SlideShare a Scribd company logo
1 of 154
Download to read offline
MORE RESEARCH DIRECTIONS
COMP 4010 Lecture Thirteen
Mark Billinghurst
November 2nd 2021
mark.billinghurst@unisa.edu.au
LECTURE 12 REVIEW
Key Technologies for MR Systems
• Display
• Stimulate visual, hearing/touch sense
• Tracking
• Changing viewpoint, registered content
• Interaction
• Supporting user input
• Past
• Bulky Head mounted displays
• Current
• Handheld, lightweight head mounted
• Future
• Projected AR
• Wide FOV see through
• Retinal displays
• Contact lens
Evolution in Displays
Wide FOV See-Through Displays
• Waveguide techniques
• Wider FOV
• Thin see through
• Socially acceptable
• Pinlight Displays
• LCD panel + point light sources
• 110 degree FOV
• UNC/Nvidia
Lumus DK40
Maimone, A., Lanman, D., Rathinavel, K., Keller, K., Luebke, D., & Fuchs, H. (2014). Pinlight displays:
wide field of view augmented reality eyeglasses using defocused point light sources. In ACM SIGGRAPH
2014 Emerging Technologies (p. 20). ACM.
LightField Displays
• Addressing the vergence accommodation conflict
• Generates simulated views from many directions
Nvidia Prototype
• 1 cm thick lightfield display
• 146x78 pixel resolution, 29x16 degree field of view
Lanman, D., & Luebke, D. (2013). Near-eye light field displays. ACM Transactions on Graphics (TOG), 32(6), 1-10.
Virtual Retinal Display (1993 - )
• Use scanner to scan images into the eye
From Prototype to Reality
Tom Furness (1993) Microvision Nomad (2002)
Contact Lens Displays
• Contact Lens only
• Unobtrusive
• Significant technical challenges
• Power, data, resolution
• Babak Parviz (2008)
• MojoVision
• Mojo Lens
• Prototype smart contact lens
• https://www.mojo.vision/
http://spectrum.ieee.org/biomedical/bionics/augmented-reality-in-a-contact-lens/
Occlusive Displays
Prototype Implementation
Kiyokawa, Kiyoshi, Yoshinori Kurata, and Hiroyuki Ohno. "An optical see-through display for mutual
occlusion with a real-time stereovision system." Computers & Graphics 25.5 (2001): 765-779.
Results
Peripheral Displays
• Use second display in HMD to add peripheral view
Nakano, Kizashi, et al. "Head-Mounted Display with Increased Downward Field of View Improves Presence and
Sense of Self-Location." IEEE Transactions on Visualization and Computer Graphics (2021).
INTERACTION
Evolution of Interaction
• Past
• Limited interaction
• Viewpoint manipulation
• Present
• Screen based, simple gesture
• Tangible interaction
• Future
• Natural gesture, Multimodal
• Intelligent Interfaces
• Physiological/Sensor based
Text Input in AR/VR
• How can people input text in AR/VR as fast as typing the in real world?
• Challenges
• Providing feedback, clearly seeing keys, ergonomics, etc
Possible Approaches
• Physical input device
• Keyboard, chording keyboard, touch screen
• Virtual input device
• Gesture, pointing, gaze, etc.
• Smart keyboard input
• Word completion, swipe input, etc.
• Speech input
• Voice recognition
Typing in Augmented Reality
• VISAR AR keyboard on Hololens
• Using air-tap gestures over virtual keyboard, mean text entry ~ 9 WPM
• Adding word completion and training improves to ~18 WPM
Dudley, J. J., Vertanen, K., & Kristensson, P. O. (2018). Fast and precise touch-based text entry for head-mounted
augmented reality with variable occlusion. ACM Transactions on Computer-Human Interaction (TOCHI), 25(6), 1-40.
Typing on Midair Virtual Keyboards
• Using hand tracking (Leap Motion)
• Tracking index fingers
• Tested different configurations
• Unimanual, Bimanual, Split
• Support auto-correction
• Achieved 15-16 WPM with novices
• Split keyboard slowest with most errors
Adhikary, J., & Vertanen, K. (2021, August). Typing on Midair Virtual Keyboards: Exploring Visual Designs
and Interaction Styles. In IFIP Conference on Human-Computer Interaction (pp. 132-151). Springer, Cham.
Unimanual Bimanual
Split
Example: Word-Gesture Text Entry in VR
• User inputs text until desired word appears, then selects word
• Comparison between two methods
• 6DOF controller, touchscreen
• Controller significantly faster than touchscreen
• 16.4 WPM vs. 9.6 WPM
Chen, S., Wang, J., Guerra, S., Mittal, N., & Prakkamakul, S. (2019, May). Exploring word-gesture text entry techniques
in virtual reality. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-6).
https://www.youtube.com/watch?v=LuqFP2Vx358
Typing on a Real Keyboard
• Explore the effect of hand representation on typing on a real keyboard in VR
• Compared different types of hand representation and transparency
• Compared performance to typing in the real work
• Use fast motion capture system to track hand motion
Knierim, Pascal, Valentin Schwind, Anna Maria Feit, Florian Nieuwenhuizen, and Niels Henze. "Physical
keyboards in virtual reality: Analysis of typing performance and effects of avatar hands." In Proceedings of the
2018 CHI Conference on Human Factors in Computing Systems, pp. 1-9. 2018.
Physical Keyboard Input
https://www.youtube.com/watch?v=-zcA22Sh2Jk
Results
• Typing on real keyboard provides faster text input (35 WPM up to 65 WPM)
• Seeing virtual hands has significant effect for novices, but not experienced
• Realistic hands rendering generates the highest presence with the lowest workload.
Headmounted Keyboard (HMK)
• Split keyboard on side of HMD
• Users achieved 34.7 WPM after three days
• 81 percent of their regular entry speed.
Hutama, W., Harashima, H., Ishikawa, H., & Manabe, H. (2021, October). HMK: Head-Mounted-Keyboard for Text Inputin Virtual or Augmented
Reality. In The Adjunct Publication of the 34th Annual ACM Symposium on User Interface Software and Technology (pp. 115-117).
Demo
https://www.youtube.com/watch?v=0Biw8adTIZo
Review Article
• Physical keyboard input for VR
• Up to 70 WPM performance
• Virtual keyboard input for VR
• Head pointing, gaze, gesture, controllers, etc.
• Up to 25 WPM
• Key research areas
• Cheaper and better tracking devices
• Best way to show live video of hands/keyboard
• Effect of different keyboard properties
• Alternative test entry for 3D environments
Dube, T. J., & Arif, A. S. (2019, July). Text entry in
virtual reality: A comprehensive review of the literature.
In International Conference on Human-Computer
Interaction (pp. 419-437). Springer, Cham.
Natural Gesture
• Freehand gesture input
• Depth sensors for gesture capture
• Move beyond simple pointing
• Rich two handed gestures
• E.g. Microsoft Research Hand Tracker
• 3D hand tracking, 30 fps, single sensor
• Commercial Systems
• Hololens2, Oculus, Intel, MagicLeap, etc
Sharp, T., Keskin, C., Robertson, D., Taylor, J., Shotton, J., Leichter, D. K. C. R. I., ... & Izadi, S.
(2015, April). Accurate, Robust, and Flexible Real-time Hand Tracking. In Proc. CHI (Vol. 8).
State of the Art: UltraLeap Gemini
https://www.youtube.com/watch?v=Llvh4GBpnVA
3D Hand Tracking from a Single Camera
• Use machine learning to combine multiple pieces of information together
• segmentation, dense matchings, 2D keypoint positions, intra-hand relative depth, and inter-hand distance
• Use a generative model to estimate pose and shape parameters of a 3D hand model
Wang, J., Mueller, F., Bernard, F., Sorli, S., Sotnychenko, O., Qian, N., ... & Theobalt, C. (2020). Rgb2hands: real-time
tracking of 3d hand interactions from monocular rgb video. ACM Transactions on Graphics (TOG), 39(6), 1-16.
Method
• Use CNNs to extract features from segmented images and combine into 3D hand
https://www.youtube.com/watch?v=7qt6ZSo4-JY
Multi-Scale Gesture
• Combine different gesture types
• In-air gestures – natural but imprecise
• Micro-gesture – fine scale gestures
• Gross motion + fine tuning interaction
Ens, B., Quigley, A., Yeo, H. S., Irani, P., Piumsomboon, T., & Billinghurst, M. (2018). Counterpoint:
Exploring Mixed-Scale Gesture Interaction for AR Applications. In Extended Abstracts of the 2018 CHI
Conference on Human Factors in Computing Systems (p. LBW120). ACM.
