Interview – Prof. Young Choi and Dr. Thomas Furness, HIT Lab Australia

hit_lab3 In 2008, with not a lot of fanfare, the Human Interface Technology Laboratory Australia (HIT Lab) was created. Part of the University of Tasmania (UTAS), its brief is to be a specialist human interface technology teaching and research centre.

Headed in an interim capacity by Professor Young Ju Choi with significant involvement by veteran virtual reality researcher Tom Furness, HIT Lab has an ambitious brief that could position it as one of Australia’s virtual reality engine rooms. I took the opportunity to catch up with Prof. Young Choi and Dr Furness, who compiled the answers collaboratively, to discuss what’s likely to be a hectic future.

TMJ: Can you give a potted history of how HIT Lab got its Australian iteration?

HIT Lab: Attracting Australia’s first HIT Lab to UTAS Launceston was a case of serendipitous alignment of vision and aspiration with a visit to Tasmania in 2006 by Tom Furness – as a keynote speaker at an international conference in Hobart, organised by Professor Young Choi. By way of background, HIT Lab US at the University of Washington was established by Tom in 1989 followed by HIT Lab NZ in 2002 at the University of Canterbury in New Zealand.

In recent years UTAS has been considering strategic directions and initiatives for the Launceston campus. As part of this exercise Professor Choi was investigating opportunities for cutting-edge, world-class technology for a potential world-leadership, niche technology development. The current UTAS Vice-Chancellor, Professor Daryl Le Grew, was previously VC at the University of Canterbury when HIT Lab NZ was established. He encouraged Professor Choi to have a conversation with Professor Furness during the 2006 conference, and the HIT Lab Australia initiative developed from there.

TMJ: Structurally, how closely do each of the HIT Labs liaise?

HIT Lab: HIT Lab Australia and UTAS (and HIT Lab NZ and University of Canterbury) each have a formal Memorandum of Agreement (MOA) with the University of Washington and HIT Lab US, which establishes, among other things, a framework for collaboration and cooperation in research, teaching and other endeavours.

The Australian and NZ HIT Lab’s are also establishing an MOA to formalise and strengthen their relationship. Professors Furness and Mark Billinghurst (Director of HIT Lab NZ) are also Adjunct Professors of HIT Lab Australia and have contributed to a number of activities including curriculum development and teaching.

TMJ: A key aspect of the research and learning components at HIT Lab is collaboration across many disciplines, from Architecture to Nursing. How do you envisage this will be managed and do you have buy-in from each of the faculties at present?

HIT Lab: From the outset HIT Lab Australia was established as a trans-disciplinary strategic development of UTAS. The location at the Launceston campus was determined on the basis of plans to develop collaboration in teaching and research across many of the Launceston campus academic schools including Architecture and Design, Nursing and Midwifery, the Australian Maritime College, Visual and Performing Arts, Education and the School of Computing and Information Systems.

HIT Lab Australia has an academic planning and development group to identify and plan cross-disciplinary developments in teaching, research and commercial projects. The group includes the heads of a number of academic schools mentioned above.

A pleasing development for the HIT Lab Australia has been the interest shown in undergraduate HIT units in the summer school and first semesters by students from a range of schools. The units have attracted student enrolments from many schools/courses including Architecture and Design, Contemporary Arts, Arts/Social Science, Education, and Business as well as Computing and Information Systems.

TMJ: What are the key research priorities for HIT Lab in the short and medium term?

HIT Lab: An announcement will be made shortly on the inaugural appointment of Director of the HIT Lab Australia. The Director will commence duties later in the year and will be instrumental in establishing research directions, strategy and priorities. Having said that elements of the research strategy will include:

• a focus on creative design, visualisation, simulation and interactive entertainment

• application of cutting-edge visualisation, immersive virtual reality (VR) and augmented reality (AR) technologies to underpin collaborative training & education, research & development programs and commercial development by linking key disciplines and centres in the Launceston Campus

• building international collaboration in research through our partnership with the world-renowned HIT Lab US, University of Washington and the HIT Lab NZ, University of Canterbury, as well as in China, Korea and elsewhere

• research and commercial projects that will help to fulfil the objectives for HIT Lab Australia to develop as an economic engine for Tasmania and Australia

TMJ: Are there significant human interface milestones that excite you in the short and medium term?

HIT Lab: The key driver behind the research agenda of the HIT Lab Australia will be the solution of challenging problems that confront the nation and the world. We just don’t want to work on technology because we can – we want to solve real problems. To this end we will start in Tasmania and Australia then branch out to the world, especially the third world. As for short term milestones, we definitely want to develop new and more efficient ways of generating 3D content for education, training, medicine and entertainment applications. This plays well with the interdisciplinary partners in the venture. In the longer term we would like to spin off several companies that build and market interface appliances that solve the problems above.

