Barnard Computer Science Seminar - Alexandra Kitson - Simon Fraser University - December 12, 2024

Barnard Computer Science Seminar - Alexandra Kitson - Simon Fraser University - December 12, 2024

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[Rebecca Wright] Good morning everyone. I'm Rebecca Wright, chair of computer science at Barnard. We're   here for our computer science seminar today and  really excited to have Dr Alexandra Kitson with   us today uh from Simon Fraser University  where she is a multidisciplinary researcher   at the School of interactive Arts and Technology  Her work focuses on designing developing and   evaluating emerging technologies such as XR, AI, and wearable systems to promote health and    well-being and has published in top venues as  well as received awards from things like    ACM CHI, IEEE VR, and NeurIPS, and she will be talking  to us today about her work addressing real world   applications through community engaged research. Alexandra the floor is yours. [Alexandra Kitson] Great, thank you. Okay so hi everyone today in my talk I'll  I'll talk a bit about me and my background   because I think it's important to understand  where I come from geographically um and also   my academic background and how that has  shaped my research and teaching I'll talk a   bit about the research questions that I'm  interested in uh the theory that I use in   my work uh I'll do two projects just  to highlight the the kind of breadth   of research that I do I'll highlight some  student projects at the end and some of the   teaching I do and some future directions  where I see I could be going towards at barard so I'm from the, as Americans call  it, Pacific Northwest which is just like   the west coast of Canada uh this is from  Vancouver Island in British Columbia and   that's where I grew up so just surrounded by  nature and trees and small communities so my   town had 2,000 people uh really small and um  I went to school in Vancouver my background is   in Psychology and computer science and  philosophy so I was trying to bring in   different disciplines already really early  in my career and then I went to the school   of interactive Arts and Technology for my  PhD where I focused more on human computer   interaction HCI and design and trying  to bridge all my different interests together great minimize sure I can do that  that okay Peaks as well okay great all right   all these Tech things um my motivation so I used  to volunteer at the Vancouver crisis center and   suicide hotline for seven years where I took  calls and also had an online chat talked to   folks from uh the Lower Mainland of Vancouver  uh also youth from Canada wide so we were one   of the first chat services in the country to  talk to Youth and um coming from the Canadian   perspective there's a lot of uh lack of Access  to Health to mental health care so although we   do have access to physical Health Care Mental  Health Care is not part of that so it's a huge   gap in our system and there's a lot of systemic  inequalities where folks um don't have the means   to or it's so stigmatized in their community  that they don't feel they're able to reach out   and get help and it's a huge burden also  on our economic system um especially in   Vancouver where it's a kind of milder climate  we have a lot of people who come there looking   for services and end up on the streets so I  was really seeing this um uh day-to-day in my   work at the crisis center and I wanted to use  my skills in Computing to do something about it so the primary research question that drives   my work is how can we design develop  and evaluate interactive Technologies   for social good and wellbeing so how can we  connect people to each other to strengthen our   communities and use technology to give us more  access and resources to different Mental Health Technologies Yu so what does it even mean to be you  know what is mental health or well-being   in a technal technological world when we're  surrounded by this Tech um even today we all   have our laptops and phones and things  what does digital well-being even mean   and so in my PhD I I set out to to try and  understand what it is we're talking about   and I looked at a lot of different areas through  economics through engineering through psychology   through HCI and a lot of these were all saying  similar things just like in a different way   coming at it from like a different lens and  so in this paper uh this review paper in   Frontiers I tried to bring this all together  into some kind of conceptual framework that   designers and developers could use as a  means to ground their um development in and part of that was um how I think of it is  bringing in the theory from Psychology from   HCI uh even clinical Theory and and bringing  that together with practice-based experts so   always grounding it and lived experience of  people and working with them uh as well as   the the communities where this Tech is deployed  eventually um so it's really taking this like   triangulating and and taking these three and  bringing those together where we can come up   with solutions that won't work whenever I  set out to do a project I think of what is   the logic model what is the theory of change  especially for something like mental health   I think it's really important to understand the  underlying mechanisms that lead to the behavior   change or that leads to a clinical outcome  before going in with technology otherwise   and I see this a lot in HCI especially we create  some tech which we think might help people it   might give them positive emotions or something but  it's kind of missing this logic model it's missing   those pieces those dominoes that line up where if  you bring in Tech into one piece you know it it   will work um so here's an example of going input  process output outcome and eventual impact where   you could develop like you want to develop an app  