Video summary
This episode of the TaSIC Talks podcast features a discussion between host Salai and guests Phil Brown and Evi Michaillidou from Tilburg University, focusing on the intersection of artificial intelligence and virtual reality (VR). The conversation begins by tracing the history of VR technology, noting its evolution from early prototypes in the 1960s to the recent mainstream adoption driven by consumer headsets. While acknowledging periods of hype and subsequent disappointment regarding gaming applications, the speakers emphasize that serious sectors like healthcare, military training, and industrial simulation have found significant value in immersive environments. They explain how VR offers a safe, controllable laboratory setting where researchers can simulate complex scenarios with high ecological validity, allowing for experiments that would be too dangerous or expensive to conduct in the real world.
The dialogue then shifts to the technical advancements enabling these applications, highlighting the transition from bulky motion capture systems and wired gloves to modern inside-out tracking cameras and haptic feedback devices. A key theme is the importance of immersion, which relies not just on visuals but also on sound, smell, and physical interaction to create a sense of presence that triggers natural human responses. However, the speakers note challenges in game development due to hardware limitations like field of view constraints and battery life. They argue that while generative AI can assist in creating content more efficiently, it cannot yet fully replace the need for creative human input or solve complex issues regarding object interaction and disarticulation in 3D spaces.
Significant attention is given to specific research projects at Tilburg University, particularly those involving ethical considerations and practical applications. One major initiative uses VR as a "regulatory sandbox" within the ELSA Lab to simulate industrial factory floors for testing AI deployment under strict European labor laws and data privacy regulations before real-world implementation. Another project involves the Digital Interventions Incubator, which collaborates across faculties to develop clinically backed digital tools for psychological support, such as memory training for individuals with learning disabilities or early-stage Alzheimer's. The speakers also discuss using VR to replicate stressful social environments like the Trier Social Stress Test in a virtual setting, allowing researchers to study physiological reactions without the high costs and logistical burdens of assembling large groups of people physically.
Finally, the conversation addresses critical ethical concerns regarding data privacy, deep fakes, and the potential for manipulation through personalized adaptive experiences that react to user stress levels or emotions. The guests express caution about relying too heavily on AI-generated content which might stifle creativity or lead to stagnation if models simply imitate existing patterns rather than fostering innovation. To mitigate these risks and promote open science, they advocate for developing robust frameworks and open-source software solutions that allow other researchers to build upon their work without being tied to proprietary hardware ecosystems. Ultimately, the episode concludes with an invitation for collaboration, encouraging students and academics to engage with the Virtual Reality Lab at Mindlabs to explore how immersive technologies can responsibly advance research in psychology, healthcare, and industry while maintaining human oversight over AI systems.
Read the full video transcript
[music]
>> Tilburg University and Mindlabs present
TaSIC Talks, [music]
the podcast that keeps you updated on
the latest developments in the field of
artificial intelligence
in just 1 [music] hour.
>> Hello. Welcome to this edition of the
TaSIC Talks, TaSIC the Tilburg
Artificial [music] Intelligence Special
Interest Group of Tilburg University. In
these talks, we try to focus on
artificial intelligence research done
[music] at Tilburg University. We mostly
talk about education topics, but today
this is about research, and in
particular I'm going [music] to talk
about virtual reality and AI in virtual
reality.
>> [music]
>> I have two guests here,
Phil Brown and Evi Michaillidou.
So, could two of you introduce yourself?
>> Yeah, sure. So, my name is Phil Brown.
I'm an assistant professor in the
Department of Intelligent Systems,
and I also help to co-run the Virtual
Reality Lab at Mindlabs.
Research interests are broad
applications of virtual reality, often
times in healthcare applications,
but also quite interested in sensing
using different sensors and different
modalities as well.
>> And my name is Evi Michaillidou. I'm an
assistant professor at the Computational
Cognitive Science Department. This is
the Department of the Intelligent
Systems,
and my background is in virtual reality,
extended reality, and multimodal
sensing. I've worked for a few years
before in the industry trying to develop
actually some of the technologies used
for
sensing within virtual reality. And as
Philip said, I'm also co-running the
Virtual Reality Lab. So.
>> Thank you. Yeah. So, when we talk about
virtual reality, and we often other
terms are brought in as well like
augmented reality, mixed reality,
immersive
experiences. So, lots of
terms
which
all relate to the same kind of topics.
