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.
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.
This document discusses various techniques for prototyping augmented reality interfaces, including sketching, storyboarding, wireframing, mockups, and video prototyping. Low-fidelity techniques like sketching and paper prototyping allow for rapid iteration and exploring interactions at early stages. Higher-fidelity techniques like interactive mockups and video prototypes communicate the look and feel of the final product and allow for user testing. A variety of tools are presented for different stages of prototyping, from sketching and interactive modeling in VR, to scene assembly using drag-and-drop tools, to final mockups using design software. Case studies demonstrate applying these techniques from initial concepts through to higher-fidelity prototypes. Overall the document
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 8 of the COMP 4010 course taught at the University of South Australia. This lecture provides and introduction to VR technology. Taught by Mark Billinghurst on September 14th 2021 at the University of South Australia.
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.
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 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.
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
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.
This document provides a summary of a lecture on perception in augmented and virtual reality. It discusses the history of disappearing computers from room-sized to handheld. It reviews the key concepts of augmented reality, virtual reality, and mixed reality on Milgram's continuum. It discusses how perception of reality works through our senses and how virtual reality aims to create an illusion of reality. It covers factors that influence the sense of presence such as immersion, interaction, and realism.
This document provides an introduction to extended reality technologies from Mark Billinghurst, the director of the Empathic Computing Lab at the University of South Australia. It outlines Billinghurst's background and research interests. It then provides an overview of the class, including assignments, equipment available, and the lecture schedule. The lecture schedule covers topics such as augmented reality, virtual reality, the metaverse, and the history of AR/VR.
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
Lecture 1 of the COMP 4010 course on AR and VR. This lecture provides an introduction to AR/VR/MR/XR. The lecture was taught at the University of South Australia by Mark Billinghurst on July 21st 2021.
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
Empathic Computing and Collaborative Immersive AnalyticsMark Billinghurst
This document discusses empathic computing and collaborative immersive analytics. It notes that while fields like scientific and information visualization are well established, little research has looked at collaborative visualization specifically. Collaborative immersive analytics combines mixed reality, visual analytics and computer-supported cooperative work. Empathic computing aims to develop systems that allow sharing experiences, emotions and perspectives using technologies like virtual and augmented reality with physiological sensors. Applying these concepts could enhance communication and understanding for collaborative immersive analytics tasks.
Empathic Computing: Capturing the Potential of the MetaverseMark Billinghurst
This document discusses empathic computing and its relationship to the metaverse. It defines key elements of the metaverse like virtual worlds, augmented reality, mirror worlds, and lifelogging. Research on the metaverse is still fragmented across these areas. The document outlines a vision for empathic computing systems that allow sharing experiences, emotions, and environments through technologies like virtual reality, augmented reality, and sensor data. Examples are given of research projects exploring collaborative VR experiences and AR/VR systems for remote collaboration and communication. The goal is for technology to support more natural and implicit understanding between people.
Lecture 6 on the COMP4010 course on AR/VR. This lecture describes prototyping tools for developing interactive prototypes for AR experiences. The lecture was taught on August 31st 2020 by Mark Billinghurst at the University of South Australia
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 given by Mark Billinghurst at the ISS 2022 conference. Presented on November 22nd, 2022. This keynote outlines some research opportunities in the Metaverse.
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 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
A lecture give on AR Tehchnology taught as part of the COMP 4010 course on AR/VR. This lecture was taught by Mark Billinghurst on August 10th 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.
Moving Beyond Questionnaires to Evaluate MR ExperiencesMark Billinghurst
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
Natural Interaction for Augmented Reality ApplicationsMark Billinghurst
This document discusses natural interaction methods for augmented reality applications. It begins with a brief history of augmented reality and defines its key characteristics. It then explores various interaction metaphors for AR, including tangible user interfaces, augmented surfaces, and tangible AR. The document outlines architectures for multimodal gesture and speech interaction. It presents examples of intelligent interfaces and virtual agents. Finally, it discusses promising directions for future AR research, such as mobile gesture interaction, wearable systems like Google Glass, and novel displays including contact lenses.
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.
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
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.
This document provides a summary of a lecture on perception in augmented and virtual reality. It discusses the history of disappearing computers from room-sized to handheld. It reviews the key concepts of augmented reality, virtual reality, and mixed reality on Milgram's continuum. It discusses how perception of reality works through our senses and how virtual reality aims to create an illusion of reality. It covers factors that influence the sense of presence such as immersion, interaction, and realism.
This document provides an introduction to extended reality technologies from Mark Billinghurst, the director of the Empathic Computing Lab at the University of South Australia. It outlines Billinghurst's background and research interests. It then provides an overview of the class, including assignments, equipment available, and the lecture schedule. The lecture schedule covers topics such as augmented reality, virtual reality, the metaverse, and the history of AR/VR.
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
Lecture 1 of the COMP 4010 course on AR and VR. This lecture provides an introduction to AR/VR/MR/XR. The lecture was taught at the University of South Australia by Mark Billinghurst on July 21st 2021.
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
Empathic Computing and Collaborative Immersive AnalyticsMark Billinghurst
This document discusses empathic computing and collaborative immersive analytics. It notes that while fields like scientific and information visualization are well established, little research has looked at collaborative visualization specifically. Collaborative immersive analytics combines mixed reality, visual analytics and computer-supported cooperative work. Empathic computing aims to develop systems that allow sharing experiences, emotions and perspectives using technologies like virtual and augmented reality with physiological sensors. Applying these concepts could enhance communication and understanding for collaborative immersive analytics tasks.
