Conference Paper

MagicFace: Stepping into Character through an Augmented Reality Mirror

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Abstract

Augmented Reality (AR) is coming of age and appearing in various smartphone apps. One emerging AR type uses the front-facing camera and overlays a user's face with digital features that transform the physical appearance, making the user look like someone else, such as a popstar or a historical character. However, little is known about how people react to such stepping into character and how convincing they perceive it to be. We developed an app with two Egyptian looks, MagicFace, which was situated both in an opera house and a museum. In the first setting, people were invited to use the app, while in the second setting they came across it on their own when visiting the exhibition. Our findings show marked differences in how people approach and experience the MagicFace in these different contexts. We discuss how realistic and compelling this kind of AR technology is, as well as its implications for educational and cultural settings.

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... Lastly, avatars visualized through "mirrors" are not revoked as long as they give the impression of being the reflection of the real world (e.g. Javornik et al. [29]). ...
... Its combination with AR provides users with a novel way to convey ideas by letting them change their attire dynamically. Among examples, the virtual make-up application MagicFace [29] was deployed in a museum and in an opera house to let visitors observe how they would look with Egyptian pharaoh makeup. Its creators see a broader use for such applications: they could help make-up artists in their creation process or aid on-stage performers step into character without having to dress up. ...
... Most of the user's body consequently remains visible outside of the display during 1PP full-body avatarization. In previous work, such displays were mostly used to implement virtual mirrors [29], [42], [49], [68]. ...
Article
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Virtual self-avatars have been increasingly used in Augmented Reality (AR) where one can see virtual content embedded into physical space. However, little is known about the perception of self-avatars in such a context. The possibility that their embodiment could be achieved in a similar way as in Virtual Reality opens the door to numerous applications in education, communication, entertainment, or the medical field. This article aims to review the literature covering the embodiment of virtual self-avatars in AR. Our goal is (i) to guide readers through the different options and challenges linked to the implementation of AR embodiment systems, (ii) to provide a better understanding of AR embodiment perception by classifying the existing knowledge, and (iii) to offer insight on future research topics and trends for AR and avatar research. To do so, we introduce a taxonomy of virtual embodiment experiences by defining a "body avatarization" continuum. The presented knowledge suggests that the sense of embodiment evolves in the same way in AR as in other settings, but this possibility has yet to be fully investigated. We suggest that, whilst it is yet to be well understood, the embodiment of avatars has a promising future in AR and conclude by discussing possible directions for research.
... Existing research shows the potential of AR as a tool for communicating personal health information that influences behavior and perceptions related to health. For example, previous research suggests that AR can lead to a user taking on the role of the character in a narrative (Javornik et al., 2017;Hoang et al., 2018), increase a sense of spatial presence (Jung et al., 2019), change one's perception of physical sensations (Yuan and Steed, 2010), and influence perceived threat susceptibility, severity, negative affect, and behavioral intentions (Jung et al., 2019;Seals et al., 2021). We discuss and build on the theoretical foundation for the potential of AR within the areas of personal health. ...
... Self-focused AR, where digital content is layered on the body vs. one's environment, is found to influence users to play out a role or alternative version of themselves (Jacobs et al., 2019). In an investigation of the extent to which an AR mirror can create an illusion of becoming another person, Javornik et al. (2017) found participants to easily and often immediately feel like characters displayed to them. The connection between AR content and users' perception has even been observed to impact how they experience their own physical body. ...
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This article discusses novel research methods used to examine how Augmented Reality (AR) can be utilized to present “omic” (i.e., genomes, microbiomes, pathogens, allergens) information to non-expert users. While existing research shows the potential of AR as a tool for personal health, methodological challenges pose a barrier to the ways in which AR research can be conducted. There is a growing need for new evaluation methods for AR systems, especially as remote testing becomes increasingly popular. In this article, we present two AR studies adapted for remote research environments in the context of personal health. The first study (n = 355) is a non-moderated remote study conducted using an AR web application to explore the effect of layering abstracted pathogens and mitigative behaviors on a user, on perceived risk perceptions, negative affect, and behavioral intentions. This study introduces methods that address participant precursor requirements, diversity of platforms for delivering the AR intervention, unsupervised setups, and verification of participation as instructed. The second study (n = 9) presents the design and moderated remote evaluation of a technology probe, a prototype of a novel AR tool that overlays simulated timely and actionable environmental omic data in participants' living environment, which helps users to contextualize and make sense of the data. Overall, the two studies contribute to the understanding of investigating AR as a tool for health behavior and interventions for remote, at-home, empirical studies.
