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HUMAN FACTORS OF XR
Mark Billinghurst
April 24th 2024
mark.billinghurst@auckland.ac.nz
1967 – IBM 1401 – half of the computers in the world, $10,000/month to run
2013 Google Glass
The Incredible Disappearing Computer
1960-70’s
Room
1970-80’s
Desk
1980-90’s
Lap
1990-2000’s
Hand
2010 -
Head
Graphical User Interfaces
• Separation between real and digital worlds
• WIMP (Windows, Icons, Menus, Pointer) metaphor
Rekimoto, J. and Nagao, K. 1995. The world through the computer: computer augmented interaction with real world environments.
Making Interfaces Invisible
(c) Internet of Things
Internet of Things (IoT)..
• Embed computing and sensing in real world
• Smart objects, sensors, etc..
(c) Internet of Things
Virtual Reality (VR)
• Users immersed in Computer Generated environment
• HMD, gloves, 3D graphics, body tracking
Augmented Reality (AR)
• Virtual Images blended with the real world
• See-through HMD, handheld display, viewpoint tracking, etc..
Milgram’s Mixed Reality (MR) Continuum
Augmented Reality Virtual Reality
Real World Virtual World
Mixed Reality
"...anywhere between the extrema of the virtuality continuum."
P. Milgram and A. F. Kishino, (1994) A Taxonomy of Mixed Reality Visual Displays
Internet of Things
Apple Vision Pro
Goal of Virtual Reality
“.. to make it feel like you’re actually in a place that
you are not.”
Palmer Luckey
Co-founder, Oculus
Altering Your Perception
Virtual Reality
Augmented Reality
Simple Sensing/Perception Model
Creating the Illusion of Reality
• Fooling human perception by using
technology to generate artificial sensations
• Computer generated sights, sounds, smell, etc
Reality vs. Virtual Reality
• In a VR system there are input and output devices
between human perception and action
Example: Birdly - http://www.somniacs.co/
• Create illusion of flying like a bird
• Multisensory VR experience
• Visual, audio, wind, haptic
https://www.youtube.com/watch?v=gHE6H62GHoM
A Human Information Processing Model
• High level staged model from Wickens and Carswell (1997)
• Relates perception, cognition, and physical ergonomics
Perception Cognition Ergonomics
1. Design for Perception
• Need to understand perception to design AR/VR systems
• Visual perception
• Many types of visual cues (stereo, oculomotor, etc.)
• Auditory system
• Binaural cues, vestibular cues
• Somatosensory
• Haptic, tactile, kinesthetic, proprioceptive cues
• Chemical Sensing System
• Taste and smell
Depth Perception Problems
• Without proper depth cues AR interfaces look unreal
Types of Depth Cues
Improving Depth Perception
Cutaways
Occlusion
Shadows
Cutaway Example
• Providing depth perception cues for AR
https://www.youtube.com/watch?v=2mXRO48w_E4
2. Design for Cognition
• Design for Working and Long-term memory
• Working memory
• Short term storage, Limited storage (~5-9 items)
• Long term memory
• Memory recall trigger by associative cues
• Situational Awareness
• Model of current state of user’s environment
• Used for wayfinding, object interaction, spatial awareness, etc..
• Provide cognitive cues to help with situational awareness
• Landmarks, procedural cues, map knowledge
• Support both ego-centric and exo-centric views
Design for Micro Interactions in AR
▪ Design interaction for less than a few seconds
• Tiny bursts of interaction
• One task per interaction
• One input per interaction
▪ Benefits
• Use limited input
• Minimize interruptions
• Reduce attention fragmentation
Make it Glanceable
• Seek to rigorously reduce information density. Successful designs afford for
recognition, not reading.
Bad Good
Reduce Information Chunks
You are designing for recognition, not reading. Reducing the total # of information
chunks will greatly increase the glanceability of your design.