Empathic Computing: Capturing the Potential of the MetaverseMark Billinghurst
This document discusses empathic computing and its relationship to the metaverse. It defines key elements of the metaverse like virtual worlds, augmented reality, mirror worlds, and lifelogging. Research on the metaverse is still fragmented across these areas. The document outlines a vision for empathic computing systems that allow sharing experiences, emotions, and environments through technologies like virtual reality, augmented reality, and sensor data. Examples are given of research projects exploring collaborative VR experiences and AR/VR systems for remote collaboration and communication. The goal is for technology to support more natural and implicit understanding between people.
Lecture 6 on the COMP4010 course on AR/VR. This lecture describes prototyping tools for developing interactive prototypes for AR experiences. The lecture was taught on August 31st 2020 by Mark Billinghurst at the University of South Australia
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 given by Mark Billinghurst at the ISS 2022 conference. Presented on November 22nd, 2022. This keynote outlines some research opportunities in the Metaverse.
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 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
A lecture give on AR Tehchnology taught as part of the COMP 4010 course on AR/VR. This lecture was taught by Mark Billinghurst on August 10th 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.
Moving Beyond Questionnaires to Evaluate MR ExperiencesMark Billinghurst
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
Natural Interaction for Augmented Reality ApplicationsMark Billinghurst
This document discusses natural interaction methods for augmented reality applications. It begins with a brief history of augmented reality and defines its key characteristics. It then explores various interaction metaphors for AR, including tangible user interfaces, augmented surfaces, and tangible AR. The document outlines architectures for multimodal gesture and speech interaction. It presents examples of intelligent interfaces and virtual agents. Finally, it discusses promising directions for future AR research, such as mobile gesture interaction, wearable systems like Google Glass, and novel displays including contact lenses.
This study examined how virtual reality (VR) influences consumer attitudes toward tourism destinations. 202 participants experienced VR walks of Tokyo or Porto using Google Cardboard or Samsung Gear VR. The researchers found that attention allocation during VR significantly impacted feelings of being present in the virtual environment. Higher levels of presence, specifically feelings of departure from the real world and self-location in the virtual one, positively influenced changes in attitudes toward the destinations. However, the type of VR device or prior visitation experience did not impact responses. The researchers concluded VR can effectively shape destination marketing by increasing feelings of presence, but user distractions need to be minimized.
The document summarizes research on daily living activity recognition using efficient combination of high and low level cues. The researchers propose an approach that fuses body pose estimation and low-level cues like optical flow to produce an enriched descriptor. A Fisher kernel representation is then used to model the temporal variation in video sequences for recognizing activities. The approach achieves state-of-the-art results on the ADL Rochester dataset.
This document provides a summary of Joseph DiVita's professional experience and qualifications. It outlines his current role as a research scientist since 1999 at the Space and Naval Warfare Systems Center Pacific, where he has been the principal investigator on several projects related to human-computer interaction and decision support systems. It also details his previous experience from 1984-1999 as a research psychologist at the Naval Submarine Medical Research Laboratory. The document lists DiVita's areas of research expertise, publications, presentations, education and contact information.
PhD Defence: Leveraging sensing-based interaction for supporting reflection a...Simone Mora
The document summarizes Simone Mora's PhD thesis on leveraging sensing-based interaction to support reflective learning during crisis training. It outlines the problem domain, research questions, theoretical underpinnings, methodology, technology tools developed, contributions, and conclusions/future work. The research aimed to design sensing interfaces to capture experiences during crisis work and trigger reflection. Prototypes were developed and evaluated to support capturing, recreating, and generating experiences. The work provided knowledge on implementing computer-supported reflective learning models and designing experience-capturing tools for crisis workers using novel sensing interactions.
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
The Reality of Augmented Reality: Are we there yet?Mark Billinghurst
3DUI 2015 Keynote talk given by Mark Billinghurst on March 24th 2015, as part of the 3DUI 2015 conference. The talk is a survery of Augmented Reality and Empathic Computing
This document presents a study on the acceptance of virtual reality (VR) technology for travel planning. The study aims to identify key factors that influence users' acceptance of VR for this purpose. It develops a research model based on the Technology Acceptance Model (TAM) and other relevant constructs. An online survey was conducted with 148 VR users who used Google Street View to virtually visit a travel destination. Results of the data analysis show that perceived usefulness, enjoyment, interest in new technologies, and perceived immersion significantly predict users' behavioral intention to use VR for travel planning, while perceived ease of use and other factors did not.
Human Factors and Ergonomics 2011 Maria C. R. Harringtonmariacrharrington
1) The document discusses research conducted on the Virtual Trillium Trail, a virtual ecological environment designed to inspire exploration and learning in children.
2) Two studies were conducted comparing learning in a real environment versus the virtual one, and exploring how different levels of visual fidelity and navigational freedom in the virtual environment impact learning.
3) The results showed that while the real environment was generally superior, the virtual environment was effective when content matched the real. Factors like visual fidelity, navigational freedom, and "salient events" positively influenced learning in the virtual environment.
Grab your attention with AI - Next steps for VR Mu Mu
The document discusses research into using virtual reality (VR) and machine learning to study human attention and improve user experiences. Key areas covered include:
1. Conducting experiments using eye tracking in VR to study patterns of visual attention and gaze.
2. Developing AI-assisted navigation models using recurrent neural networks to recommend destinations in VR environments based on user walking behavior.
