This document discusses the evolution of Mark Billinghurst's research evaluating mixed reality experiences over 25 years. It summarizes four of his key studies:
1) His 1995 study which used sketch maps to measure cognitive maps in virtual environments. It found maps correlated with orientation and different worlds produced different understanding.
2) His 1998 study of a collaborative AR/VR experience which found seeing a partner's body improved performance and AR was better than VR.
3) His 2003 study analyzing communication behaviors in colocated AR interfaces, finding gestures and speech were similar between face-to-face and AR conditions.
4) A 2018 meta-review analyzing 10 years of AR usability studies and opportunities to improve experiments
Lecture 5 in the COMP 4010 class on Augmented and Virtual Reality. This lecture was about AR Interaction and Prototyping methods. Taught by Mark Billinghurst on August 24th 2021 at the University of South Australia.
COMP lecture 4 given by Bruce Thomas on August 16th 2017 at the University of South Australia about 3D User Interfaces for VR. Slides prepared by Mark Billinghurst.
Lecture 2 in the COMP 4010 AR/VR class taught at the University of South Australia. This lecture is about VR Presence and Human Perception. Taught by Mark Billinghurst on August 6th 2019.
The final lecture in the 2021 COMP 4010 class on AR/VR. This lecture summarizes some more research directions and trends in AR and VR. This lecture was taught by Mark Billinghurst on November 2nd 2021 at the University of South Australia
Did a crash course in User Experience for participants at the iCube Innovation startup bootcamp. Credit to Mark Billinghurst and Aga Szostek for their knowledge (and slides).
Lecture on Advanced Human Computer Interaction given by Mark Billinghurst on July 28th 2016. This is the first lecture in the COMP 4026 Advanced HCI course.
Lecture 5 in the COMP 4010 class on Augmented and Virtual Reality. This lecture was about AR Interaction and Prototyping methods. Taught by Mark Billinghurst on August 24th 2021 at the University of South Australia.
COMP lecture 4 given by Bruce Thomas on August 16th 2017 at the University of South Australia about 3D User Interfaces for VR. Slides prepared by Mark Billinghurst.
Lecture 2 in the COMP 4010 AR/VR class taught at the University of South Australia. This lecture is about VR Presence and Human Perception. Taught by Mark Billinghurst on August 6th 2019.
The final lecture in the 2021 COMP 4010 class on AR/VR. This lecture summarizes some more research directions and trends in AR and VR. This lecture was taught by Mark Billinghurst on November 2nd 2021 at the University of South Australia
Did a crash course in User Experience for participants at the iCube Innovation startup bootcamp. Credit to Mark Billinghurst and Aga Szostek for their knowledge (and slides).
Lecture on Advanced Human Computer Interaction given by Mark Billinghurst on July 28th 2016. This is the first lecture in the COMP 4026 Advanced HCI course.
COMP 4010 Lecture 5 on Interaction Design for Virtual Reality. Taught by Gun Lee on August 21st 2018 at the University of South Australia. Slides by Mark Billinghurst
Keynote talk given by Mark Billinghurat at the Foundation of Digital Games (FDG) 2021 conference on August 5th 2021. The talk was on how Empathic Computing techniques can be used to create new type of games.
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
COMP4010 Lecture 5 taught by Bruce Thomas at University of South Australia on August 24th 2017. This class was about using Interaction Design techniques for developing effective VR interfaces. Slides by Mark Billinghurst.
Lecture 11 from the 2017 COMP 4010 course on AR and VR at the University of South Australia. This lecture was on AR applications and was taught by Mark Billinghurst on October 26th 2017.
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 2: VR Technology. Taught by Bruce Thomas on August 3rd 2017 at the University of South Australia. Slides by Mark Billinghurst
Lecture 9 of the COMP 4010 course on AR/VR. This lecture is about AR Interaction methods. Taught on October 2nd 2018 by Mark Billinghurst at the University of South Australia
COMP4010 Lecture 4 - VR Technology - Visual and Haptic Displays. Lecture about VR visual and haptic display technology. Taught on August 16th 2016 by Mark Billinghurst from the University of South Australia
COMP 4010 lecture on AR Interaction Design. Lecture given by Gun Lee at the University of South Australia on October 12th 2017, from slides prepared by Mark Billinghurst
First lecture from the MHIT 603 masters course at the University of Canterbury. The course teaches about Design and Prototyping of Interactive Experiences. This lecture provides an introduction to Interaction Design. Taught by Mark Billinghurst, July 14th 2014
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
Lecture 7 of the COMP 4010 course in Virtural Reality. This lecture was about 3D User Interfaces for Virtual Reality. The lecture was taught by Mark Billinghurst on September 13th 2016 at the University of South Australia.
