Design the Future 2: CrowdDesignVR

Lead Research Organisation: University of Cambridge
Department Name: Engineering

Abstract

Our initial proposal CrowdDesign set out to explore how we can aid rapid prototyping of mobile sensor-based user interfaces by exploiting the versatile sensor capabilities of mobile phones. The primary objective was to investigate if we can crowdsource such sensor-dependent tasks to mobile devices in order to assist designers in rapidly evaluating new interaction techniques in situ. We have identified a very strong research trajectory that motivates continuing the CrowdDesign project beyond this year: CrowdDesignVR. In this follow-up project we propose to substantially extend the scope of the CrowdDesign project and elevate it from the smartphone platform and into a virtual reality platform. To enable the exploration of a very promising research trajectory for crowdsourced human-computer interaction, we need to invest time and effort into realising a high-quality crowdsourcing platform for VR.

CrowdDesignVR will be the first crowdsourcing system for virtual reality. It will distribute tasks across the Steam VR distribution network, which allows it to reach a large sample of VR users. Prior research cannot reach this scale, as research has been limited to opportunity-sampling local participants and then train them to use a specific VR system. In contrast, by enabling access to thousands or even tens of thousands of Steam users, CrownDesignVR facilitates user interaction data collection at a scale that is several orders of magnitudes larger. This provides a number of wider benefits: 1) we can during the course of the project create more accurate models of human actions; 2) we can collect sufficient training data to train machine learning models, such as deep neural network models to accurately decode common user interface interaction patterns, such as typing, gesturing and determining whether an action was intended or not by the user.

Since crowdsourcing tasks in a high-fidelity VR environment is a new avenue of research, there are many fundamental questions that need to be answered. We believe this project could result in potential seminal work on the understanding of the design space for crowdsourcing in VR.

Another potential impact is the data itself. Our internal work on building deep neural networks for decoding typing tasks on touchscreen and physical keyboards has revealed that deep neural networks (specifically, recurrent neural networks) output traditional hidden Markov model decoding. However, we have also found that the amount of data that needs to be collected is very large, in fact, we use our CrowdDesign task architecture as mentioned previously in our report to collect touchscreen data from hundreds of users. CrowdDesignVR can substantially widen the scope and let us tackle some of deep previously unsolved questions in user interface design, such as how we can build a gesture recogniser that is capable of learning to recognise both open-loop (direct recall from motor memory) and closed-loop (visually-guided motion) gestures on both the 2D plane and in 3D space. A large amount of data would allow us to train a recurrent neural network to learn this separation. The potential is large as users are always in a continuum between open-loop and closed-loop interaction. However, due to the fundamental differences in the underlying generative models that result in the observed behaviour, it is very difficult to collect sufficient training data in lab.

Planned Impact

Academic Dissemination
We will strive to publish in the top venues in our discipline, the CHI conference and ACM Transactions on Computer-Human Interaction (TOCHI) primarily. Other venues we will consider are the Ubicomp, UIST and ISMAR conferences and IEEE Transactions on Pattern Analysis and Machine Intelligence (PAMI). We will also propose a workshop or tutorial at CHI to invite other researchers to explore this research area.

Ensuring Lasting Impact of the Project
At month 30 we will assess the success of the platform with the assistance of our industry partners. If the platform has a substantial uptake we will investigate commercial or non-profit avenues for enabling the platform to stay open. Our experience is that it is very difficult to maintain a platform without recurring income funding it. Therefore, if the platform is to last we are going to develop a business model for sustaining it in consultation with Cambridge Enterprise, who has advised on similar models before, such as Granta Design. We may also choose to explore a partnership with our industry partners.

We also believe there is a potential to excite, entice and engage the players on the platform themselves who are using the platform. We are all affected by user interface issues and many users are interested in the mechanisms behind them. Therefore, in line with the ethos of the CrowdDesign project, we will attempt to treat users on the platform as first-class citizens when it is opened up so that they themselves can explore user interface tasks on the platform they are using.

Finally, we will strive to release data openly using the Cambridge open data repository.

University and Departmental Support
The University of Cambridge and the Department of Engineering has experience in supporting technology start-ups and other translational activities. We will consult with Cambridge Enterprise to explore avenues for potential commercial or non-profit exploitation of the data, models, algorithms and platform.
 
Description We have made progress though from a number of publication that have explored VR user interface issues and been published at relevant publication venues, such as the IEEE VR conference. the prestigious ACM TOCHI journal and several research papers at the prestiguous CHI conference. In addition, there are two Best Paper Honourable Mention awards from publications at CHI and MobileHCI. For CHI 2021 there were five full papers accepted.

