A brave new world of emotional and social intelligence

November 19th, 2009 by Ian Wilson View Comments »

With each new generation of games, virtual worlds and animations the bar is raised in terms of visual “realism” or so says the popular consensus. But is it?

That depends on what you call “realism”. The current definition seems to be stuck in the view that “realism” is how a scene looks in a snap shot, like a photograph. What this fails to take into account is the most important aspect of realism, movement.

Our focus here is on character movement, and while great strides have been made in terms of physics, lighting, modelling and textures character behavior has so far lagged far behind. Why? I think it is primarily because it is the single most difficult challenge to approach and for that reason has only seen recent incremental changes.

Of course developers and artists love challenges and in the industries we deal with they are amongst the smartest and most talented you will find (looking at some recent games and a number of animated movies can attest) but the time and staggering costs involved in producing convincing character movement puts it beyond the reach of most studios. Much of that content creation could be automated leaving artists and developers to concentrate on the “special touches”.

What we see today is in many ways little changed from the days of side scrolling games, a small number of pre built animations with a small number of moving parts per animation that are triggered by a custom built system that can only handle a small number of states. What that results in is repetitive, stiff, wooden character movement with little or no emotional expression, little or no automatic interaction with the world and most importantly, disappointed and frustrated users.

Does any user really care if your highly detailed character has beads of sweat on its brow, if its face does not move?

Does any user really care if you have 500 characters with highly varied stylised looks if they all behave in the same way with the same animations?

For us, the most important aspects of a character are the emotional and social gestures and movements. These are the elements that we believe separate animate from inanimate, believable from pixels. Crossing the “Uncanny Valley” is not about looking more realistic, it is about moving more realistically. So what are the elements of movement that are important?

  • Attention – That is focusing on objects in the world that are interesting at the current point in time. This transmits “intent” and “thinking” (event if it is being driven in other ways it is what the user perceives when watching).
  • Orientation – How the character turns to look at something, involving the whole body and face and not just rotating eyeballs (unless perhaps your character is a lizard). Having eyes focused correctly and not staring “zombie like” into infinity. Having the head rotate like a primate not like a robot or a barbie doll and having the torso move with it.
  • Reaction – How the character reacts to events in the environment and thoughts in their heads, in real time and in ways that are complex and unique. In any reasonable world the possible number of events and combinations of events can be almost limitless however so being able to manage how to react to events is critical.
  • Complexity – We are very attuned to pattern matching which means we spot repeating patterns, or animations, immediately, and start gradually ignoring them. Movement needs to be complex enough that patterns cannot be seen, repetition is either not there or not obvious.
  • Consistency – Movement should be consistent with the current context or environment, this implies, for any reasonably large environment, a very large “palette” of behaviors and movements to drive the character, not “shoe horning” the same 8 animations into any scenario.
  • Uniqueness – Characters need to be able to behave, move and emotionally express themselves in a way that is consistent with their personality and their mood and any given time in order for users to create an emotional bond with characters and believe in their presence as an animate object

Right now you might be thinking “What the hell, we have a 10,000 characters in our world, if each of them was able to move convincingly to every possible event in a way that matched their personality we would have to spend $100 million and the next five years building content!”. Well, using traditional methods, yes you would. Thats why you would need help. In this case we would like to introduce you to the brave new world of emotional and social animation synthesis.

Looking at the bigger picture, content heavy industries, like games, virtual worlds and animation are being squeezed from both ends, content creation costs are going through the roof while sale prices are only going down. This means lower and lower profits. Obviously this cannot go on for much longer and ways to automate the production of content (in all its forms) are the key. This is the brave new world of procedural content and I will discuss that in a later post.

Emotion AI profiled in business news

October 16th, 2009 by Ian Wilson View Comments »

emotionai_cambridgeNews4

We were fortunate to see that a recent interview given with a local newspaper, the Cambridge News, was given a double page center spread with one of our images on the front page of the paper. Our technology is very “photogenic” and so easily attract attention.

