Personalized and Adaptive Virtual Reality/Augmented Reality - - PowerPoint PPT Presentation
Personalized and Adaptive Virtual Reality/Augmented Reality - - PowerPoint PPT Presentation
Next Steps to Creating Personalized and Adaptive Virtual Reality/Augmented Reality Applications Wendy Nilsen Computer and Information Science & Engineering Directorate National Science Foundation National Science Foundations Mission
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Virtual Reality/Augmented Reality Visioning Workshop – July 2017
- Workshop with 40+ academic, industry
and government experts to identify the scientific gaps in creating personalized and adaptive VR/AR systems
Workshop Goals
- To identify the research needed to
achieve individual personalization and adaptation in the areas of visual, auditory and tactile perception, as well as the social, behavioral and cognitive patterns key to adaptation
– Perceptual Systems – Social, behavioral and cognitive patterns
USE CASE: Training for First Responders
Jessie manages training and professional development for first responders. Thanks to new VR technologies, it has become relatively easy for Jessie to port volumetric models of real world settings into VR to build new training scenarios. Also, she can tweak the scenario settings for different training objectives. With earlier training systems, Jessie used to be frustrated because she couldn’t customize training scenarios for the trainees. This doesn’t result in effective training because her students enter the program with a wide variety of skill sets and
- experience. Specifically, she sees recruits employ different strategies -
both effective and ineffective - when navigating complex, rapidly changing environments and would like a training solution that supports such nuances.
User-Centric Hierarchical Benchmarks
- Hardware and software agnostic benchmarks should be developed for
assessing the end-to-end user experience to determine how well systems support a user to complete a given task. Categories to include: – Detection – Navigation (locomotion) – Selection – Manipulation
- Sample tasks to be included:
– Visual acuity – Contrast sensitivity – Disparity acuity – Localization in space (visual and auditory) – 3D motion acuity – Hand tracking – Distance estimation – Pointing – Interception
Optimizing the human-machine interface
Optimization should have the goal of a natural interaction - interaction that extracts a low cognitive load and a high level of mastery, which is adapted and personalized for users and tasks. Optimization should also achieve all this and fade into the human’s background.
- Optimization includes:
– Different types of user interfaces – Different kinds of interaction tasks – Match between task and setting
- Operation in the real world requires:
– Intelligent sensing/modeling of the environment – Algorithms for virtual objects in the physical space; – Methods to specify flexible environments that adapt to the physical world; – Studies of how the physical environments result in different user experiences and acceptance.
- Task-specific optimization
– Identify aspects that foster learning
- What are the universal aspects and what requires personalization?
Identifying User States & Traits
Understanding the emotional and physiological states of users real-time is critical to developing and assessing adaptation and ensuring VR/AR usability.
- Potential states and traits include:
– Engagement, which can range from mild interest to the full concentration “flow” – Presence “the sense of “being there” – Frustration – Boredom – Confidence or self-efficacy – Tenacity
- Internal states to detect/predict motion sickness
Identifying User Physical States
Future systems will need some form of body tracking to create lifelike avatars that mimic user characteristics.
- Tracking to include:
– Data to generate a motion model of a person – Data for accurate 3D visual and spatial audio
- What new analytics and models are needed to
generate real-time head related transfer functions?
- How do we personalize to the individual visual
system?
– Interpupillary distance – Acuity – Motion sensitivity
Dynamic Content Generation
Traditional content design either delivers a “one size fits all”
- solution. How can we create systems that dynamically adjust?
- Knowledge needed for understanding the effect of dynamic
changes
– Many solutions to optimize user comfort, adapt content dynamics to lower optic flow rate, change acceleration dynamics or content
- density. However, these adaptations have potential negative
effects on presence, immersion and engagement.
- Are there an adaptation management rule sets or logic that
can be developed?
- How much agency should the user have over adaptive system
processes?
- How much should the system communicate its logic?
- Finally, how can adaptation be assessed for its effectiveness,
desirability and perceived optimization?
Cybersickness
People vary quite widely in the three variables
- f cybersickness:
– Sensitivity – Adaptivity – Decay rate
- But how do these factors combine?
- To what extent these are state vs trait
variables?
- How are these variables affected by the user
context, environment and/or task?
Spatial Cognition
Navigation systems that understand user’s spatial knowledge and that adapt the amount of navigation help they give accordingly are needed.
- Needed information:
– Assess and utilize an individual’s knowledge and adapt to personalize interaction, navigation and locomotion – The effect of varying cues or adaptive geometry for varying speeds – The effect of locomotion speed-aware landmarks – Teleportation as a tool to allow for rapid, precise movement AND maintenance/development of spatial knowledge WITHOUT inducing discomfort – Detection of navigation/spatial problems or confusion
- In group settings:
– Affording multi-user calibration or coordination across people – Personalization for physically/virtually co-located users
- Are different interaction techniques or spatial layout necessary for
different users?
Social and Behavioral Factors
Current virtual environments rely on developers, users, and groups to structure and mediate social interactions. There is little knowledge about the impact of social behavior on VR/AR and the impact of VR/AR on social. How can adaptive systems support these functions by gauging an individual’s social intent and behaviors to deliver experiences that are more inclusive, safe, and comfortable?
- Topics include:
– Anonymity – Authenticity – Privacy and security – Legality of behaviors – Malleability of appearance – What is healthy social behavior in VR/AR? – Public vs Private control
Next Steps
- Personalization in VR/AR has a rich intellectual agenda –
highly creative, highly interactive, with enormous possibilities for changing the world!
- We have a thriving basic research community is the
foundation for long-term discovery and innovation to realize next generation VR/AR.
- VR/AR has the potential to transform a vast array of
tasks from high skill to education and entertainment.
CISE Partnerships
Partnerships build capacity, leverage resources, increase the speed of translation from discovery to innovation
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Prescription 3: Regain America’s Standing as an Innovation Leader by Establishing a More Robust National Government-University- Industry Research Partnership
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