3. Integrating trained models into VR experiments to provide implicit and explicit navigation recommendations to participants and compare the impact on experience.
4. Suggesting future work on using VR and AI to detect and treat mental illnesses like social anxiety disorder.
Title: "Sources of bias when working with visualisations". Introduction to the "Dealing with Cognitive Biases in Visualisations (DECISIVe 2014) workshop at IEEE VIS, Paris, November 2014.
The Inquisitive Data Scientist: Facilitating Well-Informed Data Science throu...Cagatay Turkay
Slides for my talk at the VRVis Research Centre in Vienna as part of their VRVIS Forum talk series on November 8th 2018 -- https://www.vrvis.at/newsroom/events/forum/148-invited-talk-by-cagatay-turkay-the-inquisitive-data-scientist/
The talk argues the importance of being "inquisitive" as a data scientist and discusses techniques from visualisation that support this.
4 pagesAPASOURCES3By the beginning of the 1960s the United .docxtamicawaysmith
4 pages
APA
SOURCES:3
By the beginning of the 1960s the United States had been indirectly engaged in Vietnam for some time. However, American involvement had been extremely limited. In 1964, with the Gulf of Tonkin resolution, the United States formally began to ramp up its commitment of troops. Even as the decision was being made there were doubts about whether this was the right choice for our country, and these doubts grew over time.
In an essay of 1000 to 1500 words compare and contrast the key arguments in these documents for and against American intervention in Vietnam. Overall, which side do you think presents a better case?
Please note that these documents are the primary sources you will use in constructing your essay. You may use brief quotes from the documents below to support your assertions, but be sure that your essay is primarily in your own words.
RESD 600 Introduction to Research Methods
Dr. Ling Wang
Quantitative Study Review Worksheet
1. Citation:
2. Research question:
3. Sample and sampling method:
4. Independent variable(s):
5. Dependent variable:
6. Measurement of variables:
7. Procedure:
8. Design:
9. Statistical analysis:
10. Results:
11. Conclusions:
12. Limitations/Treats (Internal and External Validity):
13. Contribution to the Literature:
Interacting with Videogames in Adolescence: Effects
of Graphic Visualization on Perceived Presence
and Visuospatial Competences
Luca Milani(✉), Stefano Ambrosioni, and Paola Di Blasio
Centre for Research on Developmental and Educational Dynamics (C.Ri.d.e.e.), Department of
Psychology, Catholic University of Milan, Largo Gemelli 1, 20123 Milan, Italy
{luca.milani,paola.diblasio}@unicatt.it,
[email protected]
Abstract. The study here described had the aim of studying the effects of the
interaction with videogames characterized by different modalities of graphic
visualization (two-dimensional vs. three-dimensional) on presence and visuo‐
spatial competences. Participants were 129 adolescents (74 M and 55 F) aged 14–
18 years old (mean of age = 16.11; SD = 1.31), recruited in a high school in
Northern Italy. Participants were instructed to use for a week on their home PC
a specific videogame and were divided in five experimental conditions: 2D Tetris,
3D Tetris, 2D Adventure, 3D Adventure, control. Videogames provided to partic‐
ipants were chosen so to have a continuum in terms of complexity of graphics,
complexity of interaction possibilities and degree of immersivity. At the end of
the week of playing with the given videogame, participants were administered
specific checklists for measuring the degree of presence experimented during the
interaction with the videogame and their visuo-spatial performance. This results
show that there is a strong and direct correlation between the degree of
complexity, immersivity and cognitive demands of videogames and the level of
presence conveyed. Results also show that some of the visuo-spatial abilities are
progressive ...
Bayesain Hypothesis of Selective Attention - Raw 2011 posterGiacomo Veneri
The aim of the study is to understand the process of target averaging during the selection process. We analyzed the probability to select the target after a fixation outside ROIs from the duration of fixations and the distance to the target. We aimed to respond to the question “is it possible to predict the selected area?” . In this study we tested the presence of information in non-ROI fixation data about the occurrence of a target at the next saccade. A classification algorithm was trained to predict the target vs. non-target outcome (dependent variable) of a saccade from summary statistics of fixation data (covariates). We claim that significantly accurate predictions are substantial evidence to support the hypothesis of "presence of information".
Slides of the invited course and workshop given during the International School on Virtual Reality and Augmented Reality - (IVAR'2024, Biskra, 3-6 November 2024, https://ivar.univ-biskra.dz/index.html#about)
Hands and Speech in Space: Multimodal Input for Augmented Reality Mark Billinghurst
A keynote talk given by Mark Billinghurst at the ICMI 2013 conference, December 12th 2013. The talk is about how to use speech and gesture interaction with Augmented Reality interfaces.
Human-centered AI: towards the next generation of interactive and adaptive ex...Katrien Verbert
The document describes research on human-centered AI and interactive explanation methods. It discusses explainable AI and the goals of explaining model outcomes to increase user trust and acceptance, and enabling users to interact with the explanation process to improve models. It then provides an overview of the Augment/HCI research group at KU Leuven and its work on explanation methods, recommendation techniques, and evaluating explanations through user studies.
Keynote speech given by Mark Billinghurst at the workshop on Heads Up Computing at the UbiComp 2024 conference. Given on October 5th 2024. The talk discusses some research directions in Heads-Up Computing.
IVE 2024 Short Course - Lecture18- Hacking Emotions in VR Collaboration.Mark Billinghurst
IVE 2024 short course on the Psychology of XR, Lecture18 on Hacking Emotions in VR Collaboration.