But, there is a a development over the
last decades where I saw that
um virtual reality was not really being
used let's say 25 years ago and then it
started to come up. And we got lots of
enthusiasm and then evidently was a sort
of a disappointment phase where people
well and and then it spread out to other
kinds of applications. So, maybe you can
go over this this history a bit to set
the scene and you can
talk in whatever order you want.
>> Shall I start?
>> Yeah, please.
>> [laughter]
>> I guess we have a lot to say about this,
but maybe we can highlight some of the
key moments in the history of virtual
reality because it's been I guess a
history full of ambition and and
prospects
and lots of lots of funding and we
managed to to get where we are today
within
25 years or so.
But, let's start from from the start.
So, we have some prototypes like the
sort of Damocles by Ivan Sutherland in I
think in the 1960s and that really
showcased what is possible, what can be
done with virtual reality. And not so
long after we start having a data glove,
another very nice prototype that showed
that you can actually touch in virtual
reality before that was possible. And
then we have advancement over an
advancement and the reality is that for
us we haven't been able to use this in
in research at least when I was a
researcher
because it was
used within very specific laboratories.
It was very difficult to set up. So, in
the in the 2010s is when we start having
the first the
virtual reality headsets. That's when we
start having the Oculus. For example,
when I was a master student, I remember
we all chipped in so we can all buy one
headset so we can start researching with
it. And that was fascinating what we can
do. Um then in the then later on as we
can see from the Gartner's cycle of
emerging uh technology, virtual reality
had been for a while within the
expectancy's
and then we have the big hype towards
the 2015 and 16. This is also the uh the
hype of inflated expectations as we call
it and it creates a big bubble and high
ambition for everyone and we start
having uh more and more headsets I think
from a lot of companies uh which are big
and and high-tech and so on and so on up
until about
2020. I think that's when we start
having the uh peak of the metaverse.
Uh create a big uh sensation. That's
another inflated expectation peak and
we've learned a lot from uh
overpromising and where the technology
was.
Um
and now we are steadily outside of the
emerging
emerging tech cycle because uh the
technology now is uh mainstream. It's
out there. It has been developed and
adopted uh by 170 million of people or
so.
>> Yeah, and continuing to be I think as
well and you touched on it briefly there
about 10 years ago with Oculus I think
as well and when they made a really
commercially available headset to get
out of those um very expensive
laboratory environments. Um and even if
you take it back a little bit further I
think to um what Peter mentioned at the
start of this 25 years ago and then
there was a bit of that disappointment.
Um I I remember anyway growing up you
had things like the the Virtual Boy and
stuff like this which were things
developed by you know in Nintendo for
example, very um well-known companies in
the field of gaming and I don't know if
any of the listeners or anyone in this
room has ever tried one of them they're
absolutely horrible.
You know, you've got about 30 frames a
second, it makes you feel quite sick,
and you want to take it off as soon as
you've put it on.
Um no, these issues still persist to
this day, but if you really see that um
the advancement and how we have maybe
addressed these issues and how we're
able to solve these issues partly
because of the availability of this
equipment. Um
yeah, it's very interesting.
>> But what was the hype then about? I
mean, it's cool, but why was there a
hype? What did people think they could
do with it?
>> Well, it's was a combination of things.
We had better technologies, better
sensors, we had more content, we had the
people who were actually trained in
virtual reality. They were engineers who
worked on it, there was more funding
being pushed, there was more
commercially accessible
uh headsets and sensing uh technology.
So, all of a sudden, we had all the
tools available to
deliver some of the some of the visions
we had in the past. So, for training,
entertainment, and simulation for
gaming, uh you name it.
>> Yeah, I can but I can imagine that
the hype was mostly that people look at
that and think this is so cool, this is
like the Matrix, and uh
and and then I purchase that and I
experience a whole new world, and then
you get a couple of disappointments in
the applications. I mean, I have been
disappointed with virtual reality in
games for instance where
it also gives so many limitations
besides the some aspects that also
limitations but what you can do. While I
can also imagine that
um
the serious applications of virtual
reality, like you mentioned training,
but uh
um
uh other application can imagine as well
could be very useful, although that
would not be a hype because that's not
something that everybody then wants to
have.
Am am I looking at this in the correct
way? And these serious applications, are
they also a disappointment, or or what
are good examples of that where VR is
used?
>> Yeah, um I think something to touch on
later with some of the projects that
we've been doing, but exactly that.
