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The Reality of Augmented Reality:
Are we there yet?
Mark Billinghurst
mark.billinghurst@hitlabnz.org
The HIT Lab NZ, University of Canterbury
March 24th 2015
My Childhood Home
The Vision - Auckland
The Road Trip
Happy Trails
The Reality
Mount Messenger
Are We There Yet?
Vision vs. Reality
Lesson’s Learned
!  Have a clear driving vision
!  Enjoy the journey
!  Travel with others
!  Have a well equipped vehicle
!  The end always seems nearer than it really is
THE AR VISION
The Ultimate Display
The ultimate display would .. be a room within which
the computer can control the existence of matter. A
chair displayed in such a room would be good enough
to sit in. Handcuffs .. would be confining, and a bullet ..
would be fatal.
With appropriate programming such a display could
literally be the Wonderland into which Alice walked.
Ivan E. Sutherland
Sutherland, I.E. The ultimate display. Information Processing 1965, Proc. IFIP
Congress 65, 506-508.
Realizing the Vision
!  3D computer graphics
!  Physical input devices
!  Speech interaction
!  Eye-gaze input
!  Kinesthetic force feedback
Sutherland, I. E. (1968, December). A head-mounted three dimensional display. In Proceedings
of the December 9-11, 1968, fall joint computer conference, part I (pp. 757-764). ACM.
Star Wars (1970’s-80’s)
!  3D projection
!  Collaborative systems
The Terminator (1984 - )
!  Scene recognition
!  Wearable AR HUD
The Super Cockpit (1980’s)
!  Furness - USAF
Furness, T. A. (1986, September). The super cockpit and its human factors challenges. In Proceedings of the Human
Factors and Ergonomics Society Annual Meeting (Vol. 30, No. 1, pp. 48-52). SAGE Publications.
Star Trek (1987 – 94)
!  HoloDeck, Sensory glasses
!  Ubiquitous Computing
Minority Report (2002)
!  Natural gesture interaction
Ironman (2008-)
!  Natural gesture input
!  Wearable AR system
Trends
!  1960’s – 70’s: Display of Information
!  Ultimate Displays, Star Wars
!  1980’s Information Overlay
!  Terminator, Super cockpit
!  1990’s Environmental Enhancement
!  Star Trek HoloDeck
!  2000’s Natural Interaction, Wearable Systems
!  Minority Report, Iron-man
ARE WE THERE YET?
2012 – Iron Man 2
To Make the Vision Real..
!  Automatically detecting real environment
!  Environmental awareness, Physically based interaction
!  Gesture interaction
!  Free-hand interaction
!  Multimodal input
!  Speech and gesture interaction
!  Intelligent interfaces
!  Implicit rather than Explicit interaction
Environmental Awareness
!  AR MicroMachines
!  AR experience with environment awareness and
physically-based interaction
!  Based on MS Kinect RGB-D sensor
!  Augmented environment supports
!  occlusion, shadows
!  physically-based interaction between real and
virtual objects
Clark, A., & Piumsomboon, T. (2011). A realistic augmented reality racing game using a
depth-sensing camera. In Proceedings of the 10th International Conference on Virtual
Reality Continuum and Its Applications in Industry (pp. 499-502). ACM.
Physics Simulation
!  Create virtual mesh over real world
!  Update at 10 fps – can move real objects
!  Use by physics engine for collision detection (virtual/real)
!  Use by OpenScenegraph for occlusion and shadows
Rendering
Occlusion Shadows
Natural Hand Interaction
!  Using bare hands to interact with AR content
!  MS Kinect depth sensing
!  Real time hand tracking
!  Physics based simulation model
Skeleton Based Interaction
!  3 Gear Systems
!  Kinect/Primesense Sensor
!  Two hand tracking
!  http://www.threegear.com
AR Rift Display
Skeleton Interaction + AR
!  HMD AR View
!  Viewpoint tracking
!  Two hand input
!  Skeleton interaction, occlusion
Piumsomboon, T., Altimira, D., Kim, H., Clark, A., Lee, G., & Billinghurst, M. (2014, September). Grasp-Shell