COMP 4010 Lecture 6 on Virtual Reality. This time focusing on Interaction Design for VR and rapid prototyping tools. Taught by Bruce Thomas at the University of South Australia on September 3rd 2019. Slides by Mark Billinghurst
This is a presentation on how Augmented Reality can be used for new types of remote collaboration, given by Mark Billinghurst at the AWE 2018 conference on May 30th 2018.
Lecture on AR Interaction Techniques given by Mark Billinghurst on November 1st 2016 at the University of South Australia as part of the COMP 4010 course on VR.
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
Talk on Rapid Prototyping for Augmented Reality, given by Mark Billinghurst on April 5th 2016. Given to students at Stanford University's Augmented Reality class
Presentation given by Mark Billinghurst at the 2024 XR Spring Summer School on March 7 2024. This lecture talks about different evaluation methods that can be used for Social XR/AR/VR experiences.
Studying information behavior: The Many Faces of Digital Visitors and ResidentsLynn Connaway
Connaway, L. S. (2018). Studying information behavior: The Many Faces of Digital Visitors and Residents. Presented at Bar-Ilan University, March 11, 2018, Ramat Gan, Israel.
COMP 4010 Lecture 5 on Interaction Design for Virtual Reality. Taught by Gun Lee on August 21st 2018 at the University of South Australia. Slides by Mark Billinghurst
Keynote talk given by Mark Billinghurat at the Foundation of Digital Games (FDG) 2021 conference on August 5th 2021. The talk was on how Empathic Computing techniques can be used to create new type of games.
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
COMP4010 Lecture 5 taught by Bruce Thomas at University of South Australia on August 24th 2017. This class was about using Interaction Design techniques for developing effective VR interfaces. Slides by Mark Billinghurst.
Lecture 11 from the 2017 COMP 4010 course on AR and VR at the University of South Australia. This lecture was on AR applications and was taught by Mark Billinghurst on October 26th 2017.
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 2: VR Technology. Taught by Bruce Thomas on August 3rd 2017 at the University of South Australia. Slides by Mark Billinghurst
Lecture 9 of the COMP 4010 course on AR/VR. This lecture is about AR Interaction methods. Taught on October 2nd 2018 by Mark Billinghurst at the University of South Australia
COMP4010 Lecture 4 - VR Technology - Visual and Haptic Displays. Lecture about VR visual and haptic display technology. Taught on August 16th 2016 by Mark Billinghurst from the University of South Australia
COMP 4010 lecture on AR Interaction Design. Lecture given by Gun Lee at the University of South Australia on October 12th 2017, from slides prepared by Mark Billinghurst
First lecture from the MHIT 603 masters course at the University of Canterbury. The course teaches about Design and Prototyping of Interactive Experiences. This lecture provides an introduction to Interaction Design. Taught by Mark Billinghurst, July 14th 2014
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
Lecture 7 of the COMP 4010 course in Virtural Reality. This lecture was about 3D User Interfaces for Virtual Reality. The lecture was taught by Mark Billinghurst on September 13th 2016 at the University of South Australia.
COMP 4010 Lecture 6 on Virtual Reality. This time focusing on Interaction Design for VR and rapid prototyping tools. Taught by Bruce Thomas at the University of South Australia on September 3rd 2019. Slides by Mark Billinghurst
This is a presentation on how Augmented Reality can be used for new types of remote collaboration, given by Mark Billinghurst at the AWE 2018 conference on May 30th 2018.
Lecture on AR Interaction Techniques given by Mark Billinghurst on November 1st 2016 at the University of South Australia as part of the COMP 4010 course on VR.
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
Talk on Rapid Prototyping for Augmented Reality, given by Mark Billinghurst on April 5th 2016. Given to students at Stanford University's Augmented Reality class
Presentation given by Mark Billinghurst at the 2024 XR Spring Summer School on March 7 2024. This lecture talks about different evaluation methods that can be used for Social XR/AR/VR experiences.
Studying information behavior: The Many Faces of Digital Visitors and ResidentsLynn Connaway
Connaway, L. S. (2018). Studying information behavior: The Many Faces of Digital Visitors and Residents. Presented at Bar-Ilan University, March 11, 2018, Ramat Gan, Israel.
