhanced HMDs Eye tracking, heart rate, pupillometry, and face camera HP Omnicept Project Galea EEG, EMG, EDA, PPG, EOG, eye gaze, etc.
  • 63.
  • 67. Brain Synchronization in VR Gumilar, I., Sareen, E., Bell, R., Stone, A., Hayati, A., Mao, J., ... & Billinghurst, M. (2021). A comparative study on inter- brain synchrony in real and virtual environments using hyperscanning. Computers & Graphics, 94, 62-75.
  • 68.
  • 69.
  • 70.
  • 71. NeuralDrum • Using brain synchronicity to increase connection • Collaborative VR drumming experience • Measure brain activity using 3 EEG electrodes • Use PLV to calculate synchronization • More synchronization increases graphics effects/immersion Pai, Y. S., Hajika, R., Gupta, K., Sasikumar, P., & Billinghurst, M. (2020). NeuralDrum: Perceiving Brain Synchronicity in XR Drumming. In SIGGRAPH Asia 2020 Technical Communications (pp. 1-4).
  • 72. Set Up • HTC Vive HMD • OpenBCI • 3 EEG electrodes
  • 74. Results "It’s quite interesting, I actually felt like my body was exchanged with my partner." Poor Player Good Player
  • 75. • Advanced displays • Real time space capture • Natural gesture interaction • Robust eye-tracking • Emotion sensing/sharing Empathic Tele-Existence
  • 76. Empathic Tele-Existence • Covering the entire Metaverse • AR, VR, Lifelogging, Mirror Worlds • Based on Empathic Computing • Creating shared understanding • Transforming collaboration • Observer to participant • Feeling of doing things together • Supporting Implicit collaboration
  • 77. Conclusions • Communication Trends • Natural collaboration, Experience capture, Implicit understanding • Empathic Computing • Systems that enhance understanding • Combining AR, VR, Physiological sensors • Research directions • Sharing communication cues, brain synchronization • Empathic Tele-Existence
  • 78. Metaverse Components • Four Key Components • Virtual Worlds • Augmented Reality • Mirror Worlds • Lifelogging
  • 81. Possible Research Directions • Lifelogging to VR • Bringing real world actions into VR, VR to experience lifelogging data • AR to Lifelogging • Using AR to view lifelogging data in everyday life, Sharing physiological data • Mirror Worlds to VR • VR copy of the real world, Mirroring real world collaboration in VR • AR to Mirror Worlds • Visualizing the past in place, Asymmetric collaboration • And more..
  • 82.