https://www.youtube.com/watch?v=TRfqNtt1VxY&t=23s
Multimodal Input
• Gesture and Speech Input Complimentary
• Speech
• modal commands, quantities
• Gesture
• selection, motion, qualities
• Support combined commands
• “Put that there” + pointing
• Previous work found multimodal interfaces
intuitive for 2D/3D graphics interaction
Lee, M., Billinghurst, M., Baek, W., Green, R., & Woo, W. (2013). A usability study of
multimodal input in an augmented reality environment. Virtual Reality, 17(4), 293-305.
Free Hand Multimodal Input
Multimodal Architecture
Multimodal Fusion
• Need to fuse speech
and gesture input
Demo System
• sdaf
Hand Occlusion
• Segment hand from
live video feed
Demo
https://www.youtube.com/watch?v=qWfL9rfiZCU
Multimodal CAD Interface
Billinghurst, M., Piumsomboon, T., & Bai, H. (2014). Hands in Space: Gesture Interaction with
Augmented-Reality Interfaces. IEEE computer graphics and applications, (1), 77-80.
Eye Tracking Input
• HMDs with integrated eye-tracking
• Hololens2, MagicLeap One
• Research questions
• How can eye gaze be used for interaction?
• What interaction metaphors are natural?
Eye Gaze Interaction Methods
• Gaze for interaction
• Implicit vs. explicit input
• Exploring different gaze interaction
• Duo reticles – use eye saccade input
• Hardware
• HTC Vive + Pupil Labs integrated eye-tracking
Piumsomboon, T., Lee, G., Lindeman, R. W., & Billinghurst, M. (2017, March). Exploring natural eye-gaze-based
interaction for immersive virtual reality. In 3D User Interfaces (3DUI), 2017 IEEE Symposium on (pp. 36-39). IEEE.
Duo-Reticles (DR)
Inertial Reticle (IR)
Real-time Reticle (RR) or Eye-gaze Reticle (original name)
A-1
As RR and IR are aligned,
alignment time counts down
A-2 A-3
Selection completed
Radial Pursuit (RP)
B-1
Real-time Reticle (RR)
B-2 B-3 B-4
𝑑!"# = min 𝑑$, 𝑑%, … , 𝑑& , 𝑑" = ∑'('!"!#!$%
# |𝑝(𝑖)' − 𝑝′' |
Nod and Roll (NR)
49
C-2
C-1
Head-gaze Reticle (HR)
Real-time Reticle (RR)
C-3
Demo: Eye gaze interaction methods
https://www.youtube.com/watch?v=EpCGqxkmBKE
Other Physiological Sensor Input
• Using physiological sensors for implicit input
• Systems that recognize user intent/activity
• Electroencephalography (EEG)
• Measuring brain activity
• Electromyography (EMG)
• Measuring muscle activity
https://www.youtube.com/watch?v=K34p7RwjWt0
Facebook Demo
https://www.youtube.com/watch?v=WmxLiXAo9ko
HP Reverb G2 Omnicept
• Wide FOV, high resolution, best in class VR display
• Eye tracking, heart rate, pupillometry, and face camera
NextMind
• EEG attachment for AR/VR HMD
• 9 dry EEG electrodes
• https://www.next-mind.com/
https://www.youtube.com/watch?v=yfzDcfQpdp0
Project Galea - https://galea.co/
• Collaboration between Valve and OpenBCI
• Integrate multiple sensors into HMD
• EOG, EMG, EDA, PPG sensors, 10 EEG channels and eye-tracking
• Launching in 2022
Intelligent Interfaces
• Move to Implicit Input vs. Explicit
• Recognize user behaviour
• Provide adaptive feedback
• Move beyond check-lists of actions
• E.g. AR + Intelligent Tutoring
• Constraint based ITS + AR
• PC Assembly (Westerfield, 2015)
• 30% faster, 25% better retention
Westerfield, G., Mitrovic, A., & Billinghurst, M. (2015). Intelligent Augmented Reality Training for
Motherboard Assembly. International Journal of Artificial Intelligence in Education, 25(1), 157-172.
How Should AR Agents be Represented?
• AR Agent helps user find objects
• Three representation
• Smart speaker, upper body, full body
• Results
• Users gaze more at humanoid agents
• Users like full body AR agent most
Wang, I., Smith, J., & Ruiz, J. (2019, May). Exploring virtual agents for augmented reality.
In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-12).
Value of Embodied Agent?
• Explored the use of agent help in a shared task
• Desert survival task
• Agent provides suggestions
• Three conditions
• No agent, audio only, AR agent
• Results
• Using an agent produced better performance
• Cognitive load with embodied agent better than voice only
Kim, K., de Melo, C. M., Norouzi, N., Bruder, G., & Welch, G. F. (2020, March). Reducing task load with an embodied
intelligent virtual assistant for improved performance in collaborative decision making. In 2020 IEEE Conference on
Virtual Reality and 3D User Interfaces (VR) (pp. 529-538). IEEE.
https://www.youtube.com/watch?v=vifHh4WjEFE
Pervasive Agents
• Intelligent agents that are in the real world and
can sense and influence their surroundings
• Combination of IVE and IoT and AR
• IVA = intelligence and human agent communication
• IOT = sense and influence the world
• AR = AR display
Agent Architecture
Barakonyi, I., & Schmalstieg, D. (2006, October). Ubiquitous animated agents for augmented reality. In 2006
IEEE/ACM International Symposium on Mixed and Augmented Reality (pp. 145-154). IEEE.
Assistive Agent
• Using AR for real world learning
TRACKING
Evolution of Tracking
• Past
• Location based, marker based,
• magnetic/mechanical
• Present
• Image based, hybrid tracking
• Future
• Ubiquitous
• Model based
• Environmental
Model Based Tracking
• Track from known 3D model
• Use depth + colour information
• Match input to model template
• Use CAD model of targets
• Recent innovations
• Learn models online
• Tracking from cluttered scene
• Track from deformable objects
Hinterstoisser, S., Lepetit, V., Ilic, S., Holzer, S., Bradski, G., Konolige, K., & Navab, N. (2013). Model based training, detection
and pose estimation of texture-less 3D objects in heavily cluttered scenes. In Computer Vision–ACCV 2012 (pp. 548-562).
Deformable Object Tracking
https://www.youtube.com/watch?v=t2vqsitWLKs
Environmental Tracking
• Environment capture
• Use depth sensors to capture scene & track from model
• InifinitAM (www.robots.ox.ac.uk/~victor/infinitam/)
• Real time scene capture, dense or sparse capture, open source
• iPad Pro LiDAR
• Scene scanning up to 5m
https://www.youtube.com/watch?v=qZY6y1IVIfw
Fusion4D (2016)
• Real capture and dynamic reconstruction
• RGBD sensors + incremental reconstruction
Dou, M., Khamis, S., Degtyarev, Y., Davidson, P., Fanello, S. R., Kowdle, A., ... & Izadi, S. (2016). Fusion4d:
Real-time performance capture of challenging scenes. ACM Transactions on Graphics (TOG), 35(4), 1-13.
Fusion4D Demo
https://www.youtube.com/watch?v=rnz0Kt36mOQ
Using Machine Learning to Improve Tracking
• Visual inertial navigation (ARKit, ARCore)
• relies on continuous visual tracking, fails when bad lighting, fast motion, repeated textures, etc.
• Can use IMU to reduce the dependence on vision information
• But IMU drifts over time, so Deep learning can robustly estimate relative displacement
• Integrate neural network IMU observations with visual-inertial navigation system
Chen, D., Wang, N., Xu, R., Xie, W., Bao, H., & Zhang, G. RNIN-VIO: Robust Neural Inertial
Navigation Aided Visual-Inertial Odometry in Challenging Scenes. (2021)
Method
• Motion Inference module trained on human motion
https://www.youtube.com/watch?v=jpOQpS1fR8g
Wide Area Outdoor Tracking
• Process
• Combine panoramas into point cloud model (offline)
• Initialize camera tracking from point cloud
• Update pose by aligning camera image to point cloud
• Accurate to 25 cm, 0.5 degree over very wide area
Ventura, J., & Hollerer, T. (2012). Wide-area scene mapping for mobile visual tracking. In Mixed
and Augmented Reality (ISMAR), 2012 IEEE International Symposium on (pp. 3-12). IEEE.
Wide Area Outdoor Tracking
https://www.youtube.com/watch?v=8ZNN0NeXV6s
AR Cloud Based Tracking
• AR Cloud
• a machine-readable 1:1 scale model of the real world
• processing recognition/tracking data in the cloud
• Can create cloud from input from multiple devices
• Store key visual features in cloud, Stitch features from multiple devices
• Retrieve for tracking/interaction
• AR Cloud Companies
• 6D.ai, Vertical.ai, Ubiquity6, etc
6D.ai Demo