vs gesture-speech: A comparison of direct and indirect natural interaction techniques in augmented reality.
In Mixed and Augmented Reality (ISMAR), 2014 IEEE International Symposium on (pp. 73-82). IEEE.
Multimodal Interaction
!  Combined speech and gesture input
!  Gesture and Speech complimentary
!  Speech: modal commands, quantities
!  Gesture: selection, motion, qualities
!  Previous work found multimodal interfaces
intuitive for 2D/3D graphics interaction
!  However, few multimodal AR interfaces
Free Hand Multimodal Input
!  Use free hand to interact with AR content
!  Recognize simple gestures
!  Open hand, closed hand, pointing
Point Move Pick/Drop
Lee, M., Billinghurst, M., Baek, W., Green, R., & Woo, W. (2013). A usability study of multimodal
input in an augmented reality environment. Virtual Reality, 17(4), 293-305.
Multimodal Architecture
Experimental Setup
Change object shape
and colour
Results - Performance
!  Average performance time
!  Gesture: 15.44s
!  Speech: 12.38s
!  Multimodal: 11.78s
!  Significant difference across conditions (p < 0.01)
!  Difference between gesture and speech/MMI
Subjective Results (Likert 1-7)
!  User subjective survey
!  Gesture significantly worse, MMI and Speech same
!  MMI perceived as most efficient
!  Preference
!  70% MMI, 25% speech only, 5% gesture only
Gesture Speech MMI
Naturalness 4.60 5.60 5.80
Ease of Use 4.00 5.90 6.00
Efficiency 4.45 5.15 6.05
Physical Effort 4.75 3.15 3.85
Lessons Learned
!  Multimodal interaction significantly better than
gesture alone in AR interfaces for 3D tasks
!  Shorter task time, more efficient
!  Multimodal input was more natural, easier,
and more effective that gesture/speech only
!  Simultaneous input rarely used
!  More studies need to be conducted
!  What gesture/speech patterns? Richer input
Intelligent Interfaces
!  AR interface + intelligent tutoring system
!  ASPIRE constraint based system (from UC)
!  Constraints
-  relevance cond., satisfaction cond., feedback
Westerfield, G., Mitrovic, A., & Billinghurst, M. (2013). Intelligent Augmented Reality Training for
Assembly Tasks. In Artificial Intelligence in Education (pp. 542-551). Springer Berlin Heidelberg.
Intelligent Feedback
!  Actively monitors user behaviour
!  Implicit vs. explicit interaction
!  Provides corrective feedback
Evaluation Results
!  16 subjects, with and without ITS
!  Improved task completion
!  Improved learning
MagicLeap (2014)
!  How much is real?
!  Digital Imperceptible from the Real World
!  Multi-sensory Display
!  Natural unencumbered input
!  Seamless blend between real and virtual
!  Huge technical and non-technical challenges
The Ultimate AR Display
AR Research Trends
!  Zhou 10 year ISMAR survey (1998-2008)
!  276 papers reviewed
!  Most researched topics
!  (1) Tracking techniques (20%)
!  (2) Interaction techniques (15%)
!  (3) Calibration and registration (14%)
!  (4) AR applications (14%)
!  (5) Display techniques (12%)
Feng Zhou, Henry B.L. Duh, Mark Billinghurst. Trends in Augmented Reality Tracking, Interaction and Display:
A Review of Ten Years of ISMAR. In proceedings of ISMAR 2008, Cambridge, UK, 15-18th of Sept. 2008.
Tracking
2005 2015
Marker Based
ARToolKit
Single Sensor
Local
Object Based
Vuforia Smart Terrain
Hybrid Systems
Wide area
Input
2005 2015
Tangible AR
Custom controller
Sensor based
Natural gesture
Mobile touch
Vision based
2005 2015
Video See-through
Desktop
Projected
Custom
Optical See-through
Wearable
Handheld
Consumer
Display
Rendering
2005 2015
Simple graphics
No environmental effects
No lighting capture
Photorealistic
Scene capture/shading
Real time lighting
Better Tools Than Every Before
!  Cheap/Free Software
!  Vuforia, Junaio, etc
