3. Two Amazing Locations
• University of South Australia, Adelaide
• Highest number of AR research outputs in world
• University of Auckland, Auckland
• Top ranked university in New Zealand
4. One Amazing Team
• Staff (6)
• 2 faculty, 3 post docs, 1 engineer
• Students (39)
• 17 PhD (+2), 2 Masters, 6 undergraduate, 14 interns
10. “Empathy is Seeing with the
Eyes of another, Listening with
the Ears of another, and Feeling
with the Heart of another..”
Alfred Adler
11. Empathic Computing Research Focus
Can we develop systems that allow
us to share what we are seeing,
hearing and feeling with others?
12. Key Elements of Empathic Systems
•Understanding
• Emotion Recognition, physiological sensors
•Experiencing
• Content/Environment capture, VR
•Sharing
• Communication cues, AR
13. Example Projects
• Remote collaboration in Wearable AR
• Sharing of non-verbal cues (gaze, pointing, face expression, emotion)
• Shared Empathic VR experiences
• Use VR to put a viewer inside the players view
• Measuring emotion
• Detecting emotion from heart rate, GSR, eye gaze, etc.
14. Empathy Glasses (2016)
• 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.
15. Remote Collaboration
• Eye gaze pointer and remote pointing
• Face expression display
• Implicit cues for remote collaboration
17. 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).
19. 3D Live Scene Capture
• Use cluster of RGBD sensors
• Fuse together 3D point cloud
20. Scene Capture and Sharing
Scene Reconstruction Remote Expert Local Worker
24. Current Generation of AR Glasses
• Trend towards lightweight thin displays
• Offload processing onto second device
• High bandwidth connectivity to cloud services
26. The Challenge of AR Interaction
AR HMD INTERACTION
Several Techniques
• Controllers
• Gestures
• Touch input
Limitations
• Imprecise input
• Simple graphics
27. The Challenge of AR Interaction
HANDHELD AR INTERACTION
Advantages
• Precise touch input
• High resolution display
Limitations
• On viewed on phone screen
• Narrow field of view
28. The Opportunity
AR HMDs tethered to handheld devices/phones
○New opportunity for interaction/display
○Wide field of view of HMD and Precise input of HHD
30. Previous Work
Our previous work
• Use touch input on phone to interact with AR HMD content
• Use tablet to provide 2D view of 3D AR conferencing space
Bleeker 2013
Budhiraja 2013
32. Secondsight
A prototyping platform for rapidly testing cross-device interfaces
• Enables an AR HMD to "extend" the screen of a smartphone
Key Features
• Can simulate a range of HMD Field of View
• Enables World-fixed or Device-fixed content placement
• Supports touch screen input, free-hand gestures, head-pose selection
Reichherzer, C., Fraser, J., Rompapas, D. C., & Billinghurst, M. (2021, May). Secondsight: A framework for cross-device augmented
reality interfaces. In Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-6).
33. Implementation
Hardware
• Meta2 AR Glasses (82o FOV)
• Samsung Galaxy S8 phone
• OptiTrack motion capture
system
Software
• Unity game engine
• Mirror networking library
42. Social Panoramas
• Capture and share social spaces in real time
• Supports independent views into Panorama
Reichherzer, C., Nassani, A., & Billinghurst, M. (2014, September). [Poster] Social panoramas using wearable
computers. In 2014 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) (pp. 303-304). IEEE.
43. Implementation
• Google Glass
• Capture live image panorama (compass +
camera)
• Remote device (tablet)
• Immersive viewing, live annotation
46. 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
47. • 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)
50. Sharing Gaze Cues
How sharing gaze behavioural cues can improve remote collaboration in Mixed Reality environment.
➔ Developed eyemR-Vis, a 360 panoramic Mixed Reality remote collaboration system
➔ Showed gaze behavioural cues as bi-directional spatial virtual visualisations shared
between a local host (AR) and a remote collaborator (VR).
Jing, A., May, K. W., Naeem, M., Lee, G., & Billinghurst, M. (2021). eyemR-Vis: Using Bi-Directional Gaze Behavioural Cues to Improve Mixed
Reality Remote Collaboration. In Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-7).
51. System Design
➔ 360 Panaramic Camera + Mixed Reality View
➔ Combination of HoloLens2 + Vive Pro Eye
➔ 4 gaze behavioural visualisations:
browse, focus, mutual, fixated circle
55. Sharing: Communication Cues (2018)
• 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
56. 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
58. Results from User Evaluation
• Collaboration between user in AR, expert in VR
• Hololens, HTC Vive
• Two tasks
• Asymmetric, symmetric collaboration
• Significant performance improvement
• 20% faster with Mini-Me
• Social Presence
• Higher sense of Presence
• Users preferred
• People felt the task was easier to complete
• 60-75% preference
“I feel like I am talking
to my partner”
59. 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
60. Sensor Enhanced HMDs
Eye tracking, heart rate,
pupillometry, and face camera
HP Omnicept Project Galea
EEG, EMG, EDA, PPG,
EOG, eye gaze, etc.
61. Multiple Physiological Sensors into HMD
• Incorporate range of sensors on HMD faceplate and over head
• EMG – muscle movement
• EOG – Eye movement
• EEG – Brain activity
• EDA, PPG – Heart rate
66. 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.
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
82. ARIVE
• Australasian Researchers in Interactive and Virtual Environments
• Collecting together all the best AR/VR researchers in Australia and NZ
• 8 institutions, 260 researchers, > 30 million USD in funding
• Looking for Industry Partners for research consortium