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FUTURE RESEARCH DIRECTIONS
FOR AUGMENTED REALITY
Mark Billinghurst
March 27th 2024
mark.billinghurst@unisa.edu.au
1968 2022 2070?
“.. the technologies that will significantly
affect our lives over the next 10 years
have been around for a decade. The
future is with us ... The trick is learning
how to spot it”
October 2004
Bill Buxton
Augmented Reality Definition
1. Combines Real and Virtual Images
• Both can be seen at the same time
2. Interactive in real-time
• The virtual content can be interacted with
3. Registered in 3D
• Virtual objects appear fixed in space
Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
Sutherland’s Head Mounted Display - 1968
https://www.youtube.com/watch?v=eVUgfUvP4uk
AR Key Enabling Technologies
1. Combines Real and Virtual Images
Display Technology
2. Interactive in real-time
Interaction Technologies
3. Registered in 3D
Tracking Technologies
Research Grand Challenges
Billinghurst, M. (2021). Grand challenges for
augmented reality. Frontiers in Virtual
Reality, 2, 578080.
Grand Challenges
• Research in Enabling Technology
• Display Technology
• Interaction
• Tracking
• Other Key Research Areas
• Perception and Neuroscience
• Collaboration
• Social and Ethical Issues
DISPLAY TECHNOLOGY
• Past
• Bulky Head mounted displays
• Current
• Handheld, lightweight head mounted
• Future
• Projected AR
• Wide FOV see through
• Retinal displays
• Contact lens
Evolution in Displays
North Focals (2020)
• https://www.bynorth.com
• Socially acceptable smart glasses
• $599 USD, small field of view
• Ring input device
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.
https://www.youtube.com/watch?v=P407DFm0PFQ
Pinlight Display Demo
Virtual Retinal Display. (1993 - )
• Use scanner to scan images into the eye
From Prototype to Reality
Tom Furness (1993) Microvision Nomad (2002)
Current Microvision Technology
https://www.youtube.com/watch?v=OvHN_bypoNE
Occlusive Displays
OST AR View
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
Magic Leap 2
• Dimmer LCD panel supports pixel level occlusion
More Recent – Occlusion Leak Compensation
• Change occlusion mask to larger than AR object
• Compensate with additional graphics
Itoh, Yuta, Takumi Hamasaki, and Maki Sugimoto. "Occlusion leak compensation for optical see-through displays using a single-
layer transmissive spatial light modulator." IEEE transactions on visualization and computer graphics 23.11 (2017): 2463-2473.
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/
INTERACTION
Evolution of Interaction
• Past
• Limited interaction
• Viewpoint manipulation
• Present
• Screen based, gesture
• Tangible interaction
• Future
• Multimodal
• Intelligent Interfaces
• Physiological/Sensor based
Natural Gesture
• Freehand gesture input
• Depth sensors for gesture capture
• Move beyond simple pointing
• Rich two handed gestures
• Eg 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).
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.
Multimodal CA Design
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?
Gaze and Pinch Interaction
Pfeuffer, K., Mayer, B., Mardanbegi, D., & Gellersen, H. (2017, October). Gaze+ pinch interaction
in virtual reality. In Proceedings of the 5th symposium on spatial user interaction (pp. 99-108).
https://www.youtube.com/watch?v=NzLrZSF8aDM
Apple Vision Pro
Physiological Sensor Input
• Using physiological sensors for implicit input
• Systems that recognize user intent/activity
• EEG
• Measuring brain activity
• EMG
• Measuring muscle activity
https://www.youtube.com/watch?v=K34p7RwjWt0
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.
TRACKING
Evolution of Tracking
• Past
• Location based, marker based,
• magnetic/mechanical
• Present
• Image based, hybrid tracking
• Future
• Ubiquitous
• Model based
• Environmental
• AI Enhanced
Depth Sensing 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
• 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
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 (Niantic), Vertical.ai, Ubiquity6, etc
6D.ai/Niantic Demo
• https://www.youtube.com/watch?v=AwwU14gllS0
PERCEPTION AND NEUROSCIENCE
Sensor Enhanced HMDs
Eye tracking, heart rate,
pupillometry, and face camera
HP Omnicept Project Galea
EEG, EMG, EDA, PPG,
EOG, eye gaze, etc.
Brain Synchronization
Pre-training (Finger Pointing) Session Start
Post-Training (Finger Pointing) Session End
Brain Synchronization in VR
asfd
COLLABORATION
A wide variety of communication cues used.