!  Wide Range of Displays
!  AR, VR, Projected, etc
!  Input Devices
!  Eye-tracking, depth sensing, body measuring
!  New Funding Models
!  Kickstarter, Indiegogo, Investor
Research Gaps
!  Least Researched Topics
!  (6) Evaluation/testing (6%);
!  (7) Mobile/wearable AR (6%);
!  (8) Visualization (5%);
!  (9) AR authoring (4%);
!  (10) Multimodal AR (3%);
!  (11) Rendering (2%).
Research Opportunities
!  Tracking
!  3D scene capture, ubiquitous tracking, middleware
!  Display
!  Projection displays, retinal displays, contact lens
!  Interaction
!  Collaborative, Ubiquitous computing, Tangible Input
Is AR the Right Tool ?
!  Which tasks are suitable for AR?
!  Eg AR vs Map for outdoor navigation
No One Wants to be a Glasshole
!  Social impact of AR technology
!  Privacy, Social Interactions, Cultural Impact
MY VISION
!  sdfs
!  sdfgs
!  axcvxca
Vision
“Using technology to create shared
emotional experiences between users
and so create a deeper sense of
empathy and understanding”
Empathic Computing
1. Computing systems that can
understand your feelings and emotions
2. Computing systems that help you
better understand the feelings of others
Affective Computing
!  Ros Picard – MIT Media Lab
!  http://affect.media.mit.edu
Appliances That Make You Happy
!  Jun Rekimoto – Univ. Tokyo
!  Smile detection + smart devices
Can we develop interfaces
that allow us to be more
empathetic to others?
Movies are like a machine
that generates Empathy
Roger Ebert
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
Using AR for Empathy
! Augmented Reality can:
! Remove technology barriers
! Enhance communication
! Change perspective
! Share experiences
! Enhance interaction in real world
Wearable Computer
▪  Wearable computer – Ego-Vision view
▪  camera + processing + display + connectivity
Current Collaboration on Wearables
!  First person remote conferencing/hangouts
!  Limitations
!  Single POV, no spatial cues, no annotations, etc
Sharing Space: Social Panoramas
!  Capture and share social spaces in real time
!  Enable remote people to feel like they’re with you
Technology
!  Google Glass
!  Image capture, viewpoint sharing
!  Remote device (desktop, tablet)
!  Immersive viewing, live annotation
Key Research Questions
!  Where is my partner looking?
!  Enhanced radar display, Context compass
!  How can we interact together?
!  Shared pointers, Shared drawing
Sensor Systems/Software
!  Different systems developed/evaluated
!  SSI framework (emoVoice, etc)
!  e-Health, bitalino, arduino bio-sensors
!  Wearscript wearable eye-tracker
!
!
Approach
Data Capture
Feature Detection
Emotion Recognition
Emotion Representation
Empathic User Interface
Hardware
User
Interface
Wearable Interface
!  Google Glass + e-Health + Spydroid + SSI
!  Measure GSR, pulse oxygen, ECG, pitch
!  Share video and audio remotely
!  Represent emotions back to Glass user (4 states)
! !
Desktop Interface
!  Live video, real time emotion data
!  See what sender sees, emotion representation
!
Emotion Representation
!  How can we show what you’re feeling?
!  Tested - Raw data, Visual tinting, Emotion labeling
!
! !
Excited Happy
Early Results
!  Colour overlay + video stream preferred
!  Easier to understand
!  Disagreement over best colour coding
!  Different emotional response with diff. stimuli
!  Scary movie best
!  Remote users felt connected to local user
!  Understanding of emotions
Table 1. Correlation Analysis between the local users and the remote users
Analysis
Table 2. Correlation between different streaming scenarios
obtained from the feedback of the local and remote users
Experiment	
  3	
  (Creating	
  a	
  shared	
  experience	
  while	
  watching	
  an	
  audio	
  Visual	
  Watching	
  an	
  audio	
  visual)	
  