1
2
3
1
2
3
4
5 (6)
Eye movements
For 1: 1-2 460ms
For 2: 1 230ms
For 3: 1 230ms
~920ms
Eye movements
For 1: 1 230ms
For 2: 1 230ms
For 3: 1 230ms
For 4: 3 690ms
For 5: 2 460ms
~1,840ms
Navigation
• How we move from place to place within an environment
• The combination of travel with wayfinding
• Wayfinding: cognitive component of navigation
• Travel: motor component of navigation
Wayfinding – Making Cognitive Maps
• Goal of Wayfinding is to build Mental Model (Cognitive Map)
• Types of spatial knowledge in a mental model
• landmark knowledge, procedural knowledge, map-like knowledge
• Creating a mental model
• study a map, explore the space, explore a copy of the space
• Problem: Sometimes perceptual judgments are incorrect within VR
Wayfinding as a Decision-Making Process
Support Wayfinding in VR
• Provide Landmarks
• An obvious, distinct and non-mobile object
• Seen from several locations (e.g. tall)
• Audio beacons can also serve as landmarks
• Use Maps
• Copy real world maps
• Ego-centric vs. Exocentric map cues
• World in Miniature
• Map based navigation
Situation Awareness: Ego-centric and Exo-centric views
• Combining ego-centric and exo-centric cues for better situational awareness
https://www.youtube.com/watch?v=BKVVauziUGM
3. Design for Ergonomics
• Design for the human motion range
• Consider human comfort and natural posture
• Design for physical input
• Coarse and fine scale motions, gripping and grasping
• Avoid “Gorilla arm syndrome” from holding arm pose
Gorilla Arm in AR/VR
• Design interface to reduce mid-air gestures
https://www.youtube.com/watch?v=NzLrZSF8aDM
XRgonomics
• Uses physiological model to calculate ergonomic interaction cost
• Difficulty of reaching points around the user
• Customizable for different users
• Programmable API, Hololens demonstrator
• GitHub Repository
• https://github.com/joaobelo92/xrgonomics
Evangelista Belo, J. M., Feit, A. M., Feuchtner, T., & Grønbæk, K. (2021, May). XRgonomics: Facilitating the Creation of
Ergonomic 3D Interfaces. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-11).
XRgonomics
https://www.youtube.com/watch?v=cQW9jfVXf4g
WHAT’S NEXT?
New Tools for Human Factors
• New types of sensors
• EEG, ECG, GSR, etc
• Sensors integrated in HMD
• Integrated into HMD faceplate, straps
• Data processing and capture tools
• iMotions, etc
• AR/VR Analytics tools
• Cognitive3D, etc
Project Galea: Multiple Physiological Sensors in HMD
• Incorporate range of sensors in HMD faceplate and over head
• EMG – muscle movement
• EOG – Eye movement
• EEG – Brain activity
• EDA, PPG – Heart rate
Cognitive3D
• Capture capture and analytics for VR
• Multiple sensory input (eye tracking, HR, EEG, body movement, etc)
https://www.youtube.com/watch?v=tlADFAGLED4
Example: Adaptive VR based on Workload
• VR training systems adapt in
real-time based on cognitive load
• Goal to induce the best level of
performance gain
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.
Our Adaptive VR System
Oz, O1, O2, Pz,
P3, and P4
Experimental Task
● Search task
○ Search multiple times in 5 minutes
● Target selection increasing difficult
○ number of objects, different colors
○ shapes, and movement
Increasing levels (0 - 20)
Experimental Task
Difficulty - Low Difficulty - High
Experiment Design
● Participants
● 14 people (6 women), no VR experience
● Establish baseline (alpha power)
● Two sets of n(1, 2)-back tasks to calibrate
user’s baseline task load
● In experimental task
○ load > baseline → decrease difficulty level
○ load < baseline → increase difficulty level
● Experiment Measures
○ Response time
○ Brain activity (alpha power)
Adaption
Results – Response Time
Increasing levels of difficulty
Response Time (sec.)
