4i: Immersive Interaction design for Indie developers with Interactive machine learning

Lead Research Organisation: Goldsmiths University of London
Department Name: Computing Department

Abstract

This research comes at an important time in the development of virtual reality and immersive media, with a low cost, mass market devices (the Oculus Rift and HTC VIVE) being launched for the first time. The launch of the devices is being accompanied by the release of associated motion controllers, such as the VIVE controllers or Oculus Touch. The UK games industry is world leading and an important sector of the economy, with a total market value of £4.19bn in 2015 and is the largest games development industry in europe, with over 1900 video games companies. Virtual Reality is the fastest growing sector of the UK entertainment industry and is predicted to reach £1.2bn by 2022, and be the largest in Europe (all statistics from UKIE, the UK Interactive Entertainment trade body, http://ukie.org.uk/). This expansion comes at a time in which small independent developers are increasingly important in the games and media industry. These small developers have increased the diversity and creativity of the industry, particularly with more work that is influenced by fine arts and literature (though there is considerable work still be done as women and BAME people are still underrepresented in the industry. As immersive media develop it is vital that independent developers and artists are able to play an important part to ensure that the medium fulfills its potential. This means not only small developers typical of the current games industry, but also populations that are currently underrepresented.

This project aims to enable independent developers and artists to design and implement movement based interaction for immersive media such as Virtual, Augmented and Mixed reality. The design and implementation process will be immersive in the sense that designing will occur inside the immersive medium, rather than at a desktop computer or on paper, and designing and implementation will happen by moving, so that designers can have a true sense of this movement. The key to this approach is Interactive Machine Learning (IML), where design is specified through examples of movement which are used as input to a Machine Learning algorithm, which "learns" to recognise those movements. However, this will be interactive: users will not simply gather a data and send it to the algorithm as a one off, but gradually add examples to refine and tweak the results, just as a design refines a product.

The tools will be developed collaboratively with users to ensure they meet the needs of our user groups and to understand how they perform immersive interaction design. This user research will be done, in the wild, with working developers and artists via a series of hackathons, game jams and choreographic coding labs. Since the challenges of this research are as much creative as they are technological, this method will be informed by arts practice in two ways. Firstly, we will work with developers to create interaction design workflows that centre around movement, these will be informed, and guided by the movement expertise of dance practitioners from the University of Coventry. Secondly, the short, user centred hackathons will be supplemented with a longer process of arts practice based research in which the tools will be used to create fully realised work, and the process of creation is reflected on. This practice research will be performed by Gibson/Martelli and two resident creators to be hired as part of the project.

The challenges of this project cannot be addressed simply with technology as the creation of immersive movement interaction is as much a creative as a technological problem. As such this project will be based on an close interaction between technology and artistic practice. The research will have 4 elements, the first two being technological and the second two artistic:
1) The development of immersive editing tools
2) User Centred Research
3) Movement Understanding from dance
4) Practice based arts research

Planned Impact

The major beneficiaries of this project will be developers of Immersive Media (VR, AR and Mixed Reality experiences such as location based installations). They will benefit from having better tools and techniques for designing interaction, making it easier to develop more compelling forms of interaction that focus on users' body movements rather than on traditional button/joystick. This will not only enable them to make their experiences better but potentially to create new forms of experience, leading to new markets.

This project particularly focuses on small, independent developers, artists, and underrepresented groups within games and digital media. These SME developers are key both to the economics of the industry (over 95% of UK game developers are SMEs) and also to the cultural strength and diversity. Unlike major companies, they do not have access to the resources and specialist expertise current approaches to complex movement interaction and for the use of machine learning. It is therefore particularly important for them to have to types of usable and rapid tools that we intend to develop in this project.

This project will directly work with participants in these demographics in our hackathons. Our participants will be the first major beneficiaries, with immediate access to the software and training in its use. The software will be directly disseminated to developers as a plugin to a popular development platform such as Unity or Unreal Engine. This will make it easy for them to integrate it into their work. We will also develop a range of online training and support materials, including video, blog posts and MOOCs (see pathways to impact for details).

