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Mark Billinghurst

Publications and source records attributed to Mark Billinghurst.

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The Missing Link of XR: Empathy-Driven Reality for XR and Beyond

Extended reality (XR) for socialising is becoming increasingly popular. However, unlike conventional social platforms, XR prioritises embodiment and immersion, factors that strongly impact one's physical and mental states. We envision a future for XR where all users, regardless of abilities and backgrounds, can understand one another, participate, and find safe socialisation spaces. An Empathy-Driven Reality (EDR) is a space where understanding each other's emotional, physical, and cognitive states takes centre stage. It has the potential to enhance empathy beyond how we normally perceive it. To explore this concept, we conducted a hybrid-style workshop over two months with 27 industry and academic researchers in XR, emotion, physiology, assistive technology, and social science. This paper reports on the findings and aims to establish a structure and reference for the 1) design guidelines, 2) research challenges, and 3) potential applications for the future of XR as an EDR. We frame EDR as a conceptual design framework rather than a validated system: a structured design space that links requirements to design mechanisms, together with a research agenda for empathy-centred XR.

cs.HC

"When I see Jodie, I feel relaxed": Examining the Impact of a Virtual Supporter in Remote Psychotherapy

Virtual agents have shown promising potential in mental health applications, but current research has predominantly focused on contexts outside of traditional therapy sessions. This paper examines the impact of a virtual supporter in remote psychotherapy sessions conducted via Zoom. We used a two-phase research approach. First we conducted a formative study to understand the roles and functions of human supporters in psychotherapy contexts. Based on these findings, we developed a virtual supporter operating in two modes: Daily Mode (for mood journaling outside therapy) and Therapy Mode (as an additional participant in Zoom therapy sessions). Finally we ran a user study with 14 participants who engaged with the virtual supporter for a week and then joined a remote psychotherapy session together. Our findings revealed that the virtual supporter had positive effects on creating psychological safety, reducing anxiety, and enhancing emotional articulation without disrupting the therapeutic process. We then discussed both the benefits and potential disadvantages of virtual supporters in therapeutic contexts, including concerns about over-reliance and the need for appropriate boundaries. This research contributes to understanding how AI-driven virtual agents could contribute to human-led remote psychotherapy.

cs.HC

Investigating AI in Peer Support via Multi-Module System-Driven Embodied Conversational Agents

Young people's mental well-being is a global concern, with peer support playing a key role in daily emotional regulation. Conversational agents are increasingly viewed as promising tools for delivering accessible, personalised peer support, particularly where professional counselling is limited. However, existing systems often suffer from rigid input formats, scripted responses, and limited emotional sensitivity. The emergence of large language models introduces new possibilities for generating flexible, context-aware, and empathetic responses. To explore how individuals with psychological training perceive such systems in peer support contexts, we developed an LLM-based multi-module system to drive embodied conversational agents informed by Cognitive Behavioral Therapy (CBT). In a user study (N=10), we qualitatively examined participants' perceptions, focusing on trust, response quality, workflow integration, and design opportunities for future mental well-being support systems.

cs.HC

HeadZoom: Hands-Free Zooming and Panning for 2D Image Navigation Using Head Motion

We introduce \textit{HeadZoom}, a hands-free interaction technique for navigating two-dimensional visual content using head movements. HeadZoom enables fluid zooming and panning using only real-time head tracking. It supports natural control in applications such as map exploration, radiograph inspection, and image browsing, where physical interaction is limited. We evaluated HeadZoom in a within-subjects study comparing three interaction techniques-Static, Tilt Zoom, and Parallel Zoom-across spatial, error, and subjective metrics. Parallel Zoom significantly reduced total head movement compared to Static and Tilt modes. Users reported significantly lower perceived exertion for Parallel Zoom, confirming its suitability for prolonged or precision-based tasks. By minimizing movement demands while maintaining task effectiveness, HeadZoom advances the design of head-based 2D interaction in VR and creates new opportunities for accessible hands-free systems for image exploration.

cs.HC

Empathetic Conversational Agents: Utilizing Neural and Physiological Signals for Enhanced Empathetic Interactions

