Audience Amplified: Virtual Audiences in Asynchronously Performed AR Theater
You-Jin Kim, Misha Sra, Tobias Höllerer
TL;DR
Audience Amplified addresses the challenge of delivering social presence in anytime, anywhere AR by training virtual audiences from real- world data using imitation learning. The approach combines location-based AR theater with an ML-trained NPC crowd, motion-matched avatars, and voice responses, evaluated through two pilots and a main within-subject study. Results show that virtual audiences increase perceived social engagement and time spent, though effects vary with introduction order and user height, revealing nuanced design tradeoffs. The work demonstrates a practical path toward asynchronous, socially connected AR performances and highlights considerations for avatar appearance, crowd layout, and environment scale in mobile AR settings.
Abstract
Audience reactions can considerably enhance live experiences; conversely, in anytime-anywhere augmented reality (AR) experiences, large crowds of people might not always be available to congregate. To get closer to simulating live events with large audiences, we created a mobile AR experience where users can wander around naturally and engage in AR theater with virtual audiences trained from real audiences using imitation learning. This allows us to carefully capture the essence of human imperfections and behavior in artificial intelligence (AI) audiences. The result is a novel mobile AR experience in which solitary AR users experience an augmented performance in a physical space with a virtual audience. Virtual dancers emerge from the surroundings, accompanied by a digitally simulated audience, to provide a community experience akin to immersive theater. In a pilot study, simulated human avatars were vastly preferred over just audience audio commentary. We subsequently engaged 20 participants as attendees of an AR dance performance, comparing a no-audience condition with a simulated audience of six onlookers. Through questionnaires and experience reports, we investigated user reactions and behavior. Our results demonstrate that the presence of virtual audience members caused attendees to perceive the performance as a social experience with increased interest and involvement in the event. On the other hand, for some attendees, the dance performances without the virtual audience evoked a stronger positive sentiment.
