Mark BillinghurstUniversity of South Australia | UniSA · School of Information Technology and Mathematical Sciences
Mark Billinghurst
PhD (2002)
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765
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Introduction
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April 2002 - May 2015
Publications
Publications (765)
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 cu...
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 s...
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 psychoth...
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 kn...
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 sh...
Manual precise manipulation of objects is an essential skill in everyday life, and Augmented Reality (AR) is increasingly being used to support such operations. In this study, we investigate whether detailed visualizations of position and orientation deviations are helpful for AR-assisted manual precise manipulation of objects. We developed three A...
When using Virtual Reality (VR) and Augmented Reality (AR) to support remote collaboration, effective communication between a remote expert in VR and a local worker in AR is important for guiding and following task instructions. This is especially crucial for assembly tasks, which require precise identification of parts and clear directions for the...
Recent evidence shows that physiological cues, such as pupil dilation (PD), heart rate (HR), skin conductivity (SC), and electroencephalography (EEG), can indicate cognitive load (CL) in users while performing tasks. This paper aims to investigate physiological (multimodal) measurement of CL in a Sternberg memory task as the difficulty level increa...
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 proce...
Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches would certainly benefit from an accurately labeled, real-world, diverse dataset that enables the development of generalizable ML models. We introduce ‘VR.net’, a dataset comprising 165-hour gameplay videos from 100 real-world games spann...
There is little research on how Virtual Reality (VR) applications can identify and respond meaningfully to users' emotional changes. In this paper, we investigate the impact of Context-Aware Empathic VR (CAEVR) on the emotional and cognitive aspects of user experience in VR. We developed a real-time emotion prediction model using electroencephalogr...
This paper presents FEAD, a fNIRS-EEG Affective Database that can be used for training emotion recognition models. The electrical activity and brain hemodynamic responses of 37 participants were recorded, as well as the categorical and dimensional emotion ratings they gave to 24 affective audio-visual stimuli. The relationship between the neurophys...
Haptic Hongi – Reiterated uses Augmented Reality (AR) to recreate meeting an indigenous person on their own terms, and thereby reimagine first encounters that took place during the pre-colonisation era in Aotearoa New Zealand. These encounters were often a-symmetrical affairs, freighted with troubled power dynamics and violence, so there is a need...
We introduce RadarHand, a wrist-worn wearable with millimetre wave radar that detects on-skin touch-based proprioceptive hand gestures. Radars are robust, private, small, penetrate materials, and require low computation costs. We first evaluated the proprioceptive and tactile perception nature of the back of the hand and found that tapping on the t...
Cross Reality (CR) is an emerging technology that focuses on the concurrent usage of or the transition between multiple systems at different points on the reality-virtuality continuum (RVC), including Virtual Reality (VR), Augmented Virtuality (AV), and Augmented Reality (AR). CR has gained significant attention in recent years due to its potential...
Wearable Augmented Reality (AR) has attracted considerable attention in recent years, as evidenced by the growing number of research publications and industry investments. With swift advancements and a multitude of interdisciplinary research areas within wearable AR, a comprehensive review is crucial for integrating the current state of the field....
This chapter explores the complexities of collaborative digital creation through haptic HONGI, an Augmented Reality (AR) project that is both transdisciplinary and intercultural in its conception. haptic HONGI aims to use contemporary digital technologies to bridge troubling intercultural relationships in Aotearoa New Zealand by creating a face-to-...
With the rapid development of augmented reality (AR) technology and devices, it is widely used in education, design, industry, game, medicine and other fields. It brings new development opportunities for computer-supported cooperative work. In recent years, there has been an increasing number of studies on AR collaboration. Many professional resear...
The present pilot study explored the research aim of understanding how independent-living older adults experience social isolation and loneliness and whether virtual tour digital technology can increase social connectedness (N = 10). Through triangulation of interviews, experiences, and feedback, this study contributes to the knowledge base on the...
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...
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...
In this paper, we explore how virtual replicas can enhance Mixed Reality (MR) remote collaboration with a 3D reconstruction of the task space. People in different locations may need to work together remotely on complicated tasks. For example, a local user could follow a remote expert's instructions to complete a physical task. However, it could be...
Virtual reality (VR) technologies have been explored for medical applications for over half a century. With major tech companies such as Meta (formerly Facebook), HTC and Microsoft investing
heavily in the development of VR technologies, significant advancements have recently been made in hardware (eg,
standalone headsets), ease of use (eg, gesture...
Virtual Reality (VR) technology is gaining in popularity as a research tool for studying human behavior. However, the use of VR technology for remote testing is still an emerging field. This study aimed to evaluate the feasibility of conducting remote VR behavioral experiments that require millisecond timing. Participants were recruited via an onli...
The assembly in Virtual Reality (VR) enables users to fit virtual parts into existing 3D models immersively. However, users cannot physically feel the haptic feedback when connecting the parts with the virtual model. This work presents a robot-enabled tangible interface that dynamically moves a physical structure with a robotic arm to provide physi...
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 togeth...
Unlabelled:
In this paper, we focus on the significance of remote collaboration using virtual replicas, avatar, and gesture on a procedural task in industry; thus, we present a Virtual Reality (VR)/Spatial Augmented Reality (SAR) remote collaboration system, BeHere, based on 3D virtual replicas and sharing gestures and avatar. BeHere enables a rem...
The shortcomings of established input methods for Augmented Reality (AR) head-mounted displays (HMDs) motivate us to investigate the use of AR HMDs with smartphones and smartwatches to improve AR interaction in physical tasks. However, it is unclear whether the cross-device interaction interfaces are efficient for AR systems on physical tasks becau...
Interaction with virtual objects is one of the essential features of Augmented Reality (AR) systems. One of its main issues is how to provide precise manipulation of distant virtual objects in AR. In this work, we explore bare-hand manipulation of distant objects in AR with DOF (degree-of-freedom) separation, motion scaling, and near-field metaphor...
Virtual reality (VR) controllers are widely used for 3D virtual object selection and manipulation in immersive virtual worlds, while touchscreen-based devices like smartphones or tablets provide precise 2D tangible input. However, VR controllers and touchscreens are used separately in most cases. This research physically integrates a VR controller...
In recent years, the multi-dimensional, multi-faceted, and multi-level applications of augmented reality/mixed reality have attracted more and more attention from researchers in the field of smart manufacturing. However, the disadvantage is that AR interaction cues supporting user cognition have not been fully analyzed and summarized in manual asse...
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 collabora...
In a remote collaboration involving a physical task, visualising gaze behaviours may compensate for other unavailable communication channels. In this paper, we report on a 360° panoramic Mixed Reality (MR) remote collaboration system that shares gaze behaviour visualisations between a local user in Augmented Reality and a remote collaborator in Vir...