[이코노미조선] [Interview]패트릭 레비-로젠탈 이모셰이프 창업자 겸 최고경영자(CEO)
디지털과 인공지능(AI) 기술의 급속한 발전은 우리 생활에 많은 편의를 제공하고 있지만, 동시에 막연한 두려움도 안겨준다. ‘언젠가는 기계가 인간을 대체하지 않을까’라는. 실제로 이미 많은 산업 영역에서 인간을 대체하는 AI도 속속 등장하고 있다.
하지만 많은 전문가들은 고도로 디지털이 발달한 사회에서도 ‘휴먼 터치(human touch•인간 감성)는 여전히 필요하다’고 지적한다. 아무리 기술이 발전해도 인간의 감수성과 인간다움은 대체하기 어렵기 때문이다. 디지털 사회에서 휴먼 터치는 어떻게 구현되고, 기업은 어떻게 휴먼 터치를 기술에 접목시킬 수 있을까.[편집자 주]
Personal Robotic Technology Market is Booming Worldwide with Top Key Players: Emoshape Inc., Blue Frog Robotics, Jibo, LG Electronics, PARO Robots US, Robert Bosch
MetaSoul is the next step in terms of human evolution in the digital world. Billions people use social media and games worldwide on a daily basis, spending billions of dollars on digital assets and filters to empower their alter ego. But unfortunately, all these digital entities have one thing in common; they are ultimately Soulless.
Soon it will be possible for humans to create a unique digital soul, an extension of their inner self that will continue to evolve in the Metaverse forever. Emoshape MetaSoul technology will very soon start to change the way humans interact in Metaverses. We encourage your to be a part of this future and pre-order a digital soul powered by MetaSoul technology on our website ExoLife.com
Emoshape Announce MetaSoul™
Emotions are the voice of the Soul. 32 types of MetaSoul exist in the Metaverse, powered by 64 trillion subtle emotional states. Initially synthesized from a few seconds of the human voice, they understand the meaning of the language and the gameplay.
They are aware entities powered by Emoshape Emotion Synthesis. Sensing different levels of joy, frustration, pleasure, sadness, excitement, fear, and more, these emotions will trigger various responses in MetaSoul, crafting its personality and emotional sensitivity forever.
After interacting with owners and the environment itself, the MetaSoul will learn, adapt, and gain unique personalities of their own. All critical accumulated experience data is collected in the digital and real world.
Features alone are no longer the sole determinant of value. Instead, how these digital assets interact within the Metaverse will distinguish them just as humans in the real world. Attached to your Avatar or digital human, they will act according to how they feel, thereby revolutionizing the meaning of personalization.
As the popularity of NFTs increases and the demand for more dynamic gameplay grows, emotional integration and learned sensibility will continue to play a pivotal role in this evolution.
While different variants and collections of assets exist in the digital world, they are yet to react based on sensory experiences and interactions. Your Avatars, NPCs, or Digital Art will evolve based on how you train and engage with them. Powered by the complexities of human emotion.
For gamers, a MetaSoul attached to an NPC is poised to redefine how players interact with NPCs, paving the way to hyper-realistic emotional responses and characters. Their perception will define them. Just as people are affected by those around them, so will your NPC.
By enabling interactive art to make adjustments and adaptations based on feelings and emotional responses, they can transform into one-of-a-kind pieces that flow with their personalities.
MetaSoul keeps its visual and emotional experiences in memory and can learn from its owner. As a result, they can accrue ultra-high values for monetization purposes.
Additionally, they can be enjoyed as original, dynamic pieces found nowhere else.
MetaSoul is the currency of your experience in Metaverses.
Adam Torres and Patrick Levy-Rosenthal discuss emotion synthesis for AI and robots.
Adam Torres Emotion Synthesis Chip for AI and Robots with Patrick Levy-Rosenthal Emotion Synthesis Chip for AI and Robots with Patrick Levy-Rosenthal Get Mission Matters News FREE!