Conversational agents (CAs) are revolutionizing human-computer interaction by evolving from text-based chatbots to empathetic digital humans (DHs) capable of rich emotional expressions. This paper explores the integration of neural and physiological signals into the perception module of CAs to enhance empathetic interactions. By leveraging these cues, the study aims to detect emotions in real-time and generate empathetic responses and expressions. We conducted a user study where participants engaged in conversations with a DH about emotional topics. The DH responded and displayed expressions by mirroring detected emotions in real-time using neural and physiological cues. The results indicate that participants experienced stronger emotions and greater engagement during interactions with the Empathetic DH, demonstrating the effectiveness of incorporating neural and physiological signals for real-time emotion recognition. However, several challenges were identified, including recognition accuracy, emotional transition speeds, individual personality effects, and limitations in voice tone modulation. Addressing these challenges is crucial for further refining Empathetic DHs and fostering meaningful connections between humans and artificial entities. Overall, this research advances human-agent interaction and highlights the potential of real-time neural and physiological emotion recognition in creating empathetic DHs.

cs.HC

Using Virtual Reality as a Simulation Tool for Augmented Reality Virtual Windows: Effects on Cognitive Workload and Task Performance

Virtual content in Augmented Reality (AR) applications can be constructed according to the designer's requirements, but real environments, are difficult to be accurate control or completely reproduce. This makes it difficult to prototype AR applications for certain real environments. One way to address this issue is to use Virtual Reality (VR) to simulate an AR system, enabling the design of controlled experiments and conducting usability evaluations. However, the effectiveness of using VR to simulate AR has not been well studied. In this paper, we report on a user study (N=20) conducted to investigate the impact of using an VR simulation of AR on participants' task performance and cognitive workload (CWL). Participants performed several office tasks in an AR scene with virtual monitors and then again in the VR-simulated AR scene. While using the interfaces CWL was measured with Electroencephalography (EEG) data and a subjective questionnaire. Results showed that frequent visual checks on the keyboard resulted in decreased task performance and increased cognitive workload. This study found that using AR centered on virtual monitor can be effectively simulated using VR. However, there is more research that can be done, so we also report on the study limitations and directions for future work.

cs.HC

Explorations in Designing Virtual Environments for Remote Counselling

The advent of technology-enhanced interventions has significantly transformed mental health services, offering new opportunities for delivering psychotherapy, particularly in remote settings. This paper reports on a pilot study exploring the use of Virtual Reality (VR) as a medium for remote counselling. The study involved four experienced psychotherapists who evaluated three different virtual environments designed to support remote counselling. Through thematic analysis of interviews and feedback, we identified key factors that could be critical for designing effective virtual environments for counselling. These include the creation of clear boundaries, customization to meet specific therapeutic needs, and the importance of aligning the environment with various therapeutic approaches. Our findings suggest that VR can enhance the sense of presence and engagement in remote therapy, potentially improving the therapeutic relationship. In the paper we also outline areas for future research based on these pilot study results.

cs.HC

Large Language Models for Automatic Detection of Sensitive Topics

Sensitive information detection is crucial in content moderation to maintain safe online communities. Assisting in this traditionally manual process could relieve human moderators from overwhelming and tedious tasks, allowing them to focus solely on flagged content that may pose potential risks. Rapidly advancing large language models (LLMs) are known for their capability to understand and process natural language and so present a potential solution to support this process. This study explores the capabilities of five LLMs for detecting sensitive messages in the mental well-being domain within two online datasets and assesses their performance in terms of accuracy, precision, recall, F1 scores, and consistency. Our findings indicate that LLMs have the potential to be integrated into the moderation workflow as a convenient and precise detection tool. The best-performing model, GPT-4o, achieved an average accuracy of 99.5\% and an F1-score of 0.99. We discuss the advantages and potential challenges of using LLMs in the moderation workflow and suggest that future research should address the ethical considerations of utilising this technology.

cs.CL

Integrating Physiological Data with Large Language Models for Empathic Human-AI Interaction

This paper explores enhancing empathy in Large Language Models (LLMs) by integrating them with physiological data. We propose a physiological computing approach that includes developing deep learning models that use physiological data for recognizing psychological states and integrating the predicted states with LLMs for empathic interaction. We showcase the application of this approach in an Empathic LLM (EmLLM) chatbot for stress monitoring and control. We also discuss the results of a pilot study that evaluates this EmLLM chatbot based on its ability to accurately predict user stress, provide human-like responses, and assess the therapeutic alliance with the user.

eess.SP

Putting Our Minds Together: Iterative Exploration for Collaborative Mind Mapping

We delineate the development of a mind-mapping system designed concurrently for both VR and desktop platforms. Employing an iterative methodology with groups of users, we systematically examined and improved various facets of our system, including interactions, communication mechanisms and gamification elements, to streamline the mind-mapping process while augmenting situational awareness and promoting active engagement among collaborators. We also report our observational findings on these facets from this iterative design process.

