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Meta-space
Adaptive Virtual Reality
to Promote Wellbeing
in Space
Authors
Alex Aroyo, John Muñoz, Michael Gaebler
Collaborators
Kostas Konstantinidis, Andres Käosaar,
David Keatley, Alan Pope
About US
John Muñoz
VR/Physiological Computing
Technologist @ UW
STRATEGY
PLAN
ABOUT US
Kostas Konstantinidis
Space Systems Engineer,
former ESA ACT, GR
Michael Gaebler
Cognitive and Neuroscientist @ Max
Planck Institute, GE
Andres Käosaar
Extreme Environments
Psychologist @ University of
Central Florida, US
David Keatley
Senior Lecturer and Chair of
Crime Science @ Murdoch
University, AU
Alan Pope
Distinguished NASA Research
Associate, US
Alex Aroyo
Human Robot Interaction
Researcher @ UW
idea
Extreme environment isolation
Confined spaces
Hazardous environment
Limited social interaction
Earth remoteness
● Stress
● Home-sickness
● Anxiety
● Depression
● Fatigue
● Irritability
● Emotional liability
● Loneliness
● concentration difficulties
● Sleeping problems
● Interpersonal conflicts
● Post-mission issues
● ...
STRATEGY
PLAN
ABOUT US
idea
Mental health continuum model
Focus
STRATEGY
PLAN
ABOUT US
idea
Create a tool
Escape the feeling of isolation
Promote interpersonal relationships
STRATEGY
PLAN
ABOUT US
idea
Result in positive wellbeing
Increased team cohesion
Astronauts, ICE people
People on Earth
STRATEGY
PLAN
ABOUT US
idea
Open Space Innovation Platform
meta-space
A collaborative virtual space where
crew members are transported to their
favorite Earth experiences and the
virtual content adapts to promote
positive wellbeing and team cohesion
SYSTEM COMPONENTS
COLLECT AND INTEGRATE
Multimodal data from:
i) psychological profiles,
ii) self-reported
questionnaires,
iii) physiological signals,
iv) behavioral.
PROCESS AND ANALYZE
An adaptive layer will
process the information
to detect specific
psychological states
and suggest VR content
VR ADAPTIVE CONTENT
VR experiences:
i) virtual escape 360º
video of Earth,
ii) interactive games for
entertainment or training.
STRATEGY
PLAN
ABOUT US
idea
SYSTEM ARCHITECTURE
STRATEGY
PLAN
ABOUT US
idea
HARDWARE AND ADAPTIVE LAYER
STRATEGY
PLAN
ABOUT US
idea
Hardware
VR Headset
Physiology
LooxidLabs
-EEG
-Eye Tracking
-Heart Rate
EmteqLabs
-fEMG
-Eye Tracking
-Heart Rate
Software (collect, analyze, translate)
Physiological computing tools
CONTENT DESIGN, USER CENTERED
STRATEGY
PLAN
ABOUT US
idea
Virtual escape
Meditation, 360 videos family/friends, adaptive
based on measured states
Interactive games
Exergaming, cognitive training, entertainment
Multiplayer experiences
● Shared virtual environments
● Cooperative gameplay
● Multiplayer is optional
● Interactions can be used to
infer/promote team
working.
STRATEGY
PLAN
ABOUT US
idea
plan
STRATEGY
PLAN
ABOUT US
idea
plan
STRATEGY
PLAN
ABOUT US
idea
● M0 - Previous work.
● M1-3: Signal exploration
● M2-6: Combining signals into an adaptive layer.
● M3-9: Generating the virtual world.
● M10-18: Headset optimization and demonstration.
plan
STRATEGY
PLAN
ABOUT US
idea
● M0 - Previous work.
● M1-3: Signal exploration
● M2-6: Combining signals into an adaptive layer.
● M3-9: Generating the virtual world.
● M10-18: Headset optimization and demonstration.
PREVIOUS WORK ON VR/PHYSIO/MULTIPLAYER
STRATEGY
PLAN
ABOUT US
idea
Social psychology of polar exploration
STRATEGY
PLAN
ABOUT US
idea ● Developing behavioral models of crew
members during past polar expeditions*
● Ability to detect patterns between certain
behaviors that could result in a negative
outcome like team breakdown.
* Käosaar, A., Keatley, D., Smith, N., Konstantinidis, K., von Looz, M., & Ambhorkar, P.
plan
STRATEGY
PLAN
ABOUT US
idea
● M0 - Previous work.
● M1-3: Signal exploration
● M2-6: Combining signals into an adaptive layer.
● M3-9: Generating the virtual world.
● M10-18: Headset optimization and demonstration.
Signal exploration
STRATEGY
PLAN
ABOUT US
idea
- User’s profiling: personality, group
dynamics, stress management…
- Self-reported questionnaires.
- In-game cognitive assessment.
Psychological
- EEG/fEMG
- Heart Rate
- Eye tracking
Physiological - Auditory
- In game actions (single
or multiplayer)
- Joystick control
feedback
- Time & duration
behavioral
Public
Datasets
Human participants
plan
STRATEGY
PLAN
ABOUT US
idea
● M0 - Previous work.