No difference between
easiest and hardest levels
Results – Time Frequency Representation
● Task Load
○ Significant alpha synchronisation in the hardest difficulty levels
of the task when compared to the easiest difficulty levels
Easiest Hardest Difference
Lessons Learned
● Similar reaction time but increased brain activity showing
increased cognitive effort at higher levels to sustain performance
● Adaptive VR training can increase the user’s cognitive load
without affecting task performance
● First demo of the use of real-time EEG signals to adapt the
complexity of the training stimuli in VR
• AR/VR makes the computer invisible
• Altering human perception
• Using Human Information Processing Model for Design
• Consider Perception, Cognition, Ergonomic elements
• New tools becoming available
• Physiological sensors, sensor enhanced HMDs
• Data collection, analytics software
• Directions for Research
• New models, application/validation studies, novel interfaces
Conclusions
www.empathiccomputing.org
@marknb00
mark.billinghurst@auckland.ac.nz

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Human Factors of XR: Using Human Factors to Design XR Systems

  • 1. HUMAN FACTORS OF XR Mark Billinghurst April 24th 2024 mark.billinghurst@auckland.ac.nz
  • 2. 1967 – IBM 1401 – half of the computers in the world, $10,000/month to run
  • 4. The Incredible Disappearing Computer 1960-70’s Room 1970-80’s Desk 1980-90’s Lap 1990-2000’s Hand 2010 - Head
  • 5. Graphical User Interfaces • Separation between real and digital worlds • WIMP (Windows, Icons, Menus, Pointer) metaphor
  • 6. Rekimoto, J. and Nagao, K. 1995. The world through the computer: computer augmented interaction with real world environments. Making Interfaces Invisible (c) Internet of Things
  • 7. Internet of Things (IoT).. • Embed computing and sensing in real world • Smart objects, sensors, etc.. (c) Internet of Things
  • 8. Virtual Reality (VR) • Users immersed in Computer Generated environment • HMD, gloves, 3D graphics, body tracking
  • 9. Augmented Reality (AR) • Virtual Images blended with the real world • See-through HMD, handheld display, viewpoint tracking, etc..
  • 10. Milgram’s Mixed Reality (MR) Continuum Augmented Reality Virtual Reality Real World Virtual World Mixed Reality "...anywhere between the extrema of the virtuality continuum." P. Milgram and A. F. Kishino, (1994) A Taxonomy of Mixed Reality Visual Displays Internet of Things
  • 12. Goal of Virtual Reality “.. to make it feel like you’re actually in a place that you are not.” Palmer Luckey Co-founder, Oculus
  • 13. Altering Your Perception Virtual Reality Augmented Reality
  • 15. Creating the Illusion of Reality • Fooling human perception by using technology to generate artificial sensations • Computer generated sights, sounds, smell, etc
  • 16. Reality vs. Virtual Reality • In a VR system there are input and output devices between human perception and action
  • 17. Example: Birdly - http://www.somniacs.co/ • Create illusion of flying like a bird • Multisensory VR experience • Visual, audio, wind, haptic
  • 19.
  • 20. A Human Information Processing Model • High level staged model from Wickens and Carswell (1997) • Relates perception, cognition, and physical ergonomics Perception Cognition Ergonomics
  • 21. 1. Design for Perception • Need to understand perception to design AR/VR systems • Visual perception • Many types of visual cues (stereo, oculomotor, etc.) • Auditory system • Binaural cues, vestibular cues • Somatosensory • Haptic, tactile, kinesthetic, proprioceptive cues • Chemical Sensing System • Taste and smell
  • 22. Depth Perception Problems • Without proper depth cues AR interfaces look unreal
  • 25. Cutaway Example • Providing depth perception cues for AR https://www.youtube.com/watch?v=2mXRO48w_E4
  • 26. 2. Design for Cognition • Design for Working and Long-term memory • Working memory • Short term storage, Limited storage (~5-9 items) • Long term memory • Memory recall trigger by associative cues • Situational Awareness • Model of current state of user’s environment • Used for wayfinding, object interaction, spatial awareness, etc.. • Provide cognitive cues to help with situational awareness • Landmarks, procedural cues, map knowledge • Support both ego-centric and exo-centric views
  • 27. Design for Micro Interactions in AR ▪ Design interaction for less than a few seconds • Tiny bursts of interaction • One task per interaction • One input per interaction ▪ Benefits • Use limited input • Minimize interruptions • Reduce attention fragmentation
  • 28. Make it Glanceable • Seek to rigorously reduce information density. Successful designs afford for recognition, not reading. Bad Good
