from interaction to empathy
TRANSCRIPT
FROM INTERACTION TO EMPATHY: NEW DIRECTIONS IN INTERFACE TECHNOLOGY
Mark Billinghurst [email protected]
April 14th 2016
CHIuXiD 2016 Conference Jakarta, Indonesia
How did that work? How could I get a whole room of people clapping
together with no instruction?
Clear goal Simple feedback
Well connected network Everyone understood each other
Successful crowd-sourced behaviour
Interface Design for the Future
• Key topics • Feedback • Connected Networks • Shared Understanding
Single user
Connected communities
Interaction Technology Natural
Time
Punch Card
Keyboard
Mouse
Speech
Gesture
Emotion
1950 1960 1980 1990 2000 2010
Thought
Interaction Technology Natural
Time
Punch Card
Keyboard
Mouse
Speech
Gesture
Emotion
1950 1960 1980 1990 2000 2010
Thought
Implicit
Explicit
Content Capture Realism
Time
Photo
Film
Live Video
Panorama
360 Video
3D Space
1850 1900 1940 1990 2000 2010
Content Capture Realism
Time
Photo
Film
Live Video
Panorama
360 Video
3D Space
1850 1900 1940 1990 2000 2010
2D Static
Immersive
Live
Experience
Networking Speeds Log (b/s)
Time
100 b/s
10 Kb/s
1 Mb/s
1980 1985 1990 1995 2000 2010
100 Mb/s
2005
Text
Audio
Natural
Video
Holoportation
• Augmented Reality + 3D capture + high bandwidth • http://research.microsoft.com/en-us/projects/holoportation/
Empathy
“Seeing with the Eyes of another,
Listening with the Ears of another,
and Feeling with the Heart of another..”
Alfred Adler
Empathic Computing
1. Understanding: Systems that can understand your feelings and emotions
2. Experiencing: Systems that help you better experience the world of others
3. Sharing: Systems that help you better sharing the feelings of others
Appliances That Make You Happy
• Jun Rekimoto – University of Tokyo/Sony CSL • Smile detection + smart appliances
Experiencing: Virtual Reality
"Virtual reality offers a whole different medium to tell stories that really connect people and create an empathic connection."
Nonny de la Peña http://www.emblematicgroup.com/
CHILDHOOD
• Kenji Suzuki, University of Tsukuba • What does it feel like to be a child? • VR display + moved cameras + hand restrictors
Sharing
Can we develop systems that allow us to share what we are seeing, hearing and feeling with others?
Using AR/Wearables for Empathy
• Remove technology barriers • Enhance communication • Change perspective • Share experiences • Enhance interaction in real world
Example: Google Glass
• Camera + Processing + Display + Connectivity
• Ego-Vision Collaboration (But with Fixed View)
Current Collaboration on Wearables
• First person remote conferencing/hangouts • Limitations
• Single POV, no spatial cues, no annotations, etc
Social Panoramas (ISMAR 2014)
• Capture and share social spaces in real time • Supports independent views into Panorama
Reichherzer, C., Nassani, A., & Billinghurst, M. (2014, September). [Poster] Social panoramas using wearable computers. In Mixed and Augmented Reality (ISMAR), 2014 IEEE International Symposium on (pp. 303-304). IEEE.
Implementation
• Google Glass • Capture live image panorama (compass + camera)
• Remote device (tablet) • Immersive viewing, live annotation
Lessons Learned
• Good • Communication easy and natural • Users enjoy have view independence • Sharing panorama enhances the shared experience
• Bad • Difficult to support equal input • Need to provide better awareness cues
CoSense (CHI 2015)
• Real time sharing - Emotion, video, and audio • Wearable (send emotion) –> Desktop (remote view)
Google Glass e-Health 2.0 board
+
Ayyagari, S. S., Gupta, K., Tait, M., & Billinghurst, M. (2015, April). Cosense: Creating shared emotional experiences. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems (pp. 2007-2012). ACM.
Implementation
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, voice pitch • Share video and audio remotely • Representative emotions sent back to Glass user
!
!
Lessons Learned
• Good • System was wearable • Sender and receiver mirrored emotion • Minimal cues provided best experience
• Bad • System delays • Need for good stimulus • Difficult to represent emotion
Empathy Glasses (CHI 2016)
• Combine together eye-tracking, display, face expression • Impicit cues – eye gaze, face expression
+ +
Pupil Labs Epson BT-200 AffectiveWear
Masai, K., Sugimoto, M., Kunze, K., & Billinghurst, M. (2016, May). Empathy Glasses. In Proceedings of the 34th Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. ACM.
AffectiveWear – Emotion Glasses
• Photo sensors to recognize expression • User calibration • Machine learning • Recognizing 8 face expressions
Integrated System • Local User
• Video camera • Eye-tracking • Face expression
• Remote Helper • Remote pointing
Lessons Learned • Pointing really helps in remote collaboration
• Makes remote user feel more connected • Gaze looks promising
• shows context of what person talking about • More work needed on emotion/expression cues • Limitations
• Limited implicit cues • Two separate displays • Task was a poor emotional trigger • AffectiveWear needs improvement
AR + Smart Sensors + Social Networks
• Track population at city scale (mobile networks) • Match population data to external sensor data • Mine data for applications
Conclusions
• Empathic Computing • Sharing what you see, hear and feel
• AR/Wearables Enables Empathic Experiences • Removing technology • Changing perspective • Sharing space/experience
• Many directions for future research