TMJ: What are your thoughts on human interface products already commercialised?

HIT Lab: We are just at the beginning of a new era of developing interfaces that deeply couple humans to machine – in an attempt to amplify or augment human capability. New products will follow this theme of looking at the deeper physiological and emotional aspects of design interfaces. In the end, we want to build the ‘Nextant’, or the next sextant, that lets us use our mind for navigating in virtual spaces much like the sextant allowed early navigators to use their eyes and the stars to navigate in physical space.

TMJ: What do you see as the key measures of success for a good human interface for virtual worlds?

HIT Lab: In general, good interfaces should be seamless and transparent. That is, they shouldn’t get in the way. Interfaces and the tools that they link to humans are only a means to an end. It is the end, or application, that is most important – what is it supposed to do, versus what is it! The ideal interface would be one that is so intuitive, that the user doesn’t have to learn anything new to operate it, while at the same time performing tasks that were impossible before, or at least with more efficiency than before.

TMJ: Aside from the neurological / physiological aspects of such interfaces, what do you believe are the key psychological and/or sociological challenges of developing human interfaces with virtual worlds?

HIT Lab: Clearly the greatest challenge is understanding consciousness and how that maps to brain function. There is also a lot going on subconsciously where processing takes place in the background before being brought to the surface. Ideally we would build advanced interfaces that serve both levels, e.g. subliminal interfaces.

TMJ: Using nursing as an example, how do you see HIT Lab’s work making an impact in the next five years?

HIT Lab: One of the key issues in nursing is the time and quality of training it takes to produce a well-qualified nurse. As in other clinical practices, the key factor is practice, and opportunities for practicing on real patients is limited. Virtual humans can take the place of real humans in training and thereby provide a more rich, diverse and intensive training experience for nurses. We want to work with the School of Nursing to develop a suite of training devices that can not only be used for task training but also provide visualisation of processes normally not seen, e.g. how contamination spreads by viewing virtual bacteria or how a drug or injection infuses the body, etc.

TMJ: Immersiveness is something heavily sought after in virtual worlds – is that a key goal of HIT Lab’s work or a secondary objective?

HIT Lab: Presence or the sense of ‘being there’ is clearly one of the more powerful attributes of immersive virtual reality. The feeling of being in a place provides vital hooks to memory, or the ability to retain things that are experienced. In general, a person immersed in a virtual world never forgets it. So in answer to the question, yes, this is a key goal. But the key goal is solving real world problems, even if immersion is not necessary.

TMJ: What are HIT Lab’s markers of success – are there objectives required to be met for ongoing funding etc?

HIT Lab: HIT Lab Australia has been established as a strategic initiative of the University of Tasmania with seed funding to establish the staffing profile, teaching and research staff profile, curriculum development and research program. A condition of this funding has been the development of a business plan which was approved by UTAS earlier this year.

The business plan covers the first five years of operation and establishes a number of key targets and milestones including undergraduate, postgraduate and research higher degree enrolments for domestic and international students. There are also targets for course development, research and commercial project outcomes and so on. Progress towards objectives will be monitored progressively.

HIT Lab Australia has the strong support from the UTAS Vice-Chancellor and Senior Executive as well as from senior academics from a number of allied schools and faculties. Interest from enrolled students, prospective students, colleges and schools, business and industry has been tremendously encouraging and point to long term success of this exciting initiative for UTAS and its Launceston campus.

TMJ: How do you view the virtual worlds sphere locally – are there any developments outside of HIT Lab that interest/excite you?

HIT Lab: The Launceston Campus of UTAS is a great place to begin the HIT Lab since it has not only the Nursing School and Australian Maritime College but also the design element in Architecture and Visual and Performing arts to name a few. The confluence of these disciplines and activities can be enriched by the catalyst and technologies provided by the HIT Lab AU. In the end, we would hope to involve existing local companies as well as develop new start-ups that we spinoff from the HIT Lab and UTAS. Within Australasia, the USA and Europe there are a number of links (beyond the HIT Labs) that we would like to establish involving projects and student exchanges etc.

TMJ: How important is some form of agreement on virtual world interoperability to HIT Lab’s work?