  • 29. Reduce Information Chunks You are designing for recognition, not reading. Reducing the total # of information chunks will greatly increase the glanceability of your design. 1 2 3 1 2 3 4 5 (6) Eye movements For 1: 1-2 460ms For 2: 1 230ms For 3: 1 230ms ~920ms Eye movements For 1: 1 230ms For 2: 1 230ms For 3: 1 230ms For 4: 3 690ms For 5: 2 460ms ~1,840ms
  • 30. Navigation • How we move from place to place within an environment • The combination of travel with wayfinding • Wayfinding: cognitive component of navigation • Travel: motor component of navigation
  • 31. Wayfinding – Making Cognitive Maps • Goal of Wayfinding is to build Mental Model (Cognitive Map) • Types of spatial knowledge in a mental model • landmark knowledge, procedural knowledge, map-like knowledge • Creating a mental model • study a map, explore the space, explore a copy of the space • Problem: Sometimes perceptual judgments are incorrect within VR
  • 32. Wayfinding as a Decision-Making Process
  • 33. Support Wayfinding in VR • Provide Landmarks • An obvious, distinct and non-mobile object • Seen from several locations (e.g. tall) • Audio beacons can also serve as landmarks • Use Maps • Copy real world maps • Ego-centric vs. Exocentric map cues • World in Miniature • Map based navigation
  • 34. Situation Awareness: Ego-centric and Exo-centric views • Combining ego-centric and exo-centric cues for better situational awareness
  • 36. 3. Design for Ergonomics • Design for the human motion range • Consider human comfort and natural posture • Design for physical input • Coarse and fine scale motions, gripping and grasping • Avoid “Gorilla arm syndrome” from holding arm pose
  • 37. Gorilla Arm in AR/VR • Design interface to reduce mid-air gestures
  • 39. XRgonomics • Uses physiological model to calculate ergonomic interaction cost • Difficulty of reaching points around the user • Customizable for different users • Programmable API, Hololens demonstrator • GitHub Repository • https://github.com/joaobelo92/xrgonomics Evangelista Belo, J. M., Feit, A. M., Feuchtner, T., & Grønbæk, K. (2021, May). XRgonomics: Facilitating the Creation of Ergonomic 3D Interfaces. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-11).
  • 42. New Tools for Human Factors • New types of sensors • EEG, ECG, GSR, etc • Sensors integrated in HMD • Integrated into HMD faceplate, straps • Data processing and capture tools • iMotions, etc • AR/VR Analytics tools • Cognitive3D, etc
  • 43. Project Galea: Multiple Physiological Sensors in HMD • Incorporate range of sensors in HMD faceplate and over head • EMG – muscle movement • EOG – Eye movement • EEG – Brain activity • EDA, PPG – Heart rate
  • 44.
  • 45. Cognitive3D • Capture capture and analytics for VR • Multiple sensory input (eye tracking, HR, EEG, body movement, etc)
  • 47. Example: Adaptive VR based on Workload • VR training systems adapt in real-time based on cognitive load • Goal to induce the best level of performance gain 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.
  • 48. Our Adaptive VR System Oz, O1, O2, Pz, P3, and P4
  • 49. Experimental Task ● Search task ○ Search multiple times in 5 minutes ● Target selection increasing difficult ○ number of objects, different colors ○ shapes, and movement Increasing levels (0 - 20)
  • 50. Experimental Task Difficulty - Low Difficulty - High
  • 51. Experiment Design ● Participants ● 14 people (6 women), no VR experience ● Establish baseline (alpha power) ● Two sets of n(1, 2)-back tasks to calibrate user’s baseline task load ● In experimental task ○ load > baseline → decrease difficulty level ○ load < baseline → increase difficulty level ● Experiment Measures ○ Response time ○ Brain activity (alpha power)
  • 53. Results – Response Time Increasing levels of difficulty Response Time (sec.) No difference between easiest and hardest levels
  • 54. Results – Time Frequency Representation ● Task Load ○ Significant alpha synchronisation in the hardest difficulty levels of the task when compared to the easiest difficulty levels Easiest Hardest Difference
  • 55. Lessons Learned ● Similar reaction time but increased brain activity showing increased cognitive effort at higher levels to sustain performance ● Adaptive VR training can increase the user’s cognitive load without affecting task performance ● First demo of the use of real-time EEG signals to adapt the complexity of the training stimuli in VR
  • 56. • AR/VR makes the computer invisible • Altering human perception • Using Human Information Processing Model for Design • Consider Perception, Cognition, Ergonomic elements • New tools becoming available • Physiological sensors, sensor enhanced HMDs • Data collection, analytics software • Directions for Research • New models, application/validation studies, novel interfaces Conclusions