https://www.youtube.com/watch?v=AwwU14gllS0
Large Scale Outdoor Applications
• Use server to combine room scale maps into larger play area
• Provide game elements to keep players in the game area
• Enable coordination between players
Rompapas, D. C., Sandor, C., Plopski, A., Saakes, D., Shin, J., Taketomi, T., & Kato, H. (2019). Towards
large scale high fidelity collaborative augmented reality. Computers & Graphics, 84, 24-41.
https://www.youtube.com/watch?v=z2L68PiLUg4
OTHER RESEARCH DIRECTIONS
Research Needed in Many Areas
• Social Acceptance
• Overcome social problems with AR
• Cloud Services
• Cloud based storage/processing
• AR Authoring Tools
• Easy content creation for non-experts
• Collaborative Experiences
• AR teleconferencing
• Etc..
CLOUD SERVICES
Cloud Services
• AR Cloud – e.g. Nvidia CloudXR
• 5G + massive computing = AR as a service
https://www.youtube.com/watch?v=5W_puRqt8T4
COLLABORATION
Using AR/VR for Enhanced Collaboration
• Changing perspective, Sharing views
• Copying spaces, Changing scale
• Copy bodies, Sharing non-verbal cues
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 for Remote Collaboration
• Camera + Processing + AR Display + Connectivity
• First person Ego-Vision Collaboration
AR View Remote Expert View
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=FFF6qP5Ap44
3D Live Scene Capture
• Use cluster of RGBD sensors
• Fuse together 3D point cloud
View Sharing Evolution
• Increased immersion
• Improved scene understanding
• Better collaboration
2D 360 3D
Sharing Virtual Communication Cues
• Collaboration between AR and VR
• Gaze Visualization Conditions
• Baseline, FoV, Head-gaze, Eye-gaze
Multi-Scale Collaboration
• Changing the user’s virtual body scale
https://www.youtube.com/watch?v=K_afCWZtExk
Sharing a View
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
Collaboration Technology Trends
1. Improved Content Capture
• Move from sharing faces to sharing places
2. Increased Network Bandwidth
• Sharing natural communication cues
3. Implicit Understanding
• Recognizing behaviour and emotion
Natural
Collaboration
Implicit
Understanding
Experience
Capture
Natural
Collaboration
Implicit
Understanding
Experience
Capture
Empathic
Computing
Empathic Computing
Can we develop systems
that allow us to share what
we are seeing, hearing and
feeling with others?
Piumsomboon, T., Lee, Y., Lee, G. A., Dey, A., & Billinghurst, M. (2017). Empathic Mixed
Reality: Sharing What You Feel and Interacting with What You See. In Ubiquitous Virtual
Reality (ISUVR), 2017 International Symposium on (pp. 38-41). IEEE.
Empathy Glasses (CHI 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.
Remote Collaboration
• Eye gaze pointer and remote pointing
• Face expression display
• Implicit cues for remote collaboration
https://www.youtube.com/watch?v=CdgWVDbMwp4
Brain Synchronization
• Measure EEG of people collaborating
• Brain activity synchronizes
• More synchronization = better collaboration
Brain Synchronization
Pre-training (Finger Pointing) Session Start
Post-Training (Finger Pointing) Session End
Brain Synchronization in VR
asfd
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
• Advanced displays
• Real time space capture
• Natural gesture interaction
• Robust eye-tracking
• Emotion sensing/sharing
Empathic
Tele-Existence
Empathic Tele-Existence
• Move from Observer to Participant
• Explicit to Implicit communication
• Experiential collaboration – doing together
Empathic Tele-Existence
• Know what someone is seeing, hearing, feeling
• Feel that you are in the same environment with them
• Seeing virtual people with you in your real world
Surrogates (2009)
https://tx-inc.com/en/home/
SOCIAL AND ETHICAL ISSUES
Social Acceptance
• People don’t want to look silly
• Only 12% of 4,600 adults would be willing to wear AR glasses
• 20% of mobile AR browser users experience social issues
• Acceptance more due to Social than Technical issues
• Needs further study (ethnographic, field tests, longitudinal)
TAT AugmentedID
https://www.youtube.com/watch?v=tb0pMeg1UN0
Ethical Issues
• Persuasive Technology
• Affecting emotions
• Behaviour modification
• Privacy Concerns
• Facial recognition
• Space capture
• Personal data
• Safety Concerns
• Sim sickness, Distraction
• Long term effects
Pase, S. (2012). Ethical considerations in augmented reality applications. In Proceedings of the International Conference on
e-Learning, e-Business, Enterprise Information Systems, and e-Government (EEE) (p. 1). The Steering Committee of The
World Congress in Computer Science, Computer Engineering and Applied Computing (WorldComp).
Identification in VR
• Collected set of features from body motion in VR
• Have people perform standard actions
• Able to recognize people with about 40% accuracy (cf. 5% by chance)
• Relative distances between head and hands produced best results
• Head motion alone 30% accurate
Pfeuffer, K., Geiger, M. J., Prange, S., Mecke, L., Buschek, D., & Alt, F. (2019, May). Behavioural biometrics in
vr: Identifying people from body motion and relations in virtual reality. In Proceedings of the 2019 CHI
Conference on Human Factors in Computing Systems (pp. 1-12).
The Human Joystick
https://www.youtube.com/watch?v=iyK94jFuniM
Trauma in VR..
• In VR the goal is immersion, presence and sense of self
• What are the consequences of having a traumatic,
aggressive or emotional in-VR experience?
THE METAVERSE
Scaling Up
• Supporting Large Groups of People
• Social VR spaces
• Large scale events
• Hybrid Interfaces
• AR/VR users with desktop/mobile
• Persistent virtual worlds
Research Issues
• Avatars
• How to easily create?
• How realistic should they be?
• How can you communicate social cues?
• Hybrid Interfaces
• How can you provide equity across difference devices?
• Social Presence
• How can you objectively measure Social Presence?
• How use AR/VR cues to increase Social Presence?
The Metaverse
• Neal Stephenson’s “SnowCrash”
• VR successor to the internet
• The Metaverse is the convergence of:
• 1) virtually enhanced physical reality
• 2) physically persistent virtual space
• Metaverse Roadmap
• http://metaverseroadmap.org/
Metaverse Dimensions
Parisi’s Seven Rules of the Metaverse
• Rule #1. There is only one Metaverse.
• Rule #2: The Metaverse is for everyone.
• Rule #3: Nobody controls the Metaverse.
• Rule #4: The Metaverse is open.
• Rule #5: The Metaverse is hardware-independent.
• Rule #6: The Metaverse is a Network.
• Rule #7: The Metaverse is the Internet.
https://medium.com/meta-verses/the-seven-rules-of-the-metaverse-7d4e06fa864c
Possible Research Directions
• Creating open platforms
• Scaling up social interaction
• Recognizing and sharing emotion at scale
• Creating intimate interactions in crowded spaces
• Bringing the real into the virtual
• Novel forms of social interaction
• Intelligent avatars for facilitating social interactions
• Creating persistent hybrid communities
• Supporting equity and equality
• Facilitating successful emergent behaviours
• And more..
What will the future of Mixed Reality be?
CONCLUSIONS
Conclusions
• AR/VR/MR is becoming commonly available
• Significant advances over 50+ years
• In order to achieve Sutherland’s vision, research basics
• Display, Tracking, Input
• New MR technologies will enable this to happen
• Display devices, Interaction, Tracking technologies
• There are still significant areas for research
• Social Acceptance, Collaboration, Ethics, Etc.
More Information
Billinghurst, M. (2021). Grand
Challenges for Augmented
Reality. Frontiers in Virtual Reality, 2, 12.
Trends in AR Research
Kim, K., Billinghurst, M., Bruder, G., Duh,
H. B. L., & Welch, G. F. (2018). Revisiting
trends in augmented reality research: A
review of the 2nd decade of ISMAR (2008–
2017). IEEE transactions on visualization
and computer graphics, 24(11), 2947-2962.
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.ac.nz

