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The Coming Age of Empathic Computing

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Talk given by Mark Billinghurst at the AWE 2016 conference on June 2nd, 216. This talk is about how AR and VR technology can be used to create Empathic experiences.

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The Coming Age of Empathic Computing

  1. 1. THE COMING AGE OF EMPATHIC COMPUTING Mark Billinghurst mark.billinghurst@unisa.edu.au June 2nd 2016 AWE 2016 Conference Santa Clara, USA
  2. 2. Current AR/VR/Wearable Technology
  3. 3. Applications Enabled • Gaming • Education • Health • Medicine • Training • Tourism • Etc
  4. 4. Looking to the Future
  5. 5. Empathy “Seeing with the Eyes of another, Listening with the Ears of another, and Feeling with the Heart of another..” Alfred Adler
  6. 6. Empathic Computing 1. Understanding: Systems that can understand your feelings and emotions 2. Experiencing: Systems that help you better experience the world of others 3. Sharing: Systems that help you better share the experience of others Sensors VR AR
  7. 7. 1. Understanding: Affective Computing • Ros Picard – MIT Media Lab • Systems that recognize emotion
  8. 8. Example: Affectiva https://www.youtube.com/watch?v=6QDMNPhMJI4
  9. 9. 2. Experiencing: Virtual Reality "Virtual reality offers a whole different medium to tell stories that really connect people and create an empathic connection." Nonny de la Peña http://www.emblematicgroup.com/
  10. 10. Using VR for Empathy •  USC Project Syria (2014) •  Experience of Terrorism •  Project Homeless (2015) •  Experience of Homelessness
  11. 11. Project Homeless https://www.youtube.com/watch?time_continue=1&v=SSLG8auUZKc
  12. 12. CHILDHOOD (Siggraph 2015) •  Kenji Suzuki, University of Tsukuba •  What does it feel like to be a child? •  VR display + moved cameras + hand restrictors
  13. 13. CHILDHOOD Demo https://www.youtube.com/watch?v=V3OghiKZxz4
  14. 14. Sharing: Augmented Reality Can we develop systems that allow us to share what we are seeing, hearing and feeling with others?
  15. 15. Empathy Glasses (CHI 2016) •  Combine together eye-tracking, display, face expression •  Impicit 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.
  16. 16. AffectiveWear – Emotion Glasses •  Photo sensors to recognize expression •  User calibration •  Machine learning •  Recognizing 8 face expressions
  17. 17. Empathy Glasses in Use •  Eye gaze pointer and remote pointing •  Face expression display •  In future integrated eye-tracking/display
  18. 18. Empathy Glasses Demo
  19. 19. Lessons Learned • Pointing really helps in remote collaboration •  Makes remote user feel more connected • Gaze looks promising •  Shows context of what person talking about •  Establish shared understanding/awareness • Face expression •  Used as an implicit cue to show comprehension • Limitations •  Limited implicit cues •  Task was a poor emotional trigger •  AffectiveWear needs improvement
  20. 20. Empathic VR Environments •  Player and Viewer •  Viewer slaved to player •  Share emotional signals •  Heart rate, GSR •  Remote affect measuring
  21. 21. Demo: Empathic VR
  22. 22. AR and VR for Empathic Computing • VR systems are ideal for trying experiences: •  Strong story telling medium •  Provide total immersion/3D experience •  Easy to change virtual body scale and representation • AR systems are idea for live sharing: •  Allow overlay on real world view/can share viewpoints •  Support remote annotation/communication •  Enhance real world task
  23. 23. Conclusions • Trend towards Empathic Computing • Understanding, Experiencing, Sharing • AR/VR Enables Empathic Experiences • Changes perspective • Sharing space/experience • Supports annotation/communication • Many directions for future research
  24. 24. www.empathiccomputing.org @marknb00 mark.billinghurst@unisa.edu.au

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