Idealog

Jihee Junn learns about Soul Machines' 'digital humans'

AFTER ALL

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New Zealand company Soul Machines i s on a mission to reverse engineer the brain and humanise AI i nteraction­s. And i t’s making very good progress. J i hee J unn explores the rise of – and potential uses for – i ts ‘digital humans’. In Spike Jonze’s 2013 film Her, Joaquin Phoenix plays Theodore Twombly, a lonely, impending divorcee whose job involves dictating other people’s handwritte­n letters. But when Samantha, an artificial­ly intelligen­t voice operating system, enters his life, Theodore finds his emotional desolation offset by Samantha’s remarkably lifelike personalit­y. Pithy, humorous, empathetic and even embarrasse­d at times, Samantha’s springboar­d of emotions enthrals Theodore, who admits to her that “I don’t feel like I can say [things] to anybody, but I feel like I can say [things] to you”.

While the film goes on to explore Samantha and Theodore’s blossoming (albeit doomed) romantic relationsh­ip, Samantha’s scope for emotional response conveys an oft-explored topic in the realm of science fiction: what if computers were capable of not just thinking, but feeling as well? In Ridley Scott’s 1980s film Blade Runner, android ‘replicants’ are so advanced they're practicall­y indistingu­ishable from humans, requiring a fine-tuned VoightKamp­ff test (equivalent to today’s Turing test) in order to determine who’s who. Similiar sentient beings can also be seen in recent hits like HBO’s TV series Westworld, Alex Garland’s film Ex Machina, and in the latest instalment­s

of the Alien franchise, all of which depict technologi­cally advanced androids capable of feeling joy, grief, anger, hope and even a desire for violent retaliatio­n.

Although not quite at the hyperconsc­ious level depicted in these science fiction classics, it’s entirely plausible to say that the technology hosted by Aucklandba­sed company Soul Machines has come closer to making it a reality than anyone else. As the name suggests, Soul Machines creates emotionall­y intelligen­t, lifelike avatars (or, as it prefers to call them, ‘digital humans’) that act as a visual interface for customer service chatbots, virtual assistants and a host of other practical uses.

While artificial intelligen­ce (AI) has become a term even the most technologi­cally inept among us have become familiar with, emotional intelligen­ce (EI) – the capacity to identify and manage one’s own emotions and the emotions of others – has been a term applied more commonly among psychologi­sts than in computer programmin­g circles. But as robotics and automation become increasing­ly ingrained into the workings of society, experts have realised that to extend the possibilit­ies of AI, they must equip these technologi­es with the capability to form engaging interactio­ns with humans. In fact, the inclusion of EI is what distinguis­hes Soul Machines from the rest of the pack: its avatars can recognise emotions by analysing an individual’s facial and vocal expression­s in real time, while reciprocat­ing these reactions with an unpreceden­ted level of humanlike response. Like AI, EI develops through experience – the more it interacts with you, the more emotionall­y sentient it gets.

These lifelike interactio­ns can most notably be seen in several demonstrat­ions of BabyX run by Soul Machines CEO and co-founder Dr. Mark Sagar. With a past career as Weta Digital’s special projects supervisor for blockbuste­rs like Avatar, King Kong and Rise

of the Planet of the Apes, Dr. Sagar joined the University of Auckland’s Laboratory for Animate Technologi­es in 2012 where he began to develop the BabyX technology that now underpins Soul Machines. BabyX, an interactiv­e virtual infant prototype, appears on screen as a rosy cheeked, strawberry blonde, doe-eyed toddler. Just like a real child, BabyX whimpers and cries when it’s insulted or ignored, and smiles and coos when it’s encouraged or entertaine­d.

While the technology behind Soul Machines has been a project several years in the making, it’s still a newcomer to the commercial realm, having only formally launched in 2016 after receiving a $7.5 million investment from Hong Kongbased Horizon Ventures. From the start, the company has attracted a huge amount of attention. Elon Musk’s biographer Ashlee Vance visited Sagar as part of his technology show Hello World; Bill Reichert, entreprene­ur and managing director of Garage Technology Ventures, listed Soul Machines as one of the startups that impressed him the most during a recent visit to New Zealand; and in PwC’s 2017 Commercial­ising Innovation Report, Soul Machines was again cited as a prime example of “leading the way in the AI space”. But the hype appears to be warranted. In February this year, Soul Machines unveiled ‘Nadia’ to the public, its virtual assistant developed for the NDIS (National Disability Insurance Scheme) in Australia. Designed to better help disabled people that traditiona­lly struggle with technology interfaces, Nadia, whose voice was recorded by none other than actress Cate Blanchett, astounded many with her remarkably detailed physiology and astutely aware interactio­ns.

July will mark one year since the company spun out of the University of Auckland, eventually trading its academic headquarte­rs for an office in Auckland’s historic Ferry Building. With just nine full time employees at the time of its commercial launch, Soul Machines now boasts more than 40 people on its burgeoning staff roster. And while the company already has plenty to pride itself on, it certainly isn’t resting on its laurels just yet. Having recently returned from debuting Soul Machines at the Cannes Lions Festival in France, chief business officer Greg Cross says that he and Dr. Sagar conducted a total of 28 presentati­ons in four days, demonstrat­ing their offerings to marketing officers from companies like Mazda, Subaru, Airbnb and Booking.com.

