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Empathic Mixed Reality
Thammathip Piumsomboon, Ph.D.
24.5.2017
Outlines
1. Introduction to ECL
2. Empathic Mixed Reality
3. Through Heart and Eyes
1. Empathic Computing Lab
(ECL)
+2
BRADLEY HERBERT HAO CHEN JONATHON HART TEO HUA
RESEARCHERS
PhD STUDENTS
Education:
2011 - 15 Ph.D. in Computer Science (University of Canterbury, New Zealand)
2006 - 08 M.Sc. in Computer Science (Asian Institute of Technology (AIT), Thailand)
2000 - 03 B.Sc. in Physics/Computer Science (University of Canterbury, New Zealand)
Research Experience:
Jun 2016-present Research Fellow (ECL, University of South Australia, Australia)
Summer 2014 Research Intern (MIC group, Microsoft Research, WA)
Summer 2013 Visiting Scholar (MxR Lab, Institute for Creative Technologies, USC, CA)
2011-14 Research assistant (HIT Lab NZ, University of Canterbury)
Additional Experience:
2015 - 16 Unity Director (QuiverVision, Japan)
2009 - 10 Computer Forensic Specialist (Royal Thai Police, Thailand)
2005 - 09 Forensic Scientist (Royal Thai Police, Thailand)
Thammathip Piumsomboon, Ph.D.
2. Empathic Mixed Reality
What is Empathic Mixed Reality?
Empathic
ComputingMixed Reality
Trends in Technology
Contents by Prof. Mark Billinghurst
https://medium.com/@marknb00/the-coming-age-of-empathic-computing-617caefc7016
Contents by Prof. Mark Billinghurst
https://medium.com/@marknb00/the-coming-age-of-empathic-computing-617caefc7016
Interaction Technology
Physiological Sensing
Emotiv
Empatica
Implicit
Explicit
Contents by Prof. Mark Billinghurst
https://medium.com/@marknb00/the-coming-age-of-empathic-computing-617caefc7016
Content Capture
3D Image/Space Capture
Matterport
Google
Project Tango
Time
Photo
Film
Live
Video
Panorama
360 Video
3D Space
1850 1900 1940 1990 2000 2010
2D Static
Immersive
Live
Experience
Realism
Contents by Prof. Mark Billinghurst
https://medium.com/@marknb00/the-coming-age-of-empathic-computing-617caefc7016
Networking Speeds
Network Innovation
5G
Text
Audio
Natural
Video
What is Empathic Computing?
Empathic
ComputingMixed Reality
“Seeing with the Eyes of another,
Listening with the Ears of another,
and Feeling with the Heart of another..”
- Alfred Adler
What is empathy?
Contents by Prof. Mark Billinghurst
https://medium.com/@marknb00/the-coming-age-of-empathic-computing-617caefc7016
What is Empathy Computing?
Contents by Prof. Mark Billinghurst
https://medium.com/@marknb00/the-coming-age-of-empathic-computing-617caefc7016
Natural
Collaboration
Experience
Capture
Implicit
Understanding
Empathic
Computing
Contents by Prof. Mark Billinghurst
https://medium.com/@marknb00/the-coming-age-of-empathic-computing-617caefc7016
Why now?
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
- Prof.Mark Billinghurst
How to achieve Empathic Computing?
What is Mixed Reality?
Empathic
ComputingMixed Reality
Milgram and Kishino’s Mixed Reality on the Reality-Virtuality Continuum
P. Milgram and F. Kishino, "A taxonomy of mixed reality visual displays," IEICE TRANSACTIONS on
Information and Systems, vol. 77, pp. 1321-1329, 1994.
F. Steinicke, G. Bruder, K. Rothaus, & K. Hinrichs.
Poster: A virtual body for augmented virtuality by
chroma-keying of egocentric videos. In 3D User
Interfaces, 2009. 3DUI 2009.
Microsoft HoloLens
Why Empathic Mixed Reality?
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
- Prof.Mark Billinghurst
Sensors
VR
AR
Why applying MR to Empathic Computing?
