Adaptive AR and Digital Art
Submitting Institution
Liverpool John Moores UniversityUnit of Assessment
Psychology, Psychiatry and NeuroscienceSummary Impact Type
TechnologicalResearch Subject Area(s)
Information and Computing Sciences: Artificial Intelligence and Image Processing, Information Systems
Studies In Creative Arts and Writing: Film, Television and Digital Media
Summary of the impact
Augmented reality (AR) and physiological computing (PC) represent
computing paradigms for wearable technology. Both forms may be combined to
deliver Adaptive AR (A2R) where changes in psychophysiology are used to
adapt digital artifacts in real-time. A number of art exhibits were
created that represented A2R and were presented to the public as part of
the Turning FACT Inside Out show in Liverpool. The impact of this research
is evidenced by: (a) engaging the public with emerging technology, (b)
influencing the strategy of an arts organisation, and (c) informing the
practice of artists.
Underpinning research
Advances in electronics have accelerated the development of wearable
computing. The availability of the smartphone and tablet provide a
convenient hardware platform for a range of augmented reality (AR)
applications. Parallel developments in wearable sensors have enabled the
collection of physiological data (e.g. heart rate) for personal health
informatics. The development of wearable computer technology prompts a
number of research questions in the area of human-computer interaction
(HCI): which applications and interactive experiences are viable? What are
the issues surrounding wearable systems and user acceptance? It is
important that nascent forms of technology are designed around the person
and not vice versa; hence psychologists and HCI professionals must drive
the debate around wearable computing.
The field of physiological computing encompasses all categories of
technology where physiological data is used as a control input for a
computing system. Research on physiological computing at LJMU began in
2008 via the REFLECT project (http://reflect.pst.ifi.lmu.de)
funded by the European Union. LJMU developed an interactive computer game
(Tetris) where changes in motivation were quantified from spontaneous EEG
activity and used to adjust game difficulty, e.g. if the player was bored,
the game became more difficult and vice versa. The team at LJMU also
worked closely with Philips Research Laboratories in Eindhoven on the Mood
Music Player; this was an interactive mp3 player designed to promote
positive emotions based on psychophysiological responses from the
listener. LJMU investigated the potential of positive music to alleviate
anger in the context of driving.
In 2011, Professor Fairclough was part of the consortium which
successfully obtained funding from the Cultural Heritage division of the
EU to fund the ARtSENSE project (http://www.artsense.eu)
under Framework 7. One goal of this project was to combine physiological
computing with AR to produce a wearable system where AR content would
adapt to the level of interest exhibited by the psychophysiological
response from the user; this hybrid concept was called Adaptive Augmented
Reality (A2R). A real-time prototype of an A2R system was developed to
work in the context of art galleries and museums in order to personalise
the experience of the visitor.
A major partner for LJMU in the ARtSENSE consortium was the Foundation
for Art and Creative Technology (FACT) (http://www.fact.co.uk)
who decided to commission a new piece of art based upon the A2R concept as
part of the project. LJMU worked in partnership with FACT and a collective
of AR artists called ManifestAR (http://www.manifestar.info)
to create a number of exhibits. The three groups spent two weeks together
in Liverpool in June 2012 working on concepts for a show in 2013.
The idea behind the ManifestAR commission was to enable collaboration
between artists, an arts organisation and academics to push the boundaries
of interactive digital art using wearable technology. In addition, the
show allowed members of the public to experience an emergent category of
technology in the context of an experience that was both interactive and
aesthetic.
References to the research
Fairclough, S. H. 2009. Fundamentals of physiological computing.
Interacting with Computers, 21, 133-145. (144 citations)
Fairclough, S.H., Gilleade K., Ewing, K.C. & Roberts, J. 2013.
Capturing user engagement via psychophysiology: measures and mechanisms
for biocybernetic adaptation. International Journal of Autonomous and
Adaptive Communications Systems, 6(1), 63-79. (1 citation)
Fairclough, S.H. & Spiridon, E. 2012. Cardiovascular and
electrocortical markers of anger and motivation during a simulated driving
task. International Journal of Psychophysiology, 84(2), 188-193. (1
citation)
Fairclough, S.H. & Gilleade, K.E. 2012. Construction of the
biocybernetic loop: a case study. Proceedings of the 14th ACM
International Conference on Multimodal Interaction, ACM: New York,
571-578. (3 citations)**
Karran, A.J., Fairclough, S.H. & Gilleade, K.E. 2013. Towards an
adaptive cultural heritage experience using physiological computing.
CHI'13 Extended Abstracts on Human Factors in Computing Systems. ACM: New
York, 1683-1688 (0 citations)**
Serbedzija, N. & Fairclough, S.H. 2012. Reflective pervasive systems.
ACM Transactions on Autonomous and Adaptive Systems (TAAS), 7(1), Article
No. 12. (6 citations)
** note that ACM conference papers were reviewed in advance by
four experts and acceptance rates for these conferences are generally
conservative, e.g. approx. 38% for the 2012 conference.
