Title: Multimodal Affective Technologies
1- Multimodal Affective Technologies
- a concrete answer from the perspective of a large
company
Diego Arnone Engineering Ingegneria Informatica
2Multimodal 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
3Conveying Affectiveness in Leading-edge Living
Adaptive Systems
4The 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
5CALLAS 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
6Working Areas
7Advancing 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
8Mediated Interaction
9Physical 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
10Framework Architecture An Example
11CALLAS Showcases
- Augmented Reality for Art, Entertainment, and
Digital Theatre - Interactive Installations for Public Spaces
- Next-Generation Interactive Television          Â
12Augmented 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).
13Augmented 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).
14Augmented 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).
15Augmented 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)
17Overall 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.
18Multimodality 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,)
19Business 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
20Business 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
21Engineering 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. -
22ENG Business Case Figures
23iTV 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
24iTV 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
25Open 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.
26Technology 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
27The 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
28Technology 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