CALLAS Community Club Introducing the user in the project Irene Buonazia, SNS i.buonazia@sns.it info@callas-newmedia.eu Building Communities in the Digital Arts and Humanities Research Practice and Research Infrastructures Ediburgh, 2008-11-25 National e-Science Centre CALLAS is… Conveying Affectiveness in Leading-edge Living Adaptive Systems ..as Maria CALLAS provided a more emotional approach to her music, the CALLAS project will introduce emotional and natural interaction into New Media applications ... IP FP6 - 2005 - IST - call 5 Multimodal Interfaces (2.5.7) November 2006 - May 2010 http://www.callas-newmedia.eu/ Building Communities in the Digital Arts and Humanities 2008-11-25 2 The consortium Engineering (IT) VTT Electronics (FI) BBC (UK) Studio Azzurro (IT) XIM (UK) Digital Video (IT) Humanware (IT) Nexture (IT) University of Augsburg (DE) ICCS / NTUA (GR) University of Mons (BE) University of Teesside (UK) Helsinki Univ. Technology (FI) Paris 8 (FR) Scuola Normale Superiore (IT) University of Reading (UK) Fondazione Teatro Massimo (IT) HIT Laboratory (NZ) 3 axes consortium: 1) Universities and research centres 2) Large IT or broadcasting companies 3) Small and medium enterprises, similar to potential CALLAS users Building Communities in the Digital Arts and Humanities 2008-11-25 3 Project structure Shelf: a set of software components for affective human machine interaction, already developed and/or under R&D, to be assembled through a Framework: a Software Engineering Approach to allow different modes of integration, supporting rapid prototyping demonstrated during the project through Showcases: real development cases to demonstrate how digital artists and entertainment companies can use the system for creative purposes Building Communities in the Digital Arts and Humanities 2008-11-25 4 Showcases Prototypes of Multimodal interaction with emphasis on emotional aspects Improving the state of the art of research in emotional models, by increasing corpora of user emotional interaction in the complex domain of artistic experience Bridging the gap between on-going research and commercial applications, promoting technology transfer towards SMEs and replicating results into close domains Building Communities in the Digital Arts and Humanities 2008-11-25 5 Showcases 1. Interactive entertainment and TV • interactive storytelling with Emotional Conversational Agents aside the human audience 2. Installation in public spaces • Puppet wall: a virtual wall where multiple users can create with personal contents, activate and modify puppet stories 3. New media - 3.a.A/R art • emotional tree: an A/R tree grows according to users’ emotional feedbacks Building Communities in the Digital Arts and Humanities 2008-11-25 6 Showcases 3. New media - 3.b Digital Theatre • Actors’ motion detection and interaction with virtual stage during the opera “Virtuali/Virtuosi” (Helsinki, Feb. 2008) • “Galileo all’inferno”: audience interaction with digital stage apparel with emotional voice and speech detection (Milan, Teatro degli Arcimboldi, July 2008) • “Orchestra celeste”: an orchestra conductor interacts with a baton activating video streams (Rome, S. Cecilia, Oct. 2008) Building Communities in the Digital Arts and Humanities 2008-11-25 7 Showcases 3. New media - 3.b Digital Theatre • “Music kiosk”: multiple users “conduct” an orchestra execution, getting into different virtual rooms and playing various instruments (demo Sept. 2008, Sapporo; planned with users for spring 2009 at S. Cecilia). • “Virtual opera” for Teatro Massimo di Palermo: kids act opera characters in an interactive storyboard (planned 2009). Building Communities in the Digital Arts and Humanities 2008-11-25 8 Showcases approach 1. Cooperation of many shelf components - in e-tree TEES applied on its emotional model various modules, as emovoice (UoA), motion tracking (VTT), gaze detection (NTUA) 2. Cooperation of many partners with different skills “Galileo all’inferno” is a show by SAZ, UoA provided emovoice module, TKK users’ evaluation 3. Inclusion of technological components not originally in the shelf (flexibility of the framework): baton developed by SAZ in “Orchestra celeste” 4. Involvement of institutions and researchers out of the consortium: e.g. S. Cecilia Academy 5. Involvement of users for evaluation (saving privacy!) Building Communities in the Digital Arts and Humanities 2008-11-25 9 The community CALLAS set up traditional communication and dissemination strategies to raise the awareness of the project • Public web site http://www.callas-newmedia.eu Topics, contacts, consortium, public deliverables, abstract of papers, project events, demonstration material • Newsletter • Participation in conferences, workshops • Negotiation and concertation with other projects or bodies Building Communities in the Digital Arts and Humanities 2008-11-25 10 …something more CALLAS intended to create a community of people / bodies interested in the project and in the topic of emotional and affective interaction • • • • less formally, more proactively during the development of the project contributing to research without forgetting sustainability Building Communities in the Digital Arts and Humanities 2008-11-25 11 Why? Research and methodology - have feedbacks on proof of concepts, demos - create connections with other researchers in close domains, achieving a wider state-of-the-art Creation of events (further dissemination) - imagine, with potential new users, other applications of already existing showcases Sustainability and replicability - identify potential new scenarios to replicate CALLAS outcomes - have a direct glance on our competitors used/known by our potential future users Building Communities in the Digital Arts and Humanities 2008-11-25 12 How? Before… In previous projects, we used to sign singular agreements with people / bodies – Letter of interests – Agreements of cooperation (formalized, usually financed), contracts + clear tasks from both sides - very formal + good for public or large private bodies (it will be replicated to support training sessions) - too long to manage for single users - very time / cost consuming in international projects Building Communities in the Digital Arts and Humanities 2008-11-25 13 How? Today…C3 a virtual community on the model of a social network: The CALLAS Community Club http://callaseu.ning.com/ +/- It’s cool :) is it still cool? :( + tools easy to put in place by dissemination team with a free software (NING - http://www.ning.com/) + supporting multiple media (video, pictures, mp3), mandatory for a project on multimodal interfaces and new media Building Communities in the Digital Arts and Humanities 2008-11-25 14 Who? Artists in new media academies, schools, residencies, artists’ networks, museums Performing arts events producers / organizers Theatres, ballet companies, music Researchers in IT, psychology, arts, universities, departments, labs, single scholars, research projects Small and Medium Enterprises new and traditional media production, video / web games, interfaces design, IT… Building Communities in the Digital Arts and Humanities 2008-11-25 15 Who? invitations C3 is by invitation only and after a private agreement (let’s avoid spam!) The rationale for recruitment has been: • All project partners suggest potential candidates • A wish list is updated (collecting info on contacts, organization profile, core research / business, direct contact, status of invitation) • Single email of invitation are sent (or direct contact in conferences etc.) • After an explicit interest the invitation to the C3 is sent Building Communities in the Digital Arts and Humanities 2008-11-25 16 Members can… • (must) describe thierself, declaring main interests • Participate in and start discussions • Post events (RSS feed) and use the platform to arrange them • Add material video, picture, texts, links • Create direct friendship links with other members • Invite other people • Participate in surveys (evaluation of demo, screencast etc.) • Have preview access to contents and (to be) releases Building Communities in the Digital Arts and Humanities 2008-11-25 17 First two months Tested during August 2008 Launched in the end of September 2008 So we are at the beginning! 76 Members including consortium 29% 44 newcomers from: Italy, France, Spain, Switzerland, UK, USA, NZ, Greece 52% researchers artistic institutions independent artists IT & creative companies 8% 11% Building Communities in the Digital Arts and Humanities 2008-11-25 18 Who, now Members typology (breakdown updated to 67 members) 29% researchers artistic institutions 52% IT & creative companies 8% 11% a) Including consortium b) only external members (newcomers) independent artists 29% researchers 23% artistic institutions 39% 52% researchers independent artists artistic institutions IT & creative independent artists 8% companies IT & creative companies 19% 11% 19% Building Communities in the Digital Arts and Humanities 2008-11-25 19 Who, interests M ultimodal interfaces Emotion synthesis Emotion research M ultimodal interfaces Digital art Emotion synthesis Entertainment Augmented reality Emotion research Interactive media Digital art Entertainment Augmented reality Interactive media Interests declared by newcomers during selfprofiling (multiple options on a closed list) Building Communities in the Digital Arts and Humanities 2008-11-25 20 Who, expectations share knowledge (generic) (3) none at the moment (2) evaluate CALLAS frameworks and ontribute with personal experience in close field with a critical point of view (1) create cooperations between own AR and MixedR applications and other platforms (1) create contacts with companies working on emotional input (1) have news and info on the project (2) how to develop applications / artistic works with affective interfaces (2) know art project based on use (and of technology (2) 67 members to abuse) date (October 28,2008), share knowledge and experiences in human computer interaction (2) collaboration (specially between different disciplines) (2) 29% 1 8% Free answer, textual, 52% facultative researchers artistic institutions independent artists IT & creative companies 11% 0 2 4 Building Communities in the Digital Arts and Humanities 2008-11-25 21 access, from where Data updated at 28 October, 67 members to date (October 28,2008), 2008 Building Communities in the Digital Arts and Humanities 2008-11-25 22 Lights… • High answer in short time (far better then a traditional involvement) • Positive feedback (in joining) by – Artists: curiosity, possibility to self promotion, networking, hope in possible funding by the project or EC… – Researchers (young): curiosity, will to promote their scientific results and events – SMEs: will to be involved in the project, to test prototypes Building Communities in the Digital Arts and Humanities 2008-11-25 23 … shadows • Negative feedback (in joining) by Senior researchers: - direct mail amongst directly known people is easier (e.g. in arranging events) - the community is a good strategy for the project but not for external users (“we give you info for free, but what do we gain?”). • Scarce action by newcomers: they respond to direct input from moderators / animators, but are very few independent Building Communities in the Digital Arts and Humanities 2008-11-25 24 In a glance Strenghts easy to manage, appealing to non business, young audience, Free software platform Weaknesses: the boring side of communities is emerging (time waste, spam mail alerts), business users don’t know how to protect IPR (NDA have no sense), for a part of the project consortium is considered too time consuming, more skilled users of communities are aware of how much info they provide for free; Threats: self-referential, dying community, animated only by consortium Opportunities: have feedbacks during the work, have a market analysis from the inside, create new possibilities of dissemination Building Communities in the Digital Arts and Humanities 2008-11-25 25 Next steps • Suggest the creation of groups of interest (e.g. emotional model), defining a moderator /animator – On more general questions, on specific examples, events • Provide preview access to framework releases (after evaluation by review) – Must be set up a sort of help desk to follow the feedback by developers – IPR issue: framework software, as a product of the IP, will be jointly released with open source licence (the same is not for shelf components, where pre-existing licences are in force) Building Communities in the Digital Arts and Humanities 2008-11-25 26 Thank you! For your attention and for your help, in giving suggestion from your experience! To join the community http://callaseu.ning.com/ access the CALLAS web site http://www.callas-newmedia.eu/ left menu Your C3 Club Subscribe to your C3 (compile the form) or write to info@calla-newmedia.eu or to me i.buonazia@sns.it Building Communities in the Digital Arts and Humanities 2008-11-25 27