This lecture was given by Theo Teo on July 19th 2024 at the University of South Australia.
IVE 2024 Short Course - Lecture13 - Neurotechnology for Enhanced Interaction ...Mark Billinghurst
IVE 2024 short course on the Psychology of XR, Lecture13 on Neurotechnology for Enhanced Interaction in Immersive Environments.
This lecture was given by Hakim Si-Mohammed on July 17th 2024 at the University of South Australia.
IVE 2024 Short Course Lecture15 - Measuring CybersicknessMark Billinghurst
IVE 2024 short course oh the Psychology of XR, lecture15 on Measuring Cybersickness.
This lecture was taught by Eunhee Chang on July 18th 2024 at the University of South Australia.
IVE 2024 short course on the Psychology of XR, lecture 14 on Evaluation.
This lecture was delivered by Gun Lee on July 18th 2024 at the University of South Australia.
IVE 2024 Short Course - Lecture12 - OpenVibe TutorialMark Billinghurst
IVE 2024 Short Course on the Psychology of XR - Lecture12 - OpenVibe Tutorial.
This lecture was given by Tamil Gunasekaran on July 17th 2024 at the University of South Australia.
IVE 2024 Short Course Lecture10 - Multimodal Emotion Recognition in Conversat...Mark Billinghurst
IVE 2024 short course Lecture10 on Multimodal Emotion Recognition in Conversational Settings.
Lecture taught by Nastaran Saffaryazdi on July 17th 2024 at the University of South Australia.
IVE 2024 Short Course Lecture 9 - Empathic Computing in VRMark Billinghurst
IVE 2024 Short Course Lecture 9 on Empathic Computing in VR.
This lecture was given by Kunal Gupta on July 17th 2024 at the University of South Australia.
Lecture 8 of the IVE 2024 short course on the Pscyhology of XR.
This lecture introduced the basics of Electroencephalography (EEG).
It was taught by Ina and Matthias Schlesewsky on July 16th 2024 at the University of South Australia.
IVE 2024 Short Course - Lecture16- Cognixion Axon-RMark Billinghurst
IVE 2024 Short Course Lecture16 on the Cognixion Axon-R head mounted display.
This lecture was given as part of the IVE 2024 Short Course on the Psychology of XR held at the University of South Australia.
It ws given on Friday July 19th 2024 by Chris Ullrich from Cognixion.
IVE 2024 Short Course - Lecture 2 - Fundamentals of PerceptionMark Billinghurst
Lecture 2 from the IVE 2024 Short Course on the Psychology of XR. This lecture covers some of the Fundamentals of Percetion and Psychology that relate to XR.
The lecture was given by Mark Billinghurst on July 15th 2024 at the University of South Australia.
An invited talk given by Mark Billinghurst on Research Directions for Cross Reality Interfaces. This was given on July 2nd 2024 as part of the 2024 Summer School on Cross Reality in Hagenberg, Austria (July 1st - 7th)
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.
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
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationMark Billinghurst
The document discusses using virtual avatars to improve remote collaboration. It provides background on communication cues used in face-to-face interactions versus remote communication. It then discusses early experiments using augmented reality for remote conferencing dating back to the 1990s. The document outlines key questions around designing effective virtual bodies for collaboration and discusses various technologies that have been developed for remote collaboration using augmented reality, virtual reality, and mixed reality. It summarizes several studies that have evaluated factors like avatar representation, sharing of different communication cues, and effects of spatial audio and visual cues on collaboration tasks.
Empathic Computing: Designing for the Broader MetaverseMark Billinghurst
1) The document discusses the concept of empathic computing and its application to designing for the broader metaverse.
2) Empathic computing aims to develop systems that allow people to share what they are seeing, hearing, and feeling with others through technologies like augmented reality, virtual reality, and physiological sensors.
3) Potential research directions are explored, like using lifelogging data in VR, bringing elements of the real world into VR, and developing systems like "Mini-Me" avatars that can convey non-verbal communication cues to facilitate remote collaboration.
This document discusses augmented reality technology and visual tracking methods. It covers how humans perceive reality through their senses like sight, hearing, touch, etc. and how virtual reality systems use input and output devices. There are different types of visual tracking including marker-based tracking using artificial markers, markerless tracking using natural features, and simultaneous localization and mapping which builds a model of the environment while tracking. Common tracking technologies involve optical, magnetic, ultrasonic, and inertial sensors. Optical tracking in augmented reality uses computer vision techniques like feature detection and matching.
Mobile App Development Company in Saudi ArabiaSteve Jonas
EmizenTech is a globally recognized software development company, proudly serving businesses since 2013. With over 11+ years of industry experience and a team of 200+ skilled professionals, we have successfully delivered 1200+ projects across various sectors. As a leading Mobile App Development Company In Saudi Arabia we offer end-to-end solutions for iOS, Android, and cross-platform applications. Our apps are known for their user-friendly interfaces, scalability, high performance, and strong security features. We tailor each mobile application to meet the unique needs of different industries, ensuring a seamless user experience. EmizenTech is committed to turning your vision into a powerful digital product that drives growth, innovation, and long-term success in the competitive mobile landscape of Saudi Arabia.
UiPath Community Berlin: Orchestrator API, Swagger, and Test Manager APIUiPathCommunity
Join this UiPath Community Berlin meetup to explore the Orchestrator API, Swagger interface, and the Test Manager API. Learn how to leverage these tools to streamline automation, enhance testing, and integrate more efficiently with UiPath. Perfect for developers, testers, and automation enthusiasts!