More Related Content

What's hot

Comp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsComp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsMark Billinghurst
 
2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR SystemsMark Billinghurst
 
Research Directions in Transitional Interfaces
Research Directions in Transitional InterfacesResearch Directions in Transitional Interfaces
Research Directions in Transitional InterfacesMark Billinghurst
 
Advanced Methods for User Evaluation in AR/VR Studies
Advanced Methods for User Evaluation in AR/VR StudiesAdvanced Methods for User Evaluation in AR/VR Studies
Advanced Methods for User Evaluation in AR/VR StudiesMark Billinghurst
 
Comp4010 Lecture7 Designing AR Systems
Comp4010 Lecture7 Designing AR SystemsComp4010 Lecture7 Designing AR Systems
Comp4010 Lecture7 Designing AR SystemsMark Billinghurst
 
2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR PrototypingMark Billinghurst
 
2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: PerceptionMark Billinghurst
 
2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR InteractionMark Billinghurst
 
Comp4010 lecture6 Prototyping
Comp4010 lecture6 PrototypingComp4010 lecture6 Prototyping
Comp4010 lecture6 PrototypingMark Billinghurst
 
Comp4010 Lecture10 VR Interface Design
Comp4010 Lecture10 VR Interface DesignComp4010 Lecture10 VR Interface Design
Comp4010 Lecture10 VR Interface DesignMark Billinghurst
 
Comp 4010 2021 Lecture1-Introduction to XR
Comp 4010 2021 Lecture1-Introduction to XRComp 4010 2021 Lecture1-Introduction to XR
Comp 4010 2021 Lecture1-Introduction to XRMark Billinghurst
 
Talk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationTalk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationMark Billinghurst
 
Comp4010 Lecture8 Introduction to VR
Comp4010 Lecture8 Introduction to VRComp4010 Lecture8 Introduction to VR
Comp4010 Lecture8 Introduction to VRMark Billinghurst
 
Comp 4010 2021 - Snap Tutorial-1
Comp 4010 2021 - Snap Tutorial-1Comp 4010 2021 - Snap Tutorial-1
Comp 4010 2021 - Snap Tutorial-1Mark Billinghurst
 
Empathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader MetaverseEmpathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader MetaverseMark Billinghurst
 
Empathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the MetaverseEmpathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the MetaverseMark Billinghurst
 
COMP 4010 Lecture7 3D User Interfaces for Virtual Reality
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityCOMP 4010 Lecture7 3D User Interfaces for Virtual Reality
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
 
Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality Mark Billinghurst
 
Multimodal Multi-sensory Interaction for Mixed Reality
Multimodal Multi-sensory Interaction for Mixed RealityMultimodal Multi-sensory Interaction for Mixed Reality
Multimodal Multi-sensory Interaction for Mixed RealityMark Billinghurst
 

What's hot (20)

Comp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsComp4010 lecture11 VR Applications
Comp4010 lecture11 VR Applications
 
2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems
 
Research Directions in Transitional Interfaces
Research Directions in Transitional InterfacesResearch Directions in Transitional Interfaces
Research Directions in Transitional Interfaces
 
Advanced Methods for User Evaluation in AR/VR Studies
Advanced Methods for User Evaluation in AR/VR StudiesAdvanced Methods for User Evaluation in AR/VR Studies
Advanced Methods for User Evaluation in AR/VR Studies
 
Comp4010 Lecture7 Designing AR Systems
Comp4010 Lecture7 Designing AR SystemsComp4010 Lecture7 Designing AR Systems
Comp4010 Lecture7 Designing AR Systems
 
2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping
 
2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception
 
2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction
 
Comp4010 lecture6 Prototyping
Comp4010 lecture6 PrototypingComp4010 lecture6 Prototyping
Comp4010 lecture6 Prototyping
 
Comp4010 Lecture10 VR Interface Design
Comp4010 Lecture10 VR Interface DesignComp4010 Lecture10 VR Interface Design
Comp4010 Lecture10 VR Interface Design
 
Comp 4010 2021 Lecture1-Introduction to XR
Comp 4010 2021 Lecture1-Introduction to XRComp 4010 2021 Lecture1-Introduction to XR
Comp 4010 2021 Lecture1-Introduction to XR
 
Talk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationTalk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote Collaboration
 
Comp4010 Lecture8 Introduction to VR
Comp4010 Lecture8 Introduction to VRComp4010 Lecture8 Introduction to VR
Comp4010 Lecture8 Introduction to VR
 
Comp 4010 2021 - Snap Tutorial-1
Comp 4010 2021 - Snap Tutorial-1Comp 4010 2021 - Snap Tutorial-1
Comp 4010 2021 - Snap Tutorial-1
 
ISS2022 Keynote
ISS2022 KeynoteISS2022 Keynote
ISS2022 Keynote
 
Empathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader MetaverseEmpathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader Metaverse
 
Empathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the MetaverseEmpathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the Metaverse
 
COMP 4010 Lecture7 3D User Interfaces for Virtual Reality
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityCOMP 4010 Lecture7 3D User Interfaces for Virtual Reality
COMP 4010 Lecture7 3D User Interfaces for Virtual Reality
 
Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality Grand Challenges for Mixed Reality
Grand Challenges for Mixed Reality
 
Multimodal Multi-sensory Interaction for Mixed Reality
Multimodal Multi-sensory Interaction for Mixed RealityMultimodal Multi-sensory Interaction for Mixed Reality
Multimodal Multi-sensory Interaction for Mixed Reality
 

Similar to Comp4010 Lecture13 More Research Directions

COMP 4010 Lecture12 Research Directions in AR
COMP 4010 Lecture12 Research Directions in ARCOMP 4010 Lecture12 Research Directions in AR
COMP 4010 Lecture12 Research Directions in ARMark Billinghurst
 
COMP 4010 Lecture12 - Research Directions in AR and VR
COMP 4010 Lecture12 - Research Directions in AR and VRCOMP 4010 Lecture12 - Research Directions in AR and VR
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
 
2016 AR Summer School Lecture3
2016 AR Summer School Lecture32016 AR Summer School Lecture3
2016 AR Summer School Lecture3Mark Billinghurst
 
Future Research Directions for Augmented Reality
Future Research Directions for Augmented RealityFuture Research Directions for Augmented Reality
Future Research Directions for Augmented RealityMark Billinghurst
 
COMP 4010 Lecture10 AR/VR Research Directions
COMP 4010 Lecture10 AR/VR Research DirectionsCOMP 4010 Lecture10 AR/VR Research Directions
COMP 4010 Lecture10 AR/VR Research DirectionsMark Billinghurst
 
COMP 4010: Lecture 4 - 3D User Interfaces for VR
COMP 4010: Lecture 4 - 3D User Interfaces for VRCOMP 4010: Lecture 4 - 3D User Interfaces for VR
COMP 4010: Lecture 4 - 3D User Interfaces for VRMark Billinghurst
 
Tangible User Interface Showcase
Tangible User Interface ShowcaseTangible User Interface Showcase
Tangible User Interface ShowcaseSimone Mora
 
Tangible AR Interface
Tangible AR InterfaceTangible AR Interface
Tangible AR InterfaceJongHyoun
 
426 lecture 7: Designing AR Interfaces
426 lecture 7: Designing AR Interfaces426 lecture 7: Designing AR Interfaces
426 lecture 7: Designing AR InterfacesMark Billinghurst
 
Using Augmented Reality to Create Empathic Experiences
Using Augmented Reality to Create Empathic ExperiencesUsing Augmented Reality to Create Empathic Experiences
Using Augmented Reality to Create Empathic ExperiencesMark Billinghurst
 
The Reality of Augmented Reality: Are we there yet?
The Reality of Augmented Reality: Are we there yet?The Reality of Augmented Reality: Are we there yet?
The Reality of Augmented Reality: Are we there yet?Mark Billinghurst
 
Beyond Reality (2027): The Future of Virtual and Augmented Reality
Beyond Reality (2027): The Future of Virtual and Augmented RealityBeyond Reality (2027): The Future of Virtual and Augmented Reality
Beyond Reality (2027): The Future of Virtual and Augmented RealityMark Billinghurst
 
Designing UX for the Internet of Things
Designing UX for the Internet of ThingsDesigning UX for the Internet of Things
Designing UX for the Internet of ThingsFahim Kawsar
 
426 lecture6b: AR Interaction
426 lecture6b: AR Interaction426 lecture6b: AR Interaction
426 lecture6b: AR InteractionMark Billinghurst
 
COMP 4010 - Lecture11 - AR Applications
COMP 4010 - Lecture11 - AR ApplicationsCOMP 4010 - Lecture11 - AR Applications
COMP 4010 - Lecture11 - AR ApplicationsMark Billinghurst
 
Mobile AR lecture 9 - Mobile AR Interface Design
Mobile AR lecture 9 - Mobile AR Interface DesignMobile AR lecture 9 - Mobile AR Interface Design
Mobile AR lecture 9 - Mobile AR Interface DesignMark Billinghurst
 
COMP 4010 Lecture 9 AR Interaction
COMP 4010 Lecture 9 AR InteractionCOMP 4010 Lecture 9 AR Interaction
COMP 4010 Lecture 9 AR InteractionMark Billinghurst
 
Future Directions for Augmented Reality
Future Directions for Augmented RealityFuture Directions for Augmented Reality
Future Directions for Augmented RealityMark Billinghurst
 

Similar to Comp4010 Lecture13 More Research Directions (20)

COMP 4010 Lecture12 Research Directions in AR
COMP 4010 Lecture12 Research Directions in ARCOMP 4010 Lecture12 Research Directions in AR
COMP 4010 Lecture12 Research Directions in AR
 
COMP 4010 Lecture12 - Research Directions in AR and VR
COMP 4010 Lecture12 - Research Directions in AR and VRCOMP 4010 Lecture12 - Research Directions in AR and VR
COMP 4010 Lecture12 - Research Directions in AR and VR
 
2016 AR Summer School Lecture3
2016 AR Summer School Lecture32016 AR Summer School Lecture3
2016 AR Summer School Lecture3
 
Future Research Directions for Augmented Reality
Future Research Directions for Augmented RealityFuture Research Directions for Augmented Reality
Future Research Directions for Augmented Reality
 
COMP 4010 Lecture10 AR/VR Research Directions
COMP 4010 Lecture10 AR/VR Research DirectionsCOMP 4010 Lecture10 AR/VR Research Directions
COMP 4010 Lecture10 AR/VR Research Directions
 
Can You See What I See?
Can You See What I See?Can You See What I See?
Can You See What I See?
 
