This is lecture 6 in the course on Rapid Prototyping for XR, taught on June 13th, 2025 by Mark Billinghurst. This lecture was about using AI for Prototyping and Research Directions.
4. Piggyback Prototyping
• Create prototype on top of existing application
• Many applications have creator tools that are geared towards
novices
• Benefit from existing social platform and user base
• Examples
• Snapchat Lens Studio & Snapchat platform
• Minecraft VR/AR & Minecraft platform
• https://www.minecraft.net/en-us/vr
• Roblox Creator Hub/Roblox Studio
• https://create.roblox.com/landing
• Rec Room Creator Kit & Rec Room platform
• https://recroom.com/kit
6. Web vs. A-Frame
Structure & Content
HTML
Organization of page content
& hierarchy
Presentation
CSS
Definition of page
content presentation
Behavior
JavaScript
Specification of interactive
behavior
Web
A-Frame
Structure
Entities
Organization of 3D
scene hierarchy
Content & Presentation
Components
Definition of 3D scene
content & presentation
Behavior
Systems & Scripts
Specification of interactive
behavior
7. Unity
• Started out as game engine
• Has integrated support for many
types of XR apps
• Powerful scene editor
• Asset management & store
• Basically all XR device vendors
provide Unity SDKs
8. Unity vs. A-Frame
Unity is a game engine and XR dev
platform
● De facto standard for XR apps
● Increasingly built-in support
● Most “XR people” will ask you about
your Unity skills :-)
Support for all XR devices
● Basically all AR and VR device
vendors provide Unity SDKs
A-Frame is a declarative WebXR
framework
● Emerging XR app development
framework on top of THREE.js
● Good for novice XR designers with
web dev background
Support for most XR devices
● Full WebXR support in Firefox,
Chrome, & Oculus Browser
9. XR Platforms and Toolkits
AR
VR
A-Frame
SteamVR
MRTK
XR Interaction
Oculus
VIVE
Marker-based
AR.js
Vuforia
Marker-less
A-Frame
ARKit/ARCore
AR Foundation
MRTK
XR Interaction
11. Unity XR Interaction Toolkit
• High level, component-based, interaction system for XR experiences.
• Enables 3D and UI interaction using Unity input events.
• Uses the Unity’s ‘Input System’ package.
• Building upon a sample is the quickest way to start prototyping.
• Prefabs are provided for pre-configured objects/sets of objects.
12. Meta XR SDK/Building Blocks
• Add support for Quest specific features:
• Hand / Eye / Body / Face Tracking
• Video passthrough for Mixed Reality
• Building store-compatible apps.
• New Building Blocks system to drag
and drop functionality.
• Physics-based hand interactions
Asset store link: https://assetstore.unity.com/packages/tools/integration/meta-xr-all-in-one-sdk-269657
14. AR Core Elements
• Mobile app showing best
practice AR UX guidelines
• Android .apk file
• Live demo UX guidelines
15. The Trouble with XR Design Guidelines
1) Rapidly evolving best practices
Still a moving target, lots to learn about XR design
Slowly emerging design patterns, but often change with OS updates
Already major differences between device platforms
2) Challenges with scoping guidelines
Often too high level, like “keep the user safe and comfortable”
Or, too application/device/vendor-specific
3) Best guidelines come from learning by doing
Test your designs early and often, learn from your own “mistakes”
Mind differences between VR and AR, but less so between devices
17. Using AI for XR Prototyping
• Accelerated Content Creation
• Gen. AI for 3D Assets, Procedural Content Generation, Optimization
• Intelligent Prototyping Tools and Workflows
• AI-Assisted Interface Design, User simulation, Real-time Feedback
• Enhanced User Experience and Personalization
• Adaptive and Context-Aware XR, Natural User Interfaces, Avatars
• Data Analysis and Insights
• User Analytics, Emotion detection
21. Tripo AI – www.tripo3d.ai
“A cute troll carrying a giant club”
22. Rodin – Hyper3d - https://hyper3d.ai/
• 2D image to 3D model
23. Procedural Content Generation
• Automatically generate virtual content
• Landscapes, buildings, objects, and textures dynamically.