to improve people's Fitness and so you start with   people those are the input in the mobile app  and they're not really into fitness bringing in   the app you have these activities and engagement  features like a calendar uh which could work with   their schedule and and slot in different times  to exercise that works for them the output is   doing the exercise a scheduled calendar comes up  it's like okay time for that spin class and then   the outcome is okay now people are being active  more but then impact is like over time if they   keep doing this then eventually that can improve  Fitness so this kind of logic model this top part   can really work for a lot of different uh design  spaces especially around health and wellbeing uh in my paper we were really interested in  like feedback mechanisms as well so here at   the top that's the theory going in to guide the  interaction design and and strategy elements but   you have here this is the input just like  back here these are the this is the system   the interactivity and processes that are Guided  by Theory and then the output is the user Us's   immediate state so you could have some positive  emotions in the moment while using a technology   for example a breathing app which tells you helps  you breathe more slowly helps you feel more calm   in the moment and then over time you can see  that it can lead to uh different impacts like   feeling more present at a meeting feeling  more connected to people so that's that's   one of the papers I've done uh and then how I use  that theory in my different projects I have quite   a few projects if you've looked at my website  before um it's quite uh the breadth of projects   but also depth in specifically virtual reality in  wearable tech so I started doing virtual reality   in um 2012 you can see this is the the Oculus now  meta before they were Acquired and our lab um did   the kickstarter for them and so this was super  early days when we really needed to figure out   the foundational research and um doing a lot of  the the hardware of it like we didn't even have   controllers so how do you move around this virtual  space so we were figuring out different Locomotion   systems we were also trying to figure out because  a lot of people were getting sick sick quite   quickly trying to figure out different ways that  we could mitigate that um through the hardware and   software and the design um and then in the VR set  and setting that was also about like exhibitions   or we were noticing if we just put people in a  headset and then take them out they were getting   very disoriented and that was because they were  so disconnected from the reality that we share   right now and so we tried to uh use like museums  as an example as a way to slowly bring people into   the virtual reality and transition them back out  again Sonic cranel was another one which wasn't   uh like immersive visual VR but it was a virtual  soundscape so virtual reality isn't just visuals   it's all of our different senses and audio is is  one of them we explored where people could change   their breathing which would change the soundscape  around them while they're sitting in a nice hammock uh after some of this uh kind of  foundational work on exploring V I went into   some applied uh applications uh this first one  is on how we can connect people in virtual spaces   and so um you have you can have two people in the  VR headset and they don't have to be in the same   room at all but in the virtual space they're  connected through the track sensors uh and the   cameras and the headset and they're these particle  bodies which as they move closer or further the   way they change colors and shapes and react in  different ways so that was quite a playful thing   and we demoed this at like the Vancouver Film  Festival um and the Richmond uh World Expo so   at we also do a lot of like public exhibitions in  my work Odyssey was another one that was uh around   connecting to the planet and we wanted to have  people think about climate change and how really   we're all trying to save our world and planet and  and so Odyssey was designed around that intention   where uh you would feel connected to the Earth and  astronauts experience this when they go into space   it's called the overview effect and um we tried  to capture some of that by interviewing astronauts   and then we worked with a crew of cosmonauts who  were training to go to Mars in an isolation study   where they're like trapped for six months in  a bunker somewhere and we gave them this VR   experience as a way to um connect back back to the  planet and remember the intention of their mission uh we also did some work around Altered States  in VR and trying to look at the parallels between   different Altered States Of Consciousness and  different realities in VR I thought it was quite   interesting how in virtual reality uh you're  you're kind of aware that it's not real but it   feels quite real um almost like a dream and so  I'll talk a bit about that one um but for now   um a little bit about these other ones on the  bottom that's my more recent work so in my postto   I looked at the ethics of bow wearable tech by  working with middle schoolers uh during covid   we ran an online Workshop where they assembled  this kit and then um through video conferencing   we scaffolded the learning process of uh how to  how you can design this but then also had created   these um ethics design cards which got them to  reflect on uh the design decisions that go into   these um products and how that could impact their  sense of self so one example was this uh one girl   and and she was part of this Workshop but she had  a lot going on she was on her way to basketball   practice and so she's uh on zoom in our workshop  with her kit but in the backseat of the car on   way to a basketball game and she's like uh  pushing these different changes into her uh   little wearable