📕 Agenda
Welcome & Introductions
Orchestrator API Overview
Exploring the Swagger Interface
Test Manager API Highlights
Streamlining Automation & Testing with APIs (Demo)
Q&A and Open Discussion
Perfect for developers, testers, and automation enthusiasts!
👉 Join our UiPath Community Berlin chapter: https://community.uipath.com/berlin/
This session streamed live on April 29, 2025, 18:00 CET.
Check out all our upcoming UiPath Community sessions at https://community.uipath.com/events/.
#StandardsGoals for 2025: Standards & certification roundup - Tech Forum 2025BookNet Canada
Book industry standards are evolving rapidly. In the first part of this session, we’ll share an overview of key developments from 2024 and the early months of 2025. Then, BookNet’s resident standards expert, Tom Richardson, and CEO, Lauren Stewart, have a forward-looking conversation about what’s next.
Link to recording, transcript, and accompanying resource: https://bnctechforum.ca/sessions/standardsgoals-for-2025-standards-certification-roundup/
Presented by BookNet Canada on May 6, 2025 with support from the Department of Canadian Heritage.
AI EngineHost Review: Revolutionary USA Datacenter-Based Hosting with NVIDIA ...SOFTTECHHUB
I started my online journey with several hosting services before stumbling upon Ai EngineHost. At first, the idea of paying one fee and getting lifetime access seemed too good to pass up. The platform is built on reliable US-based servers, ensuring your projects run at high speeds and remain safe. Let me take you step by step through its benefits and features as I explain why this hosting solution is a perfect fit for digital entrepreneurs.
Increasing Retail Store Efficiency How can Planograms Save Time and Money.pptxAnoop Ashok
In today's fast-paced retail environment, efficiency is key. Every minute counts, and every penny matters. One tool that can significantly boost your store's efficiency is a well-executed planogram. These visual merchandising blueprints not only enhance store layouts but also save time and money in the process.
Artificial Intelligence is providing benefits in many areas of work within the heritage sector, from image analysis, to ideas generation, and new research tools. However, it is more critical than ever for people, with analogue intelligence, to ensure the integrity and ethical use of AI. Including real people can improve the use of AI by identifying potential biases, cross-checking results, refining workflows, and providing contextual relevance to AI-driven results.
News about the impact of AI often paints a rosy picture. In practice, there are many potential pitfalls. This presentation discusses these issues and looks at the role of analogue intelligence and analogue interfaces in providing the best results to our audiences. How do we deal with factually incorrect results? How do we get content generated that better reflects the diversity of our communities? What roles are there for physical, in-person experiences in the digital world?
Dev Dives: Automate and orchestrate your processes with UiPath MaestroUiPathCommunity
This session is designed to equip developers with the skills needed to build mission-critical, end-to-end processes that seamlessly orchestrate agents, people, and robots.
📕 Here's what you can expect:
- Modeling: Build end-to-end processes using BPMN.
- Implementing: Integrate agentic tasks, RPA, APIs, and advanced decisioning into processes.
- Operating: Control process instances with rewind, replay, pause, and stop functions.
- Monitoring: Use dashboards and embedded analytics for real-time insights into process instances.
This webinar is a must-attend for developers looking to enhance their agentic automation skills and orchestrate robust, mission-critical processes.
👨🏫 Speaker:
Andrei Vintila, Principal Product Manager @UiPath
This session streamed live on April 29, 2025, 16:00 CET.
Check out all our upcoming Dev Dives sessions at https://community.uipath.com/dev-dives-automation-developer-2025/.
TrustArc Webinar: Consumer Expectations vs Corporate Realities on Data Broker...TrustArc
Most consumers believe they’re making informed decisions about their personal data—adjusting privacy settings, blocking trackers, and opting out where they can. However, our new research reveals that while awareness is high, taking meaningful action is still lacking. On the corporate side, many organizations report strong policies for managing third-party data and consumer consent yet fall short when it comes to consistency, accountability and transparency.
This session will explore the research findings from TrustArc’s Privacy Pulse Survey, examining consumer attitudes toward personal data collection and practical suggestions for corporate practices around purchasing third-party data.
Attendees will learn:
- Consumer awareness around data brokers and what consumers are doing to limit data collection
- How businesses assess third-party vendors and their consent management operations
- Where business preparedness needs improvement
- What these trends mean for the future of privacy governance and public trust
This discussion is essential for privacy, risk, and compliance professionals who want to ground their strategies in current data and prepare for what’s next in the privacy landscape.
The Evolution of Meme Coins A New Era for Digital Currency ppt.pdfAbi john
Analyze the growth of meme coins from mere online jokes to potential assets in the digital economy. Explore the community, culture, and utility as they elevate themselves to a new era in cryptocurrency.
TrsLabs - Fintech Product & Business ConsultingTrs Labs
Hybrid Growth Mandate Model with TrsLabs
Strategic Investments, Inorganic Growth, Business Model Pivoting are critical activities that business don't do/change everyday. In cases like this, it may benefit your business to choose a temporary external consultant.
An unbiased plan driven by clearcut deliverables, market dynamics and without the influence of your internal office equations empower business leaders to make right choices.
Getting things done within a budget within a timeframe is key to Growing Business - No matter whether you are a start-up or a big company
Talk to us & Unlock the competitive advantage
Book industry standards are evolving rapidly. In the first part of this session, we’ll share an overview of key developments from 2024 and the early months of 2025. Then, BookNet’s resident standards expert, Tom Richardson, and CEO, Lauren Stewart, have a forward-looking conversation about what’s next.