Affordances of MR interfaces align well with requirements necessary for
Empathic Computing
1. MR naturally support collaboration in 3D environments (real/virtual)
2. MR is highly personalized platforms easy for personal data capture
(embedded sensors) and user’s environment (context)
3. Data captured could also be shared and experience with a remote
person in MR, enabling them to feel as if they are there
Why applying MR to Empathic Computing?
3.Through Heart and Eyes:
Sharing WhatYou Feel and Interacting with WhatYou See
3.Through Heart and Eyes: Sharing WhatYou Feel
and Interacting with What You See
3.1 Sharing Where You Gaze
3.2 Sharing What You Feel
3.3 Interacting with What You See
3.4 Enhancing Your Collaboration
3.1 Sharing WhereYou Gaze
3.2 Sharing WhatYou Feel
3.3 Interacting with What You See
3.4 Enhancing Your Collaboration
How to improve collaborations?
T. Piumsomboon, A. Dey, B. Ens, G. Lee, and M. Billinghurst, “CoVAR: Mixed-Platform Remote Collaboration
Between Augmented and Virtual Realities with Shared Collaboration Cues“, in reviewing process.
By providing shared collaboration cues?
• Our collaboration cues
• CoVAR: System Overview
• Experimental Setup
• Variables
• Summary
3.1 Sharing Where You Gaze
Collaboration cues
3.1 Sharing Where You Gaze
3.1 Sharing Where You Gaze
3.1 Sharing Where You Gaze
3.1 Sharing Where You Gaze
4 Conditions
3.1 Sharing Where You Gaze
3.1 Sharing Where You Gaze
3.1 Sharing Where You Gaze
3.1 Sharing Where You Gaze
Summary
• Collaboration cues in FoV and Gaze are crucial for improving collaborations.
• Head-gaze (FoV + head-ray) condition was found the most useful since head-
gaze input was used as the default interaction method even in the eye-gaze
condition (avoid confounding factor). This utilizes the implicit nature of
shared interaction and collaboration/communication cue in gaze.
T. Piumsomboon, A. Dey, B. Ens, G. Lee, and M. Billinghurst, “CoVAR: Mixed-Platform Remote Collaboration
Between Augmented and Virtual Realities with Shared Collaboration Cues“, in reviewing process.
3.2 Sharing WhatYou Feel
3.3 Interacting with What You See
3.4 Enhancing Your Collaboration
3.1 Sharing WhereYou Gaze
How to make collaborations more empathetic?
By measuring and sharing physiological cues?
We know:
• VR can trigger emotional response
• Heart-rate can be an indicator of emotional response
• Sharing physiological feedback increases positive affect
A. Dey, T. Piumsomboon, Y. Lee, and M. Billinghurst, "Effects of Sharing Physiological States of Players in a
Collaborative Virtual Reality Gameplay," presented at the Proceedings of the 2017 CHI Conference on Human
Factors in Computing Systems, Denver, Colorado, USA, 2017.
3.2 Sharing What You Feel
3.2 Sharing What You Feel
Butterfly World: calm scene Zombie Attack: scary scene
Physiological Cue (between-subjects)
GamingExperience
(within-subjects)
3.2 Sharing What You Feel
No Yes
Joyous
Scary
Data Collected
• Raw heart rate
• Positive and negative affect schedule (PANAS)
• Subjective Questionnaire (four point Likert-scale)
• Relative head orientation
3.2 Sharing What You Feel
Hypotheses
When heart-rate feedback is shown:
• Observers will feel more connected to the active player
• Generate more positive affect
• More interaction between collaborators
Scary game:
• Will trigger more subjective understanding of emotions
Participants
26 (13 in each group)
7 females
Age: m=30.5, s.d.=5.2
3.2 Sharing What You Feel
Raw heart-rate
• No significant difference
• Slightly higher heart-rate in scary zombie game
3.2 Sharing What You Feel
Positive and negative affect
schedule (PANAS)
• Significant effect of gaming
• Scary zombie game had more
positive and negative affects
• No significant (p=.15) effect of
heart-rate visualization
Relative head orientation
• Significant effect of
gaming experiences
• Joyous game had more
aligned head orientation
than scary game
3.2 Sharing What You Feel
Summary
• Game had a significant effect on PANAS
• Heart-rate feedback showed promises to be effective
3.2 Sharing What You Feel
A. Dey, T. Piumsomboon, Y. Lee, and M. Billinghurst, "Effects of Sharing Physiological States of Players in a
Collaborative Virtual Reality Gameplay," presented at the Proceedings of the 2017 CHI Conference on Human
Factors in Computing Systems, Denver, Colorado, USA, 2017.