kit here and there's this little  LED display here which changes in different ways   and initially she had it so there's this bar  that goes up and down and you're supposed to   match it with your breathing she was doing that  and I said well how does that make you feel do   you feel ready for your basketball game she said  no like I can't match it I'm feeling so anxious   so then we worked through how to change that so it  could work more for her and so she changed it into   a purple disco ball that was just glistening  and she was just breathing and watching that   and that made her a lot more calm right before  her game so that was cool we've also done some   work in uh high schools and I'll talk more about  this project too later in my talk uh where we go   in and uh talk about emotion regulation  and then how virtual reality could be a   way to help with skills development and then  these last two are on kind of going back to my   initial ones like how how can we develop the more  foundational aspects of this technology and I'm   really excited about social virtual reality so  now we're seeing devices that can do different   like personas you might have seen meta and apple  have these mixed reality personas that can be in   your space like right right in front of you  and you can talk to this person like they're   there um and then also different devices so  having cross device so if you don't have a   headset or you don't want to wear one you could  still interact with people who are like through   your phone or your laptop so in this project we  were kind of exploring how that could look like   in the future and uh also for language learning  we looked at Social virtual reality is a space   where you can practice language learning with  people uh but then um we're also curious in   how llm agents who have gotten a lot better  in recent years could be another tool for that okay so I'll talk about these two projects so the first one is lucid Lo which is  a neuro feedback augmented immersive experience   uh Lucid Loop is inspired by lucid dreaming  and you might have lucid dreamed before so   that's when you're dreaming and you realize  that you're dreaming and then you could just   kind of watch your dream happen you wake up or  sometimes you can even control your dreams so   you can potentially do whatever you want in your  dreams and I thought this was a very interesting   experience that I wanted to do more of it's  like the ultimate virtual reality but also I   thought well maybe some of that could inspire  a lucid or a virtual reality experience that   could give people kind of insight in how to  do this so uh I sought to to look at what are   the important design features that should go  into this experience um there were two main   skills to have more regular and sustained lucid  dreams that we already knew of so again this is   the theory going in the theory of change and  that's practicing focused attention and uh   pneumonic induction skills and that's just like  a memory aid a lot of people will throughout the   day just kind of pause and maybe look at their  hands look at their watch look back again these   are kind of like reality checks to see if  you're Dreaming or not um some people pinch   themselves Am I Dreaming uh so these are kinds  of pneumonic devices and then um in what ways   are lucid dreaming and VR kind of alike and  to similar can we learn anything about it for design so um looking at the lived experience  of people so there is theory and now it's a   lived experience uh I interviewed expert  lucid dreamers from around the world and   they had 20 years of lucid dreaming  like quite proficient and we looked   at a phenomenological analysis this a kind of  qualitative analysis to really understand what   that experience is like and the things  that lead to them becoming more Lucid or not and we translated those  into uh different design   considerations for Lucid Loop and that was um  like it should have like a painterly aesthetic   dreams for them were often quite realistic  but then sometimes at the edges or or they   would get lost in the dream it would feel  kind of surreal also quite Vivid in terms of   like the the quality of a dream some things  feel really sharp While others uh are dull   more in the background depending on what you're  focused on um we brought in particles forest and   some scarf dancers because again these were kind  of natural settings plus a surreal element to it   which we thought could help people practice that  kind of oh this is a dream this isn't actually   real we also added in audio like Whispering as  a pneumonic device uh to tell them you know next   time you're dreaming you'll have a lucid dream  uh and it was on a loop so we shot this video on   a loop so you could keep playing it for however  long you wanted and it would be different uh we   decided to go no Avatar in this one some people  dream and they they can see themselves or even   from a third person um but a lot most people in  our interviews uh didn't have a body and then   different levels of abstraction so we we had  different layers of realism and surrealism in this experience this is some of the design process  we did so we took a um uh Steve dea's deep   dream uh painterly system and we ran our 360  video through it and tried to look for you   know a painterly aesthetic with Vivid colors  that seemed like it go could go between real   and surreal and some of these are quite you  can't even make out what's happening where   others are are more realistic and so we had to  choose from over a hundred different ones like this uh the input we decided on was a consumer  EEG headset The Muse 2 and it just looks at U   the electrical activity on your on your  skull which is associated with different   brain States and I just want to say it's very  Loosely tied to different emotional states like   attention it's not perfect and that was okay  for our