The result will be important economic impacts. The games industry is an important part of the UK economy (£4.19bn in 2015) and VR is the fastest growing sector of the UK entertainment industry (predicted £1.2bn by 2022). Supporting indie developers in creating new and innovative forms of immersive interaction in a cost effective way will support the general health of the immersive industry in the UK, and therefore economy in general.

There are also important cultural benefits. The tools we are developing will not only make it easier to create existing forms of interaction, but to create new forms of experience. This will help develop the cultural and artistic depth and diversity of immersive media, particularly if the tools are in the hands of creators out of the mainstream of games development, such as fine artists, women and other underrepresented groups (key participants in this project). This will help foster a rich and diverse culture within the new media of the 21st century, greatly benefiting the audiences for this media, opening them to new audiences and strengthening UK culture in general.

While the major impacts of this project are in immersive media, a secondary objective is to improve the usability of machine learning in general. ML is one of the most important technologies of the 21st century and has applications in a huge range of areas from medicine to advertising and finance to robotics. The impacts of machine learning are potentially huge in many sectors, however, it is still considered an obscure and difficult to use technology. Making it more usable will increase this impact by making the technology accessible to more people and sectors. Machine Learning could be used for tasks that it would not be used for otherwise because people working in those areas do not have machine learning expertise. Importantly, it may also help mitigate some of the negatives of the technology by expanding the scope of who can use it, therefore democratising machine learning. These impacts will be more indirect since the tools we develop will be specific to immersive media, however, we will disseminate general ML results through academic publications for researchers and experts and blog posts for broader public of ML practitioners and software developers.
 
Description One of the key elements that has emerged from the project has been the importance of co-designing software for movement interaction design with processes and workflows for embodied design. We have developed ideas of embodied ideation in which use of the body and movement are integral to how people design movement based interaction for VR. Interactive machine learning makes it possible to continue this embodied approach to the implementation phase. We have designed workshop activities that make it possible to integrate both of these activities.

The original project was based around in person movement interaction design workshop, however, the COVID-19 pandemic meant these were not possible. This setback opened up an additional, important area of research for this project: how collaborative embodied interaction design can happen online. We have compared a number of workshops run using realtime video (zoom) with ones run in social VR (RecRoom). We are currently preparing a paper on the results. Preliminary findings indicate that the VR workshops were more playful and included more laughter. They also included more physical copying of movements and use of non-verbal behaviour.

We have also investigated creators' use of interactive machine learning and have seen that most are able to successfully design movement interactions and use the software. We identified the major challenge for those inexperienced with machine learning as being and understanding of which input features to use and how they affect the results. We are currently analysing the results of a series of workshops designed to explore these issues.

We have embodied these learning in an interactive machine learning platform for virtual reality, InteractML, which has been used by a number of collaborators.
Exploitation Route InteractML, the software platform we developed, is already being used by a number of artists and game developers (330 downloads, 127 stars, 16 watches and 9 forks and an online community with 118 members), see impact narrative for more details.

Overall, the tools and processes would be useful to VR and AR developers who would like to work with movement, and can be used quite directly.

The results about online movement workshops would also be of interest to other creatives working with movements, for example dancers or actors, who could use them to explore VR as a medium for collaborative work.

The broader learning on how to design interactive machine learning tools could be used by tool developers and researchers to develop the next generation of usable machine learning and movement interaction tools.