From Collaboration to Interaction
Lessons Learned
3.3 Interacting with WhatYou See
3.4 Enhancing Your Collaboration
3.1 Sharing WhereYou Gaze
3.2 Sharing WhatYou Feel
How to make interaction more implicit?
T. Piumsomboon, G. Lee, R. W. Lindeman, and M. Billinghurst, "Exploring natural eye-gaze-based interaction for
immersive virtual reality," in 2017 IEEE Symposium on 3D User Interfaces (3DUI), 2017, pp. 36-39.
a. Examples of eye-gaze + gestures
interaction for Mixed Reality
b. Examples of natural eye-gaze-based
interaction for immersive Virtual Reality
By using our natural inputs and designing around
our natural behaviour?
a. Examples of eye-gaze + gestures interaction
for Mixed Reality
3.3 Interacting with What You See
3.3 Interacting with What You See
b. Examples of natural eye-gaze-based interaction
for immersive Virtual Reality
Overview of our Eye-gaze-based interaction
• Duo-Reticles
• Radial Pursuit
• Nod and Roll
Initial Study
• Variables
• Results
3.3 Interacting with What You See
T. Piumsomboon, G. Lee, R. W. Lindeman, and M. Billinghurst, "Exploring natural eye-gaze-based interaction for
immersive virtual reality," in 2017 IEEE Symposium on 3D User Interfaces (3DUI), 2017, pp. 36-39.
HTC Vive + Pupil Labs Eye Tracker
3.3 Interacting with What You See
A laptop PC running our
software on Unity version
5.4.1f1.
HTC Vive Kit + a pair of
Pupil Labs eye trackers with
a binocular mount
An iMac running Pupil
Labs Capture software
Hardware Setup
3.3 Interacting with What You See
3.3 Interacting with What You See
Overview
Type of Eye Movement Interaction Technique
Eye Saccade Duo-Reticles
Smooth Pursuit Radial Pursuit
Vestibulo-Ocular Reflex (VOR) Nod and Roll
Vergence None Tested
3.3 Interacting with What You See
Duo-Reticles (DR) – Video 1
3.3 Interacting with What You See
Gaze-Dwell 1
3.3 Interacting with What You See
Duo-Reticles (DR)
Inertial Reticle (IR)
Real-time Reticle (RR)
A-1
As RR and IR are aligned,
alignment time counts down
A-2 A-3
Selection completed
3.3 Interacting with What You See
Duo-Reticles (DR) – Video 2
3.3 Interacting with What You See
Radial Pursuit (RP) – Video 1
3.3 Interacting with What You See
B-1
Real-time Reticle (RR)
B-2 B-3 B-4
Radial Pursuit (RP)
3.3 Interacting with What You See
Radial Pursuit (RP) – Video 2
Nod and Roll – Video 1
3.3 Interacting with What You See
3.3 Interacting with What You See
C-2
C-1 Head-gaze Reticle (HR)
Real-time Reticle (RR)
C-3
Nod and Roll
Nod and Roll – Video 2
3.3 Interacting with What You See
3.3 Interacting with What You See
Study IndependentVariable: Interaction Technique
Part 1 Duo-Reticles vs Gaze-Dwell 1 (GD1)
Part 2 Radial Pursuit vs Gaze-Dwell 2 (GD2)
Part 3 Explorative
Initial Study
3.3 Interacting with What You See
3.3 Interacting with What You See
Study
Dependent Variables
Objective Measures Subjective Measures
Part1
(DR)
Task Completion Time
# Errors
Usability Ratings
Semi-structured interview
Part 2
(RP)
Task Completion Time
# Errors
Usability Ratings
Semi-structured interview
Part 3
(NR)
None
Usability Ratings
Semi-structured interview
Dependent Variables