COMP 4010: Lecture 4 - 3D User Interfaces for VR
COMP 4010: Lecture 4 - 3D User Interfaces for VRCOMP 4010: Lecture 4 - 3D User Interfaces for VR
COMP 4010: Lecture 4 - 3D User Interfaces for VR
 
Tangible User Interface Showcase
Tangible User Interface ShowcaseTangible User Interface Showcase
Tangible User Interface Showcase
 
Tangible AR Interface
Tangible AR InterfaceTangible AR Interface
Tangible AR Interface
 
426 lecture 7: Designing AR Interfaces
426 lecture 7: Designing AR Interfaces426 lecture 7: Designing AR Interfaces
426 lecture 7: Designing AR Interfaces
 
Using Augmented Reality to Create Empathic Experiences
Using Augmented Reality to Create Empathic ExperiencesUsing Augmented Reality to Create Empathic Experiences
Using Augmented Reality to Create Empathic Experiences
 
The Reality of Augmented Reality: Are we there yet?
The Reality of Augmented Reality: Are we there yet?The Reality of Augmented Reality: Are we there yet?
The Reality of Augmented Reality: Are we there yet?
 
Beyond Reality (2027): The Future of Virtual and Augmented Reality
Beyond Reality (2027): The Future of Virtual and Augmented RealityBeyond Reality (2027): The Future of Virtual and Augmented Reality
Beyond Reality (2027): The Future of Virtual and Augmented Reality
 
Designing UX for the Internet of Things
Designing UX for the Internet of ThingsDesigning UX for the Internet of Things
Designing UX for the Internet of Things
 
426 lecture6b: AR Interaction
426 lecture6b: AR Interaction426 lecture6b: AR Interaction
426 lecture6b: AR Interaction
 
COMP 4010 - Lecture11 - AR Applications
COMP 4010 - Lecture11 - AR ApplicationsCOMP 4010 - Lecture11 - AR Applications
COMP 4010 - Lecture11 - AR Applications
 
SIXTH SENSE TECHNOLOGY
SIXTH SENSE TECHNOLOGYSIXTH SENSE TECHNOLOGY
SIXTH SENSE TECHNOLOGY
 
Mobile AR lecture 9 - Mobile AR Interface Design
Mobile AR lecture 9 - Mobile AR Interface DesignMobile AR lecture 9 - Mobile AR Interface Design
Mobile AR lecture 9 - Mobile AR Interface Design
 
COMP 4010 Lecture 9 AR Interaction
COMP 4010 Lecture 9 AR InteractionCOMP 4010 Lecture 9 AR Interaction
COMP 4010 Lecture 9 AR Interaction
 
Future Directions for Augmented Reality
Future Directions for Augmented RealityFuture Directions for Augmented Reality
Future Directions for Augmented Reality
 

More from Mark Billinghurst

Human Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsHuman Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsMark Billinghurst
 
IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024Mark Billinghurst
 
Evaluation Methods for Social XR Experiences
Evaluation Methods for Social XR ExperiencesEvaluation Methods for Social XR Experiences
Evaluation Methods for Social XR ExperiencesMark Billinghurst
 
Empathic Computing: Delivering the Potential of the Metaverse
Empathic Computing: Delivering  the Potential of the MetaverseEmpathic Computing: Delivering  the Potential of the Metaverse
Empathic Computing: Delivering the Potential of the MetaverseMark Billinghurst
 
2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VRMark Billinghurst
 
Novel Interfaces for AR Systems
Novel Interfaces for AR SystemsNovel Interfaces for AR Systems
Novel Interfaces for AR SystemsMark Billinghurst
 
Empathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive AnalyticsEmpathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive AnalyticsMark Billinghurst
 
Empathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole MetaverseEmpathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole MetaverseMark Billinghurst
 
Advanced Methods for User Evaluation in Enterprise AR
Advanced Methods for User Evaluation in Enterprise ARAdvanced Methods for User Evaluation in Enterprise AR
Advanced Methods for User Evaluation in Enterprise ARMark Billinghurst
 

More from Mark Billinghurst (10)

Human Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsHuman Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR Systems
 
IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024
 
Evaluation Methods for Social XR Experiences
Evaluation Methods for Social XR ExperiencesEvaluation Methods for Social XR Experiences
Evaluation Methods for Social XR Experiences
 
Empathic Computing: Delivering the Potential of the Metaverse
Empathic Computing: Delivering  the Potential of the MetaverseEmpathic Computing: Delivering  the Potential of the Metaverse
Empathic Computing: Delivering the Potential of the Metaverse
 
2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR
 
Novel Interfaces for AR Systems
Novel Interfaces for AR SystemsNovel Interfaces for AR Systems
Novel Interfaces for AR Systems
 
Empathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive AnalyticsEmpathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive Analytics
 
Metaverse Learning
Metaverse LearningMetaverse Learning
Metaverse Learning
 
Empathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole MetaverseEmpathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole Metaverse
 
Advanced Methods for User Evaluation in Enterprise AR
Advanced Methods for User Evaluation in Enterprise ARAdvanced Methods for User Evaluation in Enterprise AR
Advanced Methods for User Evaluation in Enterprise AR
 

Recently uploaded

"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii SoldatenkoFwdays
 
Dev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebDev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebUiPathCommunity
 
Connect Wave/ connectwave Pitch Deck Presentation
Connect Wave/ connectwave Pitch Deck PresentationConnect Wave/ connectwave Pitch Deck Presentation
Connect Wave/ connectwave Pitch Deck PresentationSlibray Presentation
 
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024BookNet Canada
 
Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)
Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)
Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)Mark Simos
 
Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Scott Keck-Warren
 
"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack
"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack
"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek SchlawackFwdays
 
Streamlining Python Development: A Guide to a Modern Project Setup
Streamlining Python Development: A Guide to a Modern Project SetupStreamlining Python Development: A Guide to a Modern Project Setup
Streamlining Python Development: A Guide to a Modern Project SetupFlorian Wilhelm
 
My Hashitalk Indonesia April 2024 Presentation
My Hashitalk Indonesia April 2024 PresentationMy Hashitalk Indonesia April 2024 Presentation
My Hashitalk Indonesia April 2024 PresentationRidwan Fadjar
 
Automating Business Process via MuleSoft Composer | Bangalore MuleSoft Meetup...
Automating Business Process via MuleSoft Composer | Bangalore MuleSoft Meetup...Automating Business Process via MuleSoft Composer | Bangalore MuleSoft Meetup...
Automating Business Process via MuleSoft Composer | Bangalore MuleSoft Meetup...shyamraj55
 
Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Commit University
 
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks..."LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...Fwdays
 
Understanding the Laravel MVC Architecture
Understanding the Laravel MVC ArchitectureUnderstanding the Laravel MVC Architecture
Understanding the Laravel MVC ArchitecturePixlogix Infotech
 
AI as an Interface for Commercial Buildings
AI as an Interface for Commercial BuildingsAI as an Interface for Commercial Buildings
AI as an Interface for Commercial BuildingsMemoori
 
Bun (KitWorks Team Study 노별마루 발표 2024.4.22)
Bun (KitWorks Team Study 노별마루 발표 2024.4.22)Bun (KitWorks Team Study 노별마루 발표 2024.4.22)
Bun (KitWorks Team Study 노별마루 발표 2024.4.22)Wonjun Hwang
 
