Multimodal Affective Technologies - PowerPoint PPT Presentation

About This Presentation
Title:

Multimodal Affective Technologies

Description:

Digital Media (iTV, podcasting, iPod, weblog, smartmobs,...) as a Dynamic two ... these could be considered as 'social objects', emerging from a diffuse mediated ... – PowerPoint PPT presentation

Number of Views:75
Avg rating:3.0/5.0
Slides: 28
Provided by: Gia102
Category:

less

Transcript and Presenter's Notes

Title: Multimodal Affective Technologies


1
  • Multimodal Affective Technologies
  • a concrete answer from the perspective of a large
    company

Diego Arnone Engineering Ingegneria Informatica
2
Multimodal Interfaces vs. Digital Media
  • Digital Media (iTV, podcasting, iPod, weblog,
    smartmobs,) as a Dynamic two-ways Participative
    Process calling for improved and more affective
    human-human and human-machine interaction
  • User in the loop from a merely passive
    consumer to active member of a networked and
    participated community fully immersed in an
    intelligent pervasive environment
  • Emotional Multimodal Interfaces as the key
    enablers for allowing a more effective
    many-to-many two-way communication and
    interaction
  • Affective Multimodal Interaction supporting
    Digital Art Entertainment

3
Conveying Affectiveness in Leading-edge Living
Adaptive Systems
4
The CALLAS project experience
  • CALLAS aims to define and develop a multimodal
    architecture including emotional aspects,
    targeted to digital media applications,
    essentially in an ambient intelligence
    paradigm.
  • CALLAS aims to be the creative laboratory for
    experimenting new concepts for a more
    participative and affective-enriched user
    interaction in digital media applications
  • The key assumption for CALLAS will be to allow a
    rapid and incremental prototyping, where some
    basic components, sub-assemblies or initial
    prototypes will be made available for extensive
    re-use

5
CALLAS Objectives
  • To develop a set of software components dedicated
    to the processing of individual modalities,
    their fusion and semantic interpretation (the
    CALLAS Shelf), with input modalities (speech,
    sound, non-verbal behaviour and basic physical
    interaction) and output modalities (speech,
    non-verbal behaviour, affective ECA, music,
    haptics)
  • To propose a Software Engineering Framework,
    based on the customised integration of the above
    components into an architecture with authoring of
    application-specific control, supporting rapid
    prototyping and development
  • To implement prototype demonstrators (CALLAS
    Showcases), targeted to Multimodal interaction in
    the context of new Media (Digital Arts and
    Entertainment), with emphasis on emotional aspects

6
Working Areas
7
Advancing the state of the art
  • The project will investigate an interface
    paradigm in which multimodal input will be
    analysed in terms of representation mediating the
    interaction process rather than in terms of
    interface commands or information access.
  • a new way for investigating emotions in
    multimodal interfaces tailored to New Media
    environments. The advent of new media will be the
    enabler for a new way of conceiving emotions in
    multimodal interfaces, since these could be
    considered as social objects, emerging from a
    diffuse mediated interaction between group of
    users
  • Emotions as the key driver for allowing New Media
    to unleash yet partially unexplored
    potentialities for a more active two-ways
    communication and natural user interaction
  • From a technological perspective the project will
    design a software engineering approach supporting
    the development of multimodal applications

8
Mediated Interaction
9
Physical paradigm for Multimodal Interaction
  • Multimodal interaction in Mixed Reality
    environments tends to focus on commands/informatio
    n access targeting objects (in the CALLAS
    proposal this has been referred to as physical
    paradigm)
  • One of the objectives of CALLAS is to support
    Multimodal interaction with environments as a
    whole (e.g. artistic installations), or with new
    Media content to better capture user experience
  • This should be achieved by
  • An integration of Multimodal input over larger
    fragments of user interaction
  • The interpretation of Multimodal input in terms
    of emotional representations, which will mediate
    the installation response
  • Multimodal interpretation should capture the user
    experience through her relation to the multimodal
    application (e.g. measure empathy), going
    beyond the measuring of the traditional emotions

10
Framework Architecture An Example
11
CALLAS Showcases
  • Augmented Reality for Art, Entertainment, and
    Digital Theatre
  • Interactive Installations for Public Spaces
  • Next-Generation Interactive Television           

12
Augmented Reality for Art, Entertainment, and
Digital Theatre
  • AR installations actually constitute an ideal
    environment for Multimodal interaction for the
    following reasons
  • Because AR environments are already designed to
    accommodate a range of sensors for tracking the
    user, the same environment can track the users
    non-verbal behaviour, to be interpreted in terms
    of emotional response.
  • The sensing devices that support most
    implementations of AR systems can similarly
    support seamless interaction within the artistic
    installation.
  • This explains that more recently, digital artists
    have used professional AR environments, such as
    the ARToolkit, to develop interactive
    installations (Maia Engeli).

