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EMPATHIC COMPUTING
Mark Billinghurst
mark.billinghurst@auckland.ac.nz
November 21st 2023
DELIVERING THE POTENTIAL OF THE METAVERSE
Innovation occurs at the boundary
Google Search Volume on the Metaverse
• 5-year search volume
• Blue – Metaverse, Red – Virtual Reality
Facebook -> Meta
Academic Publications Mentioning the Metaverse (Nov 2023)
Meta’s Metaverse
The Metaverse: A Definition?
AWE 2022 John Riccitiello
ex-CEO, Unity
Real-time, 3D, Interactive, Social, Persistent
• The Metaverse Roadmap (2007)
• The Metaverse is the convergence of:
• 1) virtually enhanced physical reality
• 2) physically persistent virtual space
A Better Definition
Four Key Components
• Virtual Worlds
• Augmented Reality
• Mirror Worlds
• Lifelogging
Metaverse Taxonomy
• Simulations of external space/content
• Capturing and sharing surroundings
• Photorealistic content
• Digital twins
Matterport Google Street View
Soul Machines
MirrorWorlds
• Measuring user’s internal state
• Capturing physiological cues
• Recording everyday life
• Augmenting humans
Appl
e
Shimmer
OpenBCI
LifeLogging
Sensing
Immersing
Augmenting
Capturing
Research Opportunities: Crossing Boundaries
Augmented Reality Virtual Reality
Real World Virtual World
Mixed Reality
"...anywhere between the extrema of the virtuality continuum."
P. Milgram and A. F. Kishino, (1994) A Taxonomy of Mixed Reality Visual Displays
Internet of Things
Milgram’s Mixed Reality Continuum
Example: MagicBook (2000)
Reality Augmented Reality Virtual Reality
• Seamlessly transition between Reality and Virtual Reality
• Support ego-centric and exo-centric collaboration
Example: MagicBook (2000)
Apple VisionPro
• Survey of Scopus papers
• ~1900 papers found with Metaverse in abstract/keywords
• Further analysis
• Publications in AR, VR, MirrorWorlds (MW), LifeLogging (LL)
• Look for research across boundaries
• Application analysis
• Most popular application domains
What is the Metaverse Research Landscape Like?
• Of the papers mentioning AR, VR, MW, LL
• 66% only mentioned one topic
• VR the most popular research topic (72%)
Most Research in One Quadrant
• Key Findings
• Most research combines AR and VR (AR/VR – 67%)
• Little research involving LL (7% of 2Q)
• < 2% research combined AR, VR, MW, LL
Research Crossing Boundaries
67%
0
%
23%
5
%
2%
3%
Application Areas
• Education - 23%
• Medicine/Healthcare – 13%
• Marketing/Retail – 9%
• Industry – 5%
• Tourism – 5%
• Gaming – 3%
• Collaboration – 2%
Key Lessons Learned
• Research Strengths
• Most Metaverse research VR related
• Strong connections between AR/VR
• Strong connections between MW/VR
• Research Opportunities
• Opportunities across boundaries - 2% papers in AR/LL, 0% in MW/LL
• Opportunities for research combining all elements
• Broadening application space – industry, finance, etc.
Capturing the Whole Metaverse
Augmenting Sensing
Capturing Immersing
Capturing the Whole Metaverse
Empathic
Computing
“Empathy is Seeing with the
Eyes of another, Listening with
the Ears of another, and Feeling
with the Heart of another..”
Alfred Adler
Understanding
Emotion Recognition - Life Logging
Experiencing
Content/Environment capture - VR, Mirror Worlds
Sharing
Enhanced communication cues - AR
Key Elements of Empathic Systems
1. Understanding: Affective Computing
•Ros Picard – MIT Media Lab
•Systems that recognize emotion
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/
3: Sharing: Empathic Computing
Can we develop systems that allow
us to share what we are seeing,
hearing and feeling with others?
Example: Sharing Communication Cues
• Measuring non-verbal cues
• Gaze, face expression, heart rate
• Sharing in Augmented Reality
• Collaborative AR experiences
Empathy Glasses
• 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
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).
