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USING AR AND VR FOR
BRAIN SYNCHRONIZATION
Mark Billinghurst
May 30th 2019
AWE 2019
HMDs with Integrated EEG
● A number of HMDs available with integrated EEG
● Neurable – 6 electrodes in visual cortex
● Looxid - 6 electrodes frontal lobes
Neurable Looxid
AR/VR and Brain Activity
• Brain Computer Interfaces (BCI)
• Using brain activity to control AR/VR experiences
• Emotion/Cognitive Monitoring
• Measuring emotion, stress, cognitive load
• Enhancing Collaboration
• Brain synchronization
AR/VR and BCI
• Using brain activity to interact in AR/VR
• Control by thought, user trained response
• Hands free interaction
https://www.youtube.com/watch?v=qFildKVi5dY
Cognitive Monitoring
Virtual Reality Training
• Bluedrop Training and Simulation
• Helicopter hoist training
7
Adaptive Training
• Training content dynamically changes
depending on the learning state of the user
• Task performance
• Test performance
• Subjective measures
• None of these measure users mental activity
or cognitive load during the task
Background
● VR training tools are effective and skills transferable to real world
● Earlier use of EEG in VR studies
○ Interaction, Measurement, VR environment did not adapt
Zhang et al. [2017]
- EEG for cognitive load
- VR driving simulator
- Autistic children
Friedman et al. [2007]
- EEG for locomotion
- CAVE system
Motivation
Making VR training systems adaptive in real-time to the
trainee’s cognitive load to induce the best level of
performance gain
We are first to explore real-time adaptive VR training
systems using workload calculated from EEG
Our System
Oz, O1, O2, Pz,
P3, and P4
Adaption/Calibration
● Establish baseline (alpha power)
● Two sets of n(1, 2)-back tasks to calibrate
user’s own task difficulty parameters
● Measured alpha activity (task load) and
calculated mean of the two tasks
● Mean → Baseline
● In experimental task
○ load > baseline → decrease level
○ load < baseline → increase level
Experimental Task
• Target selection
• number of objects, different colors
• shapes, and movement
Increasing levels (0 - 20)
Experimental Task
Difficulty - Low Difficulty - High
User Study
● Participants
● 14 subjects (6 women)
● 20 – 41 years old, 28 years average
● No experience with VR
● Measures
○ Response time
○ Brain activity (alpha power)
• 5 minutes fixed trial time
Adaption
Results – Response Time
Increasing levels
Response Time (sec.)
No difference between
easiest and hardest levels
Results – Time Frequency Representation
• Task Load
• Significant alpha synchronisation in the hardest difficulty levels
of the task when compared to the easiest difficulty levels
Easiest Hardest Difference
Key Finding
Similar reaction time but increased brain activity
showing increased cognitive effort at higher
levels to sustain performance
Conclusions
• Adaptive VR training can increase the user’s cognitive load
without affecting task performance
• First demo of the use of real-time EEG signals to adapt the
complexity of the training stimuli in a target acquisition context
• Future Work
• Significantly increase task complexity
• Can predict user performance based on the cognitive capacity
• Using AR display
• See real world and more distractors
Enhancing Collaboration
CAN MY THOUGHTS INFLUENCE YOURS?
Hyperscanning
• The simultaneous acquisition or
recording of neural activity from two
or more individuals
• Generally concerns the study of how
two or more individuals interact in a
co-operative or competitive scenario
Hyperscanning Experiment Setup
Brain Synchronization
Phase extracted from the signals
Time course of normalized EEG signal filtered in the alpha-mu
frequency band for the channels P8 of both subjects *
* Dumas, G., Nadel, J., Soussignan, R., Martinerie, J., & Garnero, L. (2010). Inter-brain synchronization during
social interaction. PloS one, 5(8), e12166.
Behaviour
Collaborative
https://www.youtube.com/watch?v=CJIZkZ2ol5A
In Opposition
Previous Research
• Active research since 2002
• > 140 research papers
• Excellent review
• Wang, M. Y., Luan, P., Zhang, J., Xiang, Y. T., Niu, H., &
Yuan, Z. (2018). Concurrent mapping of brain activation from
multiple subjects during social interaction by hyperscanning:
a mini-review. Quantitative imaging in medicine and
surgery, 8(8), 819.