• Enables creation of very large environments/experiences
• E.g. Minecraft, No man’s sky
• Automatically generate world at run time
25. Automatic Asset Optimization
• AI optimization of 3D models and textures
• Improve real time performance
• Creating smooth user experience
48,000 polygons 2,800 polygons
convrse.ai
28. Intelligent Prototyping Tools and Workflows
• AI-Assisted Interface Design:
• Use AI to automate repetitive design tasks,
• Provide intelligent design suggestions,
• Automated User Interaction and Behaviour:
• Simulate user behaviour within a prototype,
• Test interaction patterns and identify potential usability issues.
• Real-time Feedback and Iteration:
• Provide instant feedback on design choices,
• Enabling rapid iteration and refinement of prototypes.
33. Automated User Interaction and Behaviour
Automate user interaction in a VR application in several ways
1. Intelligent Non-Player Characters (NPCs) and Agents:
2. Dynamic Environment and Content Adaptation: Changing world
3. Automated Usability & Accessibility Enhancements: Simplify interactions
4. Advanced Simulation & Optimization: Crowds, testing
36. Enhanced User Experiences
• Adaptive and Context-Aware XR:
• Analyze user behaviour, biometric signals, and environmental factors
• Dynamically adjust the virtual world - creates personalized experiences.
• Natural User Interfaces (NUIs):
• AI-powered gesture recognition, voice commands (NLP), and eye-tracking
• More intuitive and natural XR interactions, mimicking real-world actions.
• Intelligent NPCs and Avatars:
• Drive more realistic non-player characters and avatars
• Enabling dynamic conversations, and human-like expressions and movements.
• Personalized Learning Paths and Training:
• AI can analyze a trainee's performance and adapt the material
• Provide targeted feedback, making learning more effective and personalized
37. Natural User Interfaces
• Using AI to understand user intent
• Gesture, gaze understanding
• Using AI/ML for recognition
• Multimodal understanding
• Fusing gesture + speech, gaze + gesture, etc.
38. Example: Gaze + Hand Alignment Interaction
• Use alignment between gaze and hand for selection in AR
• Use AI to recognize alignment of input streams
M. Lystbæk, P. Rosenberg, K. Pfeuffer, J. Grønbæk, and H. Gellersen. 2022. Gaze-Hand Alignment: Combining Eye Gaze and
Mid-Air Pointing for Interacting with Menus in Augmented Reality. Proc. ACM Hum.-Comput. Interact. 6, ETRA, Article 145
40. Intelligent NPCs and Avatars
• Using AI to add intelligent conversational characters to XR
• Users can have free conversation with them
• Speech recognition, dialogue understanding
• Characters can interact with one another
• Many options
• conv.ai, inworld.ai, custom build, etc
41. conv.ai - https://convai.com/
• AI driven conversational characters
• Actions: Characters can understand the environment and perform actions
• Knowledge Bank: Customized domain knowledge for characters
• Intelligent Animations: Integrated with Lip-Sync and custom facial/body animations
• Unity Integration: Easily add into AR/VR/MR environments, Unity asset plug-in
43. Adaptive XR: CAEVR System
43
AR-glass capable of adding color filter based on the participant’s emotional state.
- Low-saturation colors evoke a sense of depression, while high- saturation ones lead people to feel
cheerful and pleasant
47. Data Analytics and Insights
• User Analytics:
• AI can analyze data collected during user testing of XR prototypes
• e.g., gaze tracking, dwell times, interaction patterns
• Identify popular features, bottlenecks, and areas for improvement.
• Data-driven approach helps optimize the user experience.
• Emotion Detection:
• analyze facial microexpressions or voice tone to understand user sentiment
• providing deeper insights into user engagement and satisfaction.
54. NeuralDrum
• Using brain synchronicity to increase connection
• Collaborative VR drumming experience
• Measure brain activity using 3 EEG electrodes
• Use PLV to calculate synchronization
• More synchronization increases graphics effects/immersion
Pai, Y. S., Hajika, R., Gupta, K., Sasikumar, P., & Billinghurst, M. (2020). NeuralDrum: Perceiving Brain
Synchronicity in XR Drumming. In SIGGRAPH Asia 2020 Technical Communications (pp. 1-4).
55. • HTC Vive HMD
• OpenBCI
• 3 EEG electrodes
Set Up
57. NeuralDrum – Brain Synchronisation in XR
Poor Player Good Player
"It’s quite interesting, I actually felt like my
body was exchanged with my partner."
59. Skill
&
resources
required
Level of fidelity in AR/VR
Class 1
InVision,
Sketch,
XD, ...
Class 2
DART,
Proto.io,
Montage,
...