3D Live Scene Capture
• Use cluster of RGBD sensors
• Fuse together 3D point cloud
Live 3D Scene Capture
Scene Capture and Sharing
Scene Reconstruction Remote Expert Local Worker
AR View Remote Expert View
View Sharing Evolution
• Increased immersion
• Improved scene understanding
• Better collaboration
2D 360 3D
Remote Communication with Avatars
Example: AR/VR/MW Collaboration
• Augmented Reality
• Bringing remote people into your real space
• Virtual Reality
• Bringing elements of the real world into VR
• AR/VR for sharing communication cues
• Sharing non-verbal communication cues
• Using AR/VR to share communication cues
• Gaze, gesture, head pose, body position
• Sharing same environment
• Virtual copy of real world
• Collaboration between AR/VR
• VR user appears in AR user’s space
Piumsomboon, T., Dey, A., Ens, B., Lee, G., & Billinghurst, M. (2019). The effects of sharing awareness cues
in collaborative mixed reality. Frontiers in Robotics and AI, 6, 5.
Sharing Virtual Communication Cues (2019)
Sharing Virtual Communication Cues
• Gesture input
• AR/VR displays
• Room scale tracking
• Sharing viewpoint cues
Results
• Predictions
• Eye/Head pointing better than no cues
• Eye/head pointing could reduce need for pointing
• Results
• No difference in task completion time
• Head-gaze/eye-gaze great mutual gaze rate
• Using head-gaze greater ease of use than baseline
• All cues provide higher co-presence than baseline
• Pointing gestures reduced in cue conditions
• But
• No difference between head-gaze and eye-gaze
Sharing Gaze Cues
How sharing gaze behavioural cues can improve remote collaboration in Mixed Reality environment.
âž” Developed eyemR-Vis, a 360 panoramic Mixed Reality remote collaboration system
âž” Showed gaze behavioural cues as bi-directional spatial virtual visualisations shared
between a local host (AR) and a remote collaborator (VR).
Jing, A., May, K., Matthews, B., Lee, G., & Billinghurst, M. (2022). The Impact of Sharing Gaze Behaviours in Collaborative Mixed Reality.
Proceedings of the ACM on Human-Computer Interaction, 6(CSCW2), 1-27.
System Design
âž” 360 Panaramic Camera + Mixed Reality View
âž” Combination of HoloLens2 + Vive Pro Eye
âž” 4 gaze behavioural visualisations:
browse, focus, mutual, fixated circle
Gaze Visualisation
Browse Focus
Mutual Fixed
Circle-map
• Bi-directional gaze with behaviours (BWB) significantly improved performance
• Behaviour visualisations stimulate frequent joint attention
• Sharing gaze cues made communication easier and more effective
Results
Joint gaze frequency
Sharing Gesture Cues
• What type of gesture cues should be shared in AR/VR collaboration?
Kim, S., Lee, G., Huang, W., Kim, H., Woo, W., & Billinghurst, M. (2019). Evaluating the combination of visual communication cues for HMD-
based mixed reality remote collaboration. In Proceedings of the 2019 CHI conference on human factors in computing systems (pp. 1-13).
Augmented Reality
Virtual Reality
Communication Cues
• Four different cues used
• (1) Hands Only (HO), (2) Hands + Pointer (HP)
• (3) Hands + Sketch (HS), (4) Hands + Pointer + Sketch (HPS)
• Three experimental tasks
• Lego assembly, Tangram puzzle, Origami folding
Key Results
• Task completion time
• Sketch cues enabled users to complete tasks significantly faster (task dep.)
• Adding pointing didn’t improve task completion time
• Co-Presence
• Adding pointing and sketch cues didn’t improve feeling of co-presence
• User Preference
• User’s overwhelming preferred Hands + Pointer + Sketch condition, Hands Only ranked last
Task completion time
“sketching is pretty useful for
describing actions that was
difficult with words and could
express more details".
Multi-Scale Collaboration
• Changing the user’s virtual body scale
On the Shoulder of the Giant
Piumsomboon, T., Lee, G. A., Irlitti, A., Ens, B., Thomas, B. H., & Billinghurst, M. (2019, May). On the shoulder of the giant: A
multi-scale mixed reality collaboration with 360 video sharing and tangible interaction. In Proceedings of the 2019 CHI (pp. 1-17).
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 (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
Results from User Evaluation
• Collaboration between user in AR, expert in VR
• Hololens, HTC Vive
• Two tasks
• Asymmetric, symmetric collaboration
• Significant performance improvement
• 20% faster with Mini-Me
• Social Presence
• Higher sense of Presence
• Users preferred
• People felt the task was easier to complete
• 60-75% preference
“I feel like I am
talking to my
partner”
• 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
Technology Trends
• Advanced displays
• Real time space capture
• Natural gesture interaction
• Robust eye-tracking
• Emotion sensing/sharing
Empathic
Tele-Existence
Sensor Enhanced HMDs
Project Galea
EEG, EMG, EDA, PPG,
EOG, eye gaze, etc.
