Dr Mu Mu, 6 July 2022
Grab your attention with AI
Next steps for VR
Murtada Dohan (PhD Comp), Cleyon Johns (Game Design)
Yoana Slavova (Business Comp), Petar Stepanić (Comp)
• Human Computer Interaction (HCI)
• multidisciplinary field with a focus on the interaction between
humans (the users) and computer systems.
• Objective video quality assessment – assess user experience
using machine learning
• Better networking, better video streaming standard.
• Video -> Immersive media -> virtual reality
• Machine learning -> deep learning / neural networks
Background
•VR journey ( learning, art, AI navigation, mental
health… )
•The role of human attention in VR designs
VR takes a front seat
• Education, training, entertainment, advertisement, creative art,
healthcare.
• Motivation: Does “WOW!” translate to an
A?
• how VR could impact the learning of
science in universities.
• Comparative study
• Stonehenge VR vs PowerPoint
• Multiple choice test (recognising numerical,
textual, visual info) and interviews
• 50 students (age 18-26, 60% female)
• Results, observations, etc.
• VR not always better (some contributing
factors).
• More work on peer interactions and
interactive tools in VR.
A Comparative Study of the Learning Outcomes
and Experience of VR in Education - Yoana
Slavova
• Slavova, Y. and Mu, M., A Comparative Study of the Learning Outcomes and Experience of VR in Education, in Proceedings of the 25th
IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR 2018), Germany, 05/2018
• Panel, Westminster HE Forum – Technologies in higher education, https://www.westminsterforumprojects.co.uk/publication/technology-in-
higher-education-19
A Comparative Study of the Learning Outcomes
and Experience of VR in Education - Yoana
Slavova
Attention is the answer.
attention
visual
audio
haptic
olfactory,
taste
movement
Human attention
“Everyone knows what
attention is. It is the taking
possession by the mind, in
clear, and vivid form, of one
out of what seems several
simultaneously possible
objects or trains of thought.”
- William James
(experimental psychology) -
• We designed a gaze-controlled Unity VR game for this study and implemented
additional libraries to bridge raw eye-tracking data with game elements and
mechanics.
• The experimental data show distinctive patterns of fixation spans which are paired
with user interviews to help us explore characteristics of user attention.
Understanding User Attention In VR Using Gaze
Controlled Games – Murtada Dohan (MSc Dissertation)
Dohan, M. and Mu, M., Understanding User Attention In VR Using Gaze Controlled Games. In Proceedings of ACM International Conference on
Interactive Experiences for TV and Online Video (ACM TVX ’19), June 5–7, 2019, Salford (Manchester), United
Kingdom. https://doi.org/10.1145/3317697.3325118 06/2019
• This work indicates future avenues for content creation in this emerging field and what this
might mean for artists and art institutions to experiment with methods of exhibiting
innovative content.
Abstract Painting Practice: Expanding in a Virtual
World
Goodyear, A. and Mu, M., Abstract Painting Practice: Expanding in a Virtual World. In Proceedings of ACM International Conference on
Interactive Experiences for TV and Online Video (ACM TVX ’19), June 5–7, 2019, Salford (Manchester), United Kingdom. 06/2019
VR Environment
Open-source tools
oTilt Brush export tool: https://github.com/MrMMu/tiltbrushfbxexport
oUnity script: https://github.com/Murtada100/MTAP_Data_and_Experiment
VR Environment
Open-source tools
oTilt Brush export tool: https://github.com/MrMMu/tiltbrushfbxexport
oUnity script: https://github.com/Murtada100/MTAP_Data_and_Experiment
{‘fbxname’:FBXNAME,
‘fbxmeta’:
[{‘meshname’:MESHNAME,
‘meshmeta’:
{‘brush_name’:BRUSHNAME,
‘brush_guid’:BRUSH_GUID,
‘v’:V, #list of positions (3-tuples)
‘n’:N, #list of normals (3-tuples, or None if missing)
‘uv0’:UV0, #list of uv0 (2-, 3-, 4-tuples, or None if
missing)
‘uv1’:UV1, #see uv0
‘c’:C, #list of colors, as a uint32. abgr little-endian, rgba
big-endian
‘t’:T, #list of tangents (4-tuples, or None if missing)
‘tri’:TRI #list of triangles (3-tuples of ints)
}
},{},…]
}
Experiment
● The experiment involved participants freely navigating through an VR artwork
● It consists of thousands of different brushstrokes
● HTC VIVE PRO EYE
● Data collected: Walk data, and eye gaze data, hand tracking, verbal response, environment
data.