experience because we were going for   a more artistic angle uh it wasn't meant to be  any kind of like medical grade device and we   also went with a head mounted display so that  people could be really immersed in the visuals   rather than like a projector system um  and kind of block out and just focus on   the experience itself we had our deep  dream visuals and spatialized audio as well so the loop kind of looked like this where  people were seeing and hearing different things   in the environments and then it was it was looping  up to this uh Muse monitor app which was taking   the the EEG data and then we using osc put that  into uh the Oculus a Unity program where then we   had our own like algorithms to filter it and um  turn it into a signal that we could map to the   visuals and the sound uh in real time the only  thing that wasn't real time was the actual like   visuals changing we kind of had to fake that so  we created seven different different layers um   because we made this in 2017 and some of the  generative AI stuff was not quite where it is   now but you can see there the layers going from  one to seven these are just some samples where   if you're more focused your attention the visuals  are clearer the sound is clearer just like lucid   dreamers and then it gets more abstract more you  lose focus but then there's also some things in   the environment for people to kind of pick up  on and regain their focus we also added some   computer graphics on over top of this so there  were some like particle systems and uh different   little animations that could pop up in and out as  a surprise so here is uh a little video kind of   highlighting what this experience is like with um  some audio in the middle we'll see if the audio e [Music] [Applause] [Music] I turned it off I'm Dreaming next time I'm  Dreaming remember remember I'm remember [Music] right so then after creating this based off of  the expert interviews and some iterative design   we looked to um some uh user experience research  and to see if the thing we made actually is doing   the thing we wanted it to do so we use a thing  called cued recall debrief where it's a little   bit different from having people talk aloud as  they're using uh product or a system we get them   to um put on some they can put on some sensors to  capture physiological data or not in our case it   was the EEG which then also ma to the visuals uh  but we just had them run through the experience um   without the need to think about like how they're  going to tell us about it or comment as they're   doing it because I think that really takes you  out of the experience for some things and then   instead play them back a recording of what they  just experience and then they can narrate that   as they go through it so there's um you know it's  always tricky to kind of balance that where you   don't want to um have people look retrospectively  at something because sometimes you forget what the   thing was after you experienced it but you also  don't want to take them out of the experience   so that's kind of a an interesting different way  to do that and we also did some semi-structured   interviews and um questionnaires to get at their  experience so I really try and take like a a   multi-pronged approach to understanding something  and measuring the outcomes so some of the themes   were it was kind of like a psychedelic experience  for some people um where you go into some people   felt a lot of fear and uh they didn't know what  was happening their minds were going left right   and Center and they were seeing that reflected in  the visuals and sound and some people said that   uh rather than trying to freak out about it they  remembered like oh actually if I just surrendered   to it and relax everything's okay there's also  a sense of Discovery so you know you start to   focus or concentrate things zoom in on patterns or  zoom out things get louder or quieter and for this   participant it was cool because they tried to do  a certain thing and it did did it as expected so   they're getting that feedback so for us it's like  okay our system is kind of working as intended uh   even though when I go back and look at the data  and see like their like their brain States and   and how that's mapped like I'm not sure it's  exactly mapped to what they're thinking but for   them they were reading into it um so also just  yeah being there for them uh it felt like they   had some agency over the scene I thought um one  participants said that there is a path and they   wanted to go down the path and they were making  up uh different stories about the characters   in the scene you know just us researchers  but but for them they were um putting their   own interpretations onto a very kind of abstract  environment so I thought there's something there   that's cool with the second research question you  know how are Lucid Loop and lucid dreams how is VR   and lucid dream related the sense of fluidity was  definitely something moving through the different   types of visuals and sounds uh everything is  changing constantly like in some dreams also the   emotionality of it so a lot of people you know had  fear it was on of them but also like peacefulness   calmness connection to the forest and also to the  people a lot of people were questioning reality   so some people uh in the VR headset where we're  thinking like is this really doing what I I think   it's doing um is this what my brain is doing  right now um so they were kind of questioning   reality in a way that in lucid dreams you also  question if the dream is real and it was also   very quite reflective so arant actually wrote to  me after it said that that experience um made them   think about different things in their life and  also uh helped them become better lucid dreamers   as well so I haven't done a follow-up study to  see if it actually induces more or persistent   lucid dreams