Myself personally, um develop a lot of
uh applications and with projects in
healthcare domains, for example. So, how
can we use these experiences, and quite
successfully as well, I may say. There
are many applications where traditional
treatment, for example, may not be
possible, and or may not be desired, and
then VR you can actually offer an
alternative to this.
>> A treatment for what?
>> Could be a number of things. Myself, for
instance, we look at sort of prospective
memory training. We look at maybe with
um
youths with learning disabilities, for
example, or older adults pre-Alzheimer's
in cases like that. So, how can you
maybe offer something which they've
either not used before, maybe they've
not become accustomed to or interacted
before, and offer an alternative a an
alternative approach uh to that instead.
But, take it back even a little bit
further, for instance, when we talk
about this 20 25 years ago, where this
technology came from, the uh military
has been very interested in this
technology for a long time, not
necessarily just virtual, but augmented
mixed realities, which
um you know, different modalities, same
sort of principles that are applied
there.
Um and again, training applications,
which maybe if you can talk a bit more
about in a future, she's got a couple of
projects running in that domain. Um
again, very expensive um purposes, and
then maybe how we can take it away to
say
flight simulations, we've had students
who've graduated recently um from here
who have done stuff with flight
training, for example. Very expensive
tasks, how can we maybe do these in a
more
um approachable manner, and a more
sustainable manner as well.
>> Yeah, I think it I if I may add as well,
these uh
the underlying principle of what virtual
reality offers is why some of the
visions that that we have initially
might have been more disappointing, but
ultimately, virtual reality is not just
the medium, it's not just the
technologies, it's not just a plugging
thing that we could set up at any point.
It's a whole system of interrelated
nodes that manages to
make an experience so highly immersive
and simulated that and and controlled
that we can use it for any kind of
experimental processes and that's why
it's so such a useful laboratory tool
really. You can set up any kind of
scenario and an idea, anything you want
to explore, you can set it up safely and
with high creative and controlled and
high ecological validity within
virtuality.
>> Yeah.
I can imagine that you can do that
visually, but
is it limited to visuals or should we
look beyond that? I can especially when
I think about augmented reality for
instance where the actual reality should
be there as well. Can you say something
more about that?
>> Of course.
I mean for for us we started with mainly
visual and motion activated
interaction principles, but it's also
the acoustic element. It's the haptics
now that is more and more
trendy. We have more consumer
technologies available to us.
We have
olfactory
induction devices so we can actually
smell things. So if you can capture the
majority of the senses, then you should
be able to induce a more realistic, a
more naturalistic scenario and in there
we should have also more naturalistic
responses by users.
>> Yeah, and I can add to that maybe a
little bit as well where
sure we do often
group
uh
virtual extended reality into visual
experiences, but the benefit of that and
maybe with some of the things you just
mentioned there is that immersion, is
that level of presence which these
immersive technologies are able to
offer. Yes, we could have maybe offered
um, different types of training, or, um,
medical conditions, or whatever it is,
in a, uh,
2D display, for example, in a
traditional sense. But, when you're able
to actually have that immersive
experience, and able to adopt someone
into that instead, that's really
sometimes where the benefit can be.
How do you get to that immersive
experience? Visuals, as I've just said,
but then, you know, smell, sound,
interactions, haptics, these all play a
part of it. And, again, it sort of ties
back to the start of this conversation a
little bit, I think.
That's where we've come from, where we
have this primitive, so say, uh,
technology, and how we're able to
iterate upon this again and again, and
really develop it into something now
where,
um,
it's almost come full circle, I think,
in a lot of ways. Uh, everyone saw this
technology and thought, "Great, I can do
anything with it." You have that level
of disappointment then, oh, maybe I
can't do everything with it. But, now as
we're actually starting to develop it,
people have had 10, 12, 13 years with
these more commercially available
headsets, we're learning how to actually
work with this. We're learning what the
pitfalls are of it, and what we can
actually do to develop it further.
>> Absolutely. And, and also it's some of
the software that comes with it, right?
APIs, SDKs, you name it.
>> Yes, and I would agree, um, or argue
even, that the software is something
that has maybe been quite limiting with
this for a long period of time. We have
had large investment a lot of the time
into the hardware of this, and many
companies, from Samsung to Apple to
Google, um, developing their own
headsets. But, how much investment is
actually made for the experiences, um,
which people are going to be
experiencing? Oftentimes, very expensive
to develop. Um, where are you going to
put your money maybe as a, uh,
developer? Are you going to make it for
the, um,
for the movie, or for the Xbox, or
whatever it is, which has X million
number of people, or are you going to
have it for that more niche technology
potentially in virtual reality?
