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30th January 2006 - Video handsets are taking off,
but what about those who shirk the spotlight? Engineers
think animated 3-D avatars may be the answer.
"Think of when you're having a bad hair day,"
quips Mike Danielsen of Motorola Labs when asked why
he has spent two years developing 3-D animated avatars
that can mime a live user's speech and actions on mobile-phone
handsets. "Or maybe you're camera shy. With more
and more phones capable of video and 3-D graphics on
the market, avatars can stand in for you."
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Source: BusinessWeek
Online
Of course, there are even more practical reasons why Motorola
(MOT) -- and a handful of competitors -- are taking the design
of these synthetic actors seriously. First of all, mobile-phone
carriers are always looking for additional features to sell.
The growing global market for ring tones -- estimated to garner
$27.5 billion in revenues by 2009, according to Boston-based
research firm Yankee Group -- clearly shows that a little
fun can translate into a lot of revenue. And the use of avatars
on instant-messaging systems offers some evidence that the
digital stand-ins will be similarly popular. In December,
7.6 million unique users visited Yahoo!'s (YHOO) site for
IM avatars.
Danielson sees the avatars as a means for more effective
phone conversations. "One form of nonverbal communications
is nodding and shaking the head. How many times have you nodded
your head while speaking on the phone? That nonverbal communication
never makes it to the remote party," says Danielson.
"Imagine if that communication was automatically conveyed
through the use of an on-screen avatar. Other types of nonverbal
communications, such as smiles, frowns, and raised eyebrows,
can be controlled."
SECRET IDENTITY. While such nonverbal cues would be communicated
directly by a video phone, the 3-D animated avatars promise
some technical advantages. Expressions and gestures can be
sent at a very low bandwidth, because they're expressed as
symbols. In other words, a smile, as represented by a single
symbol, can be sent much more quickly than a sequence of video
frames.
And display resolution for animation isn't as important as
it is for live video. As Danielson explains, "The avatar
can be rendered at different resolutions and realism, independent
of the data communicated." In addition, animation doesn't
produce video artifacts, like a "ghost" image or
fuzzy pictures.
As for security, Danielson says the avatars can also protect
a user who might want to engage in a more physically enhanced
conversation but doesn't want to reveal his or her identity
or location.
MOUTH MOVEMENTS. Motorola already has phone avatars available
in China and Japan, but "they're highly cartoony,"
says Danielson. "What we're working on in the lab represents
the next generation." His team are using the same animation
techniques pioneered by video-game designers and Hollywood's
special-effects masters. Specifically, they're working with
what's called "morphing mesh," a digital system
of points in space that map out facial features, muscles,
and bones. It's a three-dimensional grid that can be molded
like clay onscreen. Designers add layers of computer-generated
skin, hair, and clothing on top of the complex, textural grid.
By using motion- and voice-tracking software (still in the
research stage), Danielson and his colleagues are working
on matching up live, spoken words with synchronized animation.
To achieve this, speech is broken down into phonemes, the
smallest elements of words that still can be recognized as
parts of a language. Designers at Motorola Labs are creating
3-D images that match a variety of phonemes by assigning lip,
tongue, jaw, and other movements to reflect each phoneme on-screen.
The software then recognizes what a mobile-phone user is saying
and syncs the speech with the corresponding phoneme visualization.
The result is mouth movement that looks like real-time talk.
Designers are also working on a set of typical communication
gestures to coincide with a user's actions as he or she speaks,
as traced by motion-tracking software.
EVERYBODY'S TALKING. Danielson's avatars are more sophisticated
than those used offered by IM services today. Yahoo's IM site,
for example, offers animated avatars that can be customized
to the point of mixing and matching skin color, hairstyles,
and clothing and accessories -- as well as adding pets or
environmental backgrounds. They can perform animated gestures
like frowning or smiling, but are far from doing complex,
real-time speech movements.
Danielson says his team is working on highly customizable
animated avatars that range from the photorealistic to the
fantastical. Although Motorola doesn't have a set date to
bring this technology to market, Danielson says they're working
about two years in advance. Danielson's avatars will depend
on cell phones powered by chips that can handle more graphics.
Motorola isn't alone in designing applications for next-gen
phones. At the Consumer Electronics Show (CES) in Las Vegas
in January, 3-Dmsg, a Sunnyvale (Calif.) company, debuted
its own animated mobile-phone avatars. Like Motorola, 3-Dmsg,
a subsidiary of speech-recognition chip maker Sensory (also
based in Sunnyvale), uses animated characters created with
a digital-mesh structure, paired with software that analyzes
spoken data. The program breaks words into "visemes,"
or visual representations of mouth positions performing parts
of speech, which are then strung together to suggest conversation.
The first set of applications 3-Dmsg is working on include
animated mobile-phone greetings, which translate text or voice
messages into animations that are synchronized with a user's
voice. Another is language-training avatars for mobile phones.
While the company has yet to determine its handset and carrier
partners, 3-Dmsg founder and CEO Todd Mozer predicts the services
will be available to consumers by mid- to late 2006.
GROWING MARKET. International competitors include Japan's
Oki Electric Industry, which has developed the FaceCommunicator
application for PCs and mobile phones to generate both two-
and three-dimensional animated avatars using motion- and voice-tracking
as well as key commands. In Europe, Germany's BenQ Siemens,
officially launched on Jan. 17, plans to continue developing
the animated-avatar technology that was first unveiled by
Siemens (SI) at the 2004 CeBIT conference.
With new mobile-phone models offering more visual options,
and with the global market for the segment staying strong
in the third quarter of 2005 -- more than 205 million units
sold, according to industry research firm Gartner -- the market
for applications is sure to grow. But some analysts are skeptical
whether consumers will want to add more charges to their monthly
mobile-phone bills.
"Will the animated avatars come out on the market? Yes.
Will people buy them? Yes. They're fun and entertaining. But
there's a limit to what consumers will spend -- they're already
buying games, ring tones, videos, and music," says Julie
Ask, senior wireless analyst at Jupiter Research. "The
average cell-phone bill is already around $50. And consumers
have shown [a willingness] to spend an extra 5% to 10% a month
for data services. But they're not going to spend an unlimited
amount for more and more services." Even on a bad hair
day.
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