Dataset: https://doi.org/10.6084/m9.figshare.15090309.v1
Experiment
Experiment
Walk
Eye orientation
Eye Tracking Coordinate System
(ETCS).
The ETCS is a cartesian, right
handed system and the coordinate
axes are oriented
Eye orientation
Mu, M., Dohan, M., Goodyear, A., Hill, G., Johns, C., Mauthe, A., “User Attention and Behaviour in Virtual Reality Art Encounter”, in
Springer Multimedia Tools and Applications. https://arxiv.org/abs/2005.10161, 2022 [dataset]
Eye orientation
Mu, M., Dohan, M., Goodyear, A., Hill, G., Johns, C., Mauthe, A., “User Attention and Behaviour in Virtual Reality Art Encounter”, in
Springer Multimedia Tools and Applications. https://arxiv.org/abs/2005.10161, 2022 [dataset]
Gender
Mu, M., Dohan, M., Goodyear, A., Hill, G., Johns, C., Mauthe, A., “User Attention and Behaviour in Virtual Reality Art Encounter”, in
Springer Multimedia Tools and Applications. https://arxiv.org/abs/2005.10161, 2022 [dataset]
Neural Network
Mu, M., Dohan, M., Goodyear, A., Hill, G., Johns, C., Mauthe, A., “User Attention and Behaviour in Virtual Reality Art Encounter”, in Springer Multimedia Tools and
Applications. https://arxiv.org/abs/2005.10161, 2022 [dataset]
Experiment
Mu, M., Dohan, M., Goodyear, A., Hill, G., Johns, C., Mauthe, A., “User Attention and Behaviour in Virtual Reality Art Encounter”, in Springer Multimedia Tools and
Applications. https://arxiv.org/abs/2005.10161, 2022 [dataset]
Experiment
Participant 5170 commented that he loved the experiences of “going into the paint
and looking up”, which really gave him “a sense of scale”. He preferred walking to
explore the artwork more than the idea of “flying” using VR controllers because
“tethering to the ground” gave him “a point of reference”.
Participant 4475 felt that she was “in a virtual jungle” and “loved the lights shining
through the paint”. She also suggested “more pink trees” and “tropical music” in
the background.
Participant 1157 “felt a bit lost in the painting...”. The feedback reflects her
walking patterns shown in Figure 8(b) where she spent little time adventuring
inside the artwork.
Participant 4646 “really liked a glowing triangular area in the middle of nowhere”
because it reminded her of a song. She also suggested “swimming in the paint”
as a better navigation method compared to walking and flying.
Solving navigation
AI-assisted navigation
manual
Community
activities
Director’s cut
AI model
automated
Navigation
recommend
recommend
recommend
recommend
recommend
Grab your attention with AI - Next steps for VR
Recurrent Neural Network
https://colah.github.io/posts/2015-08-Understanding-LSTMs/
AI
Navigation
AI
Navigation
• Implemented based on LSTM model.
• Integrated to Unity
• Collects walking data in real-time to
predict the best destination in VR.
• Navigator was embedded using the
most common navigation techniques:
Avatars and Arrows.
• We have used 3 avatars, 2 arrows for
showing top(3) and top (2)
predictions.
• 15 participants joined the experiment.