Um,
there's an argument there for what can
be done for both, but an example maybe,
once again, would be the Apple Vision
Pro, which has just come along, very
expensive headset, a very large niche in
that regard. Although, you still do have
major developers and may but major
manufacturers behind it developing this
content. That needs to continue and it
needs to be sustainable so that people
don't put their headset on and say, "Ah,
it's the same two movies that I saw half
a year ago." No, there's a constant
stream of content and there's a constant
stream of engagement there.
>> Absolutely. And the what you mentioned
about immersion and and presence, I
think we need to re-emphasize that
because it's a mental phenomenon that
appears to be very prevalent in
in virtual reality. And this the feeling
of actually
uh sensing as if you are in the room, as
if you are in the virtual environment.
Even though it's like Matrix, right? So,
as you mentioned, so you you you plug in
and you start
experiencing this new environment. But
it's safe and you can unplug at any
point you want. You know it's fake.
Right? So, so you know it's a fake
environment, but somehow how people
respond to the stimuli in the same way
you they would have responded to a real
stimulus environment. So, it's very
interesting, a very intricate how this
relationship between
perception, cognition, response,
emotional um perception actually affects
your your responses and your
experiential process within virtual
reality.
>> Yeah.
Yeah, I can imagine that some of the
disappointment is
that that the walls is
particularly in the area of the of game
development because
people then think, "Okay, we
That's a big public, people who play
games, and we can sell all that
hardware, and then we can develop the
games." But I think that game
development
that is what my experience is is very
hard for VR, mostly not not even to make
things 3D, but
because in a game you often want to
focus people's attention on a certain
thing, and with a 2D monitor, it's much
easier to focus attention on a specific
thing than in a 3D world where people
can look around everywhere.
>> Yeah. Absolutely. And again, the
hardware constraints that go along with
that as well. Like you touched on it
slightly there in that game environment,
you can make a very pretty centerpiece
for a game which if someone is going to
be looking at that, but in a virtual
experience
180 360° when you turn your head and it
doesn't really look like it's supposed
to, it's going to drag you out of that
experience and you're going to say,
"Ooh, that's not maybe how it's supposed
to look." A game environment or
something, you know, it's specifically
manipulated to say, "Make this look
pretty. Make this look nice." And
again, it comes down to a cost and
development cycle, I think, for this as
well.
>> Definitely. Graphics. Yeah.
>> Yeah. You
there was suggestion, but I don't know
if you really meant that that
that we have now reached basically a
certain
state static state-of-the-art,
so that now the developments would be
more in the software or are there still
is there still developments in the
hardware as well and then the and the
the tools as well?
>> Do you want to answer this, Salai?
>> Go ahead. I can briefly mention, so I'll
chuck it back over to you afterwards. I
think this is constantly evolving and
I take Apple as example once again with
the Apple Vision Pro. This is their
essentially version one which they've
just released.
I certainly hope they're not going to
stop there, but this really is sort of
ground zero for them and entering into
this sort of a market.
We got to a point where we thought,
"Ooh, these developers aren't really
coming out with much more. These
hardware manufacturers aren't doing much
else."
Steam who uh created the Steam Deck
people from gaming and you know, very
popular platform online, just announced
their new virtual reality headset. We're
looking at extended reality goggles.
Meta, you know, put millions and
billions into this um throughout the
years.
>> Yeah, they did, but they now say, "Okay,
we stop with that because it was uh it
was a waste of money." Basically, that's
what they're saying.
>> Yeah, they're well, scaling it back
anyway. Um and
>> [clears throat]
>> you could maybe uh have a whole
conversation about how they've decided
to implement this and uh the idea of the
metaverse and how that's been portrayed
to or received anyway. Um but
specifically from a hardware to answer
your question, then so I'll throw this
back over to Iffy here.
It's both absolutely. When we're talking
about resolution with screens, when
we're talking about field of views,
battery life is a big one. This has been
for a long time about um how long can
something last? Um untethered
experiences as well. The
in virtual reality normally you want to
track your space within the real world
as well, so that you're not static in a
single place, but you know, you can move
around and you can um experience the
world around you. Uh we used to have to
have certain sensors for that. Now we
have something called inside-out
tracking, whereby the cameras on the
headset itself can do that. We're
constantly developing these
technologies, so it's ease of comfort to
the user, but then also the experience
as well is being developed. Um and then
likewise, like I've already talked about
software. Um absolutely, bring it on. We
need more.
