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CREATING IMMERSIVE AND
EMPATHIC LEARNING EXPERIENCES
Mark Billinghurst
mark.billinghurst@unisa.edu.au
March 2nd 2016
International Conference on Teaching and
Learning in Education (ICTLE2016)
Students
•  zxcv
•  Xcv z
New Tools – Old Methods
• One to many, broadcast model
• Same content repackaged
Making Technology Invisible
• Computers becoming smaller and ubiquitous
• Separation between the Digital and Physical worlds
Making Interfaces Invisible
Rekimoto, J. and Nagao, K. 1995. The world through the computer: computer augmented
interaction with real world environments. In Proceedings of the 8th Annual ACM Symposium on
User interface and Software Technology. UIST '95. ACM, New York, NY, 29-36.
Graphical User Interfaces
•  Separation between real and digital worlds
•  WIMP (Windows, Icons, Menus, Pointer) metaphor
Ubiquitous Computing
•  Computing and sensing embedded in real world
•  Particle devices, RFID, motes, arduino, etc
littleBits - http://littlebits.cc/
• Plug and play hardware components
•  Sensors, input, output
• Rapid design with hardware
VIRTUAL REALITY
Virtual Reality
• ImmersiveVR
•  Head mounted display, gloves
•  Separation from the real world
Occulus Rift
• $350 USD
• 360 degree head tracking
• 100 degree field of view
•  zXc
Google Expeditions
• Teacher lead VR experiences
• https://www.google.com/edu/expeditions/
•  zxcv
•  zxv
•  zxcvz
AUGMENTED REALITY
1977 – StarWars
Augmented Reality Definition
• Defining Characteristics [Azuma 97]
• Combines Real andVirtual Images
• Both can be seen at the same time
• Interactive in real-time
• The virtual content can be interacted with
• Registered in 3D
• Virtual objects appear fixed in space
Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
2008 - CNN
•  Put AR pictures here
Augmented Reality Examples
AR vsVR
CityViewARApplication
•  Visualize Christchurch before the earthquakes
Digital Binocular Station
http://www.DigitalBinocularStation.com/
Case Study 3:AR Chemistry (Fjeld 2002)
•  Tangible AR chemistry education
Fjeld, M., Fredriksson, J., Ejdestig, M., Duca, F., Bötschi, K., Voegtli, B., & Juchli, P. (2007, April). Tangible
user interface for chemistry education: comparative evaluation and re-design. In Proceedings of the
SIGCHI conference on Human factors in computing systems (pp. 805-808). ACM.
Goal: An AR application to test molecular
structure in chemistry
• Physical Components
•  Real book, rotation cube, scoop, tracking markers
• Display Elements
•  AR atoms and molecules
• Interaction Metaphor
•  Build your own molecule
AR Chemistry Input Devices
EMPATHIC COMPUTING
Empathy
“Seeing with the Eyes of another,
Listening with the Ears of another,
and Feeling with the Heart of another..”
Alfred Adler
Empathic Computing
1. Understanding: Systems that can
understand your feelings and emotions
2. Sharing: Systems that help you better
understand the feelings of others
Understanding: Affective Computing
• Ros Picard – MIT Media Lab
• Systems that recognize emotion
Appliances That Make You Happy
• Jun Rekimoto – University of Tokyo/Sony CSL
• Smile detection + smart appliances
Happiness Counter Demo
Sharing
Can we develop systems
that allow us to share what
we are seeing, hearing and
feeling with others?
•  sdfs
•  sdfgs
•  axcvxca
Movies are like a
machine that
generates Empathy
Roger Ebert
Using VR for Empathy
•  USC Project Syria (2014)
•  VR Experience of Terrorist attack in Aleppo
Using AR for Empathy
• Augmented Reality can:
• Remove technology barriers
• Enhance communication
• Change perspective
• Share experiences
• Enhance interaction in real world
Example: Google Glass
• Camera + Processing + Display + Connectivity
• Ego-Vision Collaboration (But with FixedView)
Current Collaboration onWearables
•  First person remote conferencing/hangouts
•  Limitations
•  Single POV, no spatial cues, no annotations, etc
Social Panoramas (ISMAR 2014)
• Capture and share social spaces in real time
• Supports independent views into Panorama
Implementation
• Google Glass
• Capture live image panorama (compass + camera)
• Remote device (tablet)
• Immersive viewing, live annotation
User Interfaces
Glass View
Tablet View
Lessons Learned
• Good
• Communication easy and natural
• Users enjoy have view independence
• Very natural capturing panorama on Glass
• Sharing panorama enhances the shared experience
• Bad
• Difficult to support equal input
• Need to provide awareness cues
JackIn – Live Immersive Video Streaming
• Jun Rekimoto – University of Tokyo/Sony CSL
JackIn Hardware
•  Wide angle cameras – 360 degree video capture
•  Live video stitching
JospehTame – Tokyo Marathon
• Live streaming from Tokyo marathon
• http://josephta.me/en/tokyo-marathon/
•  zxcz
Empathic Glasses
•  Combine together eye-tracking, display, face expression
•  Impicit cues – eye gaze, face expression
++
Pupil Labs Epson BT-200 AffectiveWear
AffectiveWear – Emotion Glasses
•  Photo sensors to recognize expression
•  User calibration
•  Machine learning
•  Recognizing 8 face expressions
Masai, K., Sugiura, Y., Suzuki, K., Shimamura, S., Kunze, K., Ogata, M., ... & Sugimoto, M. (2015,
September). AffectiveWear: towards recognizing affect in real life. In Proceedings of the 2015 ACM
International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM
International Symposium on Wearable Computers (pp. 357-360). ACM.
Integrated System
• Local User
• Video camera
• Eye-tracking
• Face expression
• Remote Helper
• Remote pointing
System Diagram
•  Two monitors on Remote User side
•  Scene + Emotion Display
Lessons Learned
• Pointing really helps in remote collaboration
•  Makes remote user feel more connected
• Gaze looks promising
•  shows context of what person talking about
• More work needed on emotion/expression cues
• Limitations
•  Limited implicit cues
•  Two separate displays
•  Task was a poor emotional trigger
•  AffectiveWear needs improvement
FUTURE RESEARCH
Looking to the Future
Scaling Up
• Seeing actions of millions of users in the world
• Augmentation on city/country level
AR + Smart Sensors + Social Networks
• Track population at city scale (mobile networks)
• Match population data to external sensor data
• Mine data for applications
Example: MIT SENSEable City Lab
http://senseable.mit.edu/wikicity/rome/
Example: CSIRO WeFeel Tool
• Emotionally mining global Twitter feeds
• http://wefeel.csiro.au
CONCLUSION
Summary
• There is a need for new teaching tools
•  Making technology invisible when presenting content
• VR and AR provide innovative opportunities
• Virtual Reality
•  Immersive experience
• Augmented Reality
•  Enhanced interaction in real world
• Empathic Computing
•  Sharing experience, understanding
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

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