cs.HC

VR.net: A Real-world Dataset for Virtual Reality Motion Sickness Research

Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches demand an accurately-labeled, real-world, and diverse dataset for high accuracy and generalizability. As a starting point to address this need, we introduce `VR.net', a dataset offering approximately 12-hour gameplay videos from ten real-world games in 10 diverse genres. For each video frame, a rich set of motion sickness-related labels, such as camera/object movement, depth field, and motion flow, are accurately assigned. Building such a dataset is challenging since manual labeling would require an infeasible amount of time. Instead, we utilize a tool to automatically and precisely extract ground truth data from 3D engines' rendering pipelines without accessing VR games' source code. We illustrate the utility of VR.net through several applications, such as risk factor detection and sickness level prediction. We continuously expand VR.net and envision its next version offering 10X more data than the current form. We believe that the scale, accuracy, and diversity of VR.net can offer unparalleled opportunities for VR motion sickness research and beyond.

cs.AI

Synthesizing Affective Neurophysiological Signals Using Generative Models: A Review Paper

The integration of emotional intelligence in machines is an important step in advancing human-computer interaction. This demands the development of reliable end-to-end emotion recognition systems. However, the scarcity of public affective datasets presents a challenge. In this literature review, we emphasize the use of generative models to address this issue in neurophysiological signals, particularly Electroencephalogram (EEG) and Functional Near-Infrared Spectroscopy (fNIRS). We provide a comprehensive analysis of different generative models used in the field, examining their input formulation, deployment strategies, and methodologies for evaluating the quality of synthesized data. This review serves as a comprehensive overview, offering insights into the advantages, challenges, and promising future directions in the application of generative models in emotion recognition systems. Through this review, we aim to facilitate the progression of neurophysiological data augmentation, thereby supporting the development of more efficient and reliable emotion recognition systems.

cs.HC

Wish You Were Here: Mental and Physiological Effects of Remote Music Collaboration in Mixed Reality

With face-to-face music collaboration being severely limited during the recent pandemic, mixed reality technologies and their potential to provide musicians a feeling of "being there" with their musical partner can offer tremendous opportunities. In order to assess this potential, we conducted a laboratory study in which musicians made music together in real-time while simultaneously seeing their jamming partner's mixed reality point cloud via a head-mounted display and compared mental effects such as flow, affect, and co-presence to an audio-only baseline. In addition, we tracked the musicians' physiological signals and evaluated their features during times of self-reported flow. For users jamming in mixed reality, we observed a significant increase in co-presence. Regardless of the condition (mixed reality or audio-only), we observed an increase in positive affect after jamming remotely. Furthermore, we identified heart rate and HF/LF as promising features for classifying the flow state musicians experienced while making music together.

cs.HC

Towards Immersive Collaborative Sensemaking

When collaborating face-to-face, people commonly use the surfaces and spaces around them to perform sensemaking tasks, such as spatially organising documents, notes or images. However, when people collaborate remotely using desktop interfaces they no longer feel like they are sharing the same space. This limitation may be overcome through collaboration in immersive environments, which simulate the physical in-person experience. In this paper, we report on a between-groups study comparing collaborations on image organisation tasks, in an immersive Virtual Reality (VR) environment to more conventional desktop conferencing. Collecting data from 40 subjects in groups of four, we measured task performance, user behaviours, collaboration engagement and awareness. Overall, the VR and desktop interface resulted in similar speed, accuracy and social presence rating, but we observed more conversations and interaction with objects, and more equal contributions to the interaction from participants within groups in VR. We also identified differences in coordination and collaborative awareness behaviours between VR and desktop platforms. We report on a set of systematic measures for assessing VR collaborative experience and a new analysis tool that we have developed to capture user behaviours in collaborative setting. Finally, we provide design considerations and directions for future work.

cs.HC

Prototyping a Virtual Agent for Pre-school English Teaching

This paper describes a case study and the insights gained from prototyping an Intelligent Virtual Agent (IVA) for English vocabulary building for Spanish-speaking preschool children. After an initial exploration to evaluate the feasibility of developing an IVA, we followed a Human-Centered Design (HCD) approach to create a prototype. We report on the multidisciplinary process used that incorporated two well-known educative concepts: gamification and story-telling as the main components for engagement. Our results suggest that a multidisciplinary approach to developing an educational IVA is effective. We report on the relevant aspects of the ideation and design processes that informed the vision and mission of the project.

cs.HC