Gen AI in Business - Global Trends Report 2024.pdf
Gen AI in Business - Global Trends Report 2024.pdfGen AI in Business - Global Trends Report 2024.pdf
Gen AI in Business - Global Trends Report 2024.pdfAddepto
 
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024BookNet Canada
 
Unraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdfUnraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdfAlex Barbosa Coqueiro
 

Recently uploaded (20)

"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko
 
DMCC Future of Trade Web3 - Special Edition
DMCC Future of Trade Web3 - Special EditionDMCC Future of Trade Web3 - Special Edition
DMCC Future of Trade Web3 - Special Edition
 
Dev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebDev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio Web
 
Connect Wave/ connectwave Pitch Deck Presentation
Connect Wave/ connectwave Pitch Deck PresentationConnect Wave/ connectwave Pitch Deck Presentation
Connect Wave/ connectwave Pitch Deck Presentation
 
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
 
Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)
Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)
Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)
 
Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024
 
"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack
"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack
"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack
 
Streamlining Python Development: A Guide to a Modern Project Setup
Streamlining Python Development: A Guide to a Modern Project SetupStreamlining Python Development: A Guide to a Modern Project Setup
Streamlining Python Development: A Guide to a Modern Project Setup
 
My Hashitalk Indonesia April 2024 Presentation
My Hashitalk Indonesia April 2024 PresentationMy Hashitalk Indonesia April 2024 Presentation
My Hashitalk Indonesia April 2024 Presentation
 
Automating Business Process via MuleSoft Composer | Bangalore MuleSoft Meetup...
Automating Business Process via MuleSoft Composer | Bangalore MuleSoft Meetup...Automating Business Process via MuleSoft Composer | Bangalore MuleSoft Meetup...
Automating Business Process via MuleSoft Composer | Bangalore MuleSoft Meetup...
 
Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!
 
E-Vehicle_Hacking_by_Parul Sharma_null_owasp.pptx
E-Vehicle_Hacking_by_Parul Sharma_null_owasp.pptxE-Vehicle_Hacking_by_Parul Sharma_null_owasp.pptx
E-Vehicle_Hacking_by_Parul Sharma_null_owasp.pptx
 
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks..."LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
 
Understanding the Laravel MVC Architecture
Understanding the Laravel MVC ArchitectureUnderstanding the Laravel MVC Architecture
Understanding the Laravel MVC Architecture
 
AI as an Interface for Commercial Buildings
AI as an Interface for Commercial BuildingsAI as an Interface for Commercial Buildings
AI as an Interface for Commercial Buildings
 
Bun (KitWorks Team Study 노별마루 발표 2024.4.22)
Bun (KitWorks Team Study 노별마루 발표 2024.4.22)Bun (KitWorks Team Study 노별마루 발표 2024.4.22)
Bun (KitWorks Team Study 노별마루 발표 2024.4.22)
 
Gen AI in Business - Global Trends Report 2024.pdf
Gen AI in Business - Global Trends Report 2024.pdfGen AI in Business - Global Trends Report 2024.pdf
Gen AI in Business - Global Trends Report 2024.pdf
 
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
 
Unraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdfUnraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdf
 