We have developed a keyboard that allow users to type in thin air when wearing an optical see-through headset and we have discovered that it is possible to completely hide the keyboard and still retain nearly all the efficacy of the interface. We have also investigated multi-display eco-system solutions for precise input in AR and VR by comparing indirect input via a smartwatch with direct in-air input. We have also investigated a range of typing behaviours in VR and, among other things, discovered that it is sufficient to visually indicate the user's fingertips to retain a high degree of typing efficacy in VR. In addition, we have initiaded a collaboration with Facebook Reality Labs which has resulted in a paper in the prestgious ISMAR 2019 conference on studying how people type in mid-air using ego-centric sensing in four conditions: 1) two index fingers supported by surface; 2) two index fingers in mid-air; 3) ten-finger touch-typing supported by a surface; and 4) ten-finger touch-typing in mid-air. This collaboration has resulted in a follow-up research contract with Facebook Reality Labs with the University of Cambridge, and a second research collaboration with Facebook that is currently still active. In addition, we have via an international research collaboration carried out the largest crowdsourced studies of typing on ordinary keyboards (37,000 volunteers), which was published at CHI 2018. In a follow-up study we studied a very large number of volunteers' typing behaviour on their own mobile phones (published at MobileHCI 2019), which recevied media attention; for example, I was interviewed by The New York Times, as reported elsewhere in this submission. We have also introduced a new way to use crowdsourcing to optimise interface features in a user interface using Bayesian optimization (CHI 2019 paper) and carried out the largest study ever on contingent labour conditions in crowdsourcing microtask markets (also CHI 2019).

In general, the grant has allowed the discovery of completely new ways to efficiently design next-generation user interaces supported by optical see-through augmented reality headsets, that are likely to establish themselves as the mobile device platform of the future.
Exploitation Route The research papers describe methods, tools and approaches for ensuring virtual and augmented reality delivered through "AR glasses" or headsets can be made usable. The publications are supported by research data which facilitates knowledge transfer. In addition, we collaborate with external collaborators such as Facebook Reality Labs to ensure the research results benefit practical AR/VR development in industry.
Sectors Construction,Creative Economy,Digital/Communication/Information Technologies (including Software),Manufacturing, including Industrial Biotechology

 
Description In general, this grant proposal lead to a large body of research exploring how VR (and AR) can be made more usable and attractive, enabling fluid interactions in a future where users communicate using AR glasses with an attractive form factor. This has lead to a deep collaboration with Facebook Reality Labs, which actively develop future AR/VR headsets. In addition, the work has lead to some novel mobile crowsourcing work (following on from the prior seed proposal (EP/N010558/1), which resulted in a research paper reporting on large-scale in-situ naturalistic typing behaviour on people's own mobile phones. It was discovered, among other things, that the most efficient typing style is to type using both thumbs, turn on auto-correct and turn off word-prediction. This 'mantra' was reported in an interview with the PI in The New York Times on 4th Oct 2019, which was reported broadly in the press.
First Year Of Impact 2019
Sector Digital/Communication/Information Technologies (including Software)
Impact Types Cultural,Societal,Economic

 
Title Mechanical Turk Accessibility (CHI 2021) Dataset 
Description Includes dataset of two surveys and an interview for a study to understand accessibility and human factors issues in online crowd work. Participants responded to the surveys through Amazon Mechanical Turk and provided information on demographics as well as how they engage in online work on the platform. The dataset contains data from the two surveys and an interview (can be viewed on the different tabs). Garbage data has been removed from the dataset (in survey 2). The publication that emerged from analysing the dataset can be found at https://doi.org/10.1145/3411764.3445291 (in press) 
Type Of Material Database/Collection of data 
Year Produced 2021 
Provided To Others? Yes  
Impact Not yet known. 
URL https://www.repository.cam.ac.uk/handle/1810/316069
 
Title Mechanical Turk Accessibility (CHI 2021) Dataset 
Description Includes dataset of two surveys and an interview for a study to understand accessibility and human factors issues in online crowd work. Participants responded to the surveys through Amazon Mechanical Turk and provided information on demographics as well as how they engage in online work on the platform. The dataset contains data from the two surveys and an interview (can be viewed on the different tabs). Garbage data has been removed from the dataset (in survey 2). The publication that emerged from analysing the dataset can be found at https://doi.org/10.1145/3411764.3445291 (in press) 
Type Of Material Database/Collection of data 
Year Produced 2021 
Provided To Others? Yes  
Impact None known. 
URL https://www.repository.cam.ac.uk/handle/1810/316069
 
Title Research data supporting "CHI 2020: Right Here, Right Now?" 
Description  
Type Of Material Database/Collection of data 
Year Produced 2020 
Provided To Others? Yes  
URL https://www.repository.cam.ac.uk/handle/1810/301738
 