>> Definitely, and also um in the past we
used to have gloves with specific
sensors. We we used to then have the the
controllers. I mean, I started working
with the with the Polhemus tracker that
you put on the top of the head in a
in a in a in a motion capture room, so
that yeah, the the evolution of the of
the technologies is massive. Now we do
hand tracking with the same system that
Philip mentioned, the inside-out camera
tracking, which is yeah, it's
fascinating. There's constantly
constantly new developments on that
thing.
>> Okay.
Yeah, I think we've talked enough about
the hardware and the possibilities.
If you already mentioned that something
of uh an application, in this case in
the health domain, maybe let's focus a
bit on that. So, what are we actually
doing with it? And specifically,
uh I would focus on Tilburg University
there. So, what are you doing and maybe
other researchers doing with this kind
of technology?
>> Maybe I can start and talk a little bit
about the Elsa lab.
>> Yeah, I know.
>> This is an interesting project about
artificial intelligence uh within the
manufacturing industry, and how do we
actually implement that? This is where
the ELSA comes uh in place. So, it
stands for ethical, legal, and societal
acceptance aspects of artificial
intelligence in and deployment in the
industry. So, we have at the moment some
hurdles, some difficulties in uh the
development and application of
artificial intelligence.
Artificial intelligence and some of the
tools that we currently have in research
but also in laboratories could be uh
humongously useful in the industry. And
they would make that industry or
European industry much more competitive
against the international market. Um
however, we do see things with a more
strict, critical, and analytical
uh point of view. Um
not ourselves as Aalborg University, of
course, we also do, but I'm talking
about the overall European Union. And we
have uh started looking at uh the AI
Act, labor laws, and the artificial
intelligence, and how that impacts on uh
labor overall. So, we have a lot of data
privacy, data security concerns, and the
application of AI with sensors or with
uh the utilization of data from the
employees or from the industries can be
very
uh difficult
at the moment. So, um the idea for for
the ELSA Lab is that we will uh utilize
virtual reality as a way to simulate an
environment in which we can test
different scenarios of AI
utilization within
uh industrial uh factory floor
scenarios.
Um we do that by utilizing digital
twins, which is um
in in our case is a a replication of the
uh setting in which, let's say, a worker
who is uh assembling some electronics on
top of a of a of a PCB, as we call it,
on a board.
Um
they would get some instructions, some
assistance, some documentation. These
are some real uh world use cases
provided by the industry, our partners.
And we can simulate how that would work
and how people would react and uh
ask for their feedback and see um
long-term how that affects them and
discuss the impact of AI and how we
would implement it, what kind of data
are needed, and uh how far can we go
with the processing of that data.
There's a lot a lot of uh parameters to
investigate. We've started that and we
started looking at these uh simulation
opportunities within the virtual reality
as a regulatory sandbox.
>> Clear. Although I think what you
mentioned
is really virtual reality needed for
that?
What does it contribute?
>> Yes, absolutely. I I will explain this.
Um
we need to simulate the scenarios that
otherwise we wouldn't be able to
uh to do in the actual factory floor.
Cuz at the moment it's impossible. It's
restricted.
Uh it's not secure. But we can extract
that data in a laboratory environment.
And in order to simulate how the factory
floor looks like or feels like, what
kind of processes are taken into into
action, we will do that in virtual
reality.
That's the idea. It's the is the
facilitator of the laboratory setting
creation.
>> Okay.
Good.
>> Phil, yeah, I can go into a little bit
then and it's
um
maybe not so much with an AI mind on
this, but specifically how we are using
virtual reality um in these health
applications, like I did briefly mention
earlier. Um
for the last 3 years now, myself,
um
Eric of Gouda from computational
cognitive science, that's the other
department,
um Mercedes Almagro from cognitive
neurocycho
neuroscience and Alexandra Haring from
Developmental Psychology. The four of us
have been doing something called the
Digital Interventions Incubator for the
last 3 years. The idea from this in its
infancy was a internship agreement
between a cross-school, cross-faculty so
that we could have um, psychology
students develop um, or ideation of
intervention and then we can use our
more technological minded students at
CSAI to implement some of these as
internship projects. Um, success of this
is actually spawned out now into um, the
involvement and collaboration with
multiple other departments and schools
throughout the university. Um, external
sort of clinical um, applications within
the Netherlands and beyond as well.