	
  
	
   	
   	
   	
   	
   Happy	
   	
   Sad	
   	
   Neutral	
  	
   Excited	
  	
  
Case1	
  	
   	
   	
   	
   	
  
(Only	
  video	
  stream)	
   	
   	
   0.77	
   	
   0.84	
   	
   0.85	
   	
   	
  	
  	
  	
  0.85	
  
	
  
	
   Case	
  2	
   	
   	
   	
   	
  
(Case	
  1	
  +	
  Color	
  Overlay)	
  	
   	
   0.92	
   	
   0.91	
   	
   0.85	
   	
   	
  	
  	
  	
  0.98	
  
	
  
Case	
  3	
  
(Case	
  2	
  +	
  Graphical	
  Analysis)	
   	
   0.86	
   	
   0.75	
   	
   0.85	
   	
   	
  	
  	
  	
  0.94	
  
Capturing Space: Real World Capture
!  Hands free AR
!  Portable scene capture (color + depth)
!  Projector/Kinect combo, Remote controlled pan/tilt
!  Remote expert annotation interface
Remote Expert View
Ghostman
!  Use AR to capture and overlay your actions
into remote persons space
!  Eg remote therapy
Looking to the Future
What’s Next?
Brain to Brain Control
!  Rajesh Rao, University of Washington
!  First Brain to Brain control
System Architecture
Scaling Up
!  Seeing actions of millions of users in the world
!  Augmentation on city/country level
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
Research Challenges
!  How to convey emotion?
!  How to measure empathy?
!  Interface/interaction models?
!  How to communicate emotion?
!  Scaling up to city/country scale?
CONCLUSIONS
Take Home Messages
!  Have a Vision
!  Find people to travel with
!  Equip the vehicle
!  Enjoy the journey
Most Important: We’re nowhere near the end
of interesting research in Augmented Reality
More Information
•  Mark Billinghurst
–  mark.billinghurst@hitlabnz.org
–  @marknb00
•  Website
–  www.hitlabnz.org

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The Reality of Augmented Reality: Are we there yet?