... Therefore, strictly speaking, face-to-face interaction of users is only possible with the ARM metaphor, although a VRM can eventually simulate that effect. Some works use different terms to refer to VRM or ARM, such as magic mirror (Bork et al., 2017;Kim, Lee, & Kim, 2004), magic face (Javornik, Rogers, Gander, & Moutinho, 2017), mixed-reality (MR) mirror (Sato, Kitahara, & Ohta, 2009) or real-time mirror (Gonzalez-Franco, Perez-Marcos, Spanlang, & Slater, 2010). The terms virtual mirror or immersive mirror are also sometimes used for either VRM or ARM, creating some additional confusion. ...
... On the other hand, VRMs and ARMs are typically used in applications for cosmetics, clothing and optical retail, since they provide a way for customers to see how products would look like if they wore them. These virtual try-on applications have become very popular for entertainment, commercial or even cultural applications (Javornik et al., 2017), but can be used also for medical purposes. For instance, AR has been used in the field of plastic surgery to depict the results before the intervention of the patient (Ilusio, 2016). ...
Chapter
Virtual and Augmented Reality are technologies widely used in a variety of areas, including the medical sector. On the other hand, regular mirrors have been traditionally used as tools to aid in mental health treatment for a variety of diseases and disorders. Although it is possible to build Virtual and Augmented Reality experiences based on mirror metaphors, there are very few contributions of this kind in the medical sector. In this chapter, the great benefits that regular mirrors have brought for mental health treatment are addressed. In addition, a review on the state of the art in mirror-based Virtual and Augmented Reality applications is given, highlighting the potential benefits that these enhanced mirrors could bring for the mental health treatment.
... Therefore, strictly speaking, face-to-face interaction of users is only possible with the ARM metaphor, although a VRM can eventually simulate that effect. Some works use different terms to refer to VRM or ARM, such as magic mirror (Bork et al., 2017;Kim, Lee, & Kim, 2004), magic face (Javornik, Rogers, Gander, & Moutinho, 2017), mixed-reality (MR) mirror (Sato, Kitahara, & Ohta, 2009) or real-time mirror (Gonzalez-Franco, Perez-Marcos, Spanlang, & Slater, 2010). The terms virtual mirror or immersive mirror are also sometimes used for either VRM or ARM, creating some additional confusion. ...
... On the other hand, VRMs and ARMs are typically used in applications for cosmetics, clothing and optical retail, since they provide a way for customers to see how products would look like if they wore them. These virtual try-on applications have become very popular for entertainment, commercial or even cultural applications (Javornik et al., 2017), but can be used also for medical purposes. For instance, AR has been used in the field of plastic surgery to depict the results before the intervention of the patient (Ilusio, 2016). ...
Chapter
Virtual and Augmented Reality are technologies widely used in a variety of areas, including the medical sector. On the other hand, regular mirrors have been traditionally used as tools to aid in mental health treatment for a variety of diseases and disorders. Although it is possible to build Virtual and Augmented Reality experiences based on mirror metaphors, there are very few contributions of this kind in the medical sector. In this chapter, the great benefits that regular mirrors have brought for mental health treatment are addressed. In addition, a review on the state of the art in mirror-based Virtual and Augmented Reality applications is given, highlighting the potential benefits that these enhanced mirrors could bring for the mental health treatment.
... In contrast [4] map out an extended understanding of the nature and quality of the design space created behind the mirror within a volumetric space reflecting an increasing interest in mirrors in boxes [14], creating novel designs for health services [15], augmenting our selves, museums spaces and exhibits and for musicians. Similar to [16], [17] addresses some issues of the physical context of the mirror by using projections into the real world, as well as a screen moveable in relation to the mirror, to enhance the perception of a hybrid mixed reality environment. Some work has begun to look beyond the reflections of ourselves such as for enhanced digital displays in cars [18] and [19] have explored the conditions of the real world where the mirror is placed, such as lighting and distance. ...