• No hyperscanning research in AR/VR
Previous Studies
TASKS EXAMPLES
Imitation task Finger tracing, meaningless hand movements
Coordination/joint task
Rhythmic finger movements, unconsciously
synchronised footsteps,
Eye contact/gaze tasks Social interaction
Economic games/exchanges Prisoner’s dilemma, Trust Game
Cooperation and competition
tasks
Visual search task, Cooperation between Lovers vs
Strangers, children and parents vs strangers, same or
different gender
Interactions in natural scenarios Daily life conversations (face to face: higher sync)
Example Results
• Evidence suggests Hyperscanning is able to measure inter-brain synchrony
Tang, H., X. Mai, S. Wang, C. Zhu, F. Krueger and C. Liu (2016). "Interpersonal Brain Synchronization In The Right Temporo-Parietal
Junction During Face-To-Face Economic Exchange." Social Cognitive and Affective Neuroscience.
Benefits of Brain Synchronization
• Several potential benefits
• Improved engagement in learning
• Improved feeling of “Flow”
• Better collaboration performance
• Increased trust
• Great Social Presence
• Better group social dynamics
Study 1 – Finger Tracking
• Repeating classic study
• Users track opposite fingers
* Kyongsik Yun, Katsumi Watanabe, and Shinsuke Shimojo. “Interpersonal body and neural synchronization
as a marker of implicit social interaction”. In: Sci Rep 2 (2012), pp. 959– 959.
Pre-training (Finger Pointing) Session Start
Pre-training (Finger Pointing) Session End
Post-Training (Finger Pointing) Session End
VR Experiment
Hypothesis
• VR can reproduce Face to Face Brain Synchronization
• AR/VR cues could be used to enhance Synchronization
• Viewpoint sharing
• Using shared virtual cues
VR Copy of Real World
Viewpoint Sharing
Brain Synchronization Simulation
• Using a computational brain-inspired Spiking Neural Network Architecture - NeuCube
• Modelling the brain synchronization from finger tracking
EEG data is recorded over time
(c) Mapping, Learning, Pattern Visualisation and
Classification
(a) Spatio-Temporal Input Data Stream (b) Data Encoding
EEG
recording
Computational Modelling of Data in
a 3D Brain-Inspired SNN System
…
…
…
Class A
Class B
Class C
Class N
Output Class
Classification and Knowledge Extraction
Converting EEG signals
into sequence of spikes
Before Tracking
Left Finger
Participant 1
Before Tracking
Right Finger
Participant
3D visualisation 2D visualisation Input Interactions
3D visualisation 2D visualisation Input Interactions
(a) (b) (c)
(a) (b) (c)
After Tracking
Left Finger
Participant 1
After Tracking
Right Finger
Participant 2
3D visualisation 2D visualisation Input Interactions
3D visualisation 2D visualisation Input Interactions
(a) (b) (c)
(a) (b) (c)
Experiment A Accuracy Per Class
%
Total Accuracy
%
EEG Data Classes Class 1 ( AL-P1) Class 2 (AR-P2)
80
Class 1 ( AL-P1) 5 0 100
Class 2 (AR-P2) 2 3 60
Experiment C Accuracy Per Class Total Accuracy
EEG Data Classes Class 1 ( CL-P1) Class 2 (CR-P2)
60Class 1 ( CL-P1) 3 2 60
Class 2 (CR-P2) 2 3 60
Classification accuracy of 10 EEG samples (5 samples per class) using leave one out cross validation method.
The classification accuracy correspond to the similarity between the two models – the higher the classification
accuracy – the more different the models are.