We are currently exploring further collaborations and funding to use and further develop the methods developed in the project.
Sectors Creative Economy,Digital/Communication/Information Technologies (including Software)

URL https://sites.gold.ac.uk/4i/
 
Description This project was built around engagement with stakeholder groups through workshops and hackathons. The COVID-19 pandemic meant that we were not able to run in-person events as planned (apart from initial pilots prior to March 2020). However, we were rapidly able to pivot to running workshops online via realtime video and virtual reality. In addition, a separately funded PhD student Carlos Gonzales Dias of the University of York has participated in the project and run additional workshops. The result is that we have run a total of 11 workshops, rather than the planned 6: * 2 in person pilots with Goldsmiths students * 1 in person workshop with the XR diversity initiative (under-represented groups) * 3 online workshops at conferences - MOCO 2020, IVA 2020, TEI 2021 (artists and researchers) * an online workshop for artists involves in our residency programme (artists/under-represented groups) * 3 online game jams (indie game developers) We also have a residency programme aimed at reaching out to artists wishing to use our software and processes, and funding them to produce work using interactive machine learning. The original proposal asked for funding for 2 residencies, however, since the pandemic has prevented us from travelling and running in person workshops (with associated room hire and catering costs), have been able to fund a further residency taking the number to 3, working with female and BAME artists. In addition two applicants for residencies who were not funded are participating in our workshops unfunded, taking us to a total of 5 artists working with our software (and at least 3 more to follow). They have all completed artistic projects with the tool All of this has resulted in an active user community around our software platform, InteractML, which when last checked had 330 downloads, 127 stars, 16 watches and 9 forks. There is a Discord social media community for the software which has 118 members.
First Year Of Impact 2021
Sector Creative Economy,Digital/Communication/Information Technologies (including Software),Culture, Heritage, Museums and Collections
Impact Types Cultural,Economic

 
Description Epic Mega Grant - InteractML for the Unreal Game Engine
Amount £21,600 (GBP)
Organisation Epic Games Inc 
Sector Private
Country United States
Start 03/2021 
End 07/2021
 
Description RAR - Rights Access and Refusal
Amount £10,000 (GBP)
Organisation Ada Lovelace Institute 
Sector Charity/Non Profit
Country United Kingdom
Start 07/2021 
 
Title Calibroom 
Description Carlos Gonzales Diaz, a PhD student associated with the 4i Project worked with company Musemio to develop Calibroom. Calibroom is a machine learning plugin developed for Unity. It allows a VR application to infer players cognitive abilities score based on their movement patterns. 
Type Of Technology Software 
Year Produced 2021 
Open Source License? Yes  
Impact Musemio is using Calibroom in their work (details confidential) 
URL https://dev.xr4all.eu/product/calibration-method-mecm/
 
Title InteractML 
Description InteractML brings machine learning visual scripting to Unity, empowering game creators to develop novel gameplay mechanics and control schemes without writing code. You can create ML models by joining nodes together and visualize in real-time the data from an Unity scene in the graph. Interactive machine learning (IML) is a subfield of artificial intelligence (AI) research where users, generally non-experts, can quickly create and test ML models. These models can learn input/outputs from real-time data through human/computer examples (i.e. when the user moves his arms up-down the character swims upwards). 
Type Of Technology Software 
Year Produced 2020 
Open Source License? Yes  
Impact The software has had 330 downloads, 127 stars, 16 watches and 9 forks, and has discord community with 118 members, showing the range of users. 
URL https://interactml.com/
 
Title InteractML - Unreal version 
Description This is a version of the InteractML software, developed in the 4i project, ported to the Unreal game engine. InteractML uses machine learning to allow interaction designers to design and implement movement interaction via example, with a particular focus on virtual reality. 
Type Of Technology Software 
Year Produced 2021 
Impact This software has been used by project partners Gibson/Martelli and is now available to the (large) Unreal Community. One user left the following review (5 stars) "The word increadible does not do justice to this. Just read the documentation and you will loose your mind over the possible applications of this." 
URL https://www.unrealengine.com/marketplace/en-US/product/interactml-interactive-machine-learning-syste...
 