  • 1. The Reality of Augmented Reality: Are we there yet? Mark Billinghurst mark.billinghurst@hitlabnz.org The HIT Lab NZ, University of Canterbury March 24th 2015
  • 3. The Vision - Auckland
  • 10. Lesson’s Learned !  Have a clear driving vision !  Enjoy the journey !  Travel with others !  Have a well equipped vehicle !  The end always seems nearer than it really is
  • 12. The Ultimate Display The ultimate display would .. be a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs .. would be confining, and a bullet .. would be fatal. With appropriate programming such a display could literally be the Wonderland into which Alice walked. Ivan E. Sutherland Sutherland, I.E. The ultimate display. Information Processing 1965, Proc. IFIP Congress 65, 506-508.
  • 13. Realizing the Vision !  3D computer graphics !  Physical input devices !  Speech interaction !  Eye-gaze input !  Kinesthetic force feedback Sutherland, I. E. (1968, December). A head-mounted three dimensional display. In Proceedings of the December 9-11, 1968, fall joint computer conference, part I (pp. 757-764). ACM.
  • 14. Star Wars (1970’s-80’s) !  3D projection !  Collaborative systems
  • 15. The Terminator (1984 - ) !  Scene recognition !  Wearable AR HUD
  • 16. The Super Cockpit (1980’s) !  Furness - USAF Furness, T. A. (1986, September). The super cockpit and its human factors challenges. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting (Vol. 30, No. 1, pp. 48-52). SAGE Publications.
  • 17. Star Trek (1987 – 94) !  HoloDeck, Sensory glasses !  Ubiquitous Computing
  • 18. Minority Report (2002) !  Natural gesture interaction
  • 19. Ironman (2008-) !  Natural gesture input !  Wearable AR system
  • 20. Trends !  1960’s – 70’s: Display of Information !  Ultimate Displays, Star Wars !  1980’s Information Overlay !  Terminator, Super cockpit !  1990’s Environmental Enhancement !  Star Trek HoloDeck !  2000’s Natural Interaction, Wearable Systems !  Minority Report, Iron-man
  • 21. ARE WE THERE YET?
  • 22. 2012 – Iron Man 2
  • 23. To Make the Vision Real.. !  Automatically detecting real environment !  Environmental awareness, Physically based interaction !  Gesture interaction !  Free-hand interaction !  Multimodal input !  Speech and gesture interaction !  Intelligent interfaces !  Implicit rather than Explicit interaction
  • 24. Environmental Awareness !  AR MicroMachines !  AR experience with environment awareness and physically-based interaction !  Based on MS Kinect RGB-D sensor !  Augmented environment supports !  occlusion, shadows !  physically-based interaction between real and virtual objects Clark, A., & Piumsomboon, T. (2011). A realistic augmented reality racing game using a depth-sensing camera. In Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry (pp. 499-502). ACM.
  • 25. Physics Simulation !  Create virtual mesh over real world !  Update at 10 fps – can move real objects !  Use by physics engine for collision detection (virtual/real) !  Use by OpenScenegraph for occlusion and shadows
  • 27. Natural Hand Interaction !  Using bare hands to interact with AR content !  MS Kinect depth sensing !  Real time hand tracking !  Physics based simulation model
  • 28. Skeleton Based Interaction !  3 Gear Systems !  Kinect/Primesense Sensor !  Two hand tracking !  http://www.threegear.com
  • 30. Skeleton Interaction + AR !  HMD AR View !  Viewpoint tracking !  Two hand input !  Skeleton interaction, occlusion Piumsomboon, T., Altimira, D., Kim, H., Clark, A., Lee, G., & Billinghurst, M. (2014, September). Grasp-Shell vs gesture-speech: A comparison of direct and indirect natural interaction techniques in augmented reality. In Mixed and Augmented Reality (ISMAR), 2014 IEEE International Symposium on (pp. 73-82). IEEE.
  • 31. Multimodal Interaction !  Combined speech and gesture input !  Gesture and Speech complimentary !  Speech: modal commands, quantities !  Gesture: selection, motion, qualities !  Previous work found multimodal interfaces intuitive for 2D/3D graphics interaction !  However, few multimodal AR interfaces
