Keynote speech given by Mark Billinghurst at the ISS 2022 conference. Presented on November 22nd, 2022. This keynote outlines some research opportunities in the Metaverse.
11. My First VR Experience
1500 Polygons!
$250,000
12. My First VR Experience âŚ
https://www.youtube.com/watch?v=pAC5SeNH8jw
13. In Five to Ten years ..
⢠VR becoming commonplace
⢠VR devices less than $1000
⢠Large scale networked worlds
⢠Billion-dollar VR industry
14.
15. ⢠April 2007 Computer World
⢠VRVoted 7th on list of 21 biggest technology flops
16. What Happened After That
⢠Growth of internet
⢠Natural user interfaces
⢠Increase in graphics performance
⢠Explosion in mobile phones
⢠Pokemon Go!
19. Social VR Today
Rec Room
- 30 million users
Fortnite
- 24 million DAU
- 28 million @ travis scott
20.
21. A Better Definition
⢠Neal Stephensonâs âSnow Crashâ (1992)
⢠The Metaverse is the convergence of:
⢠1) virtually enhanced physical reality
⢠2) physically persistent virtual space
A persistent virtual environment around The Street
15 million avatars on The Street at any one time
23. Mirror Worlds
⢠Simulations of external space/content
⢠Capturing and sharing surroundings
⢠Photorealistic content
⢠Digital twins
Matterport Deep Mirror Google Street View
Soul Machines
24. Lifelogging
⢠Measuring userâs internal state
⢠Capturing physiological cues
⢠Recording everyday life
⢠Augmenting humans
Apple Fitbit Shimmer
OpenBCI
28. 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..
30. 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
33. Empathic Computing Vision
Can we develop systems that allow
us to share what we are seeing,
hearing and feeling with others?
34. Example: Sharing Communication Cues
⢠Measuring non-verbal cues
⢠Gaze, face expression, heart rate
⢠Sharing in Augmented Reality
⢠Collaborative AR experiences
35. Empathy Glasses
⢠Combine together eye-tracking, display, face expression
⢠Implicit cues â eye gaze, face expression
+
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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.
36. Remote Collaboration
⢠Eye gaze pointer and remote pointing
⢠Face expression display
⢠Implicit cues for remote collaboration
38. Example: AR/VR Collaboration
⢠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
41. 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
42. Sensor Enhanced HMDs
Eye tracking, heart rate,
pupillometry, and face camera
HP Omnicept Project Galea
EEG, EMG, EDA, PPG,
EOG, eye gaze, etc.
43. ⢠Advanced displays
⢠Real time space capture
⢠Natural gesture interaction
⢠Robust eye-tracking
⢠Emotion sensing/sharing
Empathic
Tele-Existence
44. Empathic Tele-Existence
⢠Based on Empathic Computing
⢠Creating shared understanding
⢠Covering the entire Metaverse
⢠AR, VR, Lifelogging, Mirror Worlds
⢠Transforming collaboration
⢠Observer to participant
⢠Feeling of doing things together
⢠Supporting Implicit collaboration
45. 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).
46. Set Up
⢠HTC Vive HMD
⢠OpenBCI
⢠3 EEG electrodes
49. Conclusions
⢠The Metaverse is overhyped
⢠Long-term impact could be more significant than imagined
⢠We need a broader Metaverse definition and taxonomy
⢠Many research opportunities in crossing boundaries
⢠Need to focus on high-level visions
⢠Empathic Computing encompasses the Metaverse