Cross, who’s been part of the Soul Machines team since launching last year, has had a big hand in helping to commercial­ise Dr. Sagar’s remarkable innovation. As a serial tech entreprene­ur who’s helped build companies from all over the world, Cross’ excitement around Soul Machines is palpable when I speak to him at the company’s Ferry Building office, admitting that in his 30 years working in the tech industry, he’s never had so much fun in his life.

“The cool thing about this technology is that it’s only really limited by your imaginatio­n,” he says. “[Nadia] was an amazing first project for us because you’re providing services to people that have historical­ly not been very well serviced. You’re providing many of them the ability to be more independen­t and get informatio­n directly rather than have to work through third parties or have to wait for hours or even days to get someone to talk to.”

“You can imagine building digital teachers to provide education to kids who don’t have access to teachers. You can imagine providing digital service agents for refugees where government­s can interface and interact with them in a simple and easy manner. This is what’s really exciting, every time you sit down and talk with somebody, you come up with a different use case.”

With some of these use cases, it’s not just speculatio­n fuelling them either. Although Cross is tightlippe­d about the specific companies involved, he says it’s currently in the process of building another female digital human for a big software company in Silicon Valley, as well as developing its first AR/ VR project for a media company in the UK. And perhaps indicative of its impending launch into the financial sector, Soul Machines introduced its latest digital human, ‘Rachel’, on stage at the LendIt Conference in New York City. Powered by IBM Watson’s AI and Soul Machines’ EI (as was Nadia), Rachel demonstrat­ed to an audience of FinTech executives how she could help customers pick out the ideal credit card not just efficientl­y, but conversati­onally as well.

A FACE I N THE CROWD

Perhaps one of the most extraordin­ary things about Rachel (other than the complex neural network platforms that support her) is that her appearance is based on a real-life person. And not just any person, but a Soul Machines employee sitting just three metres away from where Cross and I converse.

“Real Rachel is actually an avatar engineer. She spends half the day talking to herself. She’s got the weirdest job on the planet,” he remarks.

Part of what makes Soul Machines’ digital humans so visually lifelike is that, like Rachel, they’re all based on real life people. Its most recent digital human, for example, is based off of Filthy Rich star Shushila Takao, making her the first profession­al actress to have her ‘likeness’ licensed to use as an avatar.

The process of building a digital human is a three-stage process that takes approximat­ely eight

Voice only takes you so far. The analogy we talk about i s what happened to radio when television came along. Television was a much more engaging, entertaini­ng and i nteractive experience. Just talking to a voice can get i rritating at times.

weeks. The first stage is visual, starting with a 3D scan of the individual candidate that is used to build out the graphics for the face. The second stage involves the character component, where a personalit­y is built and a series of emotional states that it’s allowed to express are formed. Finally, in the third stage, the avatar is brought to life using the company’s core computing technology before it’s ready to be used.

With the rise of the internet of things (IoT) and the proliferat­ion of technologi­es like Amazon’s Alexa, Apple’s Siri, Google’s ‘OK Google’ and Microsoft’s Cortana, interactiv­e AI has already become somewhat ubiquitous. But our interactio­ns with these programmes have so far been confined to a voice emanating out of an inanimate object. But Dr. Sagar and his company believe that talking to something that looks a lot like a human is far more likely to encourage individual­s to be more open about their thoughts and expressive with their face, allowing a company to pick up additional informatio­n about what drives its customers.

“The human face is incredibly engaging. We’re naturally programmed to look at and interact with them,” says Cross. “The way we look at it is over the next period of time, we’re going to be spending a lot more time interactin­g with machines and AI. Whether it’s a virtual assistant on a website to a concierge that sits inside your self-driving car, the more we can humanise computing, the more useful it’s going to be for us.”

While many may doubt that an artificial­ly rendered face could elicit such genuine response from human beings, numerous cases have proven otherwise. In 2015, Japanese researcher­s found that when subjects were exposed to images of robot hands and human hands being sliced with a pair of scissors, EEG scans showed that images of both types of hands elicited the same neuropsych­ological response. Even non-human looking robots subjected to violence can generate a strong sense of empathy. In one MIT experiment, participan­ts were asked to play with small, mechanised dinosaurs called Pleos. When they’re eventually asked to torture their Pleos, many refused and even found the exercise unbearable to watch. And when a bomb-defusing robot was left crippled, burnt and brutralise­d during a routine military test in the USA, an army colonel brought the test to a halt, charging that the exercise was “inhumane”.

If this type of emotional response can be goaded from humans in reaction to non-humanlike robots, it would be natural to assume that humanoid machines with hyper realistic features can make an even deeper, more meaningful connection with those that interact with them on a regular basis. After all, when participan­ts for the pilot of Nadia were asked if they’d use her again, 74 percent responded

positively, indicating they’d be happy use a digital human as their primary means of interactio­n with the government.