3.3 Interacting with What You See
Cond Median p Cond Median p Cond Median
GD1 5 GD2 5
DR 5 RP 5
GD1 5 GD2 5
DR 4 RP 5
GD1 5 GD2 5
DR 5 RP 5
GD1 5 GD2 5
DR 5 RP 6
GD1 6 GD2 6
DR 6 RP 6
GD1 6 GD2 6
DR 6 RP 6
GD1 5 GD2 5
DR 6 RP 4
GD1 3 GD2 2
DR 2 RP 3
GD1 2 GD2 3
DR 6 RP 5
1 2 3 4 5 6 7
I prefered this technique 0.02 0.12
I felt tired using it 0.09 0.03 NR 4
It was frustrating to use 0.14 0.30 NR 3
It was fun to use 0.14 0.07 NR 6
I need to concentrate to use it 0.33 0.09 NR 5
It was easy for me to use 0.07 0.07 NR 5
I felt satisfied using it 0.14 0.03 NR 5
It felt natural to use 0.17 0.07 NR 4
I could interact precisely 0.23 0.17 NR 4
PART 1 PART 2 PART 3
Frequencies Frequencies Frequencies
Usability Ratings
▪ No performance difference (as expected)
▪ Most participants preferred Duo-Reticles over Gaze-Dwell 1
▪ Radial Pursuit was more satisfying and less fatiguing than Gaze-Dwell 2
T. Piumsomboon, G. Lee, R. W. Lindeman, and M. Billinghurst, "Exploring natural eye-gaze-based interaction for
immersive virtual reality," in 2017 IEEE Symposium on 3D User Interfaces (3DUI), 2017, pp. 36-39.
3.3 Interacting with What You See
Summary
• Three novel eye-gaze-based interaction techniques inspired by natural eye
movements
• An initial study found positive results supporting our approaches
▪ Similar performance as Gaze-Dwell, but superior user experience
• Will continue to apply the same principles to improve user experience
using eye gaze for immersive VR
3.4 Enhancing Your Collaboration
3.1 Sharing WhereYou Gaze
3.2 Sharing WhatYou Feel
3.3 Interacting with What You See
How to further enhance collaborations?
T. Piumsomboon, and M. Billinghurst, “CoVAR: Collaborative Virtual and Augmented Reality System for
Remote Collaboration“, on going research.
a. Examples of VR user body scaling
b. An example of VR user snapping to AR
perspective
By utilizing virtuality of the collaborations?
a. Examples of VR user body scaling
3.4 Enhancing Your Collaboration
3.4 Enhancing Your Collaboration
3.4 Enhancing Your Collaboration
3.4 Enhancing Your Collaboration
3.4 Enhancing Your Collaboration
3.4 Enhancing Your Collaboration
3.4 Enhancing Your Collaboration
b. An example of VR user snapping to AR
perspective
3.4 Enhancing Your Collaboration
Related ECL Research
Project:Visualization of physiological data
HAO CHEN
PhD Student
Investigating how to visualise the physiological data to the
players to help them perceive the data more effectively.
Particularly, we are exploring multi-sensory (visual, audio,
and haptic) visualization of physiological data.
The goal of this project is to make VR experiences more
empathetic and higher in presence.
Contact:
Arindam.Dey@unisa.edu.au
Project: Shared Sphere
Contact:
Gun.Lee@unisa.edu.au
TEO HUA
Project: Shared Sphere
Contact:
Thammathip.Piumsomboon@unisa.edu.au
Thammathip@gmail.com
고맙습니다
Q&A

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Empathic Mixed Reality

  • 1. Empathic Mixed Reality Thammathip Piumsomboon, Ph.D. 24.5.2017
  • 2. Outlines 1. Introduction to ECL 2. Empathic Mixed Reality 3. Through Heart and Eyes
  • 4.
