Keynote talk given by Mark Billinghurat at the Foundation of Digital Games (FDG) 2021 conference on August 5th 2021. The talk was on how Empathic Computing techniques can be used to create new type of games.
2. Shared Space (1999)
• Face to Face interaction, Tangible AR metaphor
• Easy collaboration with strangers
• Users acted same as if handling real objects
4. AR Tennis (2005)
• First collaborative AR game on a mobile phone
Henrysson, A., Billinghurst, M., & Ollila, M. (2005, October). Face to face collaborative AR on mobile phones.
In Fourth IEEE and ACM International Symposium on Mixed and Augmented Reality (ismar'05) (pp. 80-89). IEEE.
5. Lessons Learned
• Make the technology invisible
• Remove seam between real and virtual worlds
• Enable people to connect with each other
• Support/enhance natural communication
• People will create their own fun
• Provide a platform that encourages play
13. Empathy
“Seeing with the Eyes of another,
Listening with the Ears of another,
and Feeling with the Heart of another..”
Alfred Adler
14. 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
15. Research Focus
Can we develop systems that allow
us to share what we are seeing,
hearing and feeling with others?
16. 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.
17. Remote Collaboration
• Eye gaze pointer and remote pointing
• Face expression display
• Implicit cues for remote collaboration
19. • 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)
22. 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
25. Sharing: Separating Cues from Body
• What happens when you can’t see each other?
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
26. 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
28. 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”
30. 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).
33. 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.
36. Enhancing Emotion
• Using physiological and contextual cues to enhance emotion representation
• Show user’s real emotion, make it easier to understand user emotion, etc..
Real User
Physiological Cues
Arousal/Valence
Positive
Negative
Avatar
Context Cues
Hart, J. D., Piumsomboon, T., Lee, G. A., Smith, R. T., & Billinghurst, M. (2021, May). Manipulating Avatars for Enhanced
Communication in Extended Reality. In 2021 IEEE International Conference on Intelligent Reality (ICIR) (pp. 9-16). IEEE.
49. 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.
54. NeuralDrum
• Using brain synchronicity to increase connection
• Collaborative VR drumming experience
• Rhythm game like Beat Saber
• 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).
55. Set Up
• HTC Vive HMD
• OpenBCI
• 3 EEG electrodes
60. Empathic Social Agents
• Goal: Using agents to creating
empathy between people
• Combine
• Scene capture
• Emotion recognition
• Shared tele-presence
• Enhanced communication cues
• Facilitating brain synchronization
• Separate cues from representation
Soul Machines