Link to recording, presentation slides, and accompanying resource: https://bnctechforum.ca/sessions/standardsgoals-for-2025-standards-certification-roundup/
Presented by BookNet Canada on May 6, 2025 with support from the Department of Canadian Heritage.
HCL Nomad Web – Best Practices and Managing Multiuser Environmentspanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-nomad-web-best-practices-and-managing-multiuser-environments/
HCL Nomad Web is heralded as the next generation of the HCL Notes client, offering numerous advantages such as eliminating the need for packaging, distribution, and installation. Nomad Web client upgrades will be installed “automatically” in the background. This significantly reduces the administrative footprint compared to traditional HCL Notes clients. However, troubleshooting issues in Nomad Web present unique challenges compared to the Notes client.
Join Christoph and Marc as they demonstrate how to simplify the troubleshooting process in HCL Nomad Web, ensuring a smoother and more efficient user experience.
In this webinar, we will explore effective strategies for diagnosing and resolving common problems in HCL Nomad Web, including
- Accessing the console
- Locating and interpreting log files
- Accessing the data folder within the browser’s cache (using OPFS)
- Understand the difference between single- and multi-user scenarios
- Utilizing Client Clocking
3. 3
ARIVE
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.
4. 4
ARIVE
Experiment Design
VR Experience
n Three small simple virtual worlds
n SGI Graphics + VPL HMD Hardware
Between subject’s design
n Each person experiences only one world
n 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. 5
ARIVE
Objective Measure
n Map analysis
n Map goodness
n Object classes present
n Relative object positioning
Subjective Measures
n 24 question survey
n navigation, orientation,
n interaction, presence
n interface questions
n 10 point Likert scale
Subject comments
Measures
6. 6
ARIVE
Sample Map
ZC
“produce a map of the world that someone unfamiliar with
the world could use to navigate around the world”
Cloudlands
7. 7
ARIVE
Results
Within world correlation
n Goodness and Class No. correlated with virtual
world orientation and knowledge (2 worlds)
Between world differences
n Sign. Diff. in understanding where everything was
n Sign. Diff. in placement of significant objects
n Sign. Diff. in sense of dizziness in worlds
8. 8
ARIVE
Positive Lessons
n Use mixture of subjective and objective measures
n Adopt existing measures from other relevant domains
n Can create own experimental measures
So many mistakes
n Missing data
n No spatial ability task
n Unbalanced Likert scale
n Simple experiment measures
n Poor statistical analysis of data
n No subject demographics reporting
Lessons Learned
9. 9
ARIVE
Collaborative AR/VR experience
n See through AR displays
n 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.
Shared Space (1998)
10. 10
ARIVE
Experiment Design
Collaborative Task
n Spotting, picking and moving objects
n Simulated speech recognition
n Role division: Spotter or Picker
Two Factor design
n Body/no body, AR/VR
Conditions
n RW+RB: AR - Real World + Real Body
n RW: AR - Real World/No Body
n VE: Virtual Environment - No Body
n VE+VB: Virtual Environment + Virtual Body
n VE+VB+NW: Virtual Environment + Virtual Body + No walls
Virtual Body
Virtual Targets
11. 11
ARIVE
Within subject’s study
n 18 pairs, aged 19-45
n No prior experience
n 4 trials/condition = 20 trials
Performance Time
n How long to complete
selection tasks
Subjective Surveys
n 5 Likert scale questions
n Ranking of conditions
Measures
12. 12
ARIVE
Performance
n No significant difference overall
n Sig. Diff. bet RW+RB, VE+VB
n Learning effect
Subjective
n Thought played better when body present
n Ranked RW + RB best for performance
n Ranked VE + VB best for enjoyment
Results
13. 13
ARIVE
Lessons Learned
Positive Lessons
n Combine Qualitative and Quantitative measures
n Performance time can be a poor measure in collaborative tasks
n Many factors affect performance
n Use multiple subjective measures
n Ranking + Likert questions
Still mistakes
n No user interviews
n No experimenter observations
n Didn’t consider learning effects in design
n Poor statistical analysis (no post-hoc analysis)
14. 14
ARIVE
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.
15. 15
ARIVE Experiment Design
Building arranging task
n Both people have half the requirements
Conditions
n Face to Face – FtF with real buildings
n Projection – FtF with screen projection
n Augmented Reality – FtF with AR buildings
Face to Face Projection Augmented Reality
16. 16
ARIVE
Measures
Quantitative
n Performance time
n Communication Process Measures
n The number and type of gestures made
n The number of deictic phrases spoken
n The average number of words per phrase
n The number of speaker turns
Qualitative
n Subjective survey
User comments
n Post experiment interview
17. 17
ARIVE
Results
Performance time
n Sig. diff. between conditions – AR slowest
Communication measures
n No difference in number of words/turns
n Sig. Diff. in deictic phrases (FtF same as AR)
n Sig. Diff. in pick gestures (FtF same as AR)
Subjective measures
n FtF manipulation same as AR
n FtF to work with than AR/FtF
Percentage Breakdown of Gestures
Subject Survey Results
18. 18
ARIVE
“working solo together”.
Positive Lessons
n Communication process measures valuable
n Gesture, speech analysis
n Collect user feedback/interviews
n Stronger statistical analysis
n Make observations
Fewer mistakes
n Surveys could be stronger
n Validated surveys
n Better interview analysis
n Thematic analysis
Lessons Learned
“AR’s biggest limit was
lack of peripheral vision.
