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Showing posts with label Emotions. Show all posts
Showing posts with label Emotions. Show all posts
Monday, June 3, 2013
Bits: If Our Gadgets Could Measure Our Emotions
“Honey, we know,” my mom replied. “But it should!” She had a point. After all, computers and technology are becoming only smarter, faster and more intuitive. Artificial intelligence is creeping into our lives at a steady pace. Devices and apps can anticipate what we need, sometimes even before we realize it ourselves. So why shouldn’t they understand our feelings? If emotional reactions were measured, they could be valuable data points for better design and development. Emotional artificial intelligence, also called affective computing, may be on its way. But should it be? After all, we’re already struggling to cope with the always-on nature of the devices in our lives. Yes, those gadgets would be more efficient if they could respond when we are frustrated, bored or too busy to be interrupted, yet they would also be intrusive in ways we can’t even fathom today. It sounds like a science-fiction movie, and in some ways it is. Much of this technology is still in its early stages, but it’s inching closer to reality. Companies like Affectiva, a start-up spun out of the M.I.T. Media Lab, are working on software that trains computers to recognize human emotions based on their facial expressions and physiological responses. A company called Beyond Verbal, which has just raised close to $3 million in venture financing, is working on a software tool that can analyze speech and, based on the tone of a person’s voice, determine whether it indicates qualities like arrogance or annoyance, or both. Microsoft recently revealed the Xbox One, the next-generation version of its flagship game console, which includes an update of Kinect, its motion-tracking device that lets people control games by moving their hands and bodies. The new Kinect, which goes on sale later this year, can be controlled by voice but is not programmed with software to detect emotions in those interactions. But it does include a higher-definition camera capable of tracking fine skeletal and muscular changes in the body and face. The machine can already detect the physics behind bodily movements, and calculate the force behind a punch or the height of a jump. In addition, one of the Kinect’s new sensors uses infrared technology to track a player’s heartbeats. That could eventually help the company detect when a player’s pulse is racing during a fitness contest — and from excitement after winning a game. For avid gamers like myself, the possibilities for more immersive, interactive play are mind-boggling. Albert Penello, a senior director of product planning at Microsoft, says the company intends to use that data to give designers insight into how people feel when playing its games — a kind of feedback loop that can help shape future offerings and experiences. He says Microsoft takes privacy very seriously and will require game developers to receive explicit permission from Xbox One owners before using the data. Microsoft says games could even adapt in real time to players’ physical response, amping up the action if they aren’t stimulated enough, or tamping it down if it’s too scary. “We are trying to open up game designers to the mind of the players,” Mr. Penello said. “Are you scared or are you laughing? Are you paying attention and when are you not?” Eventually, he said, the technology embedded in the Kinect camera could be used for a broader range of applications, including tracking reactions while someone is looking at ads or shopping online, in the hope of understanding what is or isn’t capturing the person’s interest. But he said those applications were not a top priority for the company. (Some companies have experimented with technologies like eye-tracking software to see what parts of commercials draw the most attention from viewers.) Online media companies like Netflix, Spotify and Amazon already have access to real-time consumer sentiment, knowing which chapters, parts of songs, movies and TV shows people love, hate, skip and like to rewatch. Such data was used to engineer the popular online Netflix series “House of Cards,” whose creators had access to data about people’s television viewing habits. So it is not much of a leap to imagine Kinect-like sensors, and tools like the ones Affectiva and Beyond Verbal are developing, being used to create new entertainment, Web browsing and search experiences. The possibilities go far beyond that. Prerna Gupta, chief product officer at Smule, a development studio that makes mobile games, spoke about the subject at South by Southwest, the conference in Austin, Tex., in March. She called her talk “Apps of the Future: Instagram for Cyborgs,” and gazed far into the future of potential applications.
Thursday, April 25, 2013
Advertising: Trying to Burnish Its Image, Johnson & Johnson Turns to Emotions
The company’s McNeil Consumer Healthcare unit recalled more than 280 million packages of over the counter medications like Motrin, children’s Tylenol liquid and Benadryl in 2010, and the same year, its DePuy Orthopedics unit recalled two popular artificial hip replacement models. About 10,000 lawsuits have been filed involving those artificial hip devices and while a Chicago jury this month rejected claims of wrongdoing by Johnson & Johnson in one suit, another lawsuit in March yielded a less favorable outcome when a Los Angeles jury ordered the company to pay more than $8.3 million in damages to a Montana man. In the midst of that turmoil — and perhaps to distance itself from the bad press of product recalls and pending litigation — the company on Thursday is introducing its first corporate branding campaign in more than 10 years. The company will announce the campaign, called For All You Love, at its annual shareholder meeting in New Brunswick, N.J. The cornerstone of the campaign, a 60-second black and white video, begins with a shot of a sleeping baby about to get a gentle kiss from its mother. In the background, a softer, almost childlike version of the Guns N’ Roses song, “Sweet Child O’ Mine” plays. “Love,” says a woman’s voice. “It’s the most powerful thing on the planet.” Happy clips from everyday life — a father bathing with his baby, a grandfather playing piano with his granddaughter and a teacher playing with her students — are seen during the spot, as is the occasional Johnson & Johnson product like Band-Aids and baby shampoo. “Love is family,” says the voice-over. “Love is the reason you care for the tiny and the fragile.” The campaign was created by TBWA/Chiat/Day, part of TBWA Worldwide, a division of the Omnicom Group. It is the first time the agency has worked with Johnson & Johnson. “This is the chance to reassert this very iconic brand to the world,” said Rob Schwartz, the global creative president of TBWA Worldwide. The creative team at the agency was inspired by a company statement produced in 1943 that highlighted its responsibility to its consumers, employees, communities and stockholders. Mr. Schwartz described the statement as “one of the best corporate documents ever.” Based on that, the agency created a manifesto about love that will appear in print publications, including The New York Times and People magazine on May 10. Television commercials and digital ads will begin appearing on May 6 during shows like “Modern Family” on ABC, “The Voice” on NBC and “American Idol” on Fox, and on Web sites like abcnews.com. The videos feature real people and real relationships, not actors, Mr. Schwartz said. Subsequent videos for the campaign will also focus on the philanthropic work the company supports. The campaign is estimated to cost $20 million to $30 million through the end of the year. While a Johnson & Johnson spokeswoman declined to comment on the company’s recalls or the lawsuits it faces, Michael Sneed, the company’s vice president for global corporate affairs, said the goal of the campaign was “to continue to reconnect with all of the people who come into contact with J.& J. in their daily lives.” A campaign focused on love creates a sense of trust with the brand, said Kapil Bawa, a marketing professor at the Zicklin School of Business at Baruch College, part of the City University of New York. “Corporate branding tries to instill a sense of trust in the company and for J.& J., given the kind of products it makes, that trust is very, very critical,” Mr. Bawa said. Mr. Sneed agreed. “I do think people want to understand what’s behind the brand,” he said. “They want to understand what they value.” Many brand campaigns of late have included a major emotional hook, including a Procter & Gamble campaign from last summer’s Olympics about mothers and their athlete children and a Dove campaign about a forensic sketch artist drawing women based on their own descriptions. “They are trying to humanize the corporate entity,” Mr. Bawa said. “That’s why emotion is so important.” Emotion was also present at the ad agency table, Mr. Schwartz said. “The smell of the baby powder, the scent of the shampoo, everybody got very emotional just from our meetings,” he said. “This is a very emotional brand, so we’ve got to deliver a very emotional idea.”
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