Conclusion
Conclusions
• Opportunities for EEG use in AR/VR
• Brain Computer Interaction
• Cognitive Monitoring
• Adaptive Training
• Enhancing Collaboration
• Brain Synchronization
• Many directions for future research
Simulated Synchronization
• Simulated brain synchronisation
with a virtual character / avatar
• Humans interaction with virtual
agent e.g. BabyX
• Measure human EEG and
simulate virtual character EEG
Technology Trends
• Advanced displays
• Real time space capture
• Natural gesture interaction
• Robust eye-tracking
• Emotion sensing/sharing
Empathic
Tele-Existence
Empathic Tele-Existence
• Move from Observer to Participant
• Explicit to Implicit communication
• Experiential collaboration – doing together
www.empathiccomputing.org
@marknb00
mark.billinghurst@auckland.ac.nz

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AR AND VR FOR BRAIN SYNCHRONIZATION

  • 1. USING AR AND VR FOR BRAIN SYNCHRONIZATION Mark Billinghurst May 30th 2019 AWE 2019
  • 2. HMDs with Integrated EEG ● A number of HMDs available with integrated EEG ● Neurable – 6 electrodes in visual cortex ● Looxid - 6 electrodes frontal lobes Neurable Looxid
  • 3. AR/VR and Brain Activity • Brain Computer Interfaces (BCI) • Using brain activity to control AR/VR experiences • Emotion/Cognitive Monitoring • Measuring emotion, stress, cognitive load • Enhancing Collaboration • Brain synchronization
  • 4. AR/VR and BCI • Using brain activity to interact in AR/VR • Control by thought, user trained response • Hands free interaction
  • 7. Virtual Reality Training • Bluedrop Training and Simulation • Helicopter hoist training 7
  • 8. Adaptive Training • Training content dynamically changes depending on the learning state of the user • Task performance • Test performance • Subjective measures • None of these measure users mental activity or cognitive load during the task
  • 9. Background ● VR training tools are effective and skills transferable to real world ● Earlier use of EEG in VR studies ○ Interaction, Measurement, VR environment did not adapt Zhang et al. [2017] - EEG for cognitive load - VR driving simulator - Autistic children Friedman et al. [2007] - EEG for locomotion - CAVE system
  • 10. Motivation Making VR training systems adaptive in real-time to the trainee’s cognitive load to induce the best level of performance gain We are first to explore real-time adaptive VR training systems using workload calculated from EEG
  • 11. Our System Oz, O1, O2, Pz, P3, and P4
  • 12. Adaption/Calibration ● Establish baseline (alpha power) ● Two sets of n(1, 2)-back tasks to calibrate user’s own task difficulty parameters ● Measured alpha activity (task load) and calculated mean of the two tasks ● Mean → Baseline ● In experimental task ○ load > baseline → decrease level ○ load < baseline → increase level
  • 13. Experimental Task • Target selection • number of objects, different colors • shapes, and movement Increasing levels (0 - 20)
  • 14. Experimental Task Difficulty - Low Difficulty - High
  • 15. User Study ● Participants ● 14 subjects (6 women) ● 20 – 41 years old, 28 years average ● No experience with VR ● Measures ○ Response time ○ Brain activity (alpha power) • 5 minutes fixed trial time
  • 17. Results – Response Time Increasing levels Response Time (sec.) No difference between easiest and hardest levels
  • 18. Results – Time Frequency Representation • Task Load • Significant alpha synchronisation in the hardest difficulty levels of the task when compared to the easiest difficulty levels Easiest Hardest Difference
  • 19. Key Finding Similar reaction time but increased brain activity showing increased cognitive effort at higher levels to sustain performance
  • 20. Conclusions • Adaptive VR training can increase the user’s cognitive load without affecting task performance • First demo of the use of real-time EEG signals to adapt the complexity of the training stimuli in a target acquisition context • Future Work • Significantly increase task complexity • Can predict user performance based on the cognitive capacity • Using AR display • See real world and more distractors
  • 22. CAN MY THOUGHTS INFLUENCE YOURS?