And yeah, we're a good team now. We're
writing grants and we're actually um,
hiring developers to uh, create
applications which we can use in
clinical practice, scientifically backed
um, and with the student focus in mind
as well so that um, we really hopefully
can show a pipeline from um, that
ideation to um, clinical use.
>> Okay.
So, when we talked a little bit before
and you also mentioned research into
avatars or am I incorrect here?
>> Yes, um, I think uh, we were talking
about the the future of AI and VR,
right? So, there's a lot of um,
different um,
avenues that we see virtuality and AI
being used in I think uh, virtual
avatars or virtual agents as we call
them really are um, are taking a a big
role here. Um, we spoke before with uh,
Philip but with other colleagues as
well. Um, in Tilburg University, how
would it be possible to create more
content? And this is a big bottleneck at
the moment. We wish we had a, you know,
a team that would be able to actually
create uh, from from scratch some of the
materials we need for for the
experiment.
Um at the moment we do that uh in our
laboratory, but um
it would be ideally a bigger effort.
But going back to AI, I think this is
where uh generative AI and the creation
of content comes in place. And also the
um realization of virtual
agents and this communication. We
already have some examples of that. So,
we already have the uh integration of
LLMs and existing
um let's say just GPT 4.0 has been
implemented within a virtual reality. My
actual PhD Suhana Biswas has uh has done
that. He's and she's uh presenting one
of her paper next week uh in the
artificial intelligence extended reality
conference. So, there's a lot of
advancements there. But what does it
mean for us? I think um it allows us to
create more realistic scenarios, more
naturalistic interaction.
Um
yeah, I can talk and talk about this.
>> Yeah, go ahead.
>> Maybe as well with um
the product you told me about before by
your collaborating with Keana on sort of
um virtual humans as well. And that's
sort of a bit of a hot topic as well at
the moment.
>> Absolutely, absolutely. Um is a very hot
topic. There's a lot of conferences that
I have workshops about this, but also
main tracks just on virtual agents. So,
we see this evolution from
uh focusing on certain applications to
actually focusing now on specific
components of
uh virtual reality simulation. So, um I
think there's a lot of aspects here that
we are we are considering not just how
an agent looks, but how it behaves, how
it responds, how it it can actually uh
induce uh emotional reaction to users,
how we can appear more realistic.
Um there's a lot of different avenues of
research that we are exploring.
Um
we're also very passionate about
physiological and objective measurement
uh in our lab because in reality lab in
in mind labs but also in all of these
projects because it provides this
additional um
perhaps may I say more objective
measurement of of the reaction of of
users of participants in the side of
virtually generated content but it can
also give us a little bit of an insight
what does that mean for the wellness
and well-being overall so that connects
and links back to some of the projects
that you mentioned.
>> Yeah I don't know I shouldn't be the one
asking the questions I don't think but
I'd like to ask you a little bit of a
question on what you just said then the
dangers of this right when we're talking
about generative AI content we've seen
this in the news a lot deep fakes and
stuff like this
is there an inherent risk in virtual
environments for this sort of stuff but
would I don't think we're at that stage
yet where we're having
generative AI created content
necessarily for VR applications but you
know if we said earlier about how
immersive this is and present it is
that's a danger right?
>> Are we far from that? I don't think we
are.
>> No I don't think you are either.
Actually I just reviewed a paper where
somebody basically that was about
adapting applications automatically from
to the environment to a 3D environment
so
>> Yeah.
>> And not too long ago there there was a
lot of hype in the course in splatting
and still is I mean in the in the IEEE
VR conference which is a virtual reality
conference on that aspect we were
talking we had a keynote about this.
So it's the the the ability I mean I'm
not an expert on this but I'll try to
explain it as best as I can the ability
to take
images
2D images and translate that into
three-dimensional environment vertices.
Um
however this does not allow for the
animation of those or the
disarticulation of where one object ends
and where it starts. Of course
there's a lot of research now that
is able to do object detection and
surface extraction, etc. Um
we are not there yet.
So, I think we're not far from, but
we're not there yet. There's a lot of
research on this area, and I think a lot
of the big companies will actually put
some more effort into generating 3D
content from from 2D very very soon.
>> Yeah, I've seen it with movies already,
which is not 100% accurate.
If it would be hard to estimate this,
but it's pretty good
>> Yeah.
>> actually.
And surprisingly, just free applications
which can do that for you.
>> Yes.
It can generate, as I said, the
three-dimensional mesh, but it would be
different if you would be if you would
wanted to, let's say, pick this glass of
water I have on the table, then it would
mean that I have to have the whole
three-dimensional object here, so I can
look at it from every perspective and
interact with it.