Description Bodies, Movement and AI in VR, current perspectives from research and industry 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Industry/Business
Results and Impact The culmination of the 4i project was an in person symposium (also live streamed). That included speakers and attendees from both academia and industry. It showcased the results of the project with both talks and demoes. It was held in collaboration with another related project funded by the ESRC and opened up possible collaborations between the project teams.

This is the website description:

The mark the end of the 4i project we will be presenting Symposium event of talks and panel discussions streamed online with artists, key industry professionals and leading academics in the fields of immersive media, machine learning, psychology and ethics.

This symposium will present the research of two projects. The EPSRC funded 4i: Immersive Interaction design for Indie developers with Interactive machine learning explores the use of machine learning AI techniques as a design tool for artists and developers working with body movement in VR. The ESRC funded Development of Own-Body Representations in Childhood examines the developmental changes in the reliance on cues such as vision, touch, and movement to identify one's own body. We will also explore the ethical implications of the new medium and how it impacts a full diversity of bodies, in terms of gender, age and abilities.
Year(s) Of Engagement Activity 2021
URL https://sites.gold.ac.uk/4i/symposium-event-bodies-movement-and-ai-in-vr-current-perspectives-from-r...
 
Description Developer workshops/hackathons 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact We have run a total of 11 hackathons and workshops with indie game developers, artists and researchers. (See Narrative Impact for more details)
Year(s) Of Engagement Activity 2020,2021
URL https://sites.gold.ac.uk/4i/category/our-latest-updates/
 
Description Encoding Embodied Creativity Talk 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Ruth Gibson gave a talk about the 4i project at the Encoding Embodied Creativity online symposium organised by University of Coventry.
Year(s) Of Engagement Activity 2022
URL https://cdareinvites.coventry.ac.uk/the-body-and-ai/encoding-embodied-creativity/
 
Description InteractML Discord Community 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact We have set up a discord community for users of our software platform. It acts as the major source for support about the software and project. NB this is a closed community since we require that members complete our research consent form before joining.
Year(s) Of Engagement Activity 2020,2021
URL https://discord.gg/GEU2ruqt
 
Description InteractML website 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact This is the website for our software platform, InteractML. It is the first port of call for people wanting to use/download the software and to get help
Year(s) Of Engagement Activity 2020,2021
URL https://interactml.com/
 
Description InteractML workshops 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Postgraduate students
Results and Impact Carlos Gonzalez Dias ran a series of game jams introducing students at York and Goldsmiths as well as other members of the public to the InteractML platform developed in the 4i project.
Year(s) Of Engagement Activity 2022
URL https://itch.io/jam/iml-vr-game-jam-goldsmiths-nov2022
 
Description Keynotes and talks 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Rebecca Fiebrink talked about the 4i projects during a number of keynote talks: ADC 2021 keynote (Nov 2021 in London), a talk at KTH (Dec 2021), Flucoma keynote (Sept 2021 @ Huddersfield), University of Michigan MIDAS data science symposium keynote (Nov 2021), talks at Carnegie Mellon (USA), OCAD (Canada).
Year(s) Of Engagement Activity 2021,2022
 
Description Project Website 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact This is a website introducing the project. We used it to support recruitment to our workshops.
Year(s) Of Engagement Activity 2020,2021
URL https://sites.gold.ac.uk/4i/
 
Description Talk at Microsoft Research Cambridge 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Industry/Business
Results and Impact Marco Gillies gave a presentation about the 4i project at Microsoft Research Cambridge
Year(s) Of Engagement Activity 2022
 
Description XR Diversity Initiative talk 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Public/other audiences
Results and Impact Marco Gillies gave a presentation about the 4i project and movement based interaction at the XR Diversity Initiative event at Goldsmiths in Feb 2023. This was an event aimed at helping underrepresented groups enter the VR and AR industry. In addition Clarice Hilton led an interactive workshop which drew on some elements of 4i.
Year(s) Of Engagement Activity 2023
URL https://www.xrdi.org/xrdi-x-goldsmiths-2023