Dataset: https://github.com/Murtada100/EyeVRDataset
Grab your attention with AI - Next steps for VR
AI
Navigation
• ML recommender can recognise
mobility pattern.
• The model is embedded in the VR
environment.
• We have employed two different
techniques to illustrate these
recommendations to the participants via
directed arrows and Avatars.
• Implicit recommendation (Live-avatars)
are less distracted than explicit
recommendation (Directed-arrows).
What’s next?
Attention
in VR
visual
audio
haptic
olfactory,
taste
movement
Autonomous VR psychiatry for the early detection and
treatment of mental illness
Fix social anxiety disorder? - Petar Johan Stepanić (BSc
dissertation)
Conclusions
Attention is the answer.
Machine learning is the way.
Mu Mu, Technology, FAST
mu.mu@northampton.ac.uk
Murtada Dohan (PhD Comp), Cleyon Johns (Game)
Yoana Slavova (Business Comp), Petar Stepanić (Comp)

More Related Content

PPTX
Art and Audience Understanding in Virtual Reality
PDF
Lecture7 Example VR Applications
PPT
Measuring the Media Effects of a Tourism-Related Virtual Reality Experience U...
PDF
COMP 4010: Lecture 6 Example VR Applications
PDF
COMP 4010 Lecture 6: VR Applications
PDF
Improving the VR experience - VRST 2012
PDF
Future vr input & ux solutions
PDF
ICS 2208 Lecture 8 Slides AI and VR_.pdf
Art and Audience Understanding in Virtual Reality
Lecture7 Example VR Applications
Measuring the Media Effects of a Tourism-Related Virtual Reality Experience U...
COMP 4010: Lecture 6 Example VR Applications
COMP 4010 Lecture 6: VR Applications
Improving the VR experience - VRST 2012
Future vr input & ux solutions
ICS 2208 Lecture 8 Slides AI and VR_.pdf

Similar to Grab your attention with AI - Next steps for VR (20)

PDF
Social Interaction in Immersive Environments.pdf
PDF
Virtual Reality: Creating Accessible Virtual Worlds
PPT
Paper Review 0111
PPTX
Museums as a Framework for Educational VR Design
PPTX
Basic concept of Virtual-Reality and its Applications
PPTX
Designing for Virtual Reality
PDF
Human Factors of XR: Using Human Factors to Design XR Systems
PDF
Virtual Reality for Training, Learning, Education and Visualisation
PDF
XD Immersive: Jessica Outlaw, Virtual Reality and the Future of Immersive Exp...
PPT
Virtual reality
PDF
Comp4010 lecture11 VR Applications
PDF
PathGAN: Visual Scanpath Prediction with Generative Adversarial Networks
PDF
AR-VR Workshop
PDF
Comp4010 lecture11 VR Applications
PDF
2022 COMP 4010 Lecture 7: Introduction to VR
PDF
Multimodal Multi-sensory Interaction for Mixed Reality
PPTX
Understanding the Impact of the Reality-Virtuality Continuum on Visual Search...
PDF
COMP 4010: Lecture2 VR Technology
PPTX
Human-Centered Design for Immersive Interaction - Jason Jerald
PPTX
VR in Education to ARNY Oct. 25th, 2016
Social Interaction in Immersive Environments.pdf
Virtual Reality: Creating Accessible Virtual Worlds
Paper Review 0111
Museums as a Framework for Educational VR Design
Basic concept of Virtual-Reality and its Applications
Designing for Virtual Reality
Human Factors of XR: Using Human Factors to Design XR Systems
Virtual Reality for Training, Learning, Education and Visualisation
XD Immersive: Jessica Outlaw, Virtual Reality and the Future of Immersive Exp...
