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Copyright © ACM 978-1-4503-2511-0/13/11 $15.00
The Next Generation Poetic Experience
Diana Arellano
*
Institute of Animation
Filmakademie Baden-Wuerttemberg
Volker Helzle
†
Institute of Animation
Filmakademie Baden-Wuerttemberg
Figure 1: Examples of interaction with the animated characters (Installation shots).
Abstract
This paper presents the motivation, background and implementa-
tion of The Muses of Poetry, an interactive installation that com-
bines dynamically generated character animation, semantic analy-
sis, natural voice interaction and affect in poetry. Inspired by the
subjectivity and ethereal quality of this literary art, we wanted to
enhance the act of reciting poetry by providing a set of characters
the possibility to “understand” and manifest the emotional content
of the poems through facial expressions and affective speech. We
believe that this original installation will bring poetry closer to a
wider audience, while creating a playful, interactive and surprising
experience for the user.
CR Categories: H.1.2 [Information Systems]: User/Machine
Systems—Software psychology; H.5.1 [Information Systems]:
Multimedia Information Systems—Animations; I.2.7 [Computing
Methodologies]: Natural Language Processing —Speech recogni-
tion and synthesis, Text analysis
Keywords: human computer interaction, animated characters, af-
fective computing
1 Introduction
During the last three decades the interaction with computer gen-
erated content has become a more natural and common thing to
do. From the virtual characters usually exposed in kiosks at mu-
seums and airports, to the latest technologies used in installations
*
e-mail:diana.arellano@filmakademie.de
†
e-mail:volker.helzle@filmakademie.de
where the user embodies an avatar and sees the world through its
eyes, human-computer interaction, or HCI has undergone a large
number of improvements. The numerous researches in this area
have intended to achieve more natural and better interaction, ob-
taining successful results as in the case of Eva, a virtual geogra-
phy teacher [Kasap et al. 2009]; the interactive football experts and
moderator for the World Cup in Germany 2006 [Reithinger et al.
2006]; Max, the virtual museum guide who is in permanent exhibi-
tion at the Heinz Nixdorf MuseumsForum since 2004 [Pfeiffer et al.
2011]; and some other characters that have been used in more psy-
chological and user experience experiments like MARC [Courgeon
et al. 2009], Greta [Niewiadomski et al. 2009] or Alfred [Bee et al.
2009].
Poetry, for its part, is one of the most creative forms of literary
expression. A good poem is not only capable of eliciting mental
images and provoking feelings in the reader, but its rhythm and
melody can transport this reader to the world created by the poet.
This is reflected in the words of Emily Dickinson, who defined po-
etry in the following way “If I read a book and it makes my whole
body so cold no fire can warm me I know that is poetry. If I feel
physically as if the top of my head were taken off, I know that is
poetry. These are the only way I know it. Is there any other way?”
(L342a, 1870).
However, poetry has also gone through an interesting metamorpho-
sis, not so much in its content as in its representation. The subjec-
tive characteristic of this form of art has awaken the imagination of
numerous artists over time, bringing poetry closer to a wider audi-
ence. Media and interactive technologies have been often the ways
in which poetry has been taken to new and fascinating levels, as de-
scribed in Roberto Simanowski’s book, Digital Art and Meaning:
Reading Kinectic Poetry, Text Machines, Mapping Art, and Inter-
active Installations [Simanowski 2011]. In the book, Simanowski
offers a semiotic analysis of different installations dealing with dig-
ital poetry. The main objective of these installations was to find
new ways of representing the meaning of the poems, or providing
users with a new way of experiencing poetry. That is the case of
Naoko Tosa’s MUSE [Tosa and Nakatsu 1998], where poems are
created by exchanging poetic phrases between the user and the sys-
tem; the latter being represented by a character which facial features
are eyes, eyebrows and mouth. In Tosa’s work, the facial expres-
sions of the character change according to the emotions conveyed
in the phrases uttered by the user.