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    <article-meta>
      <title-group>
        <article-title>Perspective Shifts in Mixed Reality: Persuasion through Collaborative Gaming</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Derek Jacoby</string-name>
          <email>derekja@qvirt.com</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yvonne Coady</string-name>
          <email>ycoady@uvic.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Victoria</institution>
        </aff>
      </contrib-group>
      <fpage>84</fpage>
      <lpage>90</lpage>
      <abstract>
        <p>Mixed reality environments allow collaborative interaction with shared virtual objects to extend beyond participants wearing head mounted displays. Teams of collaborators can now share perspectives within a virtual space, and share their experiences with others through the use of green screens and realtime camera mixing. Our work proposes to explore commodity-based mixed reality as a personalizable persuasive technology. Specifically, our case studies are designed to study heightened connectedness to environmental and societal changes in Western Canada. By allowing participants to share their personal experience of history and the environment interactively through a series of small shifts in perspective, we hope to better empower individuals to act on global issues.</p>
      </abstract>
      <kwd-group>
        <kwd>mixed reality</kwd>
        <kwd>empowerment</kwd>
        <kwd>environmental and societal changes</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Our virtual reality (VR), augmented reality (AR), and mixed reality (MR) projects1
leverage new technologies to increase engagement and collaboration to enhance
education, learning, and data analytics environments. A great deal of synergy exists with
Virtual Reality for Impact2 , which is a program sponsored by VR headset maker HTC
to use new technologies to immerse people into experiences that can create connections
and empathy by sharing perspectives. The goal is to motivate society to act on global
issues based on a shared sense of commonality within the United Nations Sustainable
Development Goals (SDGs). Specific goals that touch on connections to environment
and society include:</p>
      <p>Goal 11. Make cities and human settlements inclusive, safe, resilient and sustainable
Goal 12. Ensure sustainable consumption and production patterns
1 Supported in part through an Innovation Grant from Ericsson.
2 http://vrforimpact.com/</p>
    </sec>
    <sec id="sec-2">
      <title>Goal 13. Take urgent action to combat climate change and its impact Goal 15. Protect, restore and promote sustainable use of terrestrial ecosystems, sustainably manage forests, combat desertification, and halt and reverse land degradation and halt biodiversity loss</title>
      <p>Goal 16. Promote peaceful and inclusive societies for sustainable development,
provide access to justice for all and build effective, accountable institutions at all levels
Recently, HTC Vive started a large scale, persuasive computing initiative called VR
for Impact.</p>
      <p>Our work-in-progress asks the question, can we heighten connectedness and
empathy by personalizing the persuasive technologies involved in mixed reality with modeled
user interactions which detect perception and attitude shifts? Specifically, this short
paper overviews both the technology involved and the case studies we are pursuing.
Section 2 overviews the hardware, software, and approximate costs for creating a
proposed mixed reality museum installation at the BC Royal Museum. Section 3 outlines
the historical contexts for the shared perspectives, involving over 140,000 images
showing changes in Canada’s mountain environments and more than 700 ethnographies
written about Coast Salish peoples.
2</p>
      <sec id="sec-2-1">
        <title>Commodity-Based Mixed Reality Technology</title>
        <p>
          Projects like Microsoft’s RoomAlive [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] and YouTube’s Mixed-Reality Lab (Figure
13) create immersive experiences that augment or mix the reality of individuals in a
room by enabling interaction with virtual objects. Most importantly, cameras and
projectors create a shared experience. By that we mean, other people watching can see the
environment the individual with the head mounted display is seeing. This way,
individuals are not only impacted by their own interactions, but by the experiences of others
as well. Perspective shifts may result from a better understanding of how others are
impacted, and potentially form a more empathetic connection within that context.
        </p>
        <p>In terms of software, we leverage a popular framework for development of VR
applications, Unity4, which can be augmented with plugins enabling easy deployment of
mixed reality extensions. Open source projects capable of large scale execution across
heterogeneous environments are also increasingly easy to deploy.</p>
        <p>Interactions with virtual characters in our learning and analytics environments are
created using the Microsoft Bot Framework, which allow us to imbue artificial
personalities with realistic traits. With spoken input occurring through the Microsoft speech
recognition engine, this leads to constrained, but natural feeling, dialogues not only
with other participants but also with the system.</p>
        <p>
          Modeling of user behaviors and attitudes is an area of particularly active research.
From explicit modeling techniques such as structured dialogue trees, to probabilistic
drama management techniques [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] there are a variety of ways of making the system
personalized to user desires. As has been shown in the recent election, explicit modeling
3 http://www.youtube.com/watch?v=8T7ux3DXP_w&amp;ab_channel=TomScott
4 http://unity3d.com/unity
of user attitudes can be accomplished from otherwise innocuous social media
interactions [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ], so designing a system to elucidate attitudes and attitudinal shifts in a gaming
context is certainly possible.