Virtual reality
Comp4010 lecture11 VR Applications
PathGAN: Visual Scanpath Prediction with Generative Adversarial Networks
AR-VR Workshop
Comp4010 lecture11 VR Applications
2022 COMP 4010 Lecture 7: Introduction to VR
Multimodal Multi-sensory Interaction for Mixed Reality
Understanding the Impact of the Reality-Virtuality Continuum on Visual Search...
COMP 4010: Lecture2 VR Technology
Human-Centered Design for Immersive Interaction - Jason Jerald
VR in Education to ARNY Oct. 25th, 2016
Ad

Recently uploaded (20)

PPTX
1 hour to get there before the game is done so you don’t need a car seat for ...
PPTX
IMPACT OF LANDSLIDE.....................
PPT
lectureusjsjdhdsjjshdshshddhdhddhhd1.ppt
PPTX
CHAPTER-2-THE-ACCOUNTING-PROCESS-2-4.pptx
PPTX
statsppt this is statistics ppt for giving knowledge about this topic
PDF
An essential collection of rules designed to help businesses manage and reduc...
PPTX
FMIS 108 and AISlaudon_mis17_ppt_ch11.pptx
DOCX
Factor Analysis Word Document Presentation
PDF
OneRead_20250728_1808.pdfhdhddhshahwhwwjjaaja
PDF
Best Data Science Professional Certificates in the USA | IABAC
PPT
statistic analysis for study - data collection
PPTX
MBA JAPAN: 2025 the University of Waseda
PPTX
retention in jsjsksksksnbsndjddjdnFPD.pptx
PPTX
Crypto_Trading_Beginners.pptxxxxxxxxxxxxxx
PDF
CS3352FOUNDATION OF DATA SCIENCE _1_MAterial.pdf
PPTX
Tapan_20220802057_Researchinternship_final_stage.pptx
PPT
statistics analysis - topic 3 - describing data visually
PPTX
Phase1_final PPTuwhefoegfohwfoiehfoegg.pptx
PPT
DU, AIS, Big Data and Data Analytics.ppt
PPTX
Machine Learning and working of machine Learning
1 hour to get there before the game is done so you don’t need a car seat for ...
IMPACT OF LANDSLIDE.....................
lectureusjsjdhdsjjshdshshddhdhddhhd1.ppt
CHAPTER-2-THE-ACCOUNTING-PROCESS-2-4.pptx
statsppt this is statistics ppt for giving knowledge about this topic
An essential collection of rules designed to help businesses manage and reduc...
FMIS 108 and AISlaudon_mis17_ppt_ch11.pptx
Factor Analysis Word Document Presentation
OneRead_20250728_1808.pdfhdhddhshahwhwwjjaaja
Best Data Science Professional Certificates in the USA | IABAC
statistic analysis for study - data collection
MBA JAPAN: 2025 the University of Waseda
retention in jsjsksksksnbsndjddjdnFPD.pptx
Crypto_Trading_Beginners.pptxxxxxxxxxxxxxx
CS3352FOUNDATION OF DATA SCIENCE _1_MAterial.pdf
Tapan_20220802057_Researchinternship_final_stage.pptx
statistics analysis - topic 3 - describing data visually
Phase1_final PPTuwhefoegfohwfoiehfoegg.pptx
DU, AIS, Big Data and Data Analytics.ppt
Machine Learning and working of machine Learning
Ad

Grab your attention with AI - Next steps for VR

  • 1. Dr Mu Mu, 6 July 2022 Grab your attention with AI Next steps for VR Murtada Dohan (PhD Comp), Cleyon Johns (Game Design) Yoana Slavova (Business Comp), Petar Stepanić (Comp)
  • 2. • Human Computer Interaction (HCI) • multidisciplinary field with a focus on the interaction between humans (the users) and computer systems. • Objective video quality assessment – assess user experience using machine learning • Better networking, better video streaming standard. • Video -> Immersive media -> virtual reality • Machine learning -> deep learning / neural networks Background
  • 3. •VR journey ( learning, art, AI navigation, mental health… ) •The role of human attention in VR designs
  • 4. VR takes a front seat • Education, training, entertainment, advertisement, creative art, healthcare.