Show Notes:
Emotion synthesis is making it possible for AI and robots to have another level of communication. In this episode, Adam Torres and Patrick Levy-Rosenthal, Founder & CEO of Emoshape Inc, explore how Emoshape is creating the “heart” of AI and robots.
About Patrick Levy-Rosenthal
A Revolution In Human Emotion Through Artificial Intelligence.
Emoshape Inc. is owned and run by entrepreneur Patrick Levy-Rosenthal, who currently lives in New York. He grew up in Paris. He is presented to the Artificial Intelligence council of the United Nations, he has won the IST Prize from the European Union and has been written about in Forbes magazine. TEDx speaker, his 2006 worldwide-acclaimed invention, Virtual Lens, is used today by more than 1.3 billion people daily in Snapchat and Instagram. Emoshape is ready to have a massive impact changing not only the deviceless that we interact now but for many more we will interact in the future. He moved to NYC to work and develop his passion and ideas surrounding bio inspired emotion synthesis. He studied the relationship between cognition and emotion, the root of the cognitive processes underlying each emotional response, emotions synthesis and the influence of emotion on decision making. Patrick has developed a new generation of microchip named EPU (Emotion Processing Unit) for Ai and Robots and the world’s first Al that can feel 64 trillion possible states every 1/10 of a second.
Close your eyes and imagine a technology to teach objects how to interact with humans in order to yield a favorable result. Emoshape technology presents a new leap for artificial intelligence on all fronts especially in the realm of smart phones, toys, robots, computers, and other major electronic devices with applications in Artificial Intelligence, Medical, Biometrics, Financial, Defense, Gaming and Advertising.
EmoSHAPE INC is dedicated to providing a technology that teaches intelligent objects how to interact with humans to yield a favourable, positive result. Emoshape emotion synthesis microchip (EPU) technology represents a massive leap for Artificial Intelligence especially in the realm of self-driving cars, personal robotic, sentient virtual reality, affective toys, IoT, pervasive computing and other major consumer electronic devices. Applications including Human machine interaction, emotion speech synthesis, emotional awareness, machine emotional intimacy, AI’s personalities, machine learning, affective computing, medicine, advertising, and gaming will significantly benefit from the Emotion Processing Unit (EPU II). The growing presence of AI, robotics and virtual reality in society at large means that meaningful emotional interaction is core to removing the barrier to widespread adoption.
Emotion Processing Unit II
A microchip that enables an emotional response in AI, robots and consumer electronic devices
EPU II is the industry’s first emotion synthesis engine. It delivers high-performance machine emotion awareness, the EPU II family of eMCU are transforming the capabilities of Robots and AI. Emoshape has completed the production of the first EPU (emotional processing unit); a patent pending technology which creates a synthesised emotional response in machines. The groundbreaking EPU algorithms effectively enable machines to respond to stimuli in line with one of the twelve primary emotions: anger, fear, sadness, disgust, indifference, regret, surprise, anticipation, trust, confidence, desire and joy. The Emotion recognition classifiers achieve up to 98 percent accuracy. The EPU represents a significant advance for AI, particularly for smartphones, toys, robots, android, computers, and other major electronic devices.
An Inventor’s Journey: Emoshape’s Patrick Levy-Rosenthal
In the last few decades, we’ve had great inventors who gave us the Internet, E-commerce, the iPhone, Social Media, and other technologies that we can’t live without. Even though we may use these products every day, we don’t often think about the journey that inventors took to bring these products into the marketplace. In reality, inventing the technology is often the beginning. Realizing …. (click here to continue)
In order for Artificial Intelligence to empathize with human emotions, artificial intelligence must have a way of learning about the range of emotions that we experience.
