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GuestXR: A Machine Learning Agent for Social Harmony in eXtended Reality

Project description

Innovation for immersive interaction with positive social results

User content often stimulates antisocial interaction and abuse, representing a threat to vulnerable adults, teenagers and children. The EU-funded GuestXR project intends to develop a socially interactive multisensory platform system that uses extended reality – virtual and augmented – as a vehicle to connect people for immersive, synchronous face to face interaction with positive social results. The project will introduce a critical innovation consisting of the intervention of artificial agents that learn over time to assist the virtual social gathering in realising its purposes. This agent, ‘The Guest’, will exploit machine learning to enable the meeting towards specific results. The project will rely on neuroscience and social psychology research on group behaviour to deliver rules to agent based models.

Objective

Immersive online social spaces will soon become ubiquitous. However, there is also a warning that we need to heed from social media.
User content is the ‘lifeblood of social media’. However, it often stimulates antisocial interaction and abuse, ultimately posing a danger to vulnerable adults, teenagers, and children.
In the VR space this is backed up by the experience of current virtual shared spaces. While they have many positive aspects, they have also become a space full of abuse.
Our vision is to develop GuestXR, a socially interactive multisensory platform system that uses eXtended Reality (virtual and augmented reality) as the medium to bring people together for immersive, synchronous face-to-face interaction with positive social outcomes.
The critical innovation is the intervention of artificial agents that learn over time to help the virtual social gathering realise its aims. This is an agent that we refer to as “The Guest” that exploits Machine Learning to learn how to facilitate the meeting towards specific outcomes.
Underpinning this is neuroscience and social psychology research on group behaviour, which will deliver rules to Agent Based Models (ABM).
The combination of AI with immersive systems (including haptics and immersive audio), virtual and augmented reality will be a hugely challenging research task, given the vagaries of social meetings and individual behaviour. Several proof of concept applications will be developed during the project, including a conflict resolution application in collaboration with the UN. A strong User Group made up of a diverse range of stakeholders from industry, academia, government and broader society will provide continuous feedback. An Open Call will be held to bring in artistic support and additional use cases from wider society. Significant work is dedicated to ethics “by design”, to identify problems and look eventually towards an appropriate regulatory framework for such socially interactive systems.

Fields of science (EuroSciVoc)

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Keywords

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Programme(s)

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Topic(s)

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Funding Scheme

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RIA - Research and Innovation action

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Call for proposal

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(opens in new window) H2020-FETPROACT-2018-2020

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Coordinator

FUNDACIO EURECAT
Net EU contribution

Net EU financial contribution. The sum of money that the participant receives, deducted by the EU contribution to its linked third party. It considers the distribution of the EU financial contribution between direct beneficiaries of the project and other types of participants, like third-party participants.

€ 700 375,00
Address
AVENIDA UNIVERSITAT AUTONOMA 23
08290 Cerdanyola Del Valles (Barcelona)
Spain

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Region
Este Cataluña Barcelona
Activity type
Research Organisations
Links
Total cost

The total costs incurred by this organisation to participate in the project, including direct and indirect costs. This amount is a subset of the overall project budget.

€ 700 375,00

Participants (8)

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