● M1-3: Signal exploration
● M2-6: Combining signals into an adaptive layer.
● M3-9: Generating the virtual world.
● M10-18: Headset optimization and demonstration.
PROCESS AND ANALYZE
STRATEGY
PLAN
ABOUT US
idea
PROCESS MODEL
● Model of personal/social psychology in extreme
environments
OUTPUTS
● Intervention needed alert
● Intervention type suggestion
● ...
(SOME) OPTIONS FOR IMPLEMENTATION
● Rules-based: too simplistic
● Neural network: black box, hard to implement
● Sequence analysis: a happy middle ground?
Driving under the influence of alcohol
STRATEGY
PLAN
ABOUT US
idea
Behavioural sequence
analysis
● What transitions occur at
levels above pure chance?
Behavioural sequence analysis
STRATEGY
PLAN
ABOUT US
idea
BUT
● Is this the best approach?
● Hybrid approach of ML + BSA?
● Compare results of individual models?
● Leave it for the discussion
● Robust for complex social interactions
● Temporal behavior
● Group dynamics
● Lightweight
plan
STRATEGY
PLAN
ABOUT US
idea
● M0 - Previous work.
● M1-3: Signal exploration
● M2-6: Combining signals into an adaptive layer.
● M3-9: Generating the virtual world.
● M10-18: Headset optimization and demonstration.
plan
STRATEGY
PLAN
ABOUT US
idea
● M3-9: Generating the virtual world (& tailoring the adaptive layer).
○ Ideally a co-design with:
■ Astronauts (active/retired)
■ Analogue Field Testing and Exploration experts
■ Human Research experts
■ Astronaut psychologists
○ And/or Earth population:
■ Students/adults
■ Older adults
■ Children
● M10-18: Headset optimization and demonstration.
plan
STRATEGY
PLAN
ABOUT US
idea
● M3-9: Generating the virtual world.
● M10-18: Headset testing, optimization, and demonstration.
○ Earth population: Students/adults, older adults, kids...
○ Ideally testing with:
■ ICE (isolated confined extreme environment)
■ Analog environments: antarctic bases, caves...
■ Space
○ Experiments, tuning up, setbacks..
Extra: Potential for individual enhancement
● Tailoring the virtual environment
● Deep psychological profile
● Physiological and auditory baseline
THANKS!
Do you have any questions?
Contact
john.munoz.hci@uwaterloo.ca
alexander.aroyo@uwaterloo.ca
CREDITS: This presentation template was created by Slidesgo, including icons by Flaticon, infographics & images by Freepik.
STRATEGY
PLAN
ABOUT US
idea

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META-SPACE: Psycho-physiologically Adaptive and Personalized Virtual Reality System Promoting Wellbeing and Crew Cohesion in Space

  • 1. Meta-space Adaptive Virtual Reality to Promote Wellbeing in Space Authors Alex Aroyo, John Muñoz, Michael Gaebler Collaborators Kostas Konstantinidis, Andres Käosaar, David Keatley, Alan Pope
  • 2. About US John Muñoz VR/Physiological Computing Technologist @ UW STRATEGY PLAN ABOUT US Kostas Konstantinidis Space Systems Engineer, former ESA ACT, GR Michael Gaebler Cognitive and Neuroscientist @ Max Planck Institute, GE Andres Käosaar Extreme Environments Psychologist @ University of Central Florida, US David Keatley Senior Lecturer and Chair of Crime Science @ Murdoch University, AU Alan Pope Distinguished NASA Research Associate, US Alex Aroyo Human Robot Interaction Researcher @ UW idea
  • 3. Extreme environment isolation Confined spaces Hazardous environment Limited social interaction Earth remoteness ● Stress ● Home-sickness ● Anxiety ● Depression ● Fatigue ● Irritability ● Emotional liability ● Loneliness ● concentration difficulties ● Sleeping problems ● Interpersonal conflicts ● Post-mission issues ● ... STRATEGY PLAN ABOUT US idea
  • 4. Mental health continuum model Focus STRATEGY PLAN ABOUT US idea
  • 5. Create a tool Escape the feeling of isolation Promote interpersonal relationships STRATEGY PLAN ABOUT US idea Result in positive wellbeing Increased team cohesion Astronauts, ICE people People on Earth
  • 6. STRATEGY PLAN ABOUT US idea Open Space Innovation Platform meta-space A collaborative virtual space where crew members are transported to their favorite Earth experiences and the virtual content adapts to promote positive wellbeing and team cohesion
  • 7. SYSTEM COMPONENTS COLLECT AND INTEGRATE Multimodal data from: i) psychological profiles, ii) self-reported questionnaires, iii) physiological signals, iv) behavioral. PROCESS AND ANALYZE An adaptive layer will process the information to detect specific psychological states and suggest VR content VR ADAPTIVE CONTENT VR experiences: i) virtual escape 360º video of Earth, ii) interactive games for entertainment or training. STRATEGY PLAN ABOUT US idea
  • 9. HARDWARE AND ADAPTIVE LAYER STRATEGY PLAN ABOUT US idea Hardware VR Headset Physiology LooxidLabs -EEG -Eye Tracking -Heart Rate EmteqLabs -fEMG -Eye Tracking -Heart Rate Software (collect, analyze, translate) Physiological computing tools
  • 10. CONTENT DESIGN, USER CENTERED STRATEGY PLAN ABOUT US idea Virtual escape Meditation, 360 videos family/friends, adaptive based on measured states Interactive games Exergaming, cognitive training, entertainment
  • 11. Multiplayer experiences ● Shared virtual environments ● Cooperative gameplay ● Multiplayer is optional ● Interactions can be used to infer/promote team working. STRATEGY PLAN ABOUT US idea
  • 13. plan STRATEGY PLAN ABOUT US idea ● M0 - Previous work. ● M1-3: Signal exploration ● M2-6: Combining signals into an adaptive layer. ● M3-9: Generating the virtual world. ● M10-18: Headset optimization and demonstration.