NeuralDrum
• Using brain synchronicity to increase connection
• Collaborative VR drumming experience
• Measure brain activity using 3 EEG electrodes
• Use PLV to calculate synchronization
• More synchronization increases graphics effects/immersion
Pai, Y. S., Hajika, R., Gupta, K., Sasikumar, P., & Billinghurst, M. (2020). NeuralDrum: Perceiving Brain
Synchronicity in XR Drumming. In SIGGRAPH Asia 2020 Technical Communications (pp. 1-4).
• HTC Vive HMD
• OpenBCI
• 3 EEG electrodes
Set Up
NeuralDrum – Brain Synchronisation in XR
Poor Player Good Player
"It’s quite interesting, I actually felt like my
body was exchanged with my partner."
• HTC Vive HMD
• Empathic glove
• Empatica E4
Dey, A., Piumsomboon, T., Lee, Y., & Billinghurst, M. (2017). Effects of
sharing physiological states of players in a collaborative virtual reality
gameplay. In Proceedings of CHI 2017 (pp. 4045-4056).
Being in the Body of Another
VR Environments
• Butterfly World: calm scene, collect butterflies
• Zombie Attack: scary scene, fighting zombies
Results:
• Game experience had significant impact
• In zombie game, sharing heart rate
• Enabled players to understand emotional state of partner
• Helped players to be significantly more attentive
• Subjects had a preference for sharing heart rate
• But no significant difference on feeling connected
Understanding emotional state
Empathic Tele-Existence
• Based on Empathic Computing
• Creating shared understanding
• Covering the entire Metaverse
• AR, VR, Lifelogging, Mirror Worlds
• Transforming collaboration
• Observer to participant
• Feeling of doing things together
• Supporting Implicit collaboration
Conclusions
• We need a broader Metaverse definition and taxonomy
• Including AR, VR, Mirror Worlds, Life Logging
• Current research is narrowly focused
• But many research opportunities exist in crossing boundaries
• Empathic Computing encompasses the entire Metaverse
• Transforming face to face and remote collaboration
MiniMe
Virtual Cues Enhanced Emotion
Brain
Synchronization
Emotion Recognition
Scene Capture
AI
Delivering on the Metaverse potential
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

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Empathic Computing: Delivering the Potential of the Metaverse

  • 1. EMPATHIC COMPUTING Mark Billinghurst mark.billinghurst@auckland.ac.nz November 21st 2023 DELIVERING THE POTENTIAL OF THE METAVERSE
  • 2.
  • 3. Innovation occurs at the boundary
  • 4.
  • 5. Google Search Volume on the Metaverse • 5-year search volume • Blue – Metaverse, Red – Virtual Reality Facebook -> Meta
  • 6. Academic Publications Mentioning the Metaverse (Nov 2023)
  • 8. The Metaverse: A Definition? AWE 2022 John Riccitiello ex-CEO, Unity Real-time, 3D, Interactive, Social, Persistent
  • 9. • The Metaverse Roadmap (2007) • The Metaverse is the convergence of: • 1) virtually enhanced physical reality • 2) physically persistent virtual space A Better Definition
  • 10. Four Key Components • Virtual Worlds • Augmented Reality • Mirror Worlds • Lifelogging Metaverse Taxonomy
  • 11. • Simulations of external space/content • Capturing and sharing surroundings • Photorealistic content • Digital twins Matterport Google Street View Soul Machines MirrorWorlds
  • 12. • Measuring user’s internal state • Capturing physiological cues • Recording everyday life • Augmenting humans Appl e Shimmer OpenBCI LifeLogging
  • 15. Augmented Reality Virtual Reality Real World Virtual World Mixed Reality "...anywhere between the extrema of the virtuality continuum." P. Milgram and A. F. Kishino, (1994) A Taxonomy of Mixed Reality Visual Displays Internet of Things Milgram’s Mixed Reality Continuum
  • 16. Example: MagicBook (2000) Reality Augmented Reality Virtual Reality • Seamlessly transition between Reality and Virtual Reality • Support ego-centric and exo-centric collaboration
  • 19. • Survey of Scopus papers • ~1900 papers found with Metaverse in abstract/keywords • Further analysis • Publications in AR, VR, MirrorWorlds (MW), LifeLogging (LL) • Look for research across boundaries • Application analysis • Most popular application domains What is the Metaverse Research Landscape Like?