HIT Lab: There will be a time when standards for interface appliances supporting virtual worlds will need to be developed -but not too soon, as these will tend to restrict or constrain the progress of this remarkable technology. This is true especially as new functionality is developed along with growth in supporting technology. For example, we don’t want to be constrained by 8 bit byte standard when in the longer term we will need 128 bits per byte or more to grow the technology. Although standardisation can help interoperability, it can limit the vitality of a technology. Instead of standards, what would be useful is guidelines to give investigators and developers a feeling for best practices and what needs to be considered in the design and human factors engineering of virtual interfaces. Such a foundational understanding would then grow as the science and technology grow. The HIT Lab Australia, along with sister labs in the US and NZ will be the world’s repository for these best practices and guidelines.

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A big thanks to Chris Carstens for his help in coordinating the interview responses. Below you can find more detailed biographies:

Professor Young Ju Choi

ychoi2Born in Kwangju, Korea, and Australian by naturalisation, Professor Young Choi was educated at the Australian National University and the University of Adelaide.

Professor Choi has worked as a Computer Science academic in Australian higher education since his initial appointment at the University of Adelaide. Before coming to Tasmania he was Head of Computer Science and Deputy Dean, Faculty of Mathematical Sciences at Flinders University, Adelaide.

He was subsequently appointed as the Foundation Head of School of Computing at the University of Tasmania (UTAS) and served in this role for nearly twenty years. He has published widely in areas including concurrent and distributed computing, multimedia and internet technologies, and eLearning technologies.

He is recognised internationally for his work in international education, especially in China and Korea, including Chair of the Academic Advisory Committee; International Education Network, China; Asia Pacific Digital Multimedia Education Network member; and the ACHEM Computing Curriculum Board, Malaysia.

Professor Choi is currently Interim Director of the Human Interface Technology (HIT) Lab Australia at the University of Tasmania which is linked to the world-renowned HIT Lab US at the University of Washington, Seattle, USA.

Dr. Thomas Furness

furness Prof. Furness is a pioneer in human interface technology and virtual reality. He received the BS degree in Electrical Engineering from Duke University and the Ph.D. in Engineering and Applied Science from the University of Southampton, England. Dr. Furness is currently a professor of Industrial Engineering with adjunct professorships in Electrical Engineering, Mechanical Engineering, Aeronautics and Astronautics, and Human Centered Design and Engineering at the University of Washington. He is the founder of the Human Interface Technology Laboratory (HIT Lab) at UW and founder and international director of the HIT Lab NZ at the University of Canterbury, Christchurch, NZ and the HIT Lab Australia at the University of Tasmania, Launceston, Tasmania. He is also an Erskine Fellow and Adjunct Professor at the University of Canterbury and an Adjunct Professor at the University of Tasmania.

Prior to joining the faculty at the University, Prof. Furness served a combined 23 years as an U.S. Air Force officer and civilian at the Armstrong Laboratory at Wright-Patterson Air Force Base, Ohio, where he developed advanced cockpits and virtual interfaces for the Department of Defense. He is the author of the Super Cockpit program and served as the Chief of Visual Display Systems and Super Cockpit Director until he joined the University of Washington in 1989.

Dr. Furness lectures widely and has appeared in many national and international network and syndicated television science and technology documentaries and news programs. He is the inventor of the personal eyewear display, the virtual retinal display, the HALO display and holds 15 patents in advanced sensor, display and interface technologies. With his colleagues Dr. Furness has started 24 companies, two of which are traded on NASDAQ at a market capitalization of > $ 2 B. In 1998 he received the Discover Award for his invention of the virtual retinal display.

A simple explanation of how Twitter works

Twitter’s simplicity gets an equally simple / plain English video explanation – it’s an ideal way to show a new user or skeptic its appeal:

Merged realities – events and issues for virtual worlds

1. Indiana University’s Edward Castronova has a fascinating piece on media violence, aggression and policy. For me, the key point made was:

To begin at the end: Scientific research should not be framed as the pursuit of evidence for something. To do so violates the important norm of disinterestedness. You are not supposed to care how the numbers turn out. The proper way to think of things is “What causes Y?” not “Can I find evidence that X might effect Y?” The Y here is violence in society. We know that the main causes of violence in society are parents and peers. A disinterested scholar would stop there. Yet in media violence research, the norm is to go looking for a link.