13
Augmented Reality for Performing Arts
  • Every year throughout Europe new AR Artistic
    Installations are being developed, although
    individual production costs remain high
    (100k-700k)
  • Traditional solutions to this problem have been
  • the development of these installations as part of
    mixed Art and Technology structures, for instance
    academic centres in Digital Arts
  • the use of software development kits that
    facilitate the integration of the installation
    devices, such as Max/MSP (used for instance to
    support the development of Magali Desbazeilles
    you think hence I follow you, or some of Studio
    Azzurros performances).

14
Augmented Reality for Performing Arts Digital
Scenographies (1)
  • The emerging affective multimodal interfaces
    allow today new yet partially unexplored ways of
    conceiving, experience, living and enjoying
    pervasive and immersive theatre-based
    performances (dance, drama, plays, opera, etc.),
    which are more and more interactive, immersive,
    emotional, and open to new forms of relationships
    between the humans (actors, audience, stage
    director) and the adaptive interactive spaces.
  • This showcase will demonstrate how the real time
    detection of the affective state of the people
    involved in a live performance (directors,
    actors, audience) can improve the naturalness
    of the experience, paving the way for unexplored
    ways of broader and more pervasive participation
    of the users (audience).

15
Augmented Reality for Performing Arts Digital
Scenographies (2)
  • The showcase aims at allowing all the performing
    arts practitioners (director, stage manager,
    actors, playwrights, scenic designer, costume
    designer) to use and master the latest affective
    and multi modal for interactively conceiving,
    designing, authoring, sharing and experiencing
    naturally interactive performing arts works.
  • It will also provide innovative natural immersive
    interfaces and devices for creating or living
    interactive performing art works within
    multidimensional (virtual, augmented, mixed)
    realities.
  • The real challenge will be just to move forward
    from an off-line design of a virtual stage to a
    real-time virtual scenography.

16
A Prototype example
  • Augmented Reality for live performances
  • 1. Components analysis and identification
    Storyboard, interaction concept, modality
    analysis (month 6)
  • 2. Proof of Concept AR technology baseline
    Basic components integration and fusion,
    interpretation of components speech, gesture
    recognition, sound capture (month12)
  • 3. First trials with prototype installation,
    evaluation of interaction concepts support (month
    18)
  • 4. Extended prototype (at month 24) including
  • Extended emotions representation
  • additional modality combinations
  • upgraded versions of the selected shelf
    components
  • Additional components from the framework (i.e.
    ECA)
  • 5. Complete installations supporting users
    trials (month 36)

17
Overall Exploitation strategy
  • The main business aspect for CALLAS will be the
    commercial exploitation and selling of the CALLAS
    framework, as well as consultancy to vertical
    application developers, service providers,
    producers, event organisers and network operators
    to create new interactive entertainment formats,
    accessible content and e-training applications.
  • The market for CALLAS framework will be mainly
    constituted by
  • CALLAS customers, players (artists, technology
    providers) which are aimed at developing
    multimodal applications
  • CALLAS users, organisations/institutions which
    are interested in committing such multimodal
    applications (local authorities for festivals,
    theatres, etc.)
  • The CALLAS showcases will provide tangible
    evidence of the commercial potential offered by
    the technology and will be used by the supplier
    partners to focus their industrial offering.
  • The showcases demonstrated within the project are
    also expected to directly generate revenues in
    the final year of the project, and these would be
    rolled out by the user partners and user group
    members (Studio Azzurro, Teatro Massimo and Ars
    Electronica) to wider audiences.
  • The CALLAS consortium intends to provide the
    framework as open source.

18
Multimodality fostering innovation in the New
Media Market
  • Emotional multimodal interfaces as enablers of
    innovation in the Digital Media domain
  • Multimodal technology is pushing Process
    Innovation at two levels
  • Emerging technologies are changing the way in
    which the same things are made
  • New services/applications are emerging (mobile
    tv, internet TV, Digital Art, Digital Media,
    Co-operative Geo-based Videogames,)

19
Business Cases (1)
  • CALLAS business is based on a wide range of
    different business cases
  • Cost reduction for
  • CR1 SMEs developing digital interactive
    installations (e.g. Studio Azzurro, Humanware)
  • CR2 Traditional theatres (Teatro Massimo) using
    multimodal applications complementing the
    physical scenographies
  • CR3 Local authorities, Digital Arts Museums
    setting-up interactive live performances (white
    night events, etc.)
  • Revenue increase for
  • RI1 Large Service Providers enlarging their
    market to Digital Entertainment Business
    (Engineering, Metaware)
  • RI2 Companies providing new services or tools in
    the growing interactive TV market (DigitalVideo,
    XIM, BBC)
  • RI3 Spin-offs based on providing advanced mobile
    services in festival (VTT, SNS)
  • RI4 Theme Parks using Mixed Reality
    Installations