Comp4010 Lecture13 More Research Directions

  • 1. MORE RESEARCH DIRECTIONS COMP 4010 Lecture Thirteen Mark Billinghurst November 2nd 2021 mark.billinghurst@unisa.edu.au
  • 3. Key Technologies for MR Systems • Display • Stimulate visual, hearing/touch sense • Tracking • Changing viewpoint, registered content • Interaction • Supporting user input
  • 4. • Past • Bulky Head mounted displays • Current • Handheld, lightweight head mounted • Future • Projected AR • Wide FOV see through • Retinal displays • Contact lens Evolution in Displays
  • 5. Wide FOV See-Through Displays • Waveguide techniques • Wider FOV • Thin see through • Socially acceptable • Pinlight Displays • LCD panel + point light sources • 110 degree FOV • UNC/Nvidia Lumus DK40 Maimone, A., Lanman, D., Rathinavel, K., Keller, K., Luebke, D., & Fuchs, H. (2014). Pinlight displays: wide field of view augmented reality eyeglasses using defocused point light sources. In ACM SIGGRAPH 2014 Emerging Technologies (p. 20). ACM.
  • 6. LightField Displays • Addressing the vergence accommodation conflict • Generates simulated views from many directions
  • 7. Nvidia Prototype • 1 cm thick lightfield display • 146x78 pixel resolution, 29x16 degree field of view Lanman, D., & Luebke, D. (2013). Near-eye light field displays. ACM Transactions on Graphics (TOG), 32(6), 1-10.
  • 8. Virtual Retinal Display (1993 - ) • Use scanner to scan images into the eye
  • 9. From Prototype to Reality Tom Furness (1993) Microvision Nomad (2002)
  • 10. Contact Lens Displays • Contact Lens only • Unobtrusive • Significant technical challenges • Power, data, resolution • Babak Parviz (2008) • MojoVision • Mojo Lens • Prototype smart contact lens • https://www.mojo.vision/ http://spectrum.ieee.org/biomedical/bionics/augmented-reality-in-a-contact-lens/
  • 12. Prototype Implementation Kiyokawa, Kiyoshi, Yoshinori Kurata, and Hiroyuki Ohno. "An optical see-through display for mutual occlusion with a real-time stereovision system." Computers & Graphics 25.5 (2001): 765-779.
  • 14. Peripheral Displays • Use second display in HMD to add peripheral view Nakano, Kizashi, et al. "Head-Mounted Display with Increased Downward Field of View Improves Presence and Sense of Self-Location." IEEE Transactions on Visualization and Computer Graphics (2021).
  • 15.
  • 17. Evolution of Interaction • Past • Limited interaction • Viewpoint manipulation • Present • Screen based, simple gesture • Tangible interaction • Future • Natural gesture, Multimodal • Intelligent Interfaces • Physiological/Sensor based
  • 18. Text Input in AR/VR • How can people input text in AR/VR as fast as typing the in real world? • Challenges • Providing feedback, clearly seeing keys, ergonomics, etc
  • 19. Possible Approaches • Physical input device • Keyboard, chording keyboard, touch screen • Virtual input device • Gesture, pointing, gaze, etc. • Smart keyboard input • Word completion, swipe input, etc. • Speech input • Voice recognition
  • 20. Typing in Augmented Reality • VISAR AR keyboard on Hololens • Using air-tap gestures over virtual keyboard, mean text entry ~ 9 WPM • Adding word completion and training improves to ~18 WPM Dudley, J. J., Vertanen, K., & Kristensson, P. O. (2018). Fast and precise touch-based text entry for head-mounted augmented reality with variable occlusion. ACM Transactions on Computer-Human Interaction (TOCHI), 25(6), 1-40.
  • 21. Typing on Midair Virtual Keyboards • Using hand tracking (Leap Motion) • Tracking index fingers • Tested different configurations • Unimanual, Bimanual, Split • Support auto-correction • Achieved 15-16 WPM with novices • Split keyboard slowest with most errors Adhikary, J., & Vertanen, K. (2021, August). Typing on Midair Virtual Keyboards: Exploring Visual Designs and Interaction Styles. In IFIP Conference on Human-Computer Interaction (pp. 132-151). Springer, Cham. Unimanual Bimanual Split
  • 22. Example: Word-Gesture Text Entry in VR • User inputs text until desired word appears, then selects word • Comparison between two methods • 6DOF controller, touchscreen • Controller significantly faster than touchscreen • 16.4 WPM vs. 9.6 WPM Chen, S., Wang, J., Guerra, S., Mittal, N., & Prakkamakul, S. (2019, May). Exploring word-gesture text entry techniques in virtual reality. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-6).
  • 24. Typing on a Real Keyboard • Explore the effect of hand representation on typing on a real keyboard in VR • Compared different types of hand representation and transparency • Compared performance to typing in the real work • Use fast motion capture system to track hand motion Knierim, Pascal, Valentin Schwind, Anna Maria Feit, Florian Nieuwenhuizen, and Niels Henze. "Physical keyboards in virtual reality: Analysis of typing performance and effects of avatar hands." In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, pp. 1-9. 2018.
  • 26. Results • Typing on real keyboard provides faster text input (35 WPM up to 65 WPM) • Seeing virtual hands has significant effect for novices, but not experienced • Realistic hands rendering generates the highest presence with the lowest workload.
  • 27. Headmounted Keyboard (HMK) • Split keyboard on side of HMD • Users achieved 34.7 WPM after three days • 81 percent of their regular entry speed. Hutama, W., Harashima, H., Ishikawa, H., & Manabe, H. (2021, October). HMK: Head-Mounted-Keyboard for Text Inputin Virtual or Augmented Reality. In The Adjunct Publication of the 34th Annual ACM Symposium on User Interface Software and Technology (pp. 115-117).
  • 29. Review Article • Physical keyboard input for VR • Up to 70 WPM performance • Virtual keyboard input for VR • Head pointing, gaze, gesture, controllers, etc. • Up to 25 WPM • Key research areas • Cheaper and better tracking devices • Best way to show live video of hands/keyboard • Effect of different keyboard properties • Alternative test entry for 3D environments Dube, T. J., & Arif, A. S. (2019, July). Text entry in virtual reality: A comprehensive review of the literature. In International Conference on Human-Computer Interaction (pp. 419-437). Springer, Cham.
  • 30. Natural Gesture • Freehand gesture input • Depth sensors for gesture capture • Move beyond simple pointing • Rich two handed gestures • E.g. Microsoft Research Hand Tracker • 3D hand tracking, 30 fps, single sensor • Commercial Systems • Hololens2, Oculus, Intel, MagicLeap, etc Sharp, T., Keskin, C., Robertson, D., Taylor, J., Shotton, J., Leichter, D. K. C. R. I., ... & Izadi, S. (2015, April). Accurate, Robust, and Flexible Real-time Hand Tracking. In Proc. CHI (Vol. 8).
  • 31. State of the Art: UltraLeap Gemini https://www.youtube.com/watch?v=Llvh4GBpnVA
  • 32. 3D Hand Tracking from a Single Camera • Use machine learning to combine multiple pieces of information together • segmentation, dense matchings, 2D keypoint positions, intra-hand relative depth, and inter-hand distance • Use a generative model to estimate pose and shape parameters of a 3D hand model Wang, J., Mueller, F., Bernard, F., Sorli, S., Sotnychenko, O., Qian, N., ... & Theobalt, C. (2020). Rgb2hands: real-time tracking of 3d hand interactions from monocular rgb video. ACM Transactions on Graphics (TOG), 39(6), 1-16.
  • 33. Method • Use CNNs to extract features from segmented images and combine into 3D hand
  • 35. Multi-Scale Gesture • Combine different gesture types • In-air gestures – natural but imprecise • Micro-gesture – fine scale gestures • Gross motion + fine tuning interaction Ens, B., Quigley, A., Yeo, H. S., Irani, P., Piumsomboon, T., & Billinghurst, M. (2018). Counterpoint: Exploring Mixed-Scale Gesture Interaction for AR Applications. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems (p. LBW120). ACM.
  • 37. Multimodal Input • Gesture and Speech Input Complimentary • Speech • modal commands, quantities • Gesture • selection, motion, qualities • Support combined commands • “Put that there” + pointing • Previous work found multimodal interfaces intuitive for 2D/3D graphics interaction Lee, M., Billinghurst, M., Baek, W., Green, R., & Woo, W. (2013). A usability study of multimodal input in an augmented reality environment. Virtual Reality, 17(4), 293-305.
  • 40. Multimodal Fusion • Need to fuse speech and gesture input
  • 42. Hand Occlusion • Segment hand from live video feed
  • 44. Multimodal CAD Interface Billinghurst, M., Piumsomboon, T., & Bai, H. (2014). Hands in Space: Gesture Interaction with Augmented-Reality Interfaces. IEEE computer graphics and applications, (1), 77-80.
  • 45. Eye Tracking Input • HMDs with integrated eye-tracking • Hololens2, MagicLeap One • Research questions • How can eye gaze be used for interaction? • What interaction metaphors are natural?
  • 46. Eye Gaze Interaction Methods • Gaze for interaction • Implicit vs. explicit input • Exploring different gaze interaction • Duo reticles – use eye saccade input • Hardware • HTC Vive + Pupil Labs integrated eye-tracking Piumsomboon, T., Lee, G., Lindeman, R. W., & Billinghurst, M. (2017, March). Exploring natural eye-gaze-based interaction for immersive virtual reality. In 3D User Interfaces (3DUI), 2017 IEEE Symposium on (pp. 36-39). IEEE.
  • 47. Duo-Reticles (DR) Inertial Reticle (IR) Real-time Reticle (RR) or Eye-gaze Reticle (original name) A-1 As RR and IR are aligned, alignment time counts down A-2 A-3 Selection completed
  • 48. Radial Pursuit (RP) B-1 Real-time Reticle (RR) B-2 B-3 B-4 𝑑!"# = min 𝑑$, 𝑑%, … , 𝑑& , 𝑑" = ∑'('!"!#!$% # |𝑝(𝑖)' − 𝑝′' |
  • 49. Nod and Roll (NR) 49 C-2 C-1 Head-gaze Reticle (HR) Real-time Reticle (RR) C-3
  • 50. Demo: Eye gaze interaction methods https://www.youtube.com/watch?v=EpCGqxkmBKE
  • 51. Other Physiological Sensor Input • Using physiological sensors for implicit input • Systems that recognize user intent/activity • Electroencephalography (EEG) • Measuring brain activity • Electromyography (EMG) • Measuring muscle activity
  • 54. HP Reverb G2 Omnicept • Wide FOV, high resolution, best in class VR display • Eye tracking, heart rate, pupillometry, and face camera
  • 55. NextMind • EEG attachment for AR/VR HMD • 9 dry EEG electrodes • https://www.next-mind.com/
  • 57. Project Galea - https://galea.co/ • Collaboration between Valve and OpenBCI • Integrate multiple sensors into HMD • EOG, EMG, EDA, PPG sensors, 10 EEG channels and eye-tracking • Launching in 2022
  • 58.
  • 59. Intelligent Interfaces • Move to Implicit Input vs. Explicit • Recognize user behaviour • Provide adaptive feedback • Move beyond check-lists of actions • E.g. AR + Intelligent Tutoring • Constraint based ITS + AR • PC Assembly (Westerfield, 2015) • 30% faster, 25% better retention Westerfield, G., Mitrovic, A., & Billinghurst, M. (2015). Intelligent Augmented Reality Training for Motherboard Assembly. International Journal of Artificial Intelligence in Education, 25(1), 157-172.
  • 60.
  • 61. How Should AR Agents be Represented? • AR Agent helps user find objects • Three representation • Smart speaker, upper body, full body • Results • Users gaze more at humanoid agents • Users like full body AR agent most Wang, I., Smith, J., & Ruiz, J. (2019, May). Exploring virtual agents for augmented reality. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-12).