  • 23. Hyperscanning • The simultaneous acquisition or recording of neural activity from two or more individuals • Generally concerns the study of how two or more individuals interact in a co-operative or competitive scenario
  • 25. Brain Synchronization Phase extracted from the signals Time course of normalized EEG signal filtered in the alpha-mu frequency band for the channels P8 of both subjects * * Dumas, G., Nadel, J., Soussignan, R., Martinerie, J., & Garnero, L. (2010). Inter-brain synchronization during social interaction. PloS one, 5(8), e12166. Behaviour
  • 27. Previous Research • Active research since 2002 • > 140 research papers • Excellent review • Wang, M. Y., Luan, P., Zhang, J., Xiang, Y. T., Niu, H., & Yuan, Z. (2018). Concurrent mapping of brain activation from multiple subjects during social interaction by hyperscanning: a mini-review. Quantitative imaging in medicine and surgery, 8(8), 819. • No hyperscanning research in AR/VR
  • 28. Previous Studies TASKS EXAMPLES Imitation task Finger tracing, meaningless hand movements Coordination/joint task Rhythmic finger movements, unconsciously synchronised footsteps, Eye contact/gaze tasks Social interaction Economic games/exchanges Prisoner’s dilemma, Trust Game Cooperation and competition tasks Visual search task, Cooperation between Lovers vs Strangers, children and parents vs strangers, same or different gender Interactions in natural scenarios Daily life conversations (face to face: higher sync)
  • 29. Example Results • Evidence suggests Hyperscanning is able to measure inter-brain synchrony Tang, H., X. Mai, S. Wang, C. Zhu, F. Krueger and C. Liu (2016). "Interpersonal Brain Synchronization In The Right Temporo-Parietal Junction During Face-To-Face Economic Exchange." Social Cognitive and Affective Neuroscience.
  • 30. Benefits of Brain Synchronization • Several potential benefits • Improved engagement in learning • Improved feeling of “Flow” • Better collaboration performance • Increased trust • Great Social Presence • Better group social dynamics
  • 31. Study 1 – Finger Tracking • Repeating classic study • Users track opposite fingers * Kyongsik Yun, Katsumi Watanabe, and Shinsuke Shimojo. “Interpersonal body and neural synchronization as a marker of implicit social interaction”. In: Sci Rep 2 (2012), pp. 959– 959.
  • 36. Hypothesis • VR can reproduce Face to Face Brain Synchronization • AR/VR cues could be used to enhance Synchronization • Viewpoint sharing • Using shared virtual cues
  • 37. VR Copy of Real World
  • 39. Brain Synchronization Simulation • Using a computational brain-inspired Spiking Neural Network Architecture - NeuCube • Modelling the brain synchronization from finger tracking EEG data is recorded over time (c) Mapping, Learning, Pattern Visualisation and Classification (a) Spatio-Temporal Input Data Stream (b) Data Encoding EEG recording Computational Modelling of Data in a 3D Brain-Inspired SNN System … … … Class A Class B Class C Class N Output Class Classification and Knowledge Extraction Converting EEG signals into sequence of spikes
  • 40. Before Tracking Left Finger Participant 1 Before Tracking Right Finger Participant 3D visualisation 2D visualisation Input Interactions 3D visualisation 2D visualisation Input Interactions (a) (b) (c) (a) (b) (c)
  • 41. After Tracking Left Finger Participant 1 After Tracking Right Finger Participant 2 3D visualisation 2D visualisation Input Interactions 3D visualisation 2D visualisation Input Interactions (a) (b) (c) (a) (b) (c)
  • 42. Experiment A Accuracy Per Class % Total Accuracy % EEG Data Classes Class 1 ( AL-P1) Class 2 (AR-P2) 80 Class 1 ( AL-P1) 5 0 100 Class 2 (AR-P2) 2 3 60 Experiment C Accuracy Per Class Total Accuracy EEG Data Classes Class 1 ( CL-P1) Class 2 (CR-P2) 60Class 1 ( CL-P1) 3 2 60 Class 2 (CR-P2) 2 3 60 Classification accuracy of 10 EEG samples (5 samples per class) using leave one out cross validation method. The classification accuracy correspond to the similarity between the two models – the higher the classification accuracy – the more different the models are.
  • 44. Conclusions • Opportunities for EEG use in AR/VR • Brain Computer Interaction • Cognitive Monitoring • Adaptive Training • Enhancing Collaboration • Brain Synchronization • Many directions for future research
  • 45. Simulated Synchronization • Simulated brain synchronisation with a virtual character / avatar • Humans interaction with virtual agent e.g. BabyX • Measure human EEG and simulate virtual character EEG
  • 46. Technology Trends • Advanced displays • Real time space capture • Natural gesture interaction • Robust eye-tracking • Emotion sensing/sharing Empathic Tele-Existence
  • 47. Empathic Tele-Existence • Move from Observer to Participant • Explicit to Implicit communication • Experiential collaboration – doing together