2. Metaverse TV show, Life On Line is now up to its eighth episode, the latest episode features: Microsoft evangelist Zain Naboulsi and Aussie musician Hughie performing ‘Slap That Ass’ (from an album produced with Kirk Pengilly of INXS):

3. Metaversum, creators of Twinity, are recruiting a range of positions:

Ruby/Rails Developer, Senior Manager Business Development (Singapore)
Manager Business Development (Singapore)
Senior Developer (Singapore)
Junior Developer (Singapore)

Intern Commercial Partner & Business Development
Intern Marketing & PR
Intern Marketing & Online Redaktion
Intern Community Management
Intern Product Development

The Watch – virtual worlds in the news

1. io9 (USA) – 7 Failed Virtual Reality Technologies. “There was a time when people were calling home virtual reality the wave of the future. Now most people just call it goofy and expensive. Here are 7 virtual reality technologies that didn’t work, and never will. In what may be considered the first case of virtual reality reaching beyond its own limitations, Morton Heilig unveiled the Sensorama in 1962. It was a large box that enclosed the viewer’s head and displayed a stereoscopic 3D movie. The seat tilted and the box unleashed wind and smells. And all of this was accomplished mechanically.”

2. Federal News Radio (USA) – Beyond ‘heads-up’: augmented reality for virtual worlds. “Fans of the science fiction television show Star Trek: The Next Generation are certainly familiar with the ‘holodeck’, a room where powerful computers create realistic virtual environments. That’s the fictional model for what virtual worlds researchers are developing in labs all around the world today. Recently, several of the top names in the realm of ‘augmented reality’ presented an update on their work at the recent Federal Consortium for Virtual Worlds Conference at the National Defense University at Fort McNair. Dr. Maribeth Grandy from Georgia Tech is one of the world’s foremost experts on the topic of augmented reality for virtual worlds.
“Augmented reality can mean many different things. Traditionally, you’re registering 3D graphics with the world, and the user is experiencing that virtual content through a head-mounted display, or a tablet computer that is acting as a ‘magic window’, or a projector. More recently, I’ve been working in the mobile domain, where you can use something like your IPhone as a little magic window.”

3. Fox News (USA) – College Plans Virtual Graduation for Online Students. “Many colleges and universities offer online courses. But only one’s having an online graduation. Bryant & Stratton College, a for-profit institution with campuses in four states, plus an online division, plans to host a graduation ceremony June 10 in Second Life, the online virtual world. Fittingly, the commencement address will be delivered by Second Life founder Philip Rosedale.”

4. VentureBeat (USA) – Small Worlds and Hi5 combine virtual world and social networking. “In a marriage of games and social networks, SmallWorlds has teamed up with social network Hi5 to open up SmallWorlds’ cartoon-like virtual world to Hi5’s 60 million monthly visitors.
Hi5’s users can use Hi5’s games channel to access the browser-based virtual environment of SmallWorlds, which has hundreds of casual games available to play. Hi5’s games channel has become a major focus for revenue generation for the San Francisco-based social network. With the alliance in place, users can pay for items in the virtual world using Hi5’s virtual currency, Hi5 coins, said Ted Tagami, vice president of business development for Small Worlds. The deal is good for SmallWorlds because it broadens its potential audience – Hi5 is a top 20 web destination with huge followings in Latin America and Europe.”

5. Virtual Worlds News (USA) – In-world Sound Gets Upgrade from Cornell Researchers. “One look at the environment in Second Life, for example, and the conscious mind knows it is dealing with a virtual world; the same occurs while attending a virtual event. Still, developers do their best to enhance the in-world experience, using every trick in the book to nudge one toward a suspension of disbelief. Take sound. It helps that the Second Life servers manage VOIP as they do — making it proximity based, tuning the vocals based on relative position to, and distance between, avatars.”

6. Toronto Star (Canada) – Keeping it under control. “Steven Spielberg came down from his mountain (of money?) this week, eyes blazing with prophetic fire, to deliver a pronouncement to the rabble of international gaming media gathered at the annual Electronic Entertainment Expo (E3) in Los Angeles. “The only way to bring interactive entertainment to everybody,” he declared from his green-glowing pulpit at Microsoft’s press event, “is to make the technology invisible. Only then can we shine the spotlight where it belongs, which is on you.” Like millions of other game-news junkies around the world, I received this sermon remotely, through my laptop screen in the comfort of my couch, and it’s a sermon those millions and I have heard many times before.”

7. The Advocate (USA) – Virtual Gays Say “I Do”. “Gays and lesbians can now get married all over the world — the virtual world, at least. After playing The Sims 3 for a week, Lyle Masaki at AfterElton.com discovered that gay couples can now marry. Earlier versions of the game only allowed same-sex couples to move in together and declare unions. The Sims 3, which debuted at this week’s E3 electronics entertainment expo, builds on its hugely popular predecessors The Sims and The Sims 2 from video game developer Electronic Arts. The game allows players to create and control virtual characters and communities.”