Key Grants
2008-2011 REFLECT project (http://reflect.pst.ifi.lmu.de)
£225,000
2011-2014 ARtSENSE project (http://www.artsense.eu)
£395,000
Details of the impact
The ManifestAR exhibit was called `Invisible ARTaffects' and was
presented as part of the Turning FACT Inside Out show that opened on the
13th June 2013. The physiological computing group at LJMU contributed to
the design of three out of the five pieces that comprised the ManifestAR
exhibit. The `Human Conference Sensors' project was concerned with
sustaining audience concentration via the introduction of augments based
upon heart rate activity. `Things We Have Lost' incorporated an EEG sensor
into an AR exhibit whereby the act of mental relaxation elicited the
appearance of digital objects. Biomer Skelters represented a piece where
vegetation in augmented reality was "planted" in the streets of Liverpool
via a biofeedback loop.
The opening of `Invisible ARTaffects' was preceded by a number of public
engagement events and workshops at FACT. Between the opening of the show
on 13th June and 31st July 2013, 1,488 people had visited the `Invisible
ARTaffects' part of the show. Biomer Skelters was an interactive
experience based in the physical environment of the city. The idea behind
this piece was to `plant' a series of `virtual' trees and vegetation as
one walked a route through Liverpool. The rate of planting was controlled
by the heart rate of the person; specifically, the system was calibrated
to increase the rate of planting when heart rate was low indicating a
state of relaxation. LJMU, FACT and ManifestAR designed a Biomer Skelters
tour where two people used the system competitively as they crossed the
city, each trying to simultaneously "out-plant" the other by relaxing as
they walked.
Five tours using Biomer Skelters ran through June and July.
Questionnaires were distributed by LJMU to gauge public perceptions of the
technology, which indicated that users enjoyed the experience of using
this new form of technology and found the experience of regulating heart
rate whilst walking to be challenging.
The tours elicited a number of comments from the public, a selection of
which are reproduced below:
(a) "Very impressive and would recommend to others to try. Beautiful
imagery."
(b) "This technology has an awful lot of implications for both medical
and creative fields."
(c) "Perhaps I should reconsider going to the gym!"
By exposing the people to this emerging technology, it was clear that the
public perceived a number of benefits associated with the technology as an
aesthetic experience (a), therapeutic tool (b) and a health check (c).
The two artists who created Biomer Skelters (Tamiko Thiel and Will
Pappenheimer) felt that collaboration with LJMU opened up possibilities of
incorporating the body into the virtual spaces created by their art.
Tamiko Thiel articulated the impact of the collaboration on her practice
as follows: "My concern is to build AR artworks that really engage the
viewer/user in an exploration of the physical site and with their own body
in space. In this project the biosensor made these ubiquitous but often
unconscious connections and feedback loops between us, the artworks and
our environment tangible and perceivable as a complete system."
The Research and Innovations Manager at FACT felt that the collaboration
with LJMU has already exerted a significant impact on their strategic
direction as the foremost arts organisation in the north-west; in his own
words: "the deployment of emerging tools introduced to FACT by the team at
LJMU has helped initiate the emerging FACTLab model that places impactful
scientific research as a touchstone for programming the public spaces of
the building. Several projects have already emerged as part of this new
approach including: a collaborative project with the RCA and Lancaster
University called Rhythmanalysis that uses such tools to improve our
understanding of work/life balance (to be exhibited in December 2013); a
project called Your Tour with the Sainsbury Centre for Visual Arts in
Norwich and the University of Central London University, that uses
locative tools to push artwork specific content to visitors in a gallery
setting and a commission with artist Daksha Patel that used
psychophysiological sensors to create a live and public participatory
performance artwork on the ground floor of FACT."
The impact of our research is based upon the capacity of emergent
technology developed in academia to innovate digital art and influence the
strategy of a major arts organisation in the UK. The show and tours raised
public awareness about A2R technology as well as eliciting views from
potential users about applications for wearable computing.
Sources to corroborate the impact
Human Sensors Conference at Hacky Birthday Event
http://www.fact.co.uk/news-views/2013/02/human-conference-sensors-at-hacky-birthday/
Announcement of Biosensor Training Session
http://www.fact.co.uk/whats-on/current/free-biosensing-training/
Description of Invisible ARTaffects
http://www.fact.co.uk/projects/turning-fact-inside-out/manifestar-invisible-artaffects/
Interview with Professor Fairclough about collaboration with ManifestAR
http://www.fact.co.uk/news-views/2013/06/creating-invisible-artaffects-with-ljmu/
Biomer Skelters Tour Announcement
http://www.fact.co.uk/news-views/2013/08/take-a-unique-bio-sensing-tour-of-liverpool/
Biomer Skelters video from Vimeo
http://vimeo.com/69094382
Article from BayTV
http://baytvliverpool.co.uk/vod/index.php?vid=PBV51b9b8c3bb4a9
FACT Inside Out article in Liverpool Daily Post
http://www.liverpooldailypost.co.uk/culture/arts/interview-what-expect-exhibition-turning-5397553
Review of FACT Inside Out in The Guardian
http://www.theguardian.com/artanddesign/2013/jun/17/indoor-fracking-installation-provoke-debate
Review of FACT Inside Out in Manchester Salon
http://www.manchestersalon.org.uk/turning-fact-inside-out.html