Class 3
ARToolKit,
Vuforia/
Lens/Spark
AR Studio,
...
Class 4
SketchUp
,
Blender,
...
Class 5
A-Frame, Unity,
Unreal Engine,
...
Immersive Authoring
Tilt Brush, Blocks,
Maquette, Pronto, ......
?
My Research
ProtoAR,
360proto,
XRDirector, ...
The Trouble with XR Prototyping Tools
60. Research Directions
• Tangible Authoring
• Rapid physical-digital authoring
• Interactive prototyping using Wizard of Oz
• On-device / cross-device / immersive authoring
• Visual scripting & asset/code generation
• Collaborative authoring
61. Tangible AR Interfaces
• AR overcomes limitation of TUIs
• enhance display possibilities
• merge task/display space
• provide public and private views
• TUI + AR = Tangible AR
• Apply TUI methods to AR interface design
62. Space vs. Time - Multiplexed
• Space-multiplexed
• Many devices each with one function
• Quicker to use, more intuitive, clutter
• Real Toolbox
• Time-multiplexed
• One device with many functions
• Space efficient
• mouse
63. Tangible AR: Tiles (Space Multiplexed)
• Tiles semantics
• data tiles
• operation tiles
• Operation on tiles
• proximity
• spatial arrangements
• space-multiplexed
Poupyrev, I., Tan, D. S., Billinghurst, M., Kato, H., Regenbrecht,
H., & Tetsutani, N. (2001, July). Tiles: A Mixed Reality Authoring
Interface. In Interact (Vol. 1, pp. 334-341).
67. Tangible AR: Time-multiplexed Interaction
• Use of natural physical object manipulations to control
virtual objects
• VOMAR Demo
• Catalog book:
• Turn over the page
• Paddle operation:
• Push, shake, incline, hit, scoop
Kato, H., Billinghurst, M., Poupyrev, I., Tetsutani, N., & Tachibana, K.
(2001, November). Tangible augmented reality for human computer
interaction. In Proceedings of NICOGRAPH (Vol. 2001).
70. Immersive Authoring
● Using tangible AR to author simple logic
● Physical blocks represent logic functions
Lee, G. A., Nelles, C., Billinghurst, M., & Kim, G. J. (2004, November). Immersive
authoring of tangible augmented reality applications. In Third IEEE and ACM
International Symposium on Mixed and Augmented Reality (pp. 172-181). IEEE.
74. Interactive prototyping using Wizard of Oz
https://www.youtube.com/watch?v=k9kNEqPxUME
75. Immersive Authoring
● Tablet based video prototyping
○ Sketching in real world
○ Tracking user position changes
○ Direct manipulation of content
Leiva, G., Nguyen, C., Kazi, R. H., & Asente, P. (2020, April). Pronto: Rapid
augmented reality video prototyping using sketches and enaction.
In Proceedings of the 2020 CHI Conference on Human Factors in Computing
Systems (pp. 1-13).
78. Collaborative Authoring
● A multi-user, cross-device, immersive authoring
○ role-based collaborative authoring
● Use Wizard of Oz approach
Nebeling, M., Lewis, K., Chang, Y. C., Zhu, L., Chung, M., Wang, P.,
& Nebeling, J. (2020, April). XRDirector: A role-based collaborative
immersive authoring system. In Proceedings of the 2020 CHI
Conference on Human Factors in Computing Systems (pp. 1-12).
80. Case Study: The Lion King (2019)
Nebeling et al.: XRDirector: A Role-Based Collaborative Immersive Authoring System (CHI 2020)
Director
Actor (VR) Camera (AR)
Rafiki
Camera
87. Other Books
3D User Interfaces: Theory and Practice
Joseph J. LaViola Jr.Ernst Kruijff, Ryan P.
McMahan, Doug Bowman, Ivan P. Poupyrev
Augmented Reality: Principles and
Practice
Dieter Schmalstieg, Tobias Hollerer
88. Interaction Design: Beyond Human-
Computer Interaction
- Helen Sharp, Jennifer Preece, Yvonne
Rogers
Note: There is a 6th Edition now
89. Prototyping for Designers: Developing
the Best Digital and Physical Products
- Kathryn McElroy
The VR Book: Human-centered
Design for Virtual Reality
- Jason Jerald
90. Tools and Guidelines
The UX of VR
Low-fi prototyping tools
for VR
3D design patterns for
VR
Virtual Reality Human Interface
Guidelines