Studying information behavior: The Many Faces of Digital Visitors and ResidentsOCLC
Connaway, L. S. (2018). Studying information behavior: The Many Faces of Digital Visitors and Residents. Presented at Bar-Ilan University, March 11, 2018, Ramat Gan, Israel.
Final lecture from the COMP 4010 course on Virtual and Augmented Reality. This lecture was about Research Directions in Augmented Reality. Taught by Mark Billinghurst on November 1st 2016 at the University of South Australia
Empathic Computing: Delivering the Potential of the MetaverseMark Billinghurst
Invited guest lecture by Mark Billingurust given at the MIT Media Laboratory on November 21st 2023. This was given as part of Professor Hiroshi Ishii's class on Tangible Media
Presentation by Mark Billinghurst on Collaborative Immersive Analytics at the BDVA conference on November 7th 2017. This talk provides an overview of the topic of Collaborative Immersive Analytics
Lecture 9 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture describes principles for effective Interface Design for Mobile AR applications. Look for the other 9 lectures in the course.
The third lecture from the Augmented Reality Summer School talk by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of AR Interaction Techniques
Empathic Computing: Designing for the Broader MetaverseMark Billinghurst
Keynote talk given by Mark Billinghurst at the CHI 2023 Workshop on Towards and Inclusive and Accessible Metaverse. The talk was given on April 23rd 2023.
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationMark Billinghurst
A talk given by Mark Billinging in the CLIPE workshop in Tubingen, Germant on April 27th 2023. This talk describes how virtual avatars can be used to support remote collaboration.
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
COMP 4010 lecture on research directions in AR and VR, taught by Mark Billinghurst on November 2nd 2017 at the University of South Australia. This is the final lecture in the 2017 COMP 4010 course on AR and VR
Advanced Methods for User Evaluation in AR/VR StudiesMark Billinghurst
Guest lecture on advanced methods of user evaluation in AR/VR studies. Given by Mark Billinghurst as part of the ARIVE lecture series hosted at the University of Otago. The lecture was given on August 26th 2021.
Invited Talk:
Challenge-Based Learning: Creating engagement by learning from games and gamification
Speaker: Dr. David Gibson, Curtin University
Time: 9:15 – 10:00, 29 May 2015 (Friday)
Venue: Room 408A, 409A & 410, 4/F, Meng Wah Complex, The University of Hong Kong
http://citers2015.cite.hku.hk/program-highlights/talk-gibson/
Similar to Moving Beyond Questionnaires to Evaluate MR Experiences (20)
Keynote talk by Mark Billinghurst at the 9th XR-Metaverse conference in Busan, South Korea. The talk was given on May 20th, 2024. It talks about progress on achieving the Metaverse vision laid out in Neil Stephenson's book, Snowcrash.
These are slides from the Defence Industry event orgranized by the Australian Research Centre for Interactive and Virtual Environments (IVE). This was held on April 18th 2024, and showcased IVE research capabilities to the South Australian Defence industry.
This is a guest lecture given by Mark Billinghurst at the University of Sydney on March 27th 2024. It discusses some future research directions for Augmented Reality.
Lecture 6 of the COMP 4010 course on AR/VR. This lecture is about designing AR systems. This was taught by Mark Billinghurst at the University of South Australia on September 1st 2022.
Keynote speech given by Mark Billinghurst at the ISS 2022 conference. Presented on November 22nd, 2022. This keynote outlines some research opportunities in the Metaverse.
Lecture 5 in the 2022 COMP 4010 lecture series. This lecture is about AR prototyping tools and techniques. The lecture was given by Mark Billinghurst from University of South Australia in 2022.
Lecture 4 in the 2022 COMP 4010 lecture series on AR/VR. This lecture is about AR Interaction techniques. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Lecture 3 in the 2022 COMP 4010 lecture series on AR/VR. This lecture provides an introduction for AR Technology. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Lecture 2 in the 2022 COMP 4010 Lecture series on AR/VR and XR. This lecture is about human perception for AR/VR/XR experiences. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Lecture 1 for the 2022 COMP 4010 course on AR and VR. This course was taught by Mark Billinghurst at the University of South Australia in 2022. This lecture provides an introduction to AR, VR and XR.
Empathic Computing and Collaborative Immersive AnalyticsMark Billinghurst
Short talk by Mark Billinghurst on Empathic Computing and Collaborative Immersive Analytics, presented on July 28th 2022 at the Siggraph 2022 conference.