  • 32. Free Hand Multimodal Input !  Use free hand to interact with AR content !  Recognize simple gestures !  Open hand, closed hand, pointing Point Move Pick/Drop Lee, M., Billinghurst, M., Baek, W., Green, R., & Woo, W. (2013). A usability study of multimodal input in an augmented reality environment. Virtual Reality, 17(4), 293-305.
  • 35. Results - Performance !  Average performance time !  Gesture: 15.44s !  Speech: 12.38s !  Multimodal: 11.78s !  Significant difference across conditions (p < 0.01) !  Difference between gesture and speech/MMI
  • 36. Subjective Results (Likert 1-7) !  User subjective survey !  Gesture significantly worse, MMI and Speech same !  MMI perceived as most efficient !  Preference !  70% MMI, 25% speech only, 5% gesture only Gesture Speech MMI Naturalness 4.60 5.60 5.80 Ease of Use 4.00 5.90 6.00 Efficiency 4.45 5.15 6.05 Physical Effort 4.75 3.15 3.85
  • 37. Lessons Learned !  Multimodal interaction significantly better than gesture alone in AR interfaces for 3D tasks !  Shorter task time, more efficient !  Multimodal input was more natural, easier, and more effective that gesture/speech only !  Simultaneous input rarely used !  More studies need to be conducted !  What gesture/speech patterns? Richer input
  • 38. Intelligent Interfaces !  AR interface + intelligent tutoring system !  ASPIRE constraint based system (from UC) !  Constraints -  relevance cond., satisfaction cond., feedback Westerfield, G., Mitrovic, A., & Billinghurst, M. (2013). Intelligent Augmented Reality Training for Assembly Tasks. In Artificial Intelligence in Education (pp. 542-551). Springer Berlin Heidelberg.
  • 39. Intelligent Feedback !  Actively monitors user behaviour !  Implicit vs. explicit interaction !  Provides corrective feedback
  • 40. Evaluation Results !  16 subjects, with and without ITS !  Improved task completion !  Improved learning
  • 41. MagicLeap (2014) !  How much is real?
  • 42. !  Digital Imperceptible from the Real World !  Multi-sensory Display !  Natural unencumbered input !  Seamless blend between real and virtual !  Huge technical and non-technical challenges The Ultimate AR Display
  • 43. AR Research Trends !  Zhou 10 year ISMAR survey (1998-2008) !  276 papers reviewed !  Most researched topics !  (1) Tracking techniques (20%) !  (2) Interaction techniques (15%) !  (3) Calibration and registration (14%) !  (4) AR applications (14%) !  (5) Display techniques (12%) Feng Zhou, Henry B.L. Duh, Mark Billinghurst. Trends in Augmented Reality Tracking, Interaction and Display: A Review of Ten Years of ISMAR. In proceedings of ISMAR 2008, Cambridge, UK, 15-18th of Sept. 2008.
  • 44. Tracking 2005 2015 Marker Based ARToolKit Single Sensor Local Object Based Vuforia Smart Terrain Hybrid Systems Wide area
  • 45. Input 2005 2015 Tangible AR Custom controller Sensor based Natural gesture Mobile touch Vision based
  • 46. 2005 2015 Video See-through Desktop Projected Custom Optical See-through Wearable Handheld Consumer Display
  • 47. Rendering 2005 2015 Simple graphics No environmental effects No lighting capture Photorealistic Scene capture/shading Real time lighting
  • 48. Better Tools Than Every Before !  Cheap/Free Software !  Vuforia, Junaio, etc !  Wide Range of Displays !  AR, VR, Projected, etc !  Input Devices !  Eye-tracking, depth sensing, body measuring !  New Funding Models !  Kickstarter, Indiegogo, Investor
  • 49. Research Gaps !  Least Researched Topics !  (6) Evaluation/testing (6%); !  (7) Mobile/wearable AR (6%); !  (8) Visualization (5%); !  (9) AR authoring (4%); !  (10) Multimodal AR (3%); !  (11) Rendering (2%).
  • 50. Research Opportunities !  Tracking !  3D scene capture, ubiquitous tracking, middleware !  Display !  Projection displays, retinal displays, contact lens !  Interaction !  Collaborative, Ubiquitous computing, Tangible Input
  • 51. Is AR the Right Tool ? !  Which tasks are suitable for AR? !  Eg AR vs Map for outdoor navigation
  • 52. No One Wants to be a Glasshole !  Social impact of AR technology !  Privacy, Social Interactions, Cultural Impact
  • 55.
  • 58. Vision “Using technology to create shared emotional experiences between users and so create a deeper sense of empathy and understanding”
  • 59.
  • 60. Empathic Computing 1. Computing systems that can understand your feelings and emotions 2. Computing systems that help you better understand the feelings of others