Speech
Paralinguistic
Para-verbals
Prosodics
Intonation
Audio
Gaze
Gesture
Face Expression
Body Position
Visual
Object Manipulation
Writing/Drawing
Spatial Relationship
Object Presence
Environmental
Face to Face Communication
Face to Face Communication
Audio Cues
Visual Cues
Environmental Cues
Remote Conferencing
• da
Remote Communication
Audio Cues
Visual Cues
Environmental Cues
Connecting at a Distance
• Using AR/VR to connect at a distance
• Restore spatial cues
• Sharing non-verbal cues
• Creating shared spaces
Remote Communication
MiniMe
Virtual Cues Enhanced Emotion
Brain
Synchronization
Emotion Recognition
Scene Capture
AI
• 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
• AR/VR displays
• Gesture input (Leap Motion)
• Room scale tracking
• Conditions
• Baseline, FoV, Head-gaze, Eye-gaze
Sharing: Communication Cues (2018)
• 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
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
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
• 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).
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?
CONCLUSIONS
Conclusions
• AR is becoming commonly available
• Significant advances over last 50+ years
• In order to achieve Sutherland’s vision, research basics
• Display, Tracking, Interaction
• New AR technologies will enable this to happen
• Display devices, Interaction, Tracking technologies
• There are still significant areas for research
• Social Acceptance, Collaboration, Ethics, Etc.
The Metaverse
• Neal Stephenson’s “Snow Crash” (1992)
• The Metaverse is the convergence of:
• 1) virtually enhanced physical reality
• 2) physically persistent virtual space
Metaverse Taxonomy
• Four Key Components
• Virtual Worlds
• Augmented Reality
• Mirror Worlds
• Lifelogging
• Metaverse Roadmap
• http://metaverseroadmap.org/
Research Opportunities
Possible Research Directions
• Lifelogging to VR
• Bringing real world actions into VR, VR to experience lifelogging data
• AR to Lifelogging
• Using AR to view lifelogging data in everyday life, Sharing physiological data
• Mirror Worlds to VR
• VR copy of the real world, Mirroring real world collaboration in VR
• AR to Mirror Worlds
• Visualizing the past in place, Asymmetric collaboration
• And more..
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.edu.au

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Future Research Directions for Augmented Reality

  • 1. FUTURE RESEARCH DIRECTIONS FOR AUGMENTED REALITY Mark Billinghurst March 27th 2024 mark.billinghurst@unisa.edu.au
  • 3.
  • 4. “.. the technologies that will significantly affect our lives over the next 10 years have been around for a decade. The future is with us ... The trick is learning how to spot it” October 2004 Bill Buxton
  • 5. Augmented Reality Definition 1. Combines Real and Virtual Images • Both can be seen at the same time 2. Interactive in real-time • The virtual content can be interacted with 3. Registered in 3D • Virtual objects appear fixed in space Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
  • 6. Sutherland’s Head Mounted Display - 1968 https://www.youtube.com/watch?v=eVUgfUvP4uk
  • 7. AR Key Enabling Technologies 1. Combines Real and Virtual Images Display Technology 2. Interactive in real-time Interaction Technologies 3. Registered in 3D Tracking Technologies
  • 8. Research Grand Challenges Billinghurst, M. (2021). Grand challenges for augmented reality. Frontiers in Virtual Reality, 2, 578080.
  • 9. Grand Challenges • Research in Enabling Technology • Display Technology • Interaction • Tracking • Other Key Research Areas • Perception and Neuroscience • Collaboration • Social and Ethical Issues
  • 11. • Past • Bulky Head mounted displays • Current • Handheld, lightweight head mounted • Future • Projected AR • Wide FOV see through • Retinal displays • Contact lens Evolution in Displays
  • 12. North Focals (2020) • https://www.bynorth.com • Socially acceptable smart glasses • $599 USD, small field of view • Ring input device
  • 13. 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.
  • 15. Virtual Retinal Display. (1993 - ) • Use scanner to scan images into the eye
  • 16. From Prototype to Reality Tom Furness (1993) Microvision Nomad (2002)
  • 19. 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.
  • 21. Magic Leap 2 • Dimmer LCD panel supports pixel level occlusion
  • 22. More Recent – Occlusion Leak Compensation • Change occlusion mask to larger than AR object • Compensate with additional graphics Itoh, Yuta, Takumi Hamasaki, and Maki Sugimoto. "Occlusion leak compensation for optical see-through displays using a single- layer transmissive spatial light modulator." IEEE transactions on visualization and computer graphics 23.11 (2017): 2463-2473.