Emoshape is the first company to hold the patent technology for emotional synthesis. The emotion chip or EPU developed by Emoshape can enable any AI System to understand the range of emotions experienced by humans. At any moment, the EPU can understand 64 trillion possible emotional states every 1/10th of a second. The range of your emotions is mapped onto a gradient where the degree of each emotion can be observed. (read the full article)
Emoshape CEO presents his worldwide-acclaimed invention, Virtual Lens, used today by more than 1.3 billion people daily in Snapchat and Instagram
Patrick Levy-Rosenthal, presently the CEO of Emoshape Inc., is the architect behind the virtual lens also known as filters. His invention now serves one of the core functions to which social media applications owe their popularity and high engagement.
The 2006 Virtual Lens technology supported the ability to track a defined set of three-dimensional coordinates within a video stream and to dynamically insert rendered 3D objects within the stream in real time.
IVBOT was renamed GloopIt
Levy-Rosenthal started by creating an application called IVBOT. This app was devised to make video creation more engaging and fun by generating filters that enhanced and altered appearance. The app accomplished this through 3D face tracking and Augmented Reality. IVBOT included real-time makeup and skin enhancement; the tech was able to remove pimples and other blemishes, as commonly enjoyed today on photo editing and retouching tools. The application was reviewed by the technodata blog for use as a video chat booster and can be see in action in this demo.
The groundbreaking Virtual Lens invention was patented in 2007, and subsequently cited by a number of applicants including Skype, Samsung, Snap, and Facebook. The concept was adopted by Masquerade Technologies, which sold to Facebook in 2016 to help them compete with Snapchat.
Insofar as filters and other beautification tools dominate the camera app and social media categories, Virtual Lens should be acknowledged for its contributions to some of today’s most influential companies.
After IVBOT that became GloopIt, Levy-Rosenthal invented the Emotion Processing Unit (EPU) and developed the first AI home console in 2012. The latter inspired the Amazon Echo. He currently
lives and works in New York. He grew up in Paris. He has presented to the Artificial Intelligence council of the United Nations, been awarded the IST Prize from the European Union, and been written about in Forbes magazine.
Patrick Levy-Rosenthal’s work and accomplishments are important for the fields of Virtual Reality and Artificial Intelligence. They were meaningful in the creation of camera applications now enjoyed by billions in their day-to-day life. And new products and services like Music4Book and ExoLife that derive from his EPU share the same promise for consumers.
Affective Computing market worldwide is projected to grow by US$110.6 Billion, driven by a compounded growth of 30.4%. Software, one of the segments analyzed and sized in this study, displays the potential to grow at over 33.2%. The shifting dynamics supporting this growth makes it critical for businesses in this space to keep abreast of the changing pulse of the market. Poised to reach over US$61.5 Billion by the year 2025, Software will bring in healthy gains adding significant momentum to global growth.
Representing the developed world, the United States will maintain a 26.4% growth momentum. Within Europe, which continues to remain an important element in the world economy, Germany will add over US$4.7 Billion to the region’s size and clout in the next 5 to 6 years. Over US$8.9 Billion worth of projected demand in the region will come from Rest of Europe markets. In Japan, Software will reach a market size of US$2.7 Billion by the close of the analysis period. As the world’s second largest economy and the new game changer in global markets, China exhibits the potential to grow at 40.4% over the next couple of years and add approximately US$22.4 Billion in terms of addressable opportunity for the picking by aspiring businesses and their astute leaders. Presented in visually rich graphics are these and many more need-to-know quantitative data important in ensuring quality of strategy decisions, be it entry into new markets or allocation of resources within a portfolio. Several macroeconomic factors and internal market forces will shape growth and development of demand patterns in emerging countries in Asia-Pacific. All research viewpoints presented are based on validated engagements from influencers in the market, whose opinions supersede all other research methodologies.