... Practitioners and researchers can draw on these forms of 'dressing up' and other ways to transform the reflection of the self, which has been shown to be an effective way to engage users in other interactive and reflective experiences such as photo booths, photo apps [8,16] and interactive mirrors used for health and beauty applications [15]. Designing for the transformation of the reflection of the user allows people to enter into a role or alternative version of themselves and therefore 'perform narratives' in this role. ...
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Interactive mirrors, typically combining semi-transparent mirrors, digital screens and interaction mechanisms have been developed for a variety of application areas. Drawing on existing techniques to create interactive mirror spaces, we investigated their performative qualities through artistic discovery and collaborative prototyping. We document a linked set of design explorations and two public, site-specific experiences that brought together artists, communities, and HCI researchers. We illustrate the abstracted interactive mirror space that practitioners in the performance art, theatre and museum sectors can work with. In turn, we also discuss six performative design strategies concerning the use of physical context, movement and narrative that HCI researchers who wish to deploy interactive mirrors in more mainstream settings need to consider.
... Some people (predominantly adults) showed interest in the device, looked at it closely but then walked away. When asked why they decided not to interact, the most common answer was that it required a time commitment: "Just busy doing other things, it looks really interesting but I don't have time for it," (man, 60+); "I'm not sure I have time for it," (man, [30][31][32][33][34][35][36][37][38][39][40]. ...
... One way to attract a more diverse audience is when school parties and other groups are invited to all have a go (cf. [31]). The data that was collected by PlayBat indicated that a large number of users had slightly or significantly changed their opinions-from negative to positive and from positive to even more positive. ...
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Bats are often disliked and feared by people. How might we enable the general public to learn more about the true nature of these creatures, and even to like them? In this paper, we introduce PlayBat, a physical public display, which combines a multi-modal interface, a constrained narrative structure and real-time IoT environmentally sensed bat call data. The aim of our research is to investigate whether promoting curiosity and discovery through enabling people to explore real-life data, answer quiz-like questions and engage with a multi-modal interface, is effective at engaging people and confronting their fears. We report on the design process and implementation of PlayBat, and the findings from an in-the-wild study. We discuss how tapping into multiple senses can draw people in, evoke curiosity and even change their views.
... Johnson and Sun [14] projected virtual body organs on the body in an educational game. Javornik et al. [13] overlaid virtual makeup on the faces of performers through an augmented reality mirror to assist them in getting into respective character roles. In these examples, the body serves solely as a carrier of information. ...
... Using a similar 'augmented mirror interface', Javornik et al. [13] developed a system that overlays digital makeup on the face using a tablet with a front facing camera. Their work aims at assisting the task of role playing, especially for theatrical performers who need to become a character through virtual make-up. ...
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The human body in HCI is often seen as an actuator for issuing commands and providing input to digital systems. We present the concept of the body as a canvas, in which the body acts as both an actuator and a display for information. Body as a canvas creates an interaction loop where interaction with information causes changes in the body, which in turn changes the display of information. Our qualitative study using an on-body projection system in a public exhibition investigates this concept with regards to body characteristics, types of body input, interactions between multiple bodies, and comparison to other display technologies. Findings show that body as a canvas creates connectedness between the body and information. Finally, we discuss how body characteristics and appearances can complement the information, when the body acts as a canvas.
... So far, however, research in the marketing field has focused on the acceptance of AR technology (Huang and Liao, 2015;Kang, 2014;Olsson and Salo, 2011;Rese et al., 2014), the perception of AR advertisements (Sung and Cho, 2012;Yaoyuneyong et al., 2016), guidance for the design of the AR experience (Javornik, 2016;Scholz and Smith, 2016), the anticipated consumer responses to media characteristics of AR (Javornik, 2016), post-use evaluation of individuals who have experience AR-based advertising (Kim and Forsythe, 2008) and the influence of AR advertising on purchase intentions for apparel shopping (Schwartz, 2011). According to Schwartz (2011), AR can provide online shoppers with a more direct and engaging product experience through attractive advertising (Javornik et al., 2017) and can thus lead to a decrease in items being returned and an increase in conversions. The technology of all types has significantly grown in popularity over the last few years, and the AR market is expected to continue this trend. ...