  • 20. • Of the papers mentioning AR, VR, MW, LL • 66% only mentioned one topic • VR the most popular research topic (72%) Most Research in One Quadrant
  • 21. • Key Findings • Most research combines AR and VR (AR/VR – 67%) • Little research involving LL (7% of 2Q) • < 2% research combined AR, VR, MW, LL Research Crossing Boundaries 67% 0 % 23% 5 % 2% 3%
  • 22. Application Areas • Education - 23% • Medicine/Healthcare – 13% • Marketing/Retail – 9% • Industry – 5% • Tourism – 5% • Gaming – 3% • Collaboration – 2%
  • 23. Key Lessons Learned • Research Strengths • Most Metaverse research VR related • Strong connections between AR/VR • Strong connections between MW/VR • Research Opportunities • Opportunities across boundaries - 2% papers in AR/LL, 0% in MW/LL • Opportunities for research combining all elements • Broadening application space – industry, finance, etc.
  • 24. Capturing the Whole Metaverse Augmenting Sensing Capturing Immersing
  • 25. Capturing the Whole Metaverse Empathic Computing
  • 26. “Empathy is Seeing with the Eyes of another, Listening with the Ears of another, and Feeling with the Heart of another..” Alfred Adler
  • 27. Understanding Emotion Recognition - Life Logging Experiencing Content/Environment capture - VR, Mirror Worlds Sharing Enhanced communication cues - AR Key Elements of Empathic Systems
  • 28. 1. Understanding: Affective Computing •Ros Picard – MIT Media Lab •Systems that recognize emotion
  • 29. 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/
  • 30. 3: Sharing: Empathic Computing Can we develop systems that allow us to share what we are seeing, hearing and feeling with others?
  • 31. Example: Sharing Communication Cues • Measuring non-verbal cues • Gaze, face expression, heart rate • Sharing in Augmented Reality • Collaborative AR experiences
  • 32. Empathy Glasses • 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.
  • 33. Remote Collaboration • Eye gaze pointer and remote pointing • Face expression display • Implicit cues for remote collaboration
  • 34.
  • 35. 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).
  • 36.
  • 37. 3D Live Scene Capture • Use cluster of RGBD sensors • Fuse together 3D point cloud
  • 38. Live 3D Scene Capture
  • 39. Scene Capture and Sharing Scene Reconstruction Remote Expert Local Worker
  • 40. AR View Remote Expert View
  • 41. View Sharing Evolution • Increased immersion • Improved scene understanding • Better collaboration 2D 360 3D
  • 43.
  • 44. Example: AR/VR/MW Collaboration • Augmented Reality • Bringing remote people into your real space • Virtual Reality • Bringing elements of the real world into VR • AR/VR for sharing communication cues • Sharing non-verbal communication cues
  • 45. • Using AR/VR to share communication cues • Gaze, gesture, head pose, body position • Sharing same environment • Virtual copy of real world • Collaboration between AR/VR • VR user appears in AR user’s space Piumsomboon, T., Dey, A., Ens, B., Lee, G., & Billinghurst, M. (2019). The effects of sharing awareness cues in collaborative mixed reality. Frontiers in Robotics and AI, 6, 5. Sharing Virtual Communication Cues (2019)
  • 46. Sharing Virtual Communication Cues • Gesture input • AR/VR displays • Room scale tracking • Sharing viewpoint cues
  • 47.
  • 48. Results • Predictions • Eye/Head pointing better than no cues • Eye/head pointing could reduce need for pointing • Results • No difference in task completion time • Head-gaze/eye-gaze great mutual gaze rate • Using head-gaze greater ease of use than baseline • All cues provide higher co-presence than baseline • Pointing gestures reduced in cue conditions • But • No difference between head-gaze and eye-gaze
  • 49. Sharing Gaze Cues How sharing gaze behavioural cues can improve remote collaboration in Mixed Reality environment. âž” Developed eyemR-Vis, a 360 panoramic Mixed Reality remote collaboration system âž” Showed gaze behavioural cues as bi-directional spatial virtual visualisations shared between a local host (AR) and a remote collaborator (VR). Jing, A., May, K., Matthews, B., Lee, G., & Billinghurst, M. (2022). The Impact of Sharing Gaze Behaviours in Collaborative Mixed Reality. Proceedings of the ACM on Human-Computer Interaction, 6(CSCW2), 1-27.