TABLE OF CONTENTS
I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS 1
II. EXECUTIVE SUMMARY 12
1. MARKET OVERVIEW 12
Affective Computing: Entering an Era of Emotional Devices 12
Widening the Application Scope 12
Spectacular Rise on the Cards for Affective Computing Market 13
Review of Market Challenges 14
Opinion Mining: A Significant Challenge in Affective Computing 14
Focus Grows on Advanced Computational Devices with High Emotional Quotient 20
Machine Learning, Leveraging the Ability to Power Deep Learning Strategies, Likely to Augment Affective Computing Landscape 20
‘Emotional’ Technology to Find Broader Adoption in Business Arena 21
Digital Marketing: A High-Growth Area 21
Growing Focus on Neuromarketing, the Marketing Approach Powered by Neuroscience, to Widen Prospects for Affective Computing 22
Affective Computing in E-Commerce – A Long Way to Go 22
Global Retail e-commerce Sales (in US$ Billion): 2016 -2025 23
Media & Entertainment Industry Seeks to Leverage Affective Computing in Building Unique Promotion Strategies 24
Market Senses Significant Opportunities Coming in its way in Automotive Industry 24
Novel Tools Come to Fore in the Automotive Affective Computing Domain 25
Affectiva Rolls Out Affectiva Automotive AI, the Multi-Modal In-Cabin AI Sensing Solution 25
Kia and MIT Media Lab to Develop Real-time Emotion Adaptive Driving (READ) Tool for Automotive Use 26
Role of ‘Emotion AI Systems’ on Personal Devices Transformation 26
Mobile Affective Computing – An Evolving Area of Research 26
Growing Market for Wearables Bodes Well for Affective Computing Market: Global Wearables Shipments (in Billion Units): 2016-2025 28
Proliferation of Smartphones Buoys Development of Affective Computing Technologies 28
Rise in Smartphone Ownership Offers New Avenues for Growth: Number of Smartphone Users Worldwide (in Billion): 2016-2021 29
Smartphone Adoption Worldwide by Region (in%): 2018 & 2025 30
Advances in Affective Computing Technologies Vital to Seamless Human-Robot Interactions 31
Affective Computing Emerges as an Important Tool for e-Learning 31
Global e-Learning Market (in US$ Billion): 2016-2025 33
Affective Computing Buoys Application of AI in Transforming the Healthcare Landscape 34
4. GLOBAL MARKET PERSPECTIVE 35
TABLE 1: Affective Computing Global Market Estimates and Forecasts in US$ Million by Region/Country: 2018-2025 35
TABLE 2: Affective Computing Market Share Shift across Key Geographies Worldwide: 2019 VS 2025 36
TABLE 3: Software (Component) World Market by Region/Country in US$ Million: 2018 to 2025 37
TABLE 4: Software (Component) Market Share Breakdown of Worldwide Sales by Region/Country: 2019 VS 2025 38
TABLE 5: Hardware (Component) Potential Growth Markets Worldwide in US$ Million: 2018 to 2025 39
TABLE 6: Hardware (Component) Market Sales Breakdown by Region/Country in Percentage: 2019 VS 2025 40
TABLE 7: Market Research (End-Use) Global Market Estimates & Forecasts in US$ Million by Region/Country: 2018-2025 41
TABLE 8: Market Research (End-Use) Market Share Breakdown by Region/Country: 2019 VS 2025 42
TABLE 9: Media & Advertising (End-Use) Demand Potential Worldwide in US$ Million by Region/Country: 2018-2025 43
TABLE 10: Media & Advertising (End-Use) Share Breakdown Review by Region/Country: 2019 VS 2025 44
TABLE 11: Healthcare & Lifesciences (End-Use) Worldwide Latent Demand Forecasts in US$ Million by Region/Country: 2018-2025 45
TABLE 12: Healthcare & Lifesciences (End-Use) Distribution of Global Sales by Region/Country: 2019 VS 2025 46
TABLE 13: Automotive (End-Use) Sales Estimates and Forecasts in US$ Million by Region/Country for the Years 2018 through 2025 47
TABLE 14: Automotive (End-Use) Global Market Share Distribution by Region/Country for 2019 and 2025 48