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  • 8. +2 BRADLEY HERBERT HAO CHEN JONATHON HART TEO HUA RESEARCHERS PhD STUDENTS
  • 9. Education: 2011 - 15 Ph.D. in Computer Science (University of Canterbury, New Zealand) 2006 - 08 M.Sc. in Computer Science (Asian Institute of Technology (AIT), Thailand) 2000 - 03 B.Sc. in Physics/Computer Science (University of Canterbury, New Zealand) Research Experience: Jun 2016-present Research Fellow (ECL, University of South Australia, Australia) Summer 2014 Research Intern (MIC group, Microsoft Research, WA) Summer 2013 Visiting Scholar (MxR Lab, Institute for Creative Technologies, USC, CA) 2011-14 Research assistant (HIT Lab NZ, University of Canterbury) Additional Experience: 2015 - 16 Unity Director (QuiverVision, Japan) 2009 - 10 Computer Forensic Specialist (Royal Thai Police, Thailand) 2005 - 09 Forensic Scientist (Royal Thai Police, Thailand) Thammathip Piumsomboon, Ph.D.
  • 10.
  • 11. 2. Empathic Mixed Reality
  • 12. What is Empathic Mixed Reality? Empathic ComputingMixed Reality
  • 13. Trends in Technology Contents by Prof. Mark Billinghurst https://medium.com/@marknb00/the-coming-age-of-empathic-computing-617caefc7016
  • 14. Contents by Prof. Mark Billinghurst https://medium.com/@marknb00/the-coming-age-of-empathic-computing-617caefc7016 Interaction Technology Physiological Sensing Emotiv Empatica Implicit Explicit
  • 15. Contents by Prof. Mark Billinghurst https://medium.com/@marknb00/the-coming-age-of-empathic-computing-617caefc7016 Content Capture 3D Image/Space Capture Matterport Google Project Tango Time Photo Film Live Video Panorama 360 Video 3D Space 1850 1900 1940 1990 2000 2010 2D Static Immersive Live Experience Realism
  • 16. Contents by Prof. Mark Billinghurst https://medium.com/@marknb00/the-coming-age-of-empathic-computing-617caefc7016 Networking Speeds Network Innovation 5G Text Audio Natural Video
  • 17. What is Empathic Computing? Empathic ComputingMixed Reality
  • 18. “Seeing with the Eyes of another, Listening with the Ears of another, and Feeling with the Heart of another..” - Alfred Adler What is empathy? Contents by Prof. Mark Billinghurst https://medium.com/@marknb00/the-coming-age-of-empathic-computing-617caefc7016
  • 19. What is Empathy Computing? Contents by Prof. Mark Billinghurst https://medium.com/@marknb00/the-coming-age-of-empathic-computing-617caefc7016
  • 20. Natural Collaboration Experience Capture Implicit Understanding Empathic Computing Contents by Prof. Mark Billinghurst https://medium.com/@marknb00/the-coming-age-of-empathic-computing-617caefc7016 Why now?
  • 21. 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 - Prof.Mark Billinghurst How to achieve Empathic Computing?
  • 22. What is Mixed Reality? Empathic ComputingMixed Reality
  • 23. Milgram and Kishino’s Mixed Reality on the Reality-Virtuality Continuum P. Milgram and F. Kishino, "A taxonomy of mixed reality visual displays," IEICE TRANSACTIONS on Information and Systems, vol. 77, pp. 1321-1329, 1994.
  • 24. F. Steinicke, G. Bruder, K. Rothaus, & K. Hinrichs. Poster: A virtual body for augmented virtuality by chroma-keying of egocentric videos. In 3D User Interfaces, 2009. 3DUI 2009. Microsoft HoloLens
  • 25. Why Empathic Mixed Reality?