8. Kotaku (USA) – The Sims 3 Review: Delayed Gratification. “After a more than three month delay—and more than four years on from the release of The Sims 2—The Sims 3 is finally here. So let’s get down to reviewing it. There are two types of Sims player: the Second-Life types who enjoy crafting and sharing stuff online and the God-types who look for new and interesting ways to terrorize their virtual dollies. The Sims 3 has room enough for both types in its expansive gameplay and online-feature set that lets you create and share everything from couch patterns to machinima. The once-narrow world of the Sims has been expanded to a persistent environment where Sims can freely walk from one lot to the next, the town around them progressing instead of freezing ‘til your Sim arrives on the scene. This makes the life cycle of the Sims more fluid; as your Sims grows old, so too do all the Sims around him or her. ”

9. O’Reilly Radar (USA) – 3D Glasses: Virtual Reality, Meet the iPhone. “A light flickers from two distinct points in time. As a child in the early-1970s, one of my toys was a View-Master, a binoculars-like device for viewing 3D images (called stereograms), essentially a mini-program excerpted from popular destinations, TV shows, cartoons, events and the like. The View-Master completely predated the advent of electronic toys (it was light powered and human click driven), but it was dumb simple to operate, and the 3D viewing experience was quirky cool. Plus, the content was customizable (just pop in a different program card) and for its time, it was engaging (sound could play on top of each image, making it even more so). Flash forward, and it’s 1992. I am reading Mondo 2000, a long since deceased magazine that was at the bleeding edge of the technology wave that was to come. Total reboot in terms of re-thinking and re-imaging the schema of the possible.”

10. Daily Kos (USA) – Kossacks in Second Life. “I first started working in Second Life as a library assistant, helping the campus library I work for develop its virtual presence to complement the programs already being developed in distance education through the university. As I continued working in Second Life, however, I realized I also needed friends there, as well, in addition to just working. No woman is an island, even in a virtual world. That’s when I started seeking out folks who were like me. I wanted the same environment I found at Daily Kos — a fun mix of diverse views and strong progressive values.”

Creating a famous Mii for Nintendo Wii

Ever wondered how some Mii creators make some amazing looking avatars that resemble celebrities? I’d assumed there was an option to buy different customisations on top of the default options, but I was wrong. All it takes is the default set with a lot of imagination.

MiiCharacters.com_-_MiiCharacters.com_-_Famous_Miis_for_the_Wii_U__Wii__and_3DS_-_QR_Codes_and_Instructions

What also helps is a site called Mii Characters which has step-by-step guides for hundreds of Mii customisations. Enjoy.

Weekend Whimsy

1. SECOND LIFE – AM RADIO CREATIONS

2.WETLands in Second Life

3. SECOND LIFE: Gazira

A detailed map of Dalaran vendors and trainers

August 2012: This map has been updated and moved to here

Darth Vader: Social Media star

Over the past few years, one of the popular culture icons that keep popping up over and over is Darth Vader. YouTube is a particular Vader domain, with some very fine humour to be found.

For me, Chad Vader is the pinnacle. I initially came across these videos in 2006 and they remain very popular:

There’s actually eight Chad Vader episodes and the creators have quite a business going selling DVDs and t-shirts.

Then there’s Darth Vader – Thriller style:

Merged realities – events and issues for virtual worlds

cube3-virtualedgesml 1. Anyone still not convinced about the growth of virtual meeting spaces within business might like to check out the one created for the Virtual Edge Summit by Officepodz. More on this later in the week.

2. Twinity have expanded their virtual Berlin area. As of now, there’s a ‘be Berlin citystore’, which is part of the ‘be Berlin’ tourism marketing campaign. The citystore will play host to some further events and some round-table discussions to promote Berlin as an attractive tourist destination. The citystore can be found in the real world and in Twinity at Rochstraße 15, 10178 Berlin-Mitte.

3. The Alter Ego documentary on Second Life is now scheduled for screening this month: Friday 26th June at 10pm AEST. A review of the documentary is coming soon.

4. Gary Hayes has an interesting post to coincide with the widely misinterpreted “bombing” of ABC Island in Second Life. Those were the days.

5. Apparently it’s barbed wire and a concentration camp feel on the boundaries of the new adults-only test areas in Second Life.

Sexualisation of kids: the David Jones angle

Being heavily involved with technology I often get comments around the role online activitiescan play with sexualisation of kids. Independent news outlet Crikey have run an excellent story today on a David Jones catalogue – it’s well worth the read.

It’s just further proof that the issue is as much a societal one as a technological one. It’s also an issue that companies will need to be aware of as consumer backlash grows against practices like this.

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