but that would be a future study  I'd be interested in so this resulted in four   papers at top hcii venues like ACM Kai where we  demoed it there also gone to MIT media lab where   we did a dream engineering Workshop which um  spawned a lot of different collaborations and uh   I'll show you one of the the student projects at  the end that that also came about um and recently   got a grant with a couple dream a Engineers who  work more in like the psychology where um we can   develop a system that is using more generative  AI rather than the Deep dream that Luc was it   was also exhibited in Scotland and in France  um also locally in Vancouver uh some different   collaborations with researchers training students  and all of the the code that we created so the   the filtering of the EG data and mapping that to  the visuals and audio is all open source landed   on GitHub and also was funded by my uh social  science and Humanities grant for my doctoral studies right second project was VR for emotion  regulation youth so this is a little bit different   maybe a little less artistic but now more applied  to uh a certain mental health problem this was   my postc it was very busy I got to say um we  did a lot around the theory trying to bring in   different experts also um end users with youth we  had three different workshops that we ran over a   year an Advisory Group that we frequently checked  in with um and now we're kind of at development   and field study stage so still ongoing work and  as I said earlier youth are one of the particular   populations who are most at risk uh for having  Mental Health challenges and in Canada suicide   is the third it's the third highest uh in the  industrialized World wait times for counseling and   to get help are really high and this is a really  pivotal key developmental stage for them where   learning emotion regulation skills is so crucial  if you learn it then then those skills will really   serve you later in life so that's why we chose  them um we're working again bringing in theory   with James gross's uh process model of  emotion regulation where uh he says that   we identify an emotion we select a strategy  to change the emotion we implement it and   then we check in ourselves to see if anything  changed if not we might go through several   Cycles until we get our desired result and  there are different ways of regulating our   emotions and you can categorize them like  this but they're not strict categories one of the ones I was most interested in  is cognitive change one because it's one   of the most studied but also it's one of  the most challenging especially for youth   even us we're still developing these skills and  cognitive change uh also has different types uh   and it's really if a situation has already  happened and you're feeling the negative   emotion uh you can use different uh cognitive  strategies to kind of reframe a situation so   the situation is actually the same but the  way that you relate to it or think about   it is different and that can make us feel  differently for example it's feeling this   way really that bad or I feel bad but it shows  that I care so these are strategies that teens   are still learning and we looked at different  psychological therapy manuals so like over 40   therapy manuals we analyze to try and understand  this cognitive change process and the challenges   uh within but we realized also clinical  practice doesn't really isn't really captured   in these books so then we went to clinicians and  interviewed them to uh more deeply understand the challenges so then once we knew of the challenges  I you know we're seeing some opportunities for   virtual reality to come in and virtual reality  I think has three things that are really unique   about it it can immerse you your senses you  can feel like you're really there and you can   also be embodied so you can have an avatar  and you can look around pick up things and   it feels like you're with someone or really  there in an environment um and in this way it   can really evoke a visceral experience emotional  experience in a way that feels quite realistic and   you can simulate uh different experiences and try  things out over and over again without the fear   of actually failing in real life it's good for  teens so we created these prototypes we'll see   how this video goes um and these are are different  kinds of cognitive change strategies that are then running I want to R it with you a meeting in this room we will try  to uncover the emotions of the   green player emotion starts with Sensations in our bodies purple player please press on the emojis   that you have placed to pick a more  nuanced emotion word can you resize   the emotion balls to fit how much your  friend has felt these emotions [Music] [Music] [Music] [Music] [Music] great so we created these four different  prototypes it was a team of four undergrad   students and uh one PhD student helping with  the project management and so they came from   different backgrounds there was a psychologist  there was an engineer uh there was a computer   scientist and U there was an art and design  student and so I was able to lead them and   we they all came up with these four different  Sprints which they did over the summer so each   was only two weeks and they were able to um  uh take the the theory that I had T them and   Implement them into these different very small  prototypes which we then could show students in   our high school workshops as like potential  things you could do with VR so yeah they're   quite like low Fidelity prototypes but they do  the job of showing like what's possible we also   use like tilt brush to uh incorporate it into our  project and uh yeah I think that they learned a lot so then we took those prototypes and we  went into high schools where our goal was to   identify opportunities for VR to support  their skills development uh the kind of   challenges