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Agents of Change: HIT Lab Graduate Students

Agents of Change: HIT Lab Graduate Students. Mark Billinghurst HIT Lab., University of Washington. Skills for the New Millenium. Creative is more valuable than smart … “if you're in the top 1%, there's only 55 million people smarter than you”... Change Agents Need: flexibility

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Agents of Change: HIT Lab Graduate Students

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  1. Agents of Change:HIT Lab Graduate Students Mark Billinghurst HIT Lab., University of Washington

  2. Skills for the New Millenium • Creative is more valuable than smart … “if you're in the top 1%, there's only 55 million people smarter than you”... • Change Agents Need: • flexibility • broad knowledge • Learn to see the world from as many viewpoints as possible • Work and play nice with others HITL Consortium 98

  3. Current Students • PhD • H. Abi-Rached, J. Berkley, M. Billinghurst, W. Chinthammit, H. Duh, D. Gatica-Perez, N. Hedley, R. Jackson, D. Kim, J. King, H. Pryor, S. Ruiz • Masters • J. Brandt, M. Brown, G. Dilby, K. Kloeckner, L. Matheson, S. Tanney HITL Consortium 98

  4. Interface • Jessica Baldis - Spatial Audio Conferencing • Matt Brown - 4D Waccom Mouse • Jimena Olveres - Expressive Avatars • Susan Tanney - Architecture as Interface HITL Consortium 98

  5. Spatial Audio Conferencing • Traditional Video Conferencing • audio same performance as audio + video • different from face to face • Why ? • redundancy among cues • lack of spatial cues • What happens when spatial cues are added? HITL Consortium 98

  6. Hypothesis • Spatial audio cues should help with: • memory • focal assurance • perceived comprehension • user preference HITL Consortium 98

  7. Experimental Conditions • Non-spatial • Co-located spatial • Scaled spatial HITL Consortium 98

  8. Results • Spatial audio improved all measures: • increasing memory, focal assurance, user preferences. • But: • little difference between co-located and scaled conditions • no difference between visual and non-visual condtions HITL Consortium 98

  9. Results Amount of attention Speaker Identification HITL Consortium 98

  10. Wacom 4D Mouse • New Input Device • 5 buttons and thumbwheel • used with tablet, pen • graphic design applications • HIT Lab Goals • explore new interface metaphors • compare performance to traditional mouse HITL Consortium 98

  11. HITL Consortium 98

  12. HITL Consortium 98

  13. Expressive Avatars • Face-to-Face Conversation • People don’t think their expressions • Use of nonverbal cues • Simultaneous non-verbal and verbal input • Virtual Environment Conversation • Avatar representation • Non-verbal input explicitly entered. • Sequential non-verbal and verbal input HITL Consortium 98

  14. And they lived happily ever after ... • Avatar expressions are hard: • smiling, but not laughing, frowning, crying ... HITL Consortium 98

  15. Intelligent, Expressive Avatars • Goal: To add intelligent, expressive avatars to text based chat environments. • Proposal: • Develop an Intelligent System which infers different emotions from textual input. • Use emotion information to automatically set the graphical appearance of the avatars. HITL Consortium 98

  16. NLP Parsing -key word spotting -phrase length -emoticon spotting Emotion Scores -joy -interest -sadness -surprise -anger -shyness -fear Text Input Expert System -emotion hypothesis -context information Animation Engine Virtual Avatar 3D (C, C++, OpenGL) User Input Synthesized speech How it Works HITL Consortium 98

  17. Avatar Expressions Emotional Displays - happy and angry. HITL Consortium 98

  18. User Testing • Users recognize the emotions: • 6 emotions recognized with 95% accuracy. • Users enjoyed the interaction: • 75% Enjoyed the intelligent system. • 15% Too complicated. • 10% They would not used again. HITL Consortium 98

  19. Loose interpretation of urban, architectural, and theatrical metaphors urban scale with respect to private and public spaces architectural features suggesting openings help to define the pedestrian (user) scale proscenium interface from 3D environment to 2D webpage Architecture As InterfaceVirtual Playground • Usable architecture • Data displayed as inhabitable structures, patterns, and orders. • Spatial relationships such as proximity, scale, shape, and movement suggest meaning. • Dynamic architectures that inform the user. HITL Consortium 98

  20. Architecture As InterfaceFlight of the Phoenix • Cooperative (or hybrid) architectures • Physical augmenting the virtual • Virtual augmenting the physical HITL Consortium 98

  21. Animate Architecturesor...what I learned from CSE 458 What if walls could speak? How can we use animation in virtual environments to assist the user? Could the architecture serve as a live database?

  22. Hardware • Homer Pryor - VRD Emulator • Kyle Kloeckner - Low Vision Studies • Sal Ruiz - VRD Head/Eye Tracker HITL Consortium 98

  23. VRD Color System HITL Consortium 98

  24. VRD Emulator HITL Consortium 98

  25. Amblyopia HITL Consortium 98

  26. Keratoconus Contact Lens W/O Contact Pinhole Glasses HITL Consortium 98

  27. VRD for Head/Eye Tracking • Head Tracking Alternatives • VRD as scanning aperture to single detector • VRD illuminating reflective markers • VRD illuminating active sensors • Eye Tracking Alternatives • scan IR into eye along with visible VRD display • scan aperture of single linear arrays across eye for high speed eye position HITL Consortium 98

  28. Software • Daniel Gatica-Perez - Image Segmentation • Habib Abi-Rached - Panoramic Displays • Jeff Berkley - FE Force Feedback • Mark Billinghurst - Conversational Interfaces HITL Consortium 98

  29. Video Segmentation • Goal • Segment video into meaningful semantic objects • Method • Mathematical Morphology Techniques • Applications • Video Conferencing • Extract objects from video sequences and add them to other video or virtual environments • MPEG4 - object based video compression HITL Consortium 98

  30. Segmentation Results Segmented Video Original Video HITL Consortium 98

  31. Improving Automobile Visibility HITL Consortium 98

  32. Blending HITL Consortium 98

  33. Stereo Acuity / Depth Perception HITL Consortium 98

  34. Results • Large variance in results • 15% people no errors • more than 50% had 100% error • Must look at other cues • mirrors kept for certain people • panoramic displays for others (>50%) HITL Consortium 98

  35. Percent Of Errors HITL Consortium 98

  36. Surgical Tissue Simulation • Goals: • Develop new “fast finite element” algorithms for modeling real-time tissue deformation. • Validate the fast FE-based deformation and force-feedback methods. • Create an intuitive software platform for development of simple surgical simulations. HITL Consortium 98

  37. Significance • Learning surgery is difficult • can’t practice on real tissue ! • Surgical simulators are valuable • but realistic looking rather than real time • FE modeling can provide realistic deformation and force-feedback • But methods are needed for optimizing FE equations to achieve real-time results. HITL Consortium 98

  38. Initial Results • FE haptic deformation incorporated into FLIGHT software • algorithm optimized to run in real-time on an O2, rather than 4 processor Onyx • Force feedback methods validated in Sinus surgery simulator HITL Consortium 98

  39. Figure 5. User Interacting with Rea Conversational Characters • Rea: The Real Estate Agent • vision and speech input • conversational understanding • voice and gesture output • Emphasis on Function • not a one to one mapping between input and interpretation HITL Consortium 98

  40. Conclusion • HIT Lab culture breeds great students • Talented • Diverse • Creative • Agents of Change • Companies which realize this: • Phillips, Disney, Intel, AT&T, Microsoft, JPL … • Insert Your Name Here HITL Consortium 98

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