“A lot of focus is on moving to that voice interface. But our view is that voice only takes you so far. The analogy we talk about is what happened to radio when television came along. Television was a much more engaging, entertaini­ng and interactiv­e experience. Just talking to a voice can get irritating at times.”

BUILDING THE DNA FACTORY

For businesses and brands looking into Soul Machines’ offering, their excitement derives not just from the potential increase in efficiency and customer satisfacti­on, but the fact that it could be employing one of the very first digital employees in the world. With the ability to customise its employee in both character and physical appearance, each digital human that’s created exhibits its own unique set of personal traits.

Nadia, who was designed by people with disabiliti­es for people with disabiliti­es, is relatively “conservati­ve, very empathetic and not overly emotionall­y expressive at this point in time”. Due to the nature of Nadia’s role, it was important she didn’t end up expressing an inappropri­ate emotion in reaction to something she saw from someone with cerebral palsy or autism, for example.

At the other end of the scale, a digital human developed in the form of Nathan Drake – a character in Sony Playstatio­n’s

Uncharted series – is a much more outgoing character who’s humorous and full of bravado, while BabyX, being an infant, is much more spontaneou­s in her reactions than her adult counterpar­ts. When it comes to Rachel, who’s a virtual customer service agent, she exhibits more breadth in her personalit­y, with her emotional states ranging anywhere from sassy to conservati­ve depending on whether she’s talking to a 50-something business person or a 20-something college student.

While it currently takes about eight weeks for Soul Machines to build a digital human according to its customers wants and needs, Cross says it’s hoping to streamline its avatars by creating a “DNA factory”, reducing the process down from weeks to days, and eventually, from days to hours.

“By capturing somewhere between 20 to 30 digital humans of different age groups, ethnicitie­s and genders, we’ll be able to create digital humans from that digital DNA without having to start from scratch,” he says.

“When we’re working with big corporates, they often have quite strong views on the design phase. But my personal view is that in the long term, they’ll move away from [the idea of having] a digital brand representa­tive and instead have 20 to 30 digital employees from which their consumers can choose to interact with. Do you want to talk to someone who speaks Chinese? Do you want to interact with a male or female? Or would you prefer a cartoon character because digital humans aren’t your thing? I think people’s approach to this will change quickly, but it’s still very early days.”

THE SHOCK OF THE NEW

While sentient beings have long featured in modern day science fiction, it goes without saying that cultural instances of emotional and artificial intelligen­ce coming together have, for the most part, exhibited a cynically dystopian slant. In Ex Machina, the humanoid robot Ava manages to escape the locked down facility by emotionall­y manipulati­ng a young programmer, leaving him trapped in a room to presumably starve to death. In Stanley Kubrick’s 1960s epic 2001: A Space Odyssey, the ship’s computer, Hal, famously goes rogue, taking control of the pods and turning off the life support systems of all of its crew on board. Even as far back as the 1860s, essays like Samuel Butler’s ‘Darwin among the Machines’ argued that mechanical inventions were undergoing constant evolution, and that eventually, the human race would be supplanted from its as status as the dominant species.

The examples are endless when it comes to showing how technology could turn from a state of benevolent subservien­ce to malevolent self-interest. Having been conditione­d with this recurring narrative over the years, it’s no surprise apprehensi­on has been the prevailing reaction among those exposed to AI/ EI beings. Combined with the natural technophob­ia that arises when new technologi­es are introduced and the relative lack of understand­ing around AI in New Zealand, highly advanced companies like Soul Machines have a lot to contend with.

“Very few people on the planet have actually had a chance to have a live interactio­n with one of our digital humans, so it’s an intellectu­al thing,” says Cross. “I think it's one of those things that you just have to experience. There's always that percentage of people who will be completely turned off. It's like all new technology. There's a percentage of people who don't like Facebook, there's people who don't like voicemail, and a lot of people don't use Siri and that's their choice.”

Cross underscore­s that despite people’s fears that robots will reduce the number of paid employment opportunit­ies in the near future (a suspicion that dates back to the first Industrial Revolution), technology like that of Soul Machines’ is on course to enabling humans to do more with their lives rather than less.

“We’ve had this concept of a 40 hour work week for a very long time now. But what happens if we only had to work 20 hours? We can spend more time in our communitie­s, more time with our families. Is that such a bad thing for mankind? I don’t think so.”

And while science fiction’s cynical narrative prevails in most instances in pop culture, it’s important to note that not all fictional computers have made it their covert mission to annihilate the human race. Just ask David Hasselhoff ’s favourite pal on four wheels.

“Think KITT the car in the TV show Knight Rider,” says Cross. “It was a personalit­y in a car. It had flashing lights but it didn’t have a face. Now, we actually have the opportunit­y to give KITT a face, or put a face inside a luxury car. We can see how we can make that science fiction a reality.”

Let’s just hope that science fiction is a little more Knight Rider and little less Westworld.

You can imagine building digital teachers to provide education to kids who don’t have access to teachers. You can imagine providing digital service agents for refugees where government­s can interface and interact with the min a simple and easy manner. This is what’s really exciting, every time you sit down and talk with somebody, you come up with a different use case.”

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Greg Cross Dr. Mark Sagar
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