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Purpose The purpose of this paper is to investigate the role of the “Big Five” personality traits (extraversion, openness, agreeableness, conscientiousness and neuroticism) on the adoption of augmented reality (AR), with a particular focus on the role AR may play in interactive marketing. Design/methodology/approach A quantitative-based approach was followed by a questionnaire survey, which was completed by 230 respondents comprising graduate and postgraduate students, using structural equation modelling. Findings While the trait of openness was positively associated with the perceived ease of use of AR, the usefulness of AR and subjective norms, the trait of neuroticism was negatively associated with the perceived ease of use of AR. Extraversion was positively associated with subjective norms. Perceived ease of use of AR, the usefulness of AR and subjective norms were positively associated with attitudes toward AR. Practical implications The data gathered will add a valuable contribution to the currently limited data available on empirical consumer behaviour research, particularly in relation to the adoption of AR for interactive marketing. Originality/value The findings of this study will benefit academics working on the adoption of technology in rapidly developing fields such as automation and artificial intelligence; the study also contributes to the emerging interdisciplinary domain of psychology, information systems, marketing and human behaviour.
... When embodied in MR, self-avatars allow users to see themselves in their own environment, but inside a body with a different shape, size, or appearance. This ability not only finds applications in the entertainment and education fields (Javornik et al., 2017;Hoang et al., 2018), but also in the psychomedical areas. For example, virtual embodiment was previously used in MR to simulate medical prostheses (Lamounier Jr et al., 2012;Nishino et al., 2017) and to investigate non-intrusive therapies of chronic pain and mental disorders (Eckhoff et al., 2019;Kaneko et al., 2019). ...
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This paper studies the sense of embodiment of virtual avatars in Mixed Reality (MR) environments visualized with an Optical See-Through display. We investigated whether the content of the surrounding environment could impact the user’s perception of their avatar, when embodied from a first-person perspective. To do so, we conducted a user study comparing the sense of embodiment toward virtual robot hands in three environment contexts which included progressive quantities of virtual content: real content only, mixed virtual/real content, and virtual content only. Taken together, our results suggest that users tend to accept virtual hands as their own more easily when the environment contains both virtual and real objects (mixed context), allowing them to better merge the two “worlds”. We discuss these results and raise research questions for future work to consider.
... [7]), smell stimuli [4], taste and texture stimuli [8] have been used to enhance experiences of the body and how we interact with the environment. Multisensory feedback has a role in exploring body perception and presentation [6], facilitate everyday function, foster coping capabilities, restore distorted body perceptions (e.g. body shape or size) and body capabilities (e.g. ...
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The emerging possibilities of multisensory interactions provide an exciting space for disability and open up opportunities to explore new experiences for perceiving one's own body, it's interactions with the environment and also to explore the environment itself. In addition, dynamic aspects of living with disability, life transitions, including ageing, psychological distress, long-term conditions such as chronic pain and new conditions such as long-COVID further affect people's abilities. Interactions with this diversity of embodiments can be enriched, empowered and augmented through using multisensory and cross-sensory modalities to create more inclusive technologies and experiences. To explore this, in this workshop we will explore three related sub-domains: immersive multi-sensory experiences, embodied experiences, and disability interactions and design. The aim is to better understand how we can re-think the senses in technology design for disability interactions and the dynamic self, constructed through continuously changing sensing capabilities either because of changing ability or because of the empowering technology. This workshop will: (i) bring together HCI researchers from different areas, (ii) discuss tools, frameworks and methods, and (iii) form a multidisciplinary community to build synergies for further collaboration.
