Presentation for workshop with the Social Development Centre SUS (http://www.sus.dk/) group at Sauntehus Slotshotel in Hornbæk, DK on the 24th of August, 2015.
4. THE MACHINE TO BE ANOTHER:
An Empathy Machine?
4
“Empathy is created the moment we try to put ourselves in
another person’s shoes.” – Aspen Baker, TED Radio Hour
“The machine to be another is designed to stimulate
empathy through embodied interaction between
individuals.” (Bertrand et al., 2014)
To what extent can we experience and understand what it is like
to be someone else?
5. Machine to Be Another: Live Stream
Perspective Swapping
5
7. The Effect: After Wearing the Headset
“Now when we look into another person's eyes,
what we see is another person looking back at us.
Now we see another being who is just like us,
another entity trapped inside the illusion of all
these packages of individual differences -- body,
personality, etc.
– Carl Rogers
7
9. What is Virtual Reality?
VR is the ability to transport and immerse yourself into another reality than
the one you’re physically in
You can do this to experience something new, invoke a feeling in people or
simply just because its fun
9
14. Applications 14
• Art
• Science
• Architecture
• Construction
Visualization
• Music
• Sports
• Social Time
• Travel
Physical Experience
• Games
• Movies
• Music
Digital Entertainment
• Schools/Uni
• Staff Training
• Driving Schools
Education/ Simulation
• Virtual-Commerce
• Enhance the
physical shopping
experience
E-commerce
20. Empathic Computing (Billinghurst,
2016)
1. Recognition – systems that can
recognize your feelings and emotions
(sensors)
2. Understanding – systems that help you
better understand the experience of others
(VR)
3. Sharing – systems that help you better
share the experience of others (AR)
20
23. 2. Understanding: Virtual Reality
“Virtual reality offers a whole new
medium to tell stories that really
connect people and create an empathic
connection.”
- Nonny de la Peña
http://www.emblematicgroup.com
23
27. New Eyes for Students (Makropol)
Project designed to teach the UN Development Initiatives
to Danish grade school children, especially cultural
diversity, global sustainability issues, and perspective
taking
Transports student to Africa, where a little girl guides
audience on a tour through her world and talks about her
life
Unique design that allows for a “you” relation where
audience feels present and like the little girl is talking to
them.
27
28. 3. Sharing: Augmented Reality
Can we develop experiences that
allow us to share what we are
seeing, hearing, and feeling with
someone else?
28
29. The Amphibian SCUBA Diving
Simulator (Dhruv Jain, MIT Media Lab)
29
Goal: Help people
understand the liberating
effects of disabilities, which
Jain (who is deaf) likens to
the experience of being
underwater.
30. Childhood (Siggraph 2015)
Kenji Suzuki, Univesity of Tsukuba
What does it feel like to be a child?
VR display + moved cameras + hand restrictors
30
32. Examples of Avatar Effects
Embodying a body of a different race reduces implicit racial biases
(Groom, Bailenson, and Nass, 2009)
Embodying a tall avatar increases self-confidence in negotiation tasks
(Yee and Bailenson, 2007)
Embodying an attractive avatar increases self-disclosure
(Yee and Bailenson, 2007)
Embodying a stressful posture in a virtual body can increase stress
even though physical body is not in that posture/position
(Bergström, Kilteni, and Slater, 2013)
Embodying a child avatar body causes subjects causes an
overestimation in object sizes
32
40. Discussion Question
What is the value of having these types of
experiences that allow us to see/hear/experience
the world as another?
40
41. The Virtual Reality Social Cognition
Training Program
VR can be used as a learning tool for children to:
- Teach safety skills (Self et al., 2007; Josman et al., 2008)
- Hold their interest (Cobb et al., 2002; Max & Burke, 1997)
- Monitor eye gaze (Lahiri et al., 2011)
- Aid learning of pretend play (Herrera et al., 2008)
- Interpret emotions of avatars accurately (Moore et al., 2005;
Cheng and Ye 2010)
Ex: Use virtual simulations of a bus/café to teach social skills.