they faced from their perspective  so not the clinical perspective and how they   envisioned VR could help them we had three kind of  learning objectives where we wanted to sensitize   them and upscale them on emotion regulation  as well as virtual reality features we also   wanted them to have some body based reflection  because VR is you use your body a lot you're   moving around it's 3D so we want to see  like what could they use that for for   emotion regulation and emotion is so embodied  as well so they seem to go really well together   and then look at design fiction activities  or scenarios as a means to think about the challenges so these were our three  workshops and three different classes   they from different diverse backgrounds um  uh a lot of the low sces high schools were   from like immigrant families and we just  tailored the activities around their kind   of expertise so for this one it was more  about like doing brain storming in some   ux different design activities whereas this  one was drama students so we got them to do   their drama activities and we worked a lot  with the instructor too to make sure keep   the kids safe and us safe and um use some of  her drama activities as part of our design collaboration so some of the highlights from the  different workshops so you can see these ones we   got them to do like rock paper scissors with their  bodies that was one to get them more into their   bodies we had lots of discussions whereas this one  we had similar activities but the differences here   where uh doing drama activities having different  kinds of demos and then acting out how they   imagined VR could be as a skills development  tool for emotion regulation in the future these were some of the challenges that they  came up with so one was inflexible imagination   sometimes it's hard to understand another  person's point of view so VR could maybe   be that they also thought that um having  a social experience would be really great   because a lot of these emotionally charged  situations are around their friend groups they also like the idea of externalizing the  inner self so a lot of time there's a lot of   stuff happening in our bodies and our emotions  and it's hard to deal with especially for teens   emotions are Amplified so if you can get  that out there sometimes that distance   can really help you see the bigger picture see  cognitive reappraisal yes the cognitive change process so we took these ideas from Youth and  then we also did a scoping review of existing   HCI interventions to see okay well this is what  teens want and is important to them these are   the reappraisal challenges and these are  the VR features they're most interested   in where can we see some gaps where HCI is not  covering that that could be potentially viable   and we looked at um cognitive reappraisal  challenge themes sub themes and we saw that um yeah being able to visualize what's  happening in our bodies having social   experiences and also personifying our  emotions was uh interesting Avenue in   the paper I did at Kai this year I came up  with some just design fiction scenarios of   what I imagin this could look like and  so those you know people can take them   and go with them as they will but I also  want to explore that more in future work um so in terms of impact we did 78 teams from  diverse backgrounds five teachers Incorporated   their uh our Concepts into their curriculum also  inspired multi-disciplinary research projects with   I'm now working with BC Children's Hospital and  trained a bunch of students and had them great   Publications so really trying to have impact  inside and outside Academia I think I have a   little bit more time to show two student projects  so I'll just talk about maybe this one uh future Earth event this was for my class which is  environments it's a undergrad class um interactive Arts the previous anime and there are teams of there's a them climate awareness so in this one in the  game in virtual reality you have Wasteland Rob popular how you do this for um they have  seven weeks where they're learning and doing   assignments and then seven weeks to do this  and then there's a project showcase at the end   where we invite industry to look at [Music]  it was just pause it here because it shows   so in this one it it wasn't really about um I  think the theme was do something unique it was   very Broad and they played with the um a short  and tall like scale in VR so the player had to   like change their scale in order to complete the  puzzles that was kind of fun uh and then grad   student projects so this one is actually today at  I couldn't be there and it's around using virtual   reality speaking into your hand and there an ear  there and you tell it your dream that you had and   then that translates it to texts it into an llm  which then creates these 3D meshes in virtual   reality that you can um play around with and scale  and reflect on what these dream objects mean to you Elma T is a gp4 based embodied conversation  yes it's an embodied conversation movie d   um who looks like this and you can go into social  virtual reality it's VR chat it's a really popular   social VR platform and talk to this uh agent  and practice your at English skills so we ran   a study with that Elma T is a so yeah the kinds  of future directions I'm looking to go in are are   still kind of in this like Health applied space  but also in like fundamental um virtual reality   and computer graphics uh Direction where like how  do we actually represent people in these digital   spaces how can they interact um what are they  doing there how how do we represent them and then   how can we then co-create personalized mental  health interventions I'll leave it there thank you all right uh so we can take some questions  uh either in the room or on the zoom if you're on   Zoom you can uh raise your hand and we'll call  on you uh and figure out if