>> Yeah, I understand that a movie would be
very different from an application where
you have to interact with your
A movie can also fix if something is not
really correct, but uh
>> Exactly.
>> Yeah, that's and might be actually that
you often see that
the the first big step where you do 90%
of the stuff, that is the easy step, and
then the last bit is the hard step
to fix the last little bits, so and of
course this is still a big step to go
from
2D images to actually 3D representation.
>> Yeah.
Absolutely.
>> Brings up another issue. Sorry, don't
have to
jump off this topic as well, but um
I mentioned a lot of big companies
earlier developing these sort of
headsets. There are many other big
companies training these models on data
that we
are providing to it as well. Um at what
point though do we then create a
dependency on this um and taking it away
from the content creators and developers
as well? It's maybe not a topic for
virtual reality and AI, but it's
certainly something when we are very
reliant on that and we
push all of our
creative juices out to these models.
When do we
what control do we have at some point?
>> Yeah, that's a very good question and
one that I would like to do a a couple
of uh
podcasts on.
>> I'm certainly probably not the person
[laughter] to
>> I don't know.
The thing is with this this topic and I
think actually virtual reality is a good
uh view because that needs to be a lot
of content needs to be creative for
virtual reality.
>> Sure.
>> Actually you and and one issue may be
why it is not
uh
that prevalent in virtual reality yet
yet is that there is not that much
content to train on.
So that means that creativity is maybe
limited to creating virtual avatars or
something like that but not
a whole new applications. But uh but
yeah, I think this is this is indeed a
big issue that
we
The things
well there are lots of issues. One issue
is
people who work in this area what they
enjoy is the creative aspect. They don't
like they don't enjoy fixing what the
computer does wrong.
So that is one aspect you take away the
fun part from people and say you do the
stupid part the computer will do the fun
part. And the other thing is the
stagnation uh that everything will be
the same especially maybe in a
relatively young topic as virtual
reality because
you would you train on a few things and
then those things will get imitated. So
you don't see the new things coming in.
But that maybe is still an opportunity
for humans again.
>> Absolutely. Absolutely.
>> I think creativity will not stop in
virtual reality so much needed and
>> [laughter]
>> for the past years I mean we've always
had a team someone would do the 3D
models, someone would do the textures,
someone would do the shaders, someone
would do the lighting, you name it.
There was so so many specializations.
Now I see a a more people who have a
little bit of everything in order to
manage to to to stay in virtual reality
area and and this is actually
fascinating because if AI can assist
them, they can do they can produce
faster. So I see this as a tool. I also
see that we're talking about adaptive
environments because the real-time
aspect of virtual reality is what makes
it so interactive and immersive and
interesting, right? Um, so this
adaptiveness, being able to create
personalized experiences call it or user
experiences and
for example, we had
projects in which the the content would
change slightly based on the stress of
the user.
Heart rate, heart rate variability,
or emotional reactions. And
of course that comes with some
limitations or some risks because of
course personalized environments could
be also used as as a manipulation
process.
Um, we have
we have been from University stance very
critical towards anything that utilizes
personal data or could be used for the
wrong reasons.
Um, and maybe in that framework I can
mention the REDE is the
academic collaborative center for
resilient and democratic society because
it actually looks into these aspects
for the four different themes and
yeah, whoever is interested in
in these four themes, they can
they can come to us and we can discuss
further some of these aspects.
>> Yeah, so you say come to us. That was
one question at here, okay. You
mentioned a couple of times that there
is a lab.
So people come if you walk into the lab,
what do you see? What what is there?
>> So I'd I'd recommend for anyone going to
Google and search virtual reality lab
mind labs. I'm sure it'll pop up and
well, might see my face good or bad, but
um, see us there and there'll be some
contact information at the bottom if
anyone's interested in topics we're
discussing here. And it'll give you sort
of a brief look into what our lab is.
Um,
it's a multitude of equipment. It's
headsets, it's sensors. We have a What
was a six-camera, now it's an
eight-camera motion capture system that
goes around the perimeter of the lab
now.
Um, we've just had a great internship
student and who's just even been able to
create motion capture content and
translate it into uh virtual reality
environments, um, essentially at a click
of a button. Um, and so this is sort of
where we're going with it. It's that
integration of all of these sensors, all
of this equipment. We have a small,
fairly primitive driving simulator setup
as well. Um, in there, Effie, anything
else I'm forgetting?