The interaction physically
…was natural, it was just
a little difficult to see.
19. 19
ARIVE
Key Features
n Training room and pit room
n Physical walking
n Fast, accurate, room scale tracking
n Haptic feedback – feel edge of pit, walls
n Strong visual and 3D audio cues
Task
n Carry object across pit
n Walk across or walk around
n Dropping virtual balls at targets in pit
http://wwwx.cs.unc.edu/Research/eve/walk_exp/
UNC Pit Room (2002)
20. 20
ARIVE
Note – from another pit experiment
https://www.youtube.com/watch?v=VVAO0DkoD-8
Typical Subject Behaviour
21. 21
ARIVE
Subjective Measures
n Self report questionnaire
n University College London Questionnaire (Slater 1999)
n Witmer and Singer Presence Questionnaire (Witmer 1998)
n ITC Sense Of Presence Inventory (Lessiter 2000)
n Continuous measure
n Person moves slider bar in VE depending on Presence felt
Objective Measures
n Behavioural
n reflex/flinch measure, startle response
n Physiological measures
n change in heart rate, skin conductance, skin temperature
Presence Slider
Measuring Presence
22. 22
ARIVE
Meehan, M., Insko, B., Whitton, M., & Brooks Jr, F. P. (2002). Physiological measures of
presence in stressful virtual environments. Acm transactions on graphics (tog), 21(3), 645-652.
Experiment Measures
Physiological Measures
n Change in heart rate
n Change in skin conductance
n Change in skin temperature
Subjective Measures
n UCL Presence questionnaire (Likert Scale)
n Focus on behavioural Presence
23. 23
ARIVE Experiments
Three experiments conducted
n Effect of multiple exposures
n Effect of passive haptics
n Effect of framerate (10,15, 20, 30)
Look at Presence correlation
n Correlation between subjective scores and
physiological measures
Passive Haptics
24. 24
ARIVE Results
Physiological cues
n Significant change in HR in haptics/frame rate experiments
n Decrease in scores with repeated exposures
Presence correlation
n Between HR and Presence in Frame Rate experiment
n Between Skin conductance and Presence in multi-exposure
25. 25
ARIVE Key Lessons Learned
Positive
n Can use physiological cues as a process measure
n Can get agreement between subjective survey results and
physiological cues
n Change in HR possible objective measure of Presence
n Especially high Presence environments
Further work
n What other physiological cues could be used
n Between-subjects reliability
n Correlation with other Presence measures
26. 26
ARIVE
Measuring Presence using multiple
neurophysiological measures
n 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.
Neurophysiological Measures of Presence
27. 27
ARIVE
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.
Meta-Review
Review of 10 years of AR user studies
32. 32
ARIVE
Few AR papers have a formal experiment (~10%)
Most papers use within-subjects design (73%)
Most experiments in controlled environments (76%)
n Lack of experimentation in real world conditions, heuristic, pilot studies
Half of papers collect both Qualitative and Quantitative measures (48%)
n Performance measures (76%), surveys (50%)
Most papers focus on visual senses (96%)
Young participants dominate (University students) (62%)
n Females in minority (36%)
Most use HMD (35%) or handheld displays (34%)
n Handheld/mobile AR studies becoming more common
Most studies are in interaction (23%), very few collaborative studies (4%)
Summary
33. 33
ARIVE
Using AR/VR to share communication cues
n Gaze, gesture, head pose, body position
Sharing same environment
n Virtual copy of real world
Collaboration between AR/VR
n 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)
35. 35
ARIVE
Conditions
• Baseline: In the Baseline condition, we showed only the head and hands
of the collaborator in the scene. The head and hands were in all conditions
• Field-of-view (FoV): We showed the FoV frustum of each collaborator to
the other. This enabled collaborators to understand roughly where their
partner was looking and what the other person could see at any point.
• Head-gaze (FoV + Head-gaze ray): FoV frustum plus a ray originating
from the user's head to identify the center of the FoV, which provided a
more precise indication where the other collaborator was looking
• Eye-gaze (FoV + Eye-gaze ray): In this cue, we showed a ray originating
from the user's eye to show exactly where the user was looking at.
36. 36
ARIVE
Hypotheses
• H1: The Baseline condition should be the worst condition in terms of all
performance metrics and behavioral observation variables.
• H2: The Head-gaze and Eye-gaze conditions provide a gaze pointer,
which will enable users to perform better than the FoV only condition.
• H3: The Head-gaze and Eye-gaze will be favored more than Baseline
condition. Not having a cue increase the collaborators' task load.
• H4: The Baseline condition requires more physical movement from the
collaborators as they need to look at their collaborator's avatar.
• H5: The Baseline condition requires a larger distance separating the
collaborators so that they could see each other's avatar.
40. 40
ARIVE
Performance Metrics
n Rate of mutual gaze (objects identified/min)
n Task completion time(seconds)
Observed Behaviours
n Number of hand gestures
n Physical movement (meters)
n Distance between collaborators (meters)
Subjective Surveys
n Usability
n Social presence
n Semi-structured interview
Measures
41. 41
ARIVE
Data Collected
Participants
n 16 pairs = 32 people
n 9 women
n Aged 20 – 55, average 31 years
n Experience
n No experience with VR (6), no experience AR (10), no HMD (7).