... AR mirrors depict augmented looks that are transformational, virtually modifying one's face in the mirror while offering a variety of interactions. The AR overlay can seamlessly appear on a person standing in front of a mirror without any input from the consumer (Javornik, Rogers, Gander, & Moutinho, 2017), which can entice the consumer to interact in a retail context and focus attention on a specific look -for instance, the Charlotte Tilbury "Magic Mirror" virtually applies the brand's signature looks such as "The Rebel" on the faces of those visiting the brand's stores. Other types of AR mirrors are focused on enabling the consumer to browse through and virtually try-on a wide range of products via a smartphone app (Scholz & Duffy, 2018). ...
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Augmented reality mirrors are popular marketing tools that allow virtual try-on of products, such as makeup. We study how such sensory experiences affect consumer perception of the self, specifically the gap between actual and ideal attractiveness, and we conceptualise this change as augmented self. Over three lab experiments we show that viewing oneself in an AR mirror (as opposed to the regular mirror) affects the ideal-actual attractiveness gap and that this effect differs depending on a consumer’s self-esteem. Furthermore, we uncover that ideal self-congruence mediates this process. We also demonstrate that augmentation significantly changes variety-seeking. An additional survey-based study shows downstream effects of ideal self-congruence and ideal-actual gap on product choice and psychological well-being. While commercial immersive technologies are deployed to generate responses related to brands and products, this study demonstrates that the effects extend to consumers’ self-concept. We offer implications for academics and practitioners in marketing and human–computer interaction.
... While digital try-on already existed on the websites, an AR mirror is capable of making things more interactive (Javornik, 2016). These mirrors are being used in make-up salons, museum and dressing rooms of an opera house (Javornik, Rogers, Gander, & Moutinho, 2017). AR enables greater interactivity. ...
... We can then expect that, when a consumer can personalize the augmentation, meaning that she can modify the elements superimposed on the mirrored image, she can find a look that better matches the desired image, resulting in a greater perception of augmented self. However, the level of subjective knowledge or expertise is crucial in the process: previous studies have shown that those with higher level of expertise prefer to have more options to customize the look (Randall et al. 2007;Moreau et al. 2011;Javornik et al. 2017). Thus, we might expect that AR would be more impactful in terms of increasing self-perceptions when the users are able to personalise it. ...
... In addition, AR was previously found to increase users' engagement [31], which can be defined in terms of the amount of time devoted to the activity [24,61]. The major factors that increase user engagement are types of interaction [66], overall interactivity and diversity of the experience [3,29], aesthetics [51], and immersion [17]. ...
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... With progress in human tracking, several augmentation concepts have been explored around body, face and hair-allowing people to try on virtual make-up and glasses using face tracking [Javornik et al., 2017], hairs styles [Kemelmacher-Shlizerman, 2016] using hair tracking, and clothing [Facecake, 2015, Rogge et al., 2014, 2011, Yang et al., 2016. In this work, we are focused on ing a watertight costume to a body from a single RGB image. ...
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Multi-touch tabletops have been much heralded as an innovative technology that can facilitate new ways of group working. However, there is little evidence of these materialising outside of research lab settings. We present the findings of a 5-week in-the-wild study examining how a shared planning application - designed to run on a walk-up-and-use tabletop - was used when placed in a tourist information centre. We describe how groups approached, congregated and interacted with it and the social interactions that took place - noting how they were quite different from research findings describing the ways groups work around a tabletop in lab settings. We discuss the implications of such situated group work for designing collaborative tabletop applications for use in public settings.
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Using empirical data, this research suggests that key features of a typical theatrical rehearsal process can significantly improve the sense of presence for participants within a shared virtual environment. Research of shared virtual environments (VEs) for the production of theater shows suggests that theater applications have specific requirements for presence. These can be summarized as characterization, repetition, and group dynamic, while the level of presence is dependent on the actor-avatar, actor-space, and actor-actor relationships.
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  • Yvonne Rogers
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Ana Javornik, Yvonne Rogers, Ana Maria Moutinho, and Russell Freeman. 2016. Revealing the Shopper Experience of Using a "Magic Mirror" Augmented Reality Make -Up Application. Proceedings of the 2016 ACM Conference on Designing Interactive Systems: 871-882.
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