>> I guess some of the physiological
sensing and um how we create the custom
setup so that we can track this because
it's another thing saying, "Okay, I'm
going to use um
I don't know, electromyography or
enceph- encephalography and record the
signals." And another thing to do that
in virtual reality. There's so many
other factors involved. So, we uh we
have expertise in that area and we're
able to help and facilitate some of that
research.
>> Yeah, I can see a certain application
here. When I came to Tilburg University,
it was about 15 years ago, I believe.
Um,
people heard that I was interested in
gaming
and I got a couple of people coming to
me and say, "Look, what we have Usually
uh from the psychology or the sociology
department." And they said, "Well, we do
research. We want to see people's
reactions to things. So, we give them a
written description and they have to
tell us how they feel about it. Can't we
do this in a game?" Uh
not that we have been able to do much
there because I also think that at that
time
a game would not have added that much. A
little bit because you can see things
rather than a description. And maybe you
can do some interaction.
But you mentioned that the big advantage
of virtual reality is the immersiveness.
So,
do you
do you get people wanting to do this
kind of research with you, or should
they come to you to do this kind of
research?
>> I think so, absolutely, right?
>> Well, maybe give you a quick example
actually that maybe touches on this
quite well. It's a another project
myself and Ifiok involved in along with
Nina Cooper over in TSB.
Um and it's good for me, a lovely
acronym that Ifiok came up with. And
it's specifically looking at multimodal
sensor integration in virtual
environments and creating a framework
for that. So, what that
essentially means is we've got lots of
information, how do we synchronize that,
and how do we um are able to maybe look
at an event output at the end of it and
say this happened here and this was the
response to that from the user.
One such application um which we've
looked [snorts] into before is the Trier
social stress test. Um you
traditionally would have a panel of
people in real life, you interview them,
and you maybe ask them quite tricky
questions, and you measure how they
respond to that.
Now, having a panel of people to be able
to do that in a in a real-world
environment might be quite
time-consuming, quite costly. Um so, if
virtual reality is immersive, is it
presence-inducing, why can't you do that
in a virtual environment instead? And
so, maybe that's exactly what we're
going to be doing. And uh you can look
out for that if the students listening
to this to a study upcoming soon. I've
not just given the game away.
>> [laughter]
>> But, it's perfect examples, it's
psychological experiments sometimes that
you really can manipulate, that you can
control yourself. And um you know, okay,
maybe we actually want to change this,
we want to see that response instead, we
want to look at this instead. Um that's
the beauty of it.
>> Yeah, absolutely. It it's a little bit
like a
a a Plato's cave, virtuality, isn't it?
But, you know that everything is fake,
and all and all the shadows are there,
but they're not really real, and then
you can unplug at any point. But, you
can create what whatever cave you want.
Um yeah, so for us it's so so
fascinating, and I I because of our
experience with all the problematic
factors in the past, all the hardware
issues, all the um middleware issues, I
think that's why we came up with a
solution. Let's create something that
other researchers can use in the future
and they can develop without any issues
or they can design
um without having to worry about how one
hardware will communicate with uh with
the other. And of course, we're not
going to go and and develop something
that is customer-ready, but we are we're
talking about a framework here and we
actually should invite other researchers
who have been working maybe along this
line for open-source software and they
would be happy to collaborate with us.
>> Yeah, absolutely. Yeah, something I'm
got a conversation this morning about
this. It's
uh creating the systems open for other
people. So, it's all well and good us
developing something like this, but um
how can this extend beyond our lab? How
can other researchers access this and
how do we do this in a sustainable
fashion as well so that we don't keep
reinventing the wheel every time so a
researcher wants to be able to do
something. We can make an adaptive
system whereby we can we treat on that.
>> Okay. Well, I think that's a very good
place to uh
to end it unless you have something that
you want to add here.
>> For myself, I think we covered all of my
topics.
>> We thank you very much for the
invitation.
>> Yeah, thanks for [laughter] having us.
Yeah, absolutely.
>> Yeah, there was a lot of information
compressed compression about 45 minutes,
but I hope that this is inspiring for
especially people who do research, but
they need this kind of immersive
technology that they that they would see
that's possible at least in the lab.
>> Absolutely. Yeah, and like I said
earlier, search the lab, you'll find all
the contact information there if any of
this does sound appealing to you and
get in touch with either you or myself
as well. We're always open.
>> Okay.
Thank you very [music] much.
>> Thank you.