  • 14. plan STRATEGY PLAN ABOUT US idea ● M0 - Previous work. ● M1-3: Signal exploration ● M2-6: Combining signals into an adaptive layer. ● M3-9: Generating the virtual world. ● M10-18: Headset optimization and demonstration.
  • 15. PREVIOUS WORK ON VR/PHYSIO/MULTIPLAYER STRATEGY PLAN ABOUT US idea
  • 16. Social psychology of polar exploration STRATEGY PLAN ABOUT US idea ● Developing behavioral models of crew members during past polar expeditions* ● Ability to detect patterns between certain behaviors that could result in a negative outcome like team breakdown. * Käosaar, A., Keatley, D., Smith, N., Konstantinidis, K., von Looz, M., & Ambhorkar, P.
  • 17. plan STRATEGY PLAN ABOUT US idea ● M0 - Previous work. ● M1-3: Signal exploration ● M2-6: Combining signals into an adaptive layer. ● M3-9: Generating the virtual world. ● M10-18: Headset optimization and demonstration.
  • 18. Signal exploration STRATEGY PLAN ABOUT US idea - User’s profiling: personality, group dynamics, stress management… - Self-reported questionnaires. - In-game cognitive assessment. Psychological - EEG/fEMG - Heart Rate - Eye tracking Physiological - Auditory - In game actions (single or multiplayer) - Joystick control feedback - Time & duration behavioral Public Datasets Human participants
  • 19. plan STRATEGY PLAN ABOUT US idea ● M0 - Previous work. ● M1-3: Signal exploration ● M2-6: Combining signals into an adaptive layer. ● M3-9: Generating the virtual world. ● M10-18: Headset optimization and demonstration.
  • 20. PROCESS AND ANALYZE STRATEGY PLAN ABOUT US idea PROCESS MODEL ● Model of personal/social psychology in extreme environments OUTPUTS ● Intervention needed alert ● Intervention type suggestion ● ... (SOME) OPTIONS FOR IMPLEMENTATION ● Rules-based: too simplistic ● Neural network: black box, hard to implement ● Sequence analysis: a happy middle ground?
  • 21. Driving under the influence of alcohol STRATEGY PLAN ABOUT US idea Behavioural sequence analysis ● What transitions occur at levels above pure chance?
  • 22. Behavioural sequence analysis STRATEGY PLAN ABOUT US idea BUT ● Is this the best approach? ● Hybrid approach of ML + BSA? ● Compare results of individual models? ● Leave it for the discussion ● Robust for complex social interactions ● Temporal behavior ● Group dynamics ● Lightweight
  • 23. plan STRATEGY PLAN ABOUT US idea ● M0 - Previous work. ● M1-3: Signal exploration ● M2-6: Combining signals into an adaptive layer. ● M3-9: Generating the virtual world. ● M10-18: Headset optimization and demonstration.
  • 24. plan STRATEGY PLAN ABOUT US idea ● M3-9: Generating the virtual world (& tailoring the adaptive layer). ○ Ideally a co-design with: ■ Astronauts (active/retired) ■ Analogue Field Testing and Exploration experts ■ Human Research experts ■ Astronaut psychologists ○ And/or Earth population: ■ Students/adults ■ Older adults ■ Children ● M10-18: Headset optimization and demonstration.
  • 25. plan STRATEGY PLAN ABOUT US idea ● M3-9: Generating the virtual world. ● M10-18: Headset testing, optimization, and demonstration. ○ Earth population: Students/adults, older adults, kids... ○ Ideally testing with: ■ ICE (isolated confined extreme environment) ■ Analog environments: antarctic bases, caves... ■ Space ○ Experiments, tuning up, setbacks.. Extra: Potential for individual enhancement ● Tailoring the virtual environment ● Deep psychological profile ● Physiological and auditory baseline
  • 26. THANKS! Do you have any questions? Contact john.munoz.hci@uwaterloo.ca alexander.aroyo@uwaterloo.ca CREDITS: This presentation template was created by Slidesgo, including icons by Flaticon, infographics & images by Freepik. STRATEGY PLAN ABOUT US idea