  • 26. 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 - Prof.Mark Billinghurst Sensors VR AR Why applying MR to Empathic Computing?
  • 27. Affordances of MR interfaces align well with requirements necessary for Empathic Computing 1. MR naturally support collaboration in 3D environments (real/virtual) 2. MR is highly personalized platforms easy for personal data capture (embedded sensors) and user’s environment (context) 3. Data captured could also be shared and experience with a remote person in MR, enabling them to feel as if they are there Why applying MR to Empathic Computing?
  • 28. 3.Through Heart and Eyes: Sharing WhatYou Feel and Interacting with WhatYou See
  • 29. 3.Through Heart and Eyes: Sharing WhatYou Feel and Interacting with What You See 3.1 Sharing Where You Gaze 3.2 Sharing What You Feel 3.3 Interacting with What You See 3.4 Enhancing Your Collaboration
  • 30. 3.1 Sharing WhereYou Gaze 3.2 Sharing WhatYou Feel 3.3 Interacting with What You See 3.4 Enhancing Your Collaboration
  • 31. How to improve collaborations?
  • 32. T. Piumsomboon, A. Dey, B. Ens, G. Lee, and M. Billinghurst, “CoVAR: Mixed-Platform Remote Collaboration Between Augmented and Virtual Realities with Shared Collaboration Cues“, in reviewing process. By providing shared collaboration cues? • Our collaboration cues • CoVAR: System Overview • Experimental Setup • Variables • Summary
  • 33. 3.1 Sharing Where You Gaze Collaboration cues
  • 34. 3.1 Sharing Where You Gaze
  • 35. 3.1 Sharing Where You Gaze
  • 36. 3.1 Sharing Where You Gaze
  • 37. 3.1 Sharing Where You Gaze 4 Conditions
  • 38. 3.1 Sharing Where You Gaze
  • 39. 3.1 Sharing Where You Gaze
  • 40. 3.1 Sharing Where You Gaze
  • 41. 3.1 Sharing Where You Gaze Summary • Collaboration cues in FoV and Gaze are crucial for improving collaborations. • Head-gaze (FoV + head-ray) condition was found the most useful since head- gaze input was used as the default interaction method even in the eye-gaze condition (avoid confounding factor). This utilizes the implicit nature of shared interaction and collaboration/communication cue in gaze. T. Piumsomboon, A. Dey, B. Ens, G. Lee, and M. Billinghurst, “CoVAR: Mixed-Platform Remote Collaboration Between Augmented and Virtual Realities with Shared Collaboration Cues“, in reviewing process.
  • 42. 3.2 Sharing WhatYou Feel 3.3 Interacting with What You See 3.4 Enhancing Your Collaboration 3.1 Sharing WhereYou Gaze
  • 43. How to make collaborations more empathetic?
  • 44. By measuring and sharing physiological cues? We know: • VR can trigger emotional response • Heart-rate can be an indicator of emotional response • Sharing physiological feedback increases positive affect A. Dey, T. Piumsomboon, Y. Lee, and M. Billinghurst, "Effects of Sharing Physiological States of Players in a Collaborative Virtual Reality Gameplay," presented at the Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, Denver, Colorado, USA, 2017.
  • 45. 3.2 Sharing What You Feel
  • 46. 3.2 Sharing What You Feel Butterfly World: calm scene Zombie Attack: scary scene
  • 47.
  • 48.
  • 50.