  • 50. System Design âž” 360 Panaramic Camera + Mixed Reality View âž” Combination of HoloLens2 + Vive Pro Eye âž” 4 gaze behavioural visualisations: browse, focus, mutual, fixated circle
  • 52. • Bi-directional gaze with behaviours (BWB) significantly improved performance • Behaviour visualisations stimulate frequent joint attention • Sharing gaze cues made communication easier and more effective Results Joint gaze frequency
  • 53. Sharing Gesture Cues • What type of gesture cues should be shared in AR/VR collaboration? Kim, S., Lee, G., Huang, W., Kim, H., Woo, W., & Billinghurst, M. (2019). Evaluating the combination of visual communication cues for HMD- based mixed reality remote collaboration. In Proceedings of the 2019 CHI conference on human factors in computing systems (pp. 1-13). Augmented Reality Virtual Reality
  • 54. Communication Cues • Four different cues used • (1) Hands Only (HO), (2) Hands + Pointer (HP) • (3) Hands + Sketch (HS), (4) Hands + Pointer + Sketch (HPS) • Three experimental tasks • Lego assembly, Tangram puzzle, Origami folding
  • 55. Key Results • Task completion time • Sketch cues enabled users to complete tasks significantly faster (task dep.) • Adding pointing didn’t improve task completion time • Co-Presence • Adding pointing and sketch cues didn’t improve feeling of co-presence • User Preference • User’s overwhelming preferred Hands + Pointer + Sketch condition, Hands Only ranked last Task completion time “sketching is pretty useful for describing actions that was difficult with words and could express more details".
  • 56. Multi-Scale Collaboration • Changing the user’s virtual body scale
  • 57.
  • 58. On the Shoulder of the Giant Piumsomboon, T., Lee, G. A., Irlitti, A., Ens, B., Thomas, B. H., & Billinghurst, M. (2019, May). On the shoulder of the giant: A multi-scale mixed reality collaboration with 360 video sharing and tangible interaction. In Proceedings of the 2019 CHI (pp. 1-17).
  • 59. 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 (pp. 1-13). Collaborating Collaborator out of View
  • 60. 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
  • 61.
  • 62. Results from User Evaluation • Collaboration between user in AR, expert in VR • Hololens, HTC Vive • Two tasks • Asymmetric, symmetric collaboration • Significant performance improvement • 20% faster with Mini-Me • Social Presence • Higher sense of Presence • Users preferred • People felt the task was easier to complete • 60-75% preference “I feel like I am talking to my partner”
  • 63. • 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 Technology Trends
  • 64. • Advanced displays • Real time space capture • Natural gesture interaction • Robust eye-tracking • Emotion sensing/sharing Empathic Tele-Existence
  • 65. Sensor Enhanced HMDs Project Galea EEG, EMG, EDA, PPG, EOG, eye gaze, etc.
  • 66.
  • 67. NeuralDrum • Using brain synchronicity to increase connection • Collaborative VR drumming experience • Measure brain activity using 3 EEG electrodes • Use PLV to calculate synchronization • More synchronization increases graphics effects/immersion Pai, Y. S., Hajika, R., Gupta, K., Sasikumar, P., & Billinghurst, M. (2020). NeuralDrum: Perceiving Brain Synchronicity in XR Drumming. In SIGGRAPH Asia 2020 Technical Communications (pp. 1-4).
  • 68. • HTC Vive HMD • OpenBCI • 3 EEG electrodes Set Up
  • 69.
  • 70. NeuralDrum – Brain Synchronisation in XR Poor Player Good Player "It’s quite interesting, I actually felt like my body was exchanged with my partner."
  • 71. • HTC Vive HMD • Empathic glove • Empatica E4 Dey, A., Piumsomboon, T., Lee, Y., & Billinghurst, M. (2017). Effects of sharing physiological states of players in a collaborative virtual reality gameplay. In Proceedings of CHI 2017 (pp. 4045-4056). Being in the Body of Another
  • 72. VR Environments • Butterfly World: calm scene, collect butterflies • Zombie Attack: scary scene, fighting zombies
  • 73.
  • 74. Results: • Game experience had significant impact • In zombie game, sharing heart rate • Enabled players to understand emotional state of partner • Helped players to be significantly more attentive • Subjects had a preference for sharing heart rate • But no significant difference on feeling connected Understanding emotional state
  • 75. Empathic Tele-Existence • Based on Empathic Computing • Creating shared understanding • Covering the entire Metaverse • AR, VR, Lifelogging, Mirror Worlds • Transforming collaboration • Observer to participant • Feeling of doing things together • Supporting Implicit collaboration
  • 76. Conclusions • We need a broader Metaverse definition and taxonomy • Including AR, VR, Mirror Worlds, Life Logging • Current research is narrowly focused • But many research opportunities exist in crossing boundaries • Empathic Computing encompasses the entire Metaverse • Transforming face to face and remote collaboration
  • 77. MiniMe Virtual Cues Enhanced Emotion Brain Synchronization Emotion Recognition Scene Capture AI
  • 78. Delivering on the Metaverse potential
  • 79.