  • 5. • Motivation: Does “WOW!” translate to an A? • how VR could impact the learning of science in universities. • Comparative study • Stonehenge VR vs PowerPoint • Multiple choice test (recognising numerical, textual, visual info) and interviews • 50 students (age 18-26, 60% female) • Results, observations, etc. • VR not always better (some contributing factors). • More work on peer interactions and interactive tools in VR. A Comparative Study of the Learning Outcomes and Experience of VR in Education - Yoana Slavova • Slavova, Y. and Mu, M., A Comparative Study of the Learning Outcomes and Experience of VR in Education, in Proceedings of the 25th IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR 2018), Germany, 05/2018 • Panel, Westminster HE Forum – Technologies in higher education, https://www.westminsterforumprojects.co.uk/publication/technology-in- higher-education-19
  • 6. A Comparative Study of the Learning Outcomes and Experience of VR in Education - Yoana Slavova
  • 8. attention visual audio haptic olfactory, taste movement Human attention “Everyone knows what attention is. It is the taking possession by the mind, in clear, and vivid form, of one out of what seems several simultaneously possible objects or trains of thought.” - William James (experimental psychology) -
  • 9. • We designed a gaze-controlled Unity VR game for this study and implemented additional libraries to bridge raw eye-tracking data with game elements and mechanics. • The experimental data show distinctive patterns of fixation spans which are paired with user interviews to help us explore characteristics of user attention. Understanding User Attention In VR Using Gaze Controlled Games – Murtada Dohan (MSc Dissertation) Dohan, M. and Mu, M., Understanding User Attention In VR Using Gaze Controlled Games. In Proceedings of ACM International Conference on Interactive Experiences for TV and Online Video (ACM TVX ’19), June 5–7, 2019, Salford (Manchester), United Kingdom. https://doi.org/10.1145/3317697.3325118 06/2019
  • 10. • This work indicates future avenues for content creation in this emerging field and what this might mean for artists and art institutions to experiment with methods of exhibiting innovative content. Abstract Painting Practice: Expanding in a Virtual World Goodyear, A. and Mu, M., Abstract Painting Practice: Expanding in a Virtual World. In Proceedings of ACM International Conference on Interactive Experiences for TV and Online Video (ACM TVX ’19), June 5–7, 2019, Salford (Manchester), United Kingdom. 06/2019
  • 11. VR Environment Open-source tools oTilt Brush export tool: https://github.com/MrMMu/tiltbrushfbxexport oUnity script: https://github.com/Murtada100/MTAP_Data_and_Experiment
  • 12. VR Environment Open-source tools oTilt Brush export tool: https://github.com/MrMMu/tiltbrushfbxexport oUnity script: https://github.com/Murtada100/MTAP_Data_and_Experiment {‘fbxname’:FBXNAME, ‘fbxmeta’: [{‘meshname’:MESHNAME, ‘meshmeta’: {‘brush_name’:BRUSHNAME, ‘brush_guid’:BRUSH_GUID, ‘v’:V, #list of positions (3-tuples) ‘n’:N, #list of normals (3-tuples, or None if missing) ‘uv0’:UV0, #list of uv0 (2-, 3-, 4-tuples, or None if missing) ‘uv1’:UV1, #see uv0 ‘c’:C, #list of colors, as a uint32. abgr little-endian, rgba big-endian ‘t’:T, #list of tangents (4-tuples, or None if missing) ‘tri’:TRI #list of triangles (3-tuples of ints) } },{},…] }
  • 13. Experiment ● The experiment involved participants freely navigating through an VR artwork ● It consists of thousands of different brushstrokes ● HTC VIVE PRO EYE ● Data collected: Walk data, and eye gaze data, hand tracking, verbal response, environment data. Dataset: https://doi.org/10.6084/m9.figshare.15090309.v1