Lecture given by Mark Billinghurst on June 18th 2022 about how the Metaverse can be used for corporate training. In particular how combining AR, VR and other Metaverse elements can be used to provide new types of learning experiences.
Empathic Computing: Developing for the Whole MetaverseMark Billinghurst
A keynote speech given by Mark Billinghurst at the Centre for Design and New Media at IIIT-Delhi. Given on June 16th 2022. This presentation is about how Empathic Computing can be used to develop for the entre range of the Metaverse.
keynote speech by Mark Billinghurst at the Workshop on Transitional Interfaces in Mixed and Cross-Reality, at the ACM ISS 2021 Conference. Given on November 14th 2021
Lecture 12 in the COMP 4010 course on AR/VR. This lecture was about research directions in AR/VR and in particular display research. This was taught by Mark Billinghurst on September 26th 2021 at the University of South Australia.
Lecture 10 in the COMP 4010 Lectures on AR/VR from the Univeristy of South Australia. This lecture is about VR Interface Design and Evaluating VR interfaces. Taught by Mark Billinghurst on October 12, 2021.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
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In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
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Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
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Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
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Charlie Greenberg, Host
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
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All of this illustrated with link prediction over knowledge graphs, but the argument is general.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
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The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
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Bob Boule
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Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
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Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
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Knowledge engineering: from people to machines and back
Moving Beyond Questionnaires to Evaluate MR Experiences
1. MOVING BEYOND
QUESTIONARIES TO EVALUATE
MIXED REALITY EXPERIENCES
Mark Billinghurst
mark.billinghurst@unisa.edu.au
July 19th 2021
British HCI 2021
2. First Published Experiment (1995)
• Explore if sketch maps can be used to measure
cognitive maps of Virtual Environments
• Hypothesis: people better oriented in VE will
produce more accurate sketch maps
Billinghurst, M., & Weghorst, S. (1995, March). The use of sketch maps
to measure cognitive maps of virtual environments. In Proceedings
Virtual Reality Annual International Symposium'95 (pp. 40-47). IEEE.
3. Experiment Design
• VR Experience
• Three small simple virtual worlds
• SGI Graphic + VPL HMD Hardware
• Between subject’s design
• Each person experiences only one world
• 24 – 35 subjects in each world
• Experiment Process
1. Training in sample world
2. Complete 24 question survey
3. 10 minutes in test world
4. Produce sketch map
5. Complete 24 question survey
5. Sample Map
• ZC
“produce a map of the world that someone unfamiliar with
the world could use to navigate around the world”
Cloudlands
6. Results
• Within world correlation
• Goodness and Class No. correlated with virtual world
orientation and knowledge (2 worlds)
• Between world differences
• Sign. Diff. in understanding where everything was
• Sign. Diff. in placement of significant objects
• Sign. Diff. in sense of dizziness in worlds
7. Lessons Learned
• Positive Lessons
• Use mixture of subjective and objective measures
• Adopt existing measures from other relevant domains
• Can create own experimental measures
• So many mistakes
• Missing data
• No spatial ability task
• Unbalanced Likert scale
• Simple experiment measures
• Poor statistical analysis of data
• No subject demographics reporting
8. Shared Space (1998)
• Collaborative AR/VR experience
• See through AR displays
• Exploring the role of seeing a partner’s
body in a shared task
• Hypothesis: Seeing body will improve
performance, AR better than VR
Billinghurst, M., Weghorst, S., & Furness, T. (1998). Shared space: An augmented reality
approach for computer supported collaborative work. Virtual Reality, 3(1), 25-36.
9. Experiment Design
• Collaborative Task
• Spotting, picking and moving objects
• Simulated speech recognition
• Role division: Spotter or Picker
• Two Factor design
• Body/no body, AR/VR
• Conditions
• RW+RB: AR - Real World + Real Body
• RW: AR - Real World/No Body
• VE: Virtual Environment - No Body
• VE+VB: Virtual Environment + Virtual Body
• VE+VB+NW: Virtual Environment + Virtual Body + No walls
Virtual Body
Virtual Targets
10. Measures
• Within subject’s study
• 18 pairs, aged 19-45
• No prior experience
• 4 trials/condition = 20 trials
• Performance Time
• How long to complete selection tasks
• Subjective Surveys
• 5 Likert scale questions
• Ranking of conditions
11. Results
• Performance
• No significant difference overall
• Sig. Diff. bet RW+RB, VE+VB
• Learning effect
• Subjective
• Thought played better when body present
• Ranked RW + RB best for performance
• Ranked VE + VB best for enjoyment
12. Lessons Learned
• Positive Lessons
• Combine Qualitative and Quantitative measures
• Performance time can be a poor measure in collaborative tasks
• Many factors affect performance
• Use multiple subjective measures
• Ranking + Likert questions
• Still mistakes
• No user interviews
• No experimenter observations
• Didn’t consider learning effects in design
• Poor statistical analysis (no post-hoc analysis)
13. Collocated Communication Behaviours
• Is there a difference between AR-based & screen-based FtF collaboration?