  • 23. 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/
  • 24.
  • 25.
  • 27. Evolution of Interaction • Past • Limited interaction • Viewpoint manipulation • Present • Screen based, gesture • Tangible interaction • Future • Multimodal • Intelligent Interfaces • Physiological/Sensor based
  • 28. Natural Gesture • Freehand gesture input • Depth sensors for gesture capture • Move beyond simple pointing • Rich two handed gestures • Eg 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).
  • 30. 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.
  • 32. 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.
  • 33. Multimodal CA Design Billinghurst, M., Piumsomboon, T., & Bai, H. (2014). Hands in Space: Gesture Interaction with Augmented-Reality Interfaces. IEEE computer graphics and applications, (1), 77-80.
  • 34. 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?
  • 35. Gaze and Pinch Interaction Pfeuffer, K., Mayer, B., Mardanbegi, D., & Gellersen, H. (2017, October). Gaze+ pinch interaction in virtual reality. In Proceedings of the 5th symposium on spatial user interaction (pp. 99-108).
  • 38. Physiological Sensor Input • Using physiological sensors for implicit input • Systems that recognize user intent/activity • EEG • Measuring brain activity • EMG • Measuring muscle activity
  • 40. 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.
  • 42. Evolution of Tracking • Past • Location based, marker based, • magnetic/mechanical • Present • Image based, hybrid tracking • Future • Ubiquitous • Model based • Environmental • AI Enhanced
  • 43. Depth Sensing 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
  • 45. Fusion4D • 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.
  • 47. 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)
  • 48. Method • Motion Inference module trained on human motion
  • 50. 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 (Niantic), Vertical.ai, Ubiquity6, etc
  • 53. Sensor Enhanced HMDs Eye tracking, heart rate, pupillometry, and face camera HP Omnicept Project Galea EEG, EMG, EDA, PPG, EOG, eye gaze, etc.
  • 54.
  • 59.
  • 60.
  • 61. asfd
  • 62.
  • 64. A wide variety of communication cues used. Speech Paralinguistic Para-verbals Prosodics Intonation Audio Gaze Gesture Face Expression Body Position Visual Object Manipulation Writing/Drawing Spatial Relationship Object Presence Environmental Face to Face Communication
  • 65. Face to Face Communication Audio Cues Visual Cues Environmental Cues
  • 67. Remote Communication Audio Cues Visual Cues Environmental Cues
  • 68. Connecting at a Distance • Using AR/VR to connect at a distance • Restore spatial cues • Sharing non-verbal cues • Creating shared spaces
  • 70. MiniMe Virtual Cues Enhanced Emotion Brain Synchronization Emotion Recognition Scene Capture AI
  • 71. • 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)
  • 72. Sharing Virtual Communication Cues • AR/VR displays • Gesture input (Leap Motion) • Room scale tracking • Conditions • Baseline, FoV, Head-gaze, Eye-gaze
  • 73.
  • 74. Sharing: Communication Cues (2018) • 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
  • 75. 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
  • 76.
  • 78. 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)
  • 80.
  • 81.
  • 82. 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).
  • 83. Identification • 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).
  • 84. 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?
  • 86. Conclusions • AR is becoming commonly available • Significant advances over last 50+ years • In order to achieve Sutherland’s vision, research basics • Display, Tracking, Interaction • New AR technologies will enable this to happen • Display devices, Interaction, Tracking technologies • There are still significant areas for research • Social Acceptance, Collaboration, Ethics, Etc.
  • 87. The Metaverse • Neal Stephenson’s “Snow Crash” (1992) • The Metaverse is the convergence of: • 1) virtually enhanced physical reality • 2) physically persistent virtual space
  • 88. Metaverse Taxonomy • Four Key Components • Virtual Worlds • Augmented Reality • Mirror Worlds • Lifelogging • Metaverse Roadmap • http://metaverseroadmap.org/
  • 90. Possible Research Directions • Lifelogging to VR • Bringing real world actions into VR, VR to experience lifelogging data • AR to Lifelogging • Using AR to view lifelogging data in everyday life, Sharing physiological data • Mirror Worlds to VR • VR copy of the real world, Mirroring real world collaboration in VR • AR to Mirror Worlds • Visualizing the past in place, Asymmetric collaboration • And more..
  • 91. 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.
  • 92.