we can hear you when   we do that um also you can type your question  into the chat and uh we can read it out for you questions question so I think this  is actually super interesting if you   imagine and I have people kind of um looking  a bit of the public house and your epidemic   and then a lot of people that are actually  jails and kind of having this experience of   VR replacing that all of that and having  the outside experience so imag this type   of Technology how would you imagine that being  because they really cannot have interaction side yeah yeah absolutely there was a project which  unfortunately didn't go forward because of Co   but it was um uh Ju detention center of young  girls and we thought about bringing in virtual   reality as a way to practice um being in  triggering spaces because a lot of the   time when they go back to their you know they  they learn they get treatment they then they   go back to their environment and then Things  Fall Apart so how could you simulate that as   much as possible in VR and then we also thought  about it as a as a mediator to talk to certain   people like family members or friends from a  distance yeah I think there's huge potential there more I'm really interested because I on  like L side project on learning like helping   people using V art help them learn yeah so  in that case um like with the last project   the student project I showed with the llm yeah  I'm I'm super curious about that and how these   agent these embodied conversational agents could  be like teachers or people we could practice   certain skills with be it language or interviewing  or onboarding people or like an assistant where   you're situated in a certain space um and they  can be kind of like your guide I think I did   see somebody last year did like if you're at a  party and you're kind of nervous you don't know   how to interact with people you could have this  embodied conversational agent as your kind of wing   person I guess so yeah it's possible I think but  um what I was Finding especially with the llms is   after 10 minutes or so things just they're done I  actually curious to see they about 10 minutes and   then things go weird but yeah I wonder like if you  can bring in different models so maybe they could   switch at a certain point and they don't get too  tired or whatever's happen yeah um I guess I have   a question about that as well so in addition  to the sort of going weird or hallucinations   even at their best it feels like current llm  chat Bots are fairly generic like they're l   is fairly generic their style is fairly generic um  I just wonder if there's a worry if you use them   as teaching tools where we're sort of going to  spiral our all of humanity into this genericness   where it learns from us and we learn from it and  um well you can even see in like people's writing   too there are certain phrases that that are now  being more prevalent which we don't normally   speak like so I think yeah it's very important to  think of like yeah what are we putting into these   models and maybe maybe we don't need like an llm  necessarily but like smaller language models where   we know what we're inputting into these models  and could be more helpful yeah yeah yeah I thought   it's not I'm trying to formulate a question but  maybe I'll just say it aloud in question but I   thought the context you were describing of like  social interaction seems um really interesting um   from sort of like the mental health standpoint  and I was curious in your conversations with   clinicians or um psychologists like where they  kind of land on the spectrum of like virtual   interactions as opposed to interacting with others  people within like other real people I guess with   a virtual space because um on the one hand I think  you brought up this idea of like repeatability   like you can have this sort of safe space to  practice things and maybe virtual avatars might be   better for that but then there's also sort of like  the ethics of you know when you're interacting   with something that is um sort of like virtual  what does that mean in terms of people learning   interactions when there might be limitations  around like how fluent or expressive they can be   and how much they relate to maybe conversations  you might have with your so just like where how   did they think about that conversations with  experts yeah it's a great question and they're   definitely cautious about any technology like  even using a phone like they're very very um   traditional in that sense P to face versus like  or yeah like yeah even using yeah like remote   counseling for example I think they would prefer  face Toof face in person but sometimes that's   just not possible and sometimes people have like  um phobias or things around being in person or   talking to people one onone so they said they see  the potential of this technology as a kind of Step   stone or one tool that they could use and they're  already Big Tool Box where people could like a   first introduction kind of like exposure therapy  it's like the first little exposure to practicing   or with teens um you know they don't want to take  home a worksheet for example to you know write   down your thoughts and what you felt and it's  like they're not going to do that but maybe if   it was like a VR game where it's like built into  to something fun they might be more inclined to do   that and so that kind of retention might appeal I  guess to clinicians yeah follow question actually   I was thinking the news I saw something I think it  was this week around like a social robot for kids   that was getting discontinued did you see this  no I'll you over this a longer question so save   it for that okay sounds good all right I think  we'll and there uh Alex thank you again thank you all right thank you guys  on Zoom see you later bye

2025-01-05 05:49

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