Title Research data supporting "Crowdsourcing Design Guidance for Contextual Adaptation of Text Content in Augmented Reality" 
Description Participant data corresponding to experiments described in "Crowdsourcing Design Guidance for Contextual Adaptation of Text Content in Augmented Reality". The INDEX tab in the attached xlsx datasheet contains a detailed description of the dataset and glossary of terms. 
Type Of Material Database/Collection of data 
Year Produced 2021 
Provided To Others? Yes  
Impact None known. 
URL https://www.repository.cam.ac.uk/handle/1810/321453
 
Title Research data supporting "Gesture Knitter: A Hand Gesture Design Tool for Head-Mounted Mixed Reality Applications" 
Description Data corresponding to experiments described in "Gesture Knitter: A Hand Gesture Design Tool for Head-Mounted Mixed Reality Applications". The zipped folder participant_data.zip contains the raw hand tracking files for each of the eight participants. This includes the fine primitive gesture (for both hands), the gross gestures (right and left hands), the one-handed and two-handed complex gestures, the continuous online recognition data for one-handed and two-handed gestures, as well as the designed primitive and complex gesture if that individual participated in Study 2, the design study. The raw data includes the x, y, z coordinates and the quaternions qx, qy, qz, and qw for each of the time series steps of the hand trajectory. The tracked elements are as follows: cam -> camera palm -> plm wrist -> wrs thumb -> th index -> in middle -> mi ring -> ri pinky -> pi The character "r" or "l" joined to the end of any of the above abbreviations denotes the right and left hands respectively. CHI2021_Gesture_Knitter_supporting_data.xlsx contains the processed data derived from the raw data. It represents the recognition rates for each of the cases examined in our recognition experiments - training with all the primitive data, cross-validation results, as well as the recognition results from the synthetic data generation. The user study questionnaire sheet shows the user responses to the post-study questionnaire conducted in the design study. The decoding text files (decoding_one_hand.txt, decoding_two_hand.txt, and online_recognition.txt) contain the output of the decoder when fed the various complex gesture traces. The number at the end of each decoding output is the edit distance to the correct declaration. The online results show the output of the online recognition experiment with gestures that are misclassified, false activations, or failure to recognize a gesture within that time frame. 
Type Of Material Database/Collection of data 
Year Produced 2021 
Provided To Others? Yes  
Impact None known. 
URL https://www.repository.cam.ac.uk/handle/1810/321454
 
Title Research data supporting "Studying Programmer Behaviour at Scale: A Case Study Using Amazon Mechanical Turk" 
Description This file contains the summary data described in the associated case study from the companion paper. The workbook contains an index sheet explaining any abbreviations, annotations, and labels used throughout the datafile, followed by a sheet with the summary data, and a sheet grouping the data by various metrics of interest. The file has been verified to open in Microsoft Excel (https://products.office.com/excel) and Libre Office (https://www.libreoffice.org) 
Type Of Material Database/Collection of data 
Year Produced 2021 
Provided To Others? Yes  
Impact Not yet known. 
URL https://www.repository.cam.ac.uk/handle/1810/323496
 
Title Research data supporting "Understanding, Detecting and Mitigating the Effects of Coactivations in Ten-Finger Mid-Air Typing in Virtual Reality" 
Description Coactivation data corresponding to the analysis presented in "Understanding, Detecting and Mitigating the Effects of Coactivations in Ten-Finger Mid-Air Typing in Virtual Reality." The attached datasheet contains two tabs: TOUCH EVENT DATA and LAYOUT DATA. TOUCH EVENT DATA details the touch events and their attributes. Feature values are provided for participants 1 to 12. Detailed definitions of these features are provided in the associated publication. LAYOUT DATA details the distribution of touch events and coactivations over the keyboard layout. 
Type Of Material Database/Collection of data 
Year Produced 2021 
Provided To Others? Yes  
Impact None known. 
URL https://www.repository.cam.ac.uk/handle/1810/321455
 
Description Interview for international news, The New York Times 
Form Of Engagement Activity A press release, press conference or response to a media enquiry/interview
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Media (as a channel to the public)
Results and Impact Interview in the The New York Times on research publication associated with EPSRC funded research. "Here's How to Type Faster on Your Phone" by Heather Murphy (4th Oct 2019).
Year(s) Of Engagement Activity 2019
URL https://www.nytimes.com/2019/10/04/technology/phone-typing.html
 
Description Magazine interview (The future of typing doesn't involve a keyboard) in Quartz magazine 
Form Of Engagement Activity A press release, press conference or response to a media enquiry/interview
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Media (as a channel to the public)
Results and Impact This is a media interview in Quartz ('The future of typing doesn't involve a keyboard') by Cassie Werber, article dated November 23, 2018. The interview covers the work published in the recent ACM TOCHI journal paper which arose from this grant.
Year(s) Of Engagement Activity 2018
URL https://qz.com/1468577/the-future-of-typing-doesnt-involve-a-keyboard/