• Hypothesis: FtF AR produces similar behaviours to FtF non-AR
Billinghurst, M., Belcher, D., Gupta, A., & Kiyokawa, K. (2003). Communication behaviors in colocated
collaborative AR interfaces. International Journal of Human-Computer Interaction, 16(3), 395-423.
14. Experiment Design
• Building arranging task
• Both people have half the requirements
• Conditions
• Face to Face – FtF with real buildings
• Projection – FtF with screen projection
• Augmented Reality – FtF with AR buildings
Face to Face Projection Augmented Reality
15. Measures
• Quantitative
• Performance time
• Communication Process Measures
• The number and type of gestures made
• The number of deictic phrases spoken
• The average number of words per phrase
• The number of speaker turns
• Qualitative
• Subjective survey
• User comments
• Post experiment interview
16. Results
• Performance time
• Sig. diff. between conditions – AR slowest
• Communication measures
• No difference in number of words/turns
• Sig. Diff. in deictic phrases (FtF same as AR)
• Sig. Diff. in pick gestures (FtF same as AR)
• Subjective measures
• FtF manipulation same as AR
• FtF to work with than AR/FtF
Percentage Breakdown of Gestures
Subject Survey Results
17. Lessons Learned
• Positive Lessons
• Communication process measures valuable
• Gesture, speech analysis
• Collect user feedback/interviews
• Stronger statistical analysis
• Make observations
• Fewer mistakes
• Surveys could be stronger
• Validated surveys
• Better interview analysis
• Thematic analysis
“AR’s biggest limit was lack of peripheral
vision. The interaction physically (trading
buildings back and forth) as well as spatial
movement was natural, it was just a little
difficult to see.
By contrast in the Projection condition you
could see everything beautifully but
interaction was tough because the interface
didn’t feel instinctive.”
“working solo together”.
18. Meta-Review
Review of 10 years of AR user studies
Dey, A., Billinghurst, M., Lindeman, R. W.,
& Swan, J. (2018). A systematic review of
10 years of augmented reality usability
studies: 2005 to 2014. Frontiers in
Robotics and AI, 5, 37.
23. Summary
• Few AR papers have a formal experiment (~10%)
• Most papers use within-subjects design (73%)
• Most experiments in controlled environments (76%)
• Lack of experimentation in real world conditions, heuristic, pilot studies
• Half of paper collect Qualitative and Quantitative measures (48%)
• Performance measures (76%), surveys (50%)
• Most papers focus on visual senses (96%)
• Young participants dominate (University students) (62%)
• Females in minority (36%)
• Most use HMD (35%) or handheld displays (34%)
• Handheld/mobile AR studies becoming more common
• Most studies are in interaction (23%), very few collaborative studies (4%)
24. Opportunities
• Need for increased user studies in collaboration
• More use of field studies, natural user
• Need a wider range of evaluation methods
• Use a more diverse selection of participants
• Increase number of participants
• More user studies conducted outdoors are needed
• Report participant demographics, study design, or experimental task
25. • 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)
30. 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
31. Understanding: Trust and Agents
• Many Agents require trust
• Guidance, collaboration, etc
• Would you trust an agent?
• How can you measure trust?
• Subjective/Objective measures
According to AAA, 71% of surveyed
Americans are afraid to ride in a fully
self-driving vehicle.
32. Measuring Trust
• How to reliably measure trust?
• Using physiological sensors (EEG, GSR, HRV)
• Subjective measures (STS, SMEQ, NASA-TLX)
• Relationship between cognitive load (CL) and trust?
• Novelty:
• Use EEG, GSR, HRV to evaluate trust at different CL
• Implemented custom VR environment with virtual agent
• Compare physiological, behavioral, subjective measures
Gupta, K., Hajika, R., Pai, Y. S., Duenser, A., Lochner, M., & Billinghurst, M. (2020, March).
Measuring human trust in a virtual assistant using physiological sensing in virtual reality.
In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 756-765). IEEE.