20
Business Cases (2)
  • Business case Cost reduction in live performance
  • Description large re-using of CALLAS components
    and/or sub-assemblies in the preparation and
    setting-up of a digital interactive opera
  • Analysis of estimated costs of two real cases
    Michael Nyman opera Facing Goya and Neither
    opera in Stuttgart Staatsopera
  • Key assumption
  • CALLAS will reduce costs and time for designing
    and implementing High-quality multimodal
    applications for artistic mixed-reality digital
    installations, since powerful and suitable
    software engineering techniques will be used
  • Conclusion A 20 average cost reduction is
    expected in the production of a digital opera

21
Engineering Business Case
  • Business case 1. Revenue Increase in Digital
    Entertainment Market
  • BC description increase the market share for
    industry, telecommunication and services business
    line (currently 22) throughout the penetration
    in the digital entertainment market
  • A strong commitment from the CEO (see Engineering
    internal magazine, home page)
  • Key financial assumptions
  • growth rate for Engineering in last years of 17,
    as in the corporate accounts
  • Analysis of revenue and market share in last
    three years
  • Extrapolation of data considering a changing in
    the market share, thanks to a larger penetration
    in the digital media one (despite with a
    decreeing of the finance one)
  • Conclusion an expected value creation for 21
    millions of Euro after 2007 (average) in term of
    revenue increasing and of 1,06 millions (average)
    in term of net profit.

22
ENG Business Case Figures
23
iTV Business case
  • Creation of new iTV services
  • Problem
  • saturation of traditional content (DTV in 75
    European homes and broadband in 60 by 2010)
  • Many delivery models competing for consumer
    revenue (IPTV, 3G)
  • At the same time, large scale investment from
    network operators in modernising and extending
    infrastructure
  • Opportunity
  • Users becoming increasingly sophisticated while
    current DTV UIs are first generation
  • Set top box hardware and network performance is
    evolving to enable advanced applications and
    interfaces
  • Need for new services to grow the market
  • CALLAS will provide a framework to enable iTV
    developers to create empathic, emotion-sensitive
    interactive services to increase revenue and
    consumer loyalty

24
iTV Business case
  • Cost reduction for iTV adoption of
    affective-based multimodal applications
  • Problem
  • Deployment of affective interfaces would
    currently require complex bespoke development,
    resulting a specific application
  • The high volume of end users requires that
    hardware must be as low cost as possible with
    maximum use of efficient software/firmware and
    intelligent reuse of standard hardware
  • In order to be deployed to millions of homes, new
    iTV applications must be resilient, robust and be
    based on well-tested reusable components
  • Opportunity
  • Callas is creating a set of reusable components
    which spread development costs across multiple
    new media applications, platforms and
    entertainment domains
  • Callas will therefore reduce costs and time for
    designing and implementing affective-based
    multimodal applications
  • Conclusion Callas will help to make
    affective-based multimodal applications viable
    for iTV developers by sharing costs with other
    domains and maximising reusability

25
Open source
  • CALLAS intends to provide the framework as open
    source software
  • The benefit of open source licence and an open
    architecture are
  • The free availability of the framework and the
    architecture enables every interested user to be
    part of the CALLAS system with low investment
    costs.
  • New or improved functionalities can be added by
    the user community also after the lifetime of the
    project.
  • The CALLAS system can be ported to new platforms
    which are not supported by the project or which
    cannot be foreseen at the moment.
  • The CALLAS results will be sustainable as the
    maintenance can be done by the user community as
    well as by companies.

26
Technology Transfer for Multimodal Interfaces
  • Many RD institutions involved in multimodal
    interfaces domain
  • Plenty of dynamic and innovation-led SMEs
  • Multimodal interfaces market very risky and
    uncertain
  • Incubator Model for transferring technology
  • Large IT Service Provider as hub for
    leveraging the research and the innovation to the
    market

27
The Consortium
Large Industrial Players Engineering, BBC,
Metaware
New Media SMEs XIM, Nexture, Digital Video,
Studio Azzurro, Humanware
Research and Academic VTT, UOA, ICCS, FPMS, TEES,
TKK, PAR8, SNS, UOR, HIT, TMAS
28
Technology Transfer Model
RD
Innovation-led SMEs
Large Industrial Players
Market (Application Developers, Third-Party
Services, Artists,)
29
  • THANK YOU
  • Diego Arnone
  • Engineering Ingegneria Informatica
  • Contacts and references http//www.eng.it
  • RD Direction
  • Roma Italy
  • Tel. 39 06 49201425
  • Mob 39 335 1038042
  • Email massimo.bertoncini_at_eng.it
Write a Comment
User Comments (0)
About PowerShow.com