  • 62. Value of Embodied Agent? • Explored the use of agent help in a shared task • Desert survival task • Agent provides suggestions • Three conditions • No agent, audio only, AR agent • Results • Using an agent produced better performance • Cognitive load with embodied agent better than voice only Kim, K., de Melo, C. M., Norouzi, N., Bruder, G., & Welch, G. F. (2020, March). Reducing task load with an embodied intelligent virtual assistant for improved performance in collaborative decision making. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 529-538). IEEE.
  • 64. Pervasive Agents • Intelligent agents that are in the real world and can sense and influence their surroundings • Combination of IVE and IoT and AR • IVA = intelligence and human agent communication • IOT = sense and influence the world • AR = AR display
  • 65. Agent Architecture Barakonyi, I., & Schmalstieg, D. (2006, October). Ubiquitous animated agents for augmented reality. In 2006 IEEE/ACM International Symposium on Mixed and Augmented Reality (pp. 145-154). IEEE.
  • 66. Assistive Agent • Using AR for real world learning
  • 68. Evolution of Tracking • Past • Location based, marker based, • magnetic/mechanical • Present • Image based, hybrid tracking • Future • Ubiquitous • Model based • Environmental
  • 69. Model Based Tracking • Track from known 3D model • Use depth + colour information • Match input to model template • Use CAD model of targets • Recent innovations • Learn models online • Tracking from cluttered scene • Track from deformable objects Hinterstoisser, S., Lepetit, V., Ilic, S., Holzer, S., Bradski, G., Konolige, K., & Navab, N. (2013). Model based training, detection and pose estimation of texture-less 3D objects in heavily cluttered scenes. In Computer Vision–ACCV 2012 (pp. 548-562).
  • 71. Environmental Tracking • Environment capture • Use depth sensors to capture scene & track from model • InifinitAM (www.robots.ox.ac.uk/~victor/infinitam/) • Real time scene capture, dense or sparse capture, open source • iPad Pro LiDAR • Scene scanning up to 5m
  • 73. Fusion4D (2016) • Real capture and dynamic reconstruction • RGBD sensors + incremental reconstruction Dou, M., Khamis, S., Degtyarev, Y., Davidson, P., Fanello, S. R., Kowdle, A., ... & Izadi, S. (2016). Fusion4d: Real-time performance capture of challenging scenes. ACM Transactions on Graphics (TOG), 35(4), 1-13.
  • 75. Using Machine Learning to Improve Tracking • Visual inertial navigation (ARKit, ARCore) • relies on continuous visual tracking, fails when bad lighting, fast motion, repeated textures, etc. • Can use IMU to reduce the dependence on vision information • But IMU drifts over time, so Deep learning can robustly estimate relative displacement • Integrate neural network IMU observations with visual-inertial navigation system Chen, D., Wang, N., Xu, R., Xie, W., Bao, H., & Zhang, G. RNIN-VIO: Robust Neural Inertial Navigation Aided Visual-Inertial Odometry in Challenging Scenes. (2021)
  • 76. Method • Motion Inference module trained on human motion
  • 78. Wide Area Outdoor Tracking • Process • Combine panoramas into point cloud model (offline) • Initialize camera tracking from point cloud • Update pose by aligning camera image to point cloud • Accurate to 25 cm, 0.5 degree over very wide area Ventura, J., & Hollerer, T. (2012). Wide-area scene mapping for mobile visual tracking. In Mixed and Augmented Reality (ISMAR), 2012 IEEE International Symposium on (pp. 3-12). IEEE.
  • 79. Wide Area Outdoor Tracking https://www.youtube.com/watch?v=8ZNN0NeXV6s
  • 80. AR Cloud Based Tracking • AR Cloud • a machine-readable 1:1 scale model of the real world • processing recognition/tracking data in the cloud • Can create cloud from input from multiple devices • Store key visual features in cloud, Stitch features from multiple devices • Retrieve for tracking/interaction • AR Cloud Companies • 6D.ai, Vertical.ai, Ubiquity6, etc
  • 82. Large Scale Outdoor Applications • Use server to combine room scale maps into larger play area • Provide game elements to keep players in the game area • Enable coordination between players Rompapas, D. C., Sandor, C., Plopski, A., Saakes, D., Shin, J., Taketomi, T., & Kato, H. (2019). Towards large scale high fidelity collaborative augmented reality. Computers & Graphics, 84, 24-41.
  • 85. Research Needed in Many Areas • Social Acceptance • Overcome social problems with AR • Cloud Services • Cloud based storage/processing • AR Authoring Tools • Easy content creation for non-experts • Collaborative Experiences • AR teleconferencing • Etc..
  • 87. Cloud Services • AR Cloud – e.g. Nvidia CloudXR • 5G + massive computing = AR as a service
  • 89.
  • 91. Using AR/VR for Enhanced Collaboration • Changing perspective, Sharing views • Copying spaces, Changing scale • Copy bodies, Sharing non-verbal cues
  • 93. MiniMe Virtual Cues Enhanced Emotion Brain Synchronization Emotion Recognition Scene Capture AI
  • 94. 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
  • 95. AR for Remote Collaboration • Camera + Processing + AR Display + Connectivity • First person Ego-Vision Collaboration
  • 96. AR View Remote Expert View
  • 97. 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).
  • 99. 3D Live Scene Capture • Use cluster of RGBD sensors • Fuse together 3D point cloud
  • 100.
  • 101. View Sharing Evolution • Increased immersion • Improved scene understanding • Better collaboration 2D 360 3D
  • 102. Sharing Virtual Communication Cues • Collaboration between AR and VR • Gaze Visualization Conditions • Baseline, FoV, Head-gaze, Eye-gaze
  • 103.
  • 104. Multi-Scale Collaboration • Changing the user’s virtual body scale
  • 107. 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
  • 108. 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
  • 110. Collaboration Technology Trends 1. Improved Content Capture • Move from sharing faces to sharing places 2. Increased Network Bandwidth • Sharing natural communication cues 3. Implicit Understanding • Recognizing behaviour and emotion
  • 113. Empathic Computing Can we develop systems that allow us to share what we are seeing, hearing and feeling with others? Piumsomboon, T., Lee, Y., Lee, G. A., Dey, A., & Billinghurst, M. (2017). Empathic Mixed Reality: Sharing What You Feel and Interacting with What You See. In Ubiquitous Virtual Reality (ISUVR), 2017 International Symposium on (pp. 38-41). IEEE.
  • 114. Empathy Glasses (CHI 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.
  • 115. Remote Collaboration • Eye gaze pointer and remote pointing • Face expression display • Implicit cues for remote collaboration
  • 117. Brain Synchronization • Measure EEG of people collaborating • Brain activity synchronizes • More synchronization = better collaboration
  • 122.
  • 123.
  • 124. asfd
  • 125.
  • 126. 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
  • 127. • Advanced displays • Real time space capture • Natural gesture interaction • Robust eye-tracking • Emotion sensing/sharing Empathic Tele-Existence
  • 128. Empathic Tele-Existence • Move from Observer to Participant • Explicit to Implicit communication • Experiential collaboration – doing together
  • 129. Empathic Tele-Existence • Know what someone is seeing, hearing, feeling • Feel that you are in the same environment with them • Seeing virtual people with you in your real world
  • 133. Social Acceptance • People don’t want to look silly • Only 12% of 4,600 adults would be willing to wear AR glasses • 20% of mobile AR browser users experience social issues • Acceptance more due to Social than Technical issues • Needs further study (ethnographic, field tests, longitudinal)
  • 135.
  • 136.
  • 137. Ethical Issues • Persuasive Technology • Affecting emotions • Behaviour modification • Privacy Concerns • Facial recognition • Space capture • Personal data • Safety Concerns • Sim sickness, Distraction • Long term effects Pase, S. (2012). Ethical considerations in augmented reality applications. In Proceedings of the International Conference on e-Learning, e-Business, Enterprise Information Systems, and e-Government (EEE) (p. 1). The Steering Committee of The World Congress in Computer Science, Computer Engineering and Applied Computing (WorldComp).
  • 138. Identification in VR • Collected set of features from body motion in VR • Have people perform standard actions • Able to recognize people with about 40% accuracy (cf. 5% by chance) • Relative distances between head and hands produced best results • Head motion alone 30% accurate Pfeuffer, K., Geiger, M. J., Prange, S., Mecke, L., Buschek, D., & Alt, F. (2019, May). Behavioural biometrics in vr: Identifying people from body motion and relations in virtual reality. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-12).
  • 140. Trauma in VR.. • In VR the goal is immersion, presence and sense of self • What are the consequences of having a traumatic, aggressive or emotional in-VR experience?
  • 142. Scaling Up • Supporting Large Groups of People • Social VR spaces • Large scale events • Hybrid Interfaces • AR/VR users with desktop/mobile • Persistent virtual worlds
  • 143. Research Issues • Avatars • How to easily create? • How realistic should they be? • How can you communicate social cues? • Hybrid Interfaces • How can you provide equity across difference devices? • Social Presence • How can you objectively measure Social Presence? • How use AR/VR cues to increase Social Presence?
  • 144. The Metaverse • Neal Stephenson’s “SnowCrash” • VR successor to the internet • The Metaverse is the convergence of: • 1) virtually enhanced physical reality • 2) physically persistent virtual space • Metaverse Roadmap • http://metaverseroadmap.org/
  • 146.
  • 147. Parisi’s Seven Rules of the Metaverse • Rule #1. There is only one Metaverse. • Rule #2: The Metaverse is for everyone. • Rule #3: Nobody controls the Metaverse. • Rule #4: The Metaverse is open. • Rule #5: The Metaverse is hardware-independent. • Rule #6: The Metaverse is a Network. • Rule #7: The Metaverse is the Internet. https://medium.com/meta-verses/the-seven-rules-of-the-metaverse-7d4e06fa864c
  • 148. Possible Research Directions • Creating open platforms • Scaling up social interaction • Recognizing and sharing emotion at scale • Creating intimate interactions in crowded spaces • Bringing the real into the virtual • Novel forms of social interaction • Intelligent avatars for facilitating social interactions • Creating persistent hybrid communities • Supporting equity and equality • Facilitating successful emergent behaviours • And more..
  • 149. What will the future of Mixed Reality be?
  • 151. Conclusions • AR/VR/MR is becoming commonly available • Significant advances over 50+ years • In order to achieve Sutherland’s vision, research basics • Display, Tracking, Input • New MR technologies will enable this to happen • Display devices, Interaction, Tracking technologies • There are still significant areas for research • Social Acceptance, Collaboration, Ethics, Etc.
  • 152. More Information Billinghurst, M. (2021). Grand Challenges for Augmented Reality. Frontiers in Virtual Reality, 2, 12.
  • 153. Trends in AR Research Kim, K., Billinghurst, M., Bruder, G., Duh, H. B. L., & Welch, G. F. (2018). Revisiting trends in augmented reality research: A review of the 2nd decade of ISMAR (2008– 2017). IEEE transactions on visualization and computer graphics, 24(11), 2947-2962.