34. Experiment Design
• Two factors
• Cognitive Load (Low, High)
• Low = N-Back with N = 1
• High = N-Back with N = 2
• Agent Accuracy (No, Low, High)
• No = No agent
• Low = 50% accurate
• High = 100% accurate
• Within Subject Design
• 24 subjects (12 Male), 23-35 years old
• All experienced with virtual assistant
2 x 3 Expt Design
35. Results
• Physiological Measures
• EEG sign. diff. in alpha band power level with CL
• GSR/HRV – sign. diff. in FFT mean/peak frequency
• Performance
• Better with more accurate agent, no effect of CL
• Subjective Measures
• Sign. diff. in STS scores with accuracy, and CL
• SMEQ had a significant effect of CL
• NASA-TLX significant effect of CL and accuracy
• Overall
• Trust for virtual agents can be measured using combo
of physiological, performance, and subjective measures
”I don’t trust you anymore!!”
36. Neurophysiological Measures of Presence
• Measuring Presence using multiple
neurophysiological measures
• Combining physiological and neurological signals
Dey, A., Phoon, J., Saha, S., Dobbins, C., & Billinghurst, M. (2020, November). A
Neurophysiological Approach for Measuring Presence in Immersive Virtual
Environments. In 2020 IEEE International Symposium on Mixed and Augmented
Reality (ISMAR) (pp. 474-485). IEEE.
37. Experiment Design
• Independent Variable
• Presence level of VE; High (HP), Low (LP)
• High quality
• Better visual, interaction, realistic hand
• Low quality
• Reduced visual, no interaction, cartoon hand
• Between subject’s design
• Reduce variability
39. Hypotheses
• H1. The two target environments will provide significantly different levels
of presence when measured using both subjective questionnaires.
• H2. EDA to be higher in the HP environment.
• H3. As the HP environment provides more opportunities to interact, it
will cause heart rate to increase in the HP environment than LP
• H4. The LP environment will cause different brain activity than the HP.
Less engagement in LP environment than HP environment.
40. • Significant difference in Presence
scores in SUS and Witmer & Singer
Witmer & Singer
SUS
Results – Subjective Surveys
41. Results – EEG Analysis
• 14 channels of EEG data
• Processing Alpha, Theta, Beta bands
• Multiple methods – Chirplet Transform, Power Spectral Density, Power Load Index
42. Using multiple measures found significant differences in brain activity
between LP and HP environment; overall cognitive engagement is
significantly higher in the HP environment than the LP environment.
44. Hypotheses
• H1. The two target environments will provide significantly different levels
of presence when measured using both subjective questionnaires. [YES]
• H2. EDA to be higher in the HP environment. [NO]
• H3. As the HP environment provides more opportunities to interact, it will
cause heart rate to increase in the HP environment than LP. [YES]
• H4. The LP environment will cause different brain activity than the HP.
Less engagement in LP environment than HP environment. [YES]
45. Lessons Learned
• Key Findings
• Higher presence in calm virtual environments can be characterised by
increased heart rate, elevated beta and theta, alpha activities in the brain.
• Approaching a neurophysiological measure of presence
• Limitations
• Simple Virtual Environment
• Consumer grade EEG
• Participants seated/limited movement
46. Moving Beyond Questionnaires
• Move data capture from post experiment to during experiment
• Move from performance measures to process measures
• Richer types of data captured
• Physiological Cues
• EEG, GSR, EMG, Heart rate, etc.
• Richer Behavioural Cues
• Body motion, user positioning, etc.
• Higher level understanding
• Map data to Emotion recognition, Cognitive load, etc.
• Use better analysis tools
• Video analysis, conversation analysis, multi-modal analysis, etc.
47. New Tools
• New types of sensors
• EEG, ECG, GSR, etc
• Sensors integrated into AR/VR systems
• Integrated into HMDs
• Data processing and capture tools
• iMotions, etc
• AR/VR Analytics tools
• Cognitive3D, etc
48. HP Reverb G2 Omnicept
• Wide FOV, high resolution, best in class VR display
• Eye tracking, heart rate, pupillometry, and face camera
50. Cognitive3D
• Data capture and analytics for VR
• Multiple sensory input (eye tracking, HR, EEG, body movement, etc)
• https://cognitive3d.com/
51. Conclusions
• Most AR user studies are limited
• Lab based, simple qualitative/quantitative measures
• New opportunities for data collection
• Move from post-experiment to during experiment
• New sensors, analytics software
• Many Directions for Future Research
• Data analytics
• Analysis methods
• Sensors
• Etc..