        </p>
        <p>
          In terms of hardware, Table 1 shows how a minimally equipped mixed-reality
museum installation can be created less than $15,000 Canadian Dollars.
Our work-in-progress consists of two case studies underway, both currently developed
as interactive web-based mapping applications. First is the Mountain Legacy Project
[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], which explores changes in Canada’s mountain environments.
Fig. 2. Images from the Kootenay and Columbia Valleys showing a photo from 2009 (left) as
an overlay with a slider (middle) over an image from 1922 (right).
        </p>
        <p>The project started with upwards of 120,000 systematic glass plate negatives taken by
land surveyors 1861-1953. More recently re-photographed images have been carefully
added as a basis for comparison and change detection (Figure 2). The resulting image
pairs can be analyzed, and the environmental impact of aggressive resource harvesting,
such as clear cutting, can be made immediately evident to participants in this study.</p>
        <p>
          The second case study involves Ethnographic Mapping in the Coast Salish World
[
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] (Figure 3). This project has compiled over 700 ethnographies written about Coast
Salish peoples over the past 150 years. Participants can explore the paradox of
cartographic boundaries for an indigenous community whose core social relationships are
borderless kin networks. The nature of continuous and overlapping regions instead of
discrete bounded areas represented in contemporary land claims maps can be
experienced first-hand, in the context of broader relationships that were influential at that
time.
        </p>
        <p>
          Ultimately, these case studies will be combined, along with artifacts and scenarios
provided by our collaborators at the Royal BC Museum, to create an interactive
educational game which present situations drawn from these environmental and ethnographic
data sources, and presenting challenges in investigating historical and current patterns
of resource use and their effect on the world. The effective use of in-museum interactive
applications has been well- established [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ], but our contention is that immersive
environments will be even more compelling. There is a rich history of game-based
collaborative learning approaches which we are fully drawing upon [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ].
        </p>
        <p>By shifting of perspectives into the scenarios within this investigation, and modeling
of user behaviors, it is hoped that attitudes can be quantified and effected throughout
the gameplay. Our hypothesis is that even watching this gameplay can be of significant
educational value, but that maximum attitudinal benefit is derived by the additional
engagement and agency of being fully immersed within the context of a persuasive
educational game. For example, users could watch each other, in a mixed reality
environment, while they navigate through an historic scene. While exploring artifacts, the
group could try to determine which people they are interacting with, and where they
are in terms of time and place.
In the context of our proposed methodology, personalized persuasion relies on feedback
implicit and explicit user modeling data captured during the exploration of a historical
context. Ultimately, we are attempting to detect changes in an individual that may
correlate to a perspective shift. Once detected, we can guide the individual within their
exploration of the environmental and societal conditions involved in the educational
gameplay scenario.</p>
        <p>Considering each set of goals aligned with their respective environmental or societal
theme, we can highlight our proposed approach and key challenges as follows:</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Goal 12. Ensure sustainable consumption and production patterns</title>
      <p>Goal 13. Take urgent action to combat climate change and its impacts
Goal 15. Protect, restore and promote sustainable use of terrestrial ecosystems,
sustainably manage forests, combat desertification, and halt and reverse land
degradation and halt biodiversity loss
Proposal. Immersive exploration of changes introduced by exploitative,
unsustainable practices over time.</p>
      <p>Challenge. Do small, shared perspective shifts heighten personal connectedness to
environment?
Goal 11. Make cities and human settlements inclusive, safe, resilient and sustainable
Goal 16. Promote peaceful and inclusive societies for sustainable development,
provide access to justice for all and build effective, accountable institutions at all levels
Proposal. Immersive exploration of examples of people and place that defied discrete
boundaries.</p>
      <p>Challenge. Do personalized identity shifts heighten empathy to other groups within
historic contexts?
5</p>
      <sec id="sec-3-1">
        <title>Conclusion and Future Work</title>
        <p>In order for the United Nations Sustainable Development Goals to be realized globally,
we need to start by motivating individuals locally. Personalizing persuasive
technologies, such as mixed reality, may be an import way to increase the likelihood of desired
behavior changes. By leveraging feedback through interaction with virtual objects and
conversational systems, we plan to detect perspective shifts and capitalize on
persuasive opportunities within a mixed reality setting.</p>
        <p>The development of map-based analytics is well underway, and the gamification of
these immersive analytic experiences is a natural next step supported by well-known
techniques from the gaming industry. The integration of conversational systems and
rich attitudinal modeling is more challenging, but using powerful cloud-based cognitive
computing platforms in combination reduces much of this speech recognition and
conversational dialogue burden. The analysis of attitudes and attitudinal shifts from
response behavior is perhaps the most forward-looking and challenging of the approaches
being worked towards in this paper, but also the challenge with the most implications
for the design of effective learning and persuasive gaming applications.</p>
      </sec>
    </sec>
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