41
44. The Virtual Kitchen
Gorini, A., Gaggioli, A., Vigna, C., & Riva, G. (2008). A Second Life for eHealth: Prospects for the Use of
3-D Virtual Worlds in Clinical Psychology. Journal of Medical Internet Research, 10(3).
doi:10.2196/jmir.1029
45. Treating Body Dysmorphia: Four
Doors of Different Dimensions
Patients have to choose the door
that they believe corresponds
exactly to their width. This is
aimed to improve awareness of
body image distortion. Socratic
questioning is used during
exposure in order to help patients
draw appropriate conclusions from
the experience (Riva et al., 1998).
46. Perpiña and Botella (2013)
Researchers designed tasks in virtual environments to change the
way participants thought about their body size and appearance
While wearing a virtual reality headset, participants see a virtual
representation of an avatar with their own body proportions.
In one setting, participants have to manipulate a 3D human figure
until it represents their own body, which is shown nearby as a
translucent 2D image.
Marco, J. H., Perpiñá, C., & Botella, C. (2013). Effectiveness of cognitive behavioral therapy supported by virtual reality in the treatment of
body image in eating disorders: One year follow-up. Psychiatry Research, 209(3), 619-625. doi:10.1016/j.psychres.2013.02.023
47. •Virtual Food Causes the Same
Emotional Response as Real Food
Gorini, Griez, Petrova, and Riva (2010)
Researchers compared the effects of the exposure to real food, virtual food and
photographs of food
Sample: 10 anorexic, 10 bulimic and 10 control participants (all women)
Conditions: 6 real high-calorie foods placed on a table in front of them, Slideshow
of the same foods, and VR computer-generated diner where they could interact
with the virtual version of the same 6 items
Measures: heart rate, skin conductance, psychological stress
Results: Virtual stimuli are as effective as real ones, and more effective than static
pictures, in generating emotional responses in eating disorder patients
Gorini, A., Griez, E., Petrova, A., & Riva, G. (2010). Assessment of the emotional responses produced by exposure to
real food, virtual food and photographs of food in patients affected by eating disorders. Ann Gen Psychiatry Annals of
General Psychiatry, 9(1), 30. doi:10.1186/1744-859x-9-30
48. Gorini, Griez, Petrova,
and Riva (2010)
Gorini, A., Griez, E., Petrova, A., & Riva, G. (2010). Assessment of the emotional responses produced by exposure to real food, virtual food and
photographs of food in patients affected by eating disorders. Ann Gen Psychiatry Annals of General Psychiatry, 9(1), 30. doi:10.1186/1744-859x-9-30
49. Gorini, Griez, Petrova,
and Riva (2010)
Gorini, A., Griez, E., Petrova, A., & Riva, G. (2010). Assessment of the emotional responses produced by exposure to real food, virtual food and photographs
of food in patients affected by eating disorders. Ann Gen Psychiatry Annals of General Psychiatry, 9(1), 30. doi:10.1186/1744-859x-9-30
50. What if you could show someone
the body that they think they
have?
Imagine showing someone with body
dysmorphia the body that they think they have,
and use embodied simulations in virtual reality
to allow them to experience being in that body
to reveal the difference between their altered
body image and reality.
52. Somatosensory Resonance
Definition: We understand other’s physical and
mental states by remapping other’s body states onto
our own sensorimotor system
Through the visual remapping of touch,
synchronous touch stimuli applied to one’s own face
and the face of an outgroup member results in a
decrease in implicit biases.
52
64. Introducing Ex Nihilo
In The Republic, Plato asks, "Will we
say, of a painter, that he makes
something?" and answers, "Certainly
not, he merely imitates."
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66. Subject Quote
“It almost feels like collectively
discovering something that was in her
head all along. The experience allowed
this completely different way of
connecting to someone that doesn’t rely
on facial expressions or anything.”
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67. The Next Challenge
“We’re starting to move out of the ‘wow’
phase of this new technology and into
‘what does this mean for humanity?’” –
Chris Milk
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1968 så verden så det første VR head mounted display.
Når man shopper online så bruger vi langt de kvaliteter som virkeligheden kan tilbyde. Derimod kan det være mere overskueligt gennem menuer, sammenligning, detalje overblik osv. Med VR kan man tilbyde begge dele.
Dette er også et rum hvor reklamefilm fra forskellige brands relevant. Ved at give kunder indblik brandets identitet og kultur.
Allerede ser man reklamer i forskellige virtuelle verdener såsom second life, playstation home m.fl. Med facebooks store sats på VR, kan interaktivt reklame content også tænkes ind i sociale medier.