  • 16. Walk
  • 17. Eye orientation Eye Tracking Coordinate System (ETCS). The ETCS is a cartesian, right handed system and the coordinate axes are oriented
  • 18. Eye orientation Mu, M., Dohan, M., Goodyear, A., Hill, G., Johns, C., Mauthe, A., “User Attention and Behaviour in Virtual Reality Art Encounter”, in Springer Multimedia Tools and Applications. https://arxiv.org/abs/2005.10161, 2022 [dataset]
  • 19. Eye orientation Mu, M., Dohan, M., Goodyear, A., Hill, G., Johns, C., Mauthe, A., “User Attention and Behaviour in Virtual Reality Art Encounter”, in Springer Multimedia Tools and Applications. https://arxiv.org/abs/2005.10161, 2022 [dataset]
  • 20. Gender Mu, M., Dohan, M., Goodyear, A., Hill, G., Johns, C., Mauthe, A., “User Attention and Behaviour in Virtual Reality Art Encounter”, in Springer Multimedia Tools and Applications. https://arxiv.org/abs/2005.10161, 2022 [dataset]
  • 21. Neural Network Mu, M., Dohan, M., Goodyear, A., Hill, G., Johns, C., Mauthe, A., “User Attention and Behaviour in Virtual Reality Art Encounter”, in Springer Multimedia Tools and Applications. https://arxiv.org/abs/2005.10161, 2022 [dataset]
  • 22. Experiment Mu, M., Dohan, M., Goodyear, A., Hill, G., Johns, C., Mauthe, A., “User Attention and Behaviour in Virtual Reality Art Encounter”, in Springer Multimedia Tools and Applications. https://arxiv.org/abs/2005.10161, 2022 [dataset]
  • 23. Experiment Participant 5170 commented that he loved the experiences of “going into the paint and looking up”, which really gave him “a sense of scale”. He preferred walking to explore the artwork more than the idea of “flying” using VR controllers because “tethering to the ground” gave him “a point of reference”. Participant 4475 felt that she was “in a virtual jungle” and “loved the lights shining through the paint”. She also suggested “more pink trees” and “tropical music” in the background. Participant 1157 “felt a bit lost in the painting...”. The feedback reflects her walking patterns shown in Figure 8(b) where she spent little time adventuring inside the artwork. Participant 4646 “really liked a glowing triangular area in the middle of nowhere” because it reminded her of a song. She also suggested “swimming in the paint” as a better navigation method compared to walking and flying.
  • 25. AI-assisted navigation manual Community activities Director’s cut AI model automated Navigation recommend recommend recommend recommend recommend
  • 29. AI Navigation • Implemented based on LSTM model. • Integrated to Unity • Collects walking data in real-time to predict the best destination in VR. • Navigator was embedded using the most common navigation techniques: Avatars and Arrows. • We have used 3 avatars, 2 arrows for showing top(3) and top (2) predictions. • 15 participants joined the experiment. Dataset: https://github.com/Murtada100/EyeVRDataset
  • 31. AI Navigation • ML recommender can recognise mobility pattern. • The model is embedded in the VR environment. • We have employed two different techniques to illustrate these recommendations to the participants via directed arrows and Avatars. • Implicit recommendation (Live-avatars) are less distracted than explicit recommendation (Directed-arrows).
  • 33. Autonomous VR psychiatry for the early detection and treatment of mental illness
  • 34. Fix social anxiety disorder? - Petar Johan Stepanić (BSc dissertation)
  • 35. Conclusions Attention is the answer. Machine learning is the way. Mu Mu, Technology, FAST mu.mu@northampton.ac.uk Murtada Dohan (PhD Comp), Cleyon Johns (Game) Yoana Slavova (Business Comp), Petar Stepanić (Comp)

Editor's Notes

  • #28: https://colah.github.io/posts/2015-08-Understanding-LSTMs/