Social and Communicative Augmentations: Augmented Affordances for Virtual Social and Collaborative Interactions
This project is already completed.
Background
VR allows to convincingly replicate human behaviors to avatars, virtual representations of users. Typically however, sensing mechanisms and replication are inferior to what can be expected from everyday interaction due to restricted space, mobility, or availability of sensing.
VR will certainly change the way we communicate. In multi-user environments, it can be beneficial to introduce abstractions of social behavior such as emotes in games or gestures evoked by buttons in social VR applications. This topic is not yet fully explored as we could imagine artificial affordances (such as emoticons in instant messengers) can be designed to construct novel languages and help users to automatically, semi-automatically, or manually transmit emotions and intententions and other communicative messages.
Such augmentations could for example increase the social connectedness or the sense of being present with others. Furthermore, they may be assistive to individuals with communicative deficits or social disorders, as well as to provide barrier free environemts or allow to fostor interculutral exchange.
In a former projects multiple prototypes for social augmentations have been developed, on which the project members can base upon. These include, for example, the augmentation of gaze (eye movements), the augmentation of nonverbal mimicry (mirroring other’s behavior), the utilization of brain-computer interfaces, as well as visual transformations and artificial substitutes for multi-user environments, see also:
Tasks
The Social Augmentations project will focus on the following tasks:
- Creating an design space and designing specific augmentations with respect to a modality of choice
- Extending the existing prototypes to support his augmentation (Unity 3D/C#/Python)
- Test and deploy the application
- Create and conduct a preliminary evaluation
- Create professional media material and an introduction for further projects
The project will be organized according to the basic principles of SCRUM, an agile project management method for software development. A group of 10 to 15 students will work as a team.
Prerequisites
- Introduction to Programming (Java, C++ or C#), e.g., 10-MCS-EinP
- Introduction to MCS, e.g., 06-MCS-GL-AP
- Statistics 1 and 2, e.g., 06-PSY-STAT-1 and 06-PSY-STAT-2
- Advanced Programming, e.g., 10-MCS-GADS, 10-MCS-EPP and 10-MCS-SPSE
- Usability and Software Ergonomics, e.g., 06-MCS-Usab
- Interactive Computer Graphics, e.g., 10-MCS-ICGV
- Game Engine Experience (Unity3D) (certain amount of team members)
Optional and beneficial
- Experience with machine learning (Support Vector Machines, Recurrent Networks)
- Experience with networking (Unity Networking/Unet)
- Experience with 3D Authoring software
- Experience with empirical methods
- Experience with interaction design
Cooperation
This project is in cooperation with the Fraunhofer IIS in Nuremberg.
Cooperation Partners
Tobias FeiglFraunhofer IIS Nuremberg
Contact Persons at the University Würzburg
Daniel Roth (Primary Contact Person)Mensch-Computer-Interaktion, Universität Würzburg
daniel.roth@uni-wuerzburg.de