Data collection
n Objective
n 4 (conditions) × 8 (trials per condition) × 16 pairs = 512 data points
n Subjective
n 4 (conditions) × 32 (participants) = 128 data points.
44. 44
ARIVE
Predictions
n Eye/Head pointing better than no cues
n Eye/head pointing could reduce need for pointing
Results
n No difference in task completion time
n Head-gaze/eye-gaze great mutual gaze rate
n Using head-gaze greater ease of use than baseline
n All cues provide higher co-presence than baseline
n Pointing gestures reduced in cue conditions
But
n No difference between head-gaze and eye-gaze
Results
45. 45
ARIVE
Dey, A., Chatburn, A., & Billinghurst, M. (2019, March). Exploration of an EEG-based
cognitively adaptive training system in virtual reality. In 2019 ieee conference on virtual
reality and 3d user interfaces (vr) (pp. 220-226). IEEE.
Using EEG for Adaptive VR Training
Motivation
n Making VR training systems adaptive in real-time to the trainee’s
cognitive load to induce best level of performance gain
Current VR training systems
n Don’t adapt to user’s cognitive load
Physiological measures
n Can measure cognitive load from EEG
50. 50
ARIVE
User Study
● Participants
● 14 subjects (6 women)
● 20 – 41 years old, 28 years average
● No experience with VR
● Measures
○ Response time
○ Brain activity (alpha power)
5 minutes fixed trial time
52. 52
ARIVE
Results – Response Time
Increasing levels
Response Time (sec.)
No difference between
easiest and hardest levels
53. 53
ARIVE
Results – Time Frequency Representation
Task Load
n Significant alpha synchronisation in the hardest difficulty levels of
the task when compared to the easiest difficulty levels
n increased cognitive effort in higher levels to sustain performance
Easiest Hardest Difference
54. 54
ARIVE
Conclusions/Future Work
Conclusions
n Adaptive VR training can increase the user’s cognitive load without
affecting task performance
n First demo of the use of real-time EEG signals to adapt the complexity
of the training stimuli in a target acquisition context
Future Work
n Significantly increase task complexity
n Can predict user performance based on the cognitive capacity
n Using AR display
n See real world and more distractors
55. 55
ARIVE
Many Agents require trust
n Guidance, collaboration, etc.
Would you trust an agent?
How can you measure trust?
n Subjective/Objective measures
According to AAA, 71% of
surveyed Americans are afraid to
ride in a fully self-driving vehicle.
Understanding: Trust and Agents
56. 56
ARIVE
Measuring Trust
How to reliably measure trust?
n Using physiological sensors (EEG, GSR, HRV)
n Subjective measures (STS, SMEQ, NASA-TLX)
Relationship between cognitive load (CL) and trust?
Novelty:
n Use EEG, GSR, HRV to evaluate trust at different CL
n Implemented custom VR environment with virtual agent
n 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.
58. 58
ARIVE
2 x 3 Expt Design
Within Subject Design
n 24 subjects (12 Male), 23-35 years old
n All experienced with virtual assistant
Two factors
n Cognitive Load (Low, High)
n Low = N-Back with N = 1
n High = N-Back with N = 2
n Agent Accuracy (No, Low, High)
n No = No agent
n Low = 50% accurate
n High = 100% accurate
Experiment Design
59. 59
ARIVE
Results
Physiological Measures
n EEG sign. diff. in alpha band power level with CL
n GSR/HRV – sign. diff. in FFT mean/peak frequency
Performance
n Better with more accurate agent, no effect of CL
Subjective Measures
n Sign. diff. in STS scores with accuracy, and CL
n SMEQ had a significant effect of CL
n NASA-TLX significant effect of CL and accuracy
Overall
n Trust for virtual agents can be measured using combo
of physiological, performance, and subjective measures
”I don’t trust you anymore!!”
68. 68
ARIVE
New Tools
New types of sensors
n EEG, ECG, GSR, etc
Sensors integrated into AR/VR systems
n Integrated into HMDs
Data processing and capture tools
n iMotions, etc
AR/VR Analytics tools
n Cognitive3D, etc
69. 69
ARIVE HP Reverb G2 Omnicept
Wide FOV, high resolution, best in class VR display
Eye tracking, heart rate, pupillometry, and face camera
72. 72
ARIVE
Cognitive3D
Data capture and analytics for VR
n Multiple sensory input (eye tracking, HR, EEG, body movement, etc)
https://cognitive3d.com/
74. 74
ARIVE Moving Beyond Questionnaires
Move data capture from post experiment to during experiment
n Move from performance measures to process measures
Richer types of data captured
n Physiological Cues
n EEG, GSR, EMG, Heart rate, etc.
n Richer Behavioural Cues
n Body motion, user positioning, etc.
Higher level understanding
n Map data to Emotion recognition, Cognitive load, etc.
Use better analysis tools
n Video analysis, conversation analysis, multi-modal analysis, etc.
75. 75
ARIVE
• Types of Studies
• Need for increased user studies in collaboration
• More use of field studies, natural user experiences
• Use a more diverse selection of participants
• Evaluation measures
• Need a wider range of evaluation methods
• Establish correlations between objective and subject measures
• Better tools
• New types of physiological sensors
• Develop new analytics
Research Opportunities
76. 76
ARIVE
Conclusions
Most AR/VR user studies are limited
n Lab based, simple qualitative/quantitative measures
New opportunities for data collection
n Move from post-experiment to during experiment
n New sensors, analytics software
Many Directions for Future Research
n Data analytics
n Analysis methods
n Sensors
n Etc..