About GuestXR PROJECT
Creating a new machine learning agent addressing conflicts and unlocking interaction in extended reality environments
The GuestXR project objective is to develop an immersive virtual social space anchored in extended reality based on examining individual and group behaviour by drawing on existing theoretical models from the neuroscience and social psychology standpoint.
GuestXR solution will feature a machine learning agent designed to unlock interactions between participants and help them achieve their goals, whilst helping users address conflicts in virtual environments.
The project technology will be developed under the “Ethics by Design” approach. This entails considering any potential ethical issues which may come up when using Artificial Intelligence such as respect for human autonomy, prevention of harm, fairness and explicability.
From an idea to demonstrating the technology in relevant environment
Application of deep Reinforcement Learning (RL) novel methods to train The Guest to obtain social intelligence, so that it can take specific actions that foster pro-social behaviour and social goals, in the context of Extended Reality applications incorporating ethics-by-design methodology.
Definition of agent psychological riles of behaviour, development of social behavioural simulations and computational description of body posture and movement features, as well as investigate how individuals’ expressions affect social interaction dynamics.
Creation of the overall architecture of the AR and VR systems and development of the multiple representations of The Guest and its actions, as well as self-representation through embodiment in AR and of remote participants.
Helping people achieve their meeting goals
The Guest is a machine learning system to be devised as an agent that can examine participants’ individual and group behaviour by drawing on existing theoretical models from the neuroscience and social psychology standpoint.
The Guest will be able to perform a range of multisensory actions, using, for instance, visual or auditory features to create particular states of mind and stimulate a relaxed environment when it identifies a conflict amongst participants. This combination of AI with immersive systems, virtual and augmented reality will be a hugely challenging research task, given the vagaries of social meetings and individual behaviour.
The Guest may introduce a small obstacle, the overcoming of which requires the cooperation of all participants, provide an opportunity for a relaxing common activity, change the background music to a more soothing one, disrupt escalating interactions by increasing the physical distance or introducing a physical separation between participants (changing the environment) and engage each participant in positive interaction with a dedicated actor.
Research beyond the state of the art
Ground-breaking research and development leading to novel social interactive systems mediated by a Machine Learning agent
Reinforcement Learning and algorithms. to start testing The Guest in simulations, and then gradually transfer the agent to increasingly complex social scenarios with real humans, both in AR and VR.
Social rules processes
Computational simulations involving ABMs to allow pre-training, testing and adjustment of social rules that will define how to influence social interactions through GuestXR.
Development of an automatic decoding system for emotions’ recognition from whole-body expressions in realistic situations based on computational movement feature analysis in combination with brain and body measures.
Goal-driven socially shared VR and AR
The research will focus on how the interaction between people in VR and AR environments can be positively enhanced. This will represent a first-time major proof of concept that a Machine Learning system can positively enhance virtual meetings.