  • 51. Data Collected • Raw heart rate • Positive and negative affect schedule (PANAS) • Subjective Questionnaire (four point Likert-scale) • Relative head orientation 3.2 Sharing What You Feel Hypotheses When heart-rate feedback is shown: • Observers will feel more connected to the active player • Generate more positive affect • More interaction between collaborators Scary game: • Will trigger more subjective understanding of emotions Participants 26 (13 in each group) 7 females Age: m=30.5, s.d.=5.2
  • 52. 3.2 Sharing What You Feel Raw heart-rate • No significant difference • Slightly higher heart-rate in scary zombie game
  • 53. 3.2 Sharing What You Feel Positive and negative affect schedule (PANAS) • Significant effect of gaming • Scary zombie game had more positive and negative affects • No significant (p=.15) effect of heart-rate visualization
  • 54. Relative head orientation • Significant effect of gaming experiences • Joyous game had more aligned head orientation than scary game 3.2 Sharing What You Feel
  • 55. Summary • Game had a significant effect on PANAS • Heart-rate feedback showed promises to be effective 3.2 Sharing What You Feel A. Dey, T. Piumsomboon, Y. Lee, and M. Billinghurst, "Effects of Sharing Physiological States of Players in a Collaborative Virtual Reality Gameplay," presented at the Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, Denver, Colorado, USA, 2017.
  • 56. From Collaboration to Interaction
  • 58. 3.3 Interacting with WhatYou See 3.4 Enhancing Your Collaboration 3.1 Sharing WhereYou Gaze 3.2 Sharing WhatYou Feel
  • 59. How to make interaction more implicit?
  • 60. T. Piumsomboon, G. Lee, R. W. Lindeman, and M. Billinghurst, "Exploring natural eye-gaze-based interaction for immersive virtual reality," in 2017 IEEE Symposium on 3D User Interfaces (3DUI), 2017, pp. 36-39. a. Examples of eye-gaze + gestures interaction for Mixed Reality b. Examples of natural eye-gaze-based interaction for immersive Virtual Reality By using our natural inputs and designing around our natural behaviour?
  • 61. a. Examples of eye-gaze + gestures interaction for Mixed Reality
  • 62. 3.3 Interacting with What You See
  • 63. 3.3 Interacting with What You See
  • 64. b. Examples of natural eye-gaze-based interaction for immersive Virtual Reality
  • 65. Overview of our Eye-gaze-based interaction • Duo-Reticles • Radial Pursuit • Nod and Roll Initial Study • Variables • Results 3.3 Interacting with What You See T. Piumsomboon, G. Lee, R. W. Lindeman, and M. Billinghurst, "Exploring natural eye-gaze-based interaction for immersive virtual reality," in 2017 IEEE Symposium on 3D User Interfaces (3DUI), 2017, pp. 36-39.
  • 66. HTC Vive + Pupil Labs Eye Tracker 3.3 Interacting with What You See
  • 67. A laptop PC running our software on Unity version 5.4.1f1. HTC Vive Kit + a pair of Pupil Labs eye trackers with a binocular mount An iMac running Pupil Labs Capture software Hardware Setup 3.3 Interacting with What You See
  • 68. 3.3 Interacting with What You See Overview Type of Eye Movement Interaction Technique Eye Saccade Duo-Reticles Smooth Pursuit Radial Pursuit Vestibulo-Ocular Reflex (VOR) Nod and Roll Vergence None Tested
  • 69. 3.3 Interacting with What You See Duo-Reticles (DR) – Video 1
  • 70. 3.3 Interacting with What You See Gaze-Dwell 1
  • 71. 3.3 Interacting with What You See Duo-Reticles (DR) Inertial Reticle (IR) Real-time Reticle (RR) A-1 As RR and IR are aligned, alignment time counts down A-2 A-3 Selection completed
  • 72. 3.3 Interacting with What You See Duo-Reticles (DR) – Video 2
  • 73. 3.3 Interacting with What You See Radial Pursuit (RP) – Video 1
  • 74. 3.3 Interacting with What You See B-1 Real-time Reticle (RR) B-2 B-3 B-4 Radial Pursuit (RP)
