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Using Augmented Reality to Create Empathic Experiences Mark Billinghurst [email protected] The HIT Lab NZ, University of Canterbury February 27 th 2014

Using Augmented Reality to Create Empathic Experiences

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Keynote address by Mark Billinghurst at the IUI 2014 conference in Haifa Israel, February 27th, 2014.

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Page 1: Using Augmented Reality to Create Empathic Experiences

Using Augmented Reality to Create Empathic Experiences

Mark Billinghurst

[email protected]

The HIT Lab NZ, University of Canterbury

February 27th 2014

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Courtesy Matt Rettig, CMU

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Processing Power

Operate

Experience

Adapt

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Beyond the Desktop

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Intelligent User Interfaces   AI + HCI: User Interface involving some

elements of Artificial Intelligence  Computer having model of user/domain

  First IUI Conference in 1997   Readings in IUI (Wahster 1998)

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  Microsoft Clippy (1997)  MS Office Intelligent User Interface

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Intelligent User Interfaces

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Multiple Intelligences

  Frames of Mind: The Theory of Multiple Intelligences  Howard Gardner (1983)

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Multiple Intelligences

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Emotional Intelligence   Emotional Intelligence - Why it

can matter more than IQ  Goldman (1995)

  Identify, assess, and control the emotions  of oneself, of others, and of groups

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Foundations of Emotional Intelligence

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Empathy

Empathy

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Empathy vs. Intelligence   Intelligence: the power of one’s brain, divided

into many categories and used in numerous ways.   Empathy: the power of one’s heart, expressing

one’s true emotions with themselves, those around them, and their own world. 

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IQ vs EQ?

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Mirror Neurons

  Neuron that fires both when an animal acts and it observes the same action performed by another   Giacomo Rizzolatti, Univ. of Palma (1980s/90s)

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Empathic Computing 1. Computing systems that can understand your feelings and emotions 2. Computing systems that help you better understand the feelings of others

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Affective Computing

  Ros Picard – MIT Media Lab   http://affect.media.mit.edu

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Appliances That Make You Happy

  Jun Rekimoto – Univ. Tokyo   Smile detection + smart devices

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Can we develop interfaces that allow us to be more empathetic to others?

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  adsf

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Empathy Computing Requirements

 Basic Requirements  Making the technology transparent

 Empathy Definition  Seeing with the eyes of another  Hearing with the ears of another  Feeling with the heart of another

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Augmented Reality

1977

2008

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Using AR for Empathy

 Augmented Reality can:  Remove technology barriers  Enhance communication  Change perspective  Share experiences  Enhance interaction in real world

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Communication Seams

  Technology introduces artificial seams in the communication (eg separate real and virtual space)

Task Space

Communication Space

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Removing Barriers: Shared Space

  Face to Face interaction, Tangible AR metaphor -  ~3,000 users (Siggraph 1999)

  Easy collaboration with strangers  Users acted same as if handling real objects

Billinghurst, M., Poupyrev, I., Kato, H., & May, R. (2000). Mixing realities in shared space: An augmented reality interface for collaborative computing. In Multimedia and Expo, 2000. ICME 2000. 2000 IEEE International Conference on (Vol. 3, pp. 1641-1644).

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Enhancing Face to Face Communication

Virtual Viewpoint Visualization

Mogilev, D., Kiyokawa, K., Billinghurst, M., & Pair, J. (2002, April). AR Pad: An interface for face-to-face AR collaboration. In CHI'02 extended abstracts on Human factors in computing systems (pp. 654-655).

  AR Pad  Handheld AR device   AR shows viewpoints  Users collaborate easier   Show communication cues

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Changing Perspective   CamNet (1992)

  British Telecom   Wearable Teleconferencing

  audio, video   Remote collaboration

  Sends task space video   Similar CMU study (1996)

  cut performance time in half

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WACL: Remote Expert Collaboration

  Wearable Camera/Laser Pointer   Independent pointer control   Remote panorama view

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WACL: Remote Expert Collaboration

  Remote Expert View   Panorama viewing, annotation, image capture

Kurata, T., Sakata, N., Kourogi, M., Kuzuoka, H., & Billinghurst, M. (2004, October). Remote collaboration using a shoulder-worn active camera/laser. In Wearable Computers, 2004. ISWC 2004. Eighth International Symposium on (Vol. 1, pp. 62-69).

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View Through Google Glass

Always available peripheral information display Combining computing, communications and content capture

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Ego-Vision Collaboration

  Google Glass   camera + processing + display + connectivity

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Current Collaboration on Glass

  First person remote conferencing/hangouts   Limitations

  Single POV, no spatial cues, no annotations, etc

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Sharing Space: Social Panoramas

  Capture and share social spaces in real time   Enable remote people to feel like they’re with you

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Key Technology

  Google Glass   Capture live image panorama (compass + camera)   Capture spatial audio, live video

  Remote device (desktop, tablet)   Immersive viewing, live annotation

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Capturing Space: Real World Capture

  Hands free AR   Portable scene capture (color + depth)

  Projector/Kinect combo, Remote controlled pan/tilt

  Remote expert annotation interface

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Remote Expert View

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Capturing Behaviours

  3 Gear Systems   Kinect/Primesense Sensor   Two hand tracking   http://www.threegear.com

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Skeleton Interaction + AR

  HMD AR View   Viewpoint tracking

  Two hand input   Skeleton interaction, occlusion

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Ghostman

  Use AR to capture and overlay your actions into remote persons space   Eg remote therapy

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Looking to the Future

What’s Next?

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Brain to Brain Control

  Rajesh Rao, University of Washington   First Brain to Brain control

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System Architecture

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Scaling Up

  Seeing actions of millions of users in the world   Augmentation on city/country level

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AR + Smart Sensors + Social Networks

  Track population at city scale (mobile networks)   Match population data to external sensor data

 medical, environmental, etc

  Mine data to improve social services

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Research Challenges   How to convey emotion?   How to measure empathy?   Interface/interaction models?   How to communicate emotion?   Scaling up to city/country scale?

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Conclusion

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Harvard Grant Study   $20 million, 75 years study

  268 Harvard graduates   456 disadvantaged people   Led by George Valliant

  What makes us happy?  warmth of relationships throughout

life have the greatest positive impact on "life satisfaction".

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“The seventy-five years and twenty million dollars expended on the Grant Study points to a straightforward five-word conclusion: Happiness is love.  Full stop.”    George Valliant

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Conclusions   Empathic Computing

  Sharing what you see, hear and feel

  AR Enables Empathic Experiences   Removing technology  Changing perspective   Sharing space/experience

  Many directions for future research

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More Information

•  Mark Billinghurst –  Email: [email protected]

– Twitter: @marknb00

•  Website –  http://www.hitlabnz.org/