Cambridge News web site Article (no images in web edition unfortunately)

Rock stars join to help build Emotion AI

October 16th, 2009 by Ian Wilson View Comments »

October 1, 2009. The company grew today by 4 people who have been attracted to Emotion AI to work on our disruptive technology. Working on our core technology algorithms is a Cambridge University Masters graduate with a deep knowledge of math and computer science. Working on our upcoming SDK release for game and virtual world developers is an expert in real time character animation technologies with experience at Electronic Arts and Sony. Working on our next animation toolkit plug in, for Autodesk Maya, is a developer with a rare combination of coding skills and artistic skills, being also a skilled modeller.

Everyone is raring to get our products out to developers and artists starting in November.

Press out in force at Cambridge Enterprise Conference

October 16th, 2009 by Ian Wilson View Comments »

September 23, 2009. We exhibited our technology today at the Cambridge Enterprise Conference amongst some of Cambridge’s hottest new technology start ups. We also pitched the gathered audience of business leaders with our vision of powering a billion digital characters with Emotion AI products.

Certainly the press found what we were doing very interesting and resulted in a number of newspaper, magazine and TV interviews, a selection of which are below:

Silicon.com article

Computer Weekly Article

Cambridge Network Article

Exhibition at ACII 2009

October 16th, 2009 by Ian Wilson View Comments »

September 11, 2009. Today we held a successful exhibit at the renowned ACII (Affective Computer and Intelligent Interaction) 2009 conference held in Amsterdam. Many in the research community told us that our technology was the best looking emotion visualization that they had seen to date. Keeping strong links with the research community is important to Emotion AI.

HCI2009 Exhibition

October 16th, 2009 by Ian Wilson View Comments »
HCI2009

HCI2009

September 2, 2009. We had a great deal of interest generated at the prestigious HCI2009 exhibit held jointly by Microsoft Research and Cambridge University. See video clip here:

http://www.cambridge-news.co.uk/cn_news_home/DisplayArticle.asp?ID=446404 (17 seconds in)

Emotion AI selected for Seedcamp “final 40″

October 16th, 2009 by Ian Wilson View Comments »
Seedcamp

September 2, 2009. Emotion AI was selected from over 500 applicants to pitch a number of world class investors and mentors at the Seedcamp final 40 selection stage. Held annually, Seedcamp attracts some of Europe’s most promising young start ups chosen from amongst those represented at the final 40 stage.

Emotion AI receives Grant funding

October 16th, 2009 by Ian Wilson View Comments »

eeda_colour_jpg

September 1, Emotion AI has been granted funding for research and development from the East of England Development Agency (EEDA) for research and proof of concept development for socially interactive digital characters and avatars. The £100,000 project will show how using Emotion AI technology game, virtual world and simulation characters can be automated to interact both emotionally and socially. As an example avatars in a virtual meeting could pay attention to passing avatars, responding to known avatars appropriately, perhaps with a smile and a nod, just as we do in real life.

New at Emotion AI

August 26th, 2009 by Ian Wilson View Comments »

Quite a gap, again, between posts but I intend to remedy that in the upcoming weeks with news about what Emotion AI has been doing and where we are headed as well as some thoughts on the highs and lows of business in Cambridge (UK).

Year 1 of UK incorporation saw revenue and profit and year 2 looks set for the same with our latest project starting september 1 and hopefully more soon after.

First Customer Integration

March 13th, 2008 by Ian Wilson View Comments »

Emotion AI has its first sale and paying customer! Antics Technologies, Cambridge, UK, is integrating our technology with their market leading consumer animation toolkit, Antics 5.0.

Our technology will be used to make it as easy as 1 – 2 – 3 for non professional users to create professional looking emotionally expressive “in movie” characters whose expressions are complex, easily adjustable and believable. Only Emotion AI technology can enable all of these benefits.