  • 61. Affective Computing !  Ros Picard – MIT Media Lab !  http://affect.media.mit.edu
  • 62. Appliances That Make You Happy !  Jun Rekimoto – Univ. Tokyo !  Smile detection + smart devices
  • 63. Can we develop interfaces that allow us to be more empathetic to others?
  • 64. Movies are like a machine that generates Empathy Roger Ebert
  • 65. 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
  • 66. Using AR for Empathy ! Augmented Reality can: ! Remove technology barriers ! Enhance communication ! Change perspective ! Share experiences ! Enhance interaction in real world
  • 67. Wearable Computer ▪  Wearable computer – Ego-Vision view ▪  camera + processing + display + connectivity
  • 68. Current Collaboration on Wearables !  First person remote conferencing/hangouts !  Limitations !  Single POV, no spatial cues, no annotations, etc
  • 69. Sharing Space: Social Panoramas !  Capture and share social spaces in real time !  Enable remote people to feel like they’re with you
  • 70. Technology !  Google Glass !  Image capture, viewpoint sharing !  Remote device (desktop, tablet) !  Immersive viewing, live annotation
  • 71. Key Research Questions !  Where is my partner looking? !  Enhanced radar display, Context compass !  How can we interact together? !  Shared pointers, Shared drawing
  • 72. Sensor Systems/Software !  Different systems developed/evaluated !  SSI framework (emoVoice, etc) !  e-Health, bitalino, arduino bio-sensors !  Wearscript wearable eye-tracker ! !
  • 73. Approach Data Capture Feature Detection Emotion Recognition Emotion Representation Empathic User Interface Hardware User Interface
  • 74. Wearable Interface !  Google Glass + e-Health + Spydroid + SSI !  Measure GSR, pulse oxygen, ECG, pitch !  Share video and audio remotely !  Represent emotions back to Glass user (4 states) ! !
  • 75. Desktop Interface !  Live video, real time emotion data !  See what sender sees, emotion representation !
  • 76. Emotion Representation !  How can we show what you’re feeling? !  Tested - Raw data, Visual tinting, Emotion labeling ! ! ! Excited Happy
  • 77. Early Results !  Colour overlay + video stream preferred !  Easier to understand !  Disagreement over best colour coding !  Different emotional response with diff. stimuli !  Scary movie best !  Remote users felt connected to local user !  Understanding of emotions
  • 78. Table 1. Correlation Analysis between the local users and the remote users
  • 79. Analysis Table 2. Correlation between different streaming scenarios obtained from the feedback of the local and remote users Experiment  3  (Creating  a  shared  experience  while  watching  an  audio  Visual  Watching  an  audio  visual)               Happy     Sad     Neutral     Excited     Case1             (Only  video  stream)       0.77     0.84     0.85            0.85       Case  2           (Case  1  +  Color  Overlay)       0.92     0.91     0.85            0.98     Case  3   (Case  2  +  Graphical  Analysis)     0.86     0.75     0.85            0.94  
  • 80. Capturing Space: Real World Capture !  Hands free AR !  Portable scene capture (color + depth) !  Projector/Kinect combo, Remote controlled pan/tilt !  Remote expert annotation interface
  • 82. Ghostman !  Use AR to capture and overlay your actions into remote persons space !  Eg remote therapy
  • 83. Looking to the Future What’s Next?
  • 84. Brain to Brain Control !  Rajesh Rao, University of Washington !  First Brain to Brain control
  • 86. Scaling Up !  Seeing actions of millions of users in the world !  Augmentation on city/country level
  • 87. 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
  • 88.
  • 89.
  • 90. Research Challenges !  How to convey emotion? !  How to measure empathy? !  Interface/interaction models? !  How to communicate emotion? !  Scaling up to city/country scale?
  • 92. Take Home Messages !  Have a Vision !  Find people to travel with !  Equip the vehicle !  Enjoy the journey Most Important: We’re nowhere near the end of interesting research in Augmented Reality
  • 93. More Information •  Mark Billinghurst –  mark.billinghurst@hitlabnz.org –  @marknb00 •  Website –  www.hitlabnz.org