  • 75. 3.3 Interacting with What You See Radial Pursuit (RP) – Video 2
  • 76. Nod and Roll – Video 1 3.3 Interacting with What You See
  • 77. 3.3 Interacting with What You See C-2 C-1 Head-gaze Reticle (HR) Real-time Reticle (RR) C-3 Nod and Roll
  • 78. Nod and Roll – Video 2 3.3 Interacting with What You See
  • 79. 3.3 Interacting with What You See Study IndependentVariable: Interaction Technique Part 1 Duo-Reticles vs Gaze-Dwell 1 (GD1) Part 2 Radial Pursuit vs Gaze-Dwell 2 (GD2) Part 3 Explorative Initial Study
  • 80. 3.3 Interacting with What You See
  • 81. 3.3 Interacting with What You See Study Dependent Variables Objective Measures Subjective Measures Part1 (DR) Task Completion Time # Errors Usability Ratings Semi-structured interview Part 2 (RP) Task Completion Time # Errors Usability Ratings Semi-structured interview Part 3 (NR) None Usability Ratings Semi-structured interview Dependent Variables
  • 82. 3.3 Interacting with What You See Cond Median p Cond Median p Cond Median GD1 5 GD2 5 DR 5 RP 5 GD1 5 GD2 5 DR 4 RP 5 GD1 5 GD2 5 DR 5 RP 5 GD1 5 GD2 5 DR 5 RP 6 GD1 6 GD2 6 DR 6 RP 6 GD1 6 GD2 6 DR 6 RP 6 GD1 5 GD2 5 DR 6 RP 4 GD1 3 GD2 2 DR 2 RP 3 GD1 2 GD2 3 DR 6 RP 5 1 2 3 4 5 6 7 I prefered this technique 0.02 0.12 I felt tired using it 0.09 0.03 NR 4 It was frustrating to use 0.14 0.30 NR 3 It was fun to use 0.14 0.07 NR 6 I need to concentrate to use it 0.33 0.09 NR 5 It was easy for me to use 0.07 0.07 NR 5 I felt satisfied using it 0.14 0.03 NR 5 It felt natural to use 0.17 0.07 NR 4 I could interact precisely 0.23 0.17 NR 4 PART 1 PART 2 PART 3 Frequencies Frequencies Frequencies Usability Ratings ▪ No performance difference (as expected) ▪ Most participants preferred Duo-Reticles over Gaze-Dwell 1 ▪ Radial Pursuit was more satisfying and less fatiguing than Gaze-Dwell 2
  • 83. T. Piumsomboon, G. Lee, R. W. Lindeman, and M. Billinghurst, "Exploring natural eye-gaze-based interaction for immersive virtual reality," in 2017 IEEE Symposium on 3D User Interfaces (3DUI), 2017, pp. 36-39. 3.3 Interacting with What You See Summary • Three novel eye-gaze-based interaction techniques inspired by natural eye movements • An initial study found positive results supporting our approaches ▪ Similar performance as Gaze-Dwell, but superior user experience • Will continue to apply the same principles to improve user experience using eye gaze for immersive VR
  • 84. 3.4 Enhancing Your Collaboration 3.1 Sharing WhereYou Gaze 3.2 Sharing WhatYou Feel 3.3 Interacting with What You See
  • 85. How to further enhance collaborations?
  • 86. T. Piumsomboon, and M. Billinghurst, “CoVAR: Collaborative Virtual and Augmented Reality System for Remote Collaboration“, on going research. a. Examples of VR user body scaling b. An example of VR user snapping to AR perspective By utilizing virtuality of the collaborations?
  • 87. a. Examples of VR user body scaling
  • 88. 3.4 Enhancing Your Collaboration
  • 89. 3.4 Enhancing Your Collaboration
  • 90. 3.4 Enhancing Your Collaboration
  • 91. 3.4 Enhancing Your Collaboration
  • 92. 3.4 Enhancing Your Collaboration
  • 93. 3.4 Enhancing Your Collaboration
  • 94. 3.4 Enhancing Your Collaboration
  • 95. b. An example of VR user snapping to AR perspective
  • 96. 3.4 Enhancing Your Collaboration
  • 98. Project:Visualization of physiological data HAO CHEN PhD Student Investigating how to visualise the physiological data to the players to help them perceive the data more effectively. Particularly, we are exploring multi-sensory (visual, audio, and haptic) visualization of physiological data. The goal of this project is to make VR experiences more empathetic and higher in presence. Contact: Arindam.Dey@unisa.edu.au