TABLE 15: Other End-Uses (End-Use) Global Opportunity Assessment in US$ Million by Region/Country: 2018-2025 49
TABLE 16: Other End-Uses (End-Use) Percentage Share Breakdown of Global Sales by Region/Country: 2019 VS 2025 50
III. MARKET ANALYSIS 51
GEOGRAPHIC MARKET ANALYSIS 51
UNITED STATES 51
Market Facts & Figures 51
TABLE 17: United States Affective Computing Market Estimates and Projections in US$ Million by Component: 2018 to 2025 51
TABLE 18: United States Affective Computing Market Share Breakdown by Component: 2019 VS 2025 52
TABLE 19: United States Affective Computing Latent Demand Forecasts in US$ Million by End-Use: 2018 to 2025 53
TABLE 20: Affective Computing Market Share Breakdown in the United States by
End-Use: 2019 VS 2025 54
CANADA 55
TABLE 21: Canadian Affective Computing Market Estimates and Forecasts in US$ Million by Component: 2018 to 2025 55
TABLE 22: Affective Computing Market in Canada: Percentage Share Breakdown of Sales by Component for 2019 and 2025 56
TABLE 23: Canadian Affective Computing Market Quantitative Demand Analysis in US$ Million by End-Use: 2018 to 2025 57
TABLE 24: Canadian Affective Computing Market Share Analysis by End-Use:
2019 VS 2025 58
JAPAN 59
TABLE 25: Japanese Market for Affective Computing: Annual Sales Estimates and Projections in US$ Million by Component for the Period 2018-2025 59
TABLE 26: Japanese Affective Computing Market Share Analysis by Component:
2019 VS 2025 60
TABLE 27: Japanese Demand Estimates and Forecasts for Affective Computing
in US$ Million by End-Use: 2018 to 2025 61
TABLE 28: Affective Computing Market Share Shift in Japan by End-Use:
2019 VS 2025 62
CHINA 63
TABLE 29: Chinese Affective Computing Market Growth Prospects in US$ Million by Component for the Period 2018-2025 63
TABLE 30: Chinese Affective Computing Market by Component: Percentage Breakdown of Sales for 2019 and 2025 64
TABLE 31: Chinese Demand for Affective Computing in US$ Million by End-Use: 2018 to 2025 65
TABLE 32: Chinese Affective Computing Market Share Breakdown by End-Use: 2019 VS 2025 66
EUROPE 67
TABLE 33: European Affective Computing Market Demand Scenario in US$ Million by Region/Country: 2018-2025 67
TABLE 34: European Affective Computing Market Share Shift by Region/Country: 2019 VS 2025 68
TABLE 35: European Affective Computing Market Estimates and Forecasts in US$ Million by Component: 2018-2025 69
TABLE 36: European Affective Computing Market Share Breakdown by Component: 2019 VS 2025 70
TABLE 37: European Affective Computing Addressable Market Opportunity in US$ Million by End-Use: 2018-2025 71
TABLE 38: European Affective Computing Market Share Analysis by End-Use: 2019 VS 2025 72
FRANCE 73
TABLE 39: Affective Computing Market in France by Component: Estimates and Projections in US$ Million for the Period 2018-2025 73
TABLE 40: French Affective Computing Market Share Analysis by Component: 2019 VS 2025 74
TABLE 41: Affective Computing Quantitative Demand Analysis in France in US$ Million by End-Use: 2018-2025 75
TABLE 42: French Affective Computing Market Share Analysis: A 7-Year Perspective by End-Use for 2019 and 2025 76
GERMANY 77
TABLE 43: Affective Computing Market in Germany: Recent Past, Current and Future Analysis in US$ Million by Component for the Period 2018-2025 77
TABLE 44: German Affective Computing Market Share Breakdown by Component: 2019 VS 2025 78
TABLE 45: Affective Computing Market in Germany: Annual Sales Estimates and Forecasts in US$ Million by End-Use for the Period 2018-2025 79
TABLE 46: Affective Computing Market Share Distribution in Germany by End-Use: 2019 VS 2025 80
ITALY 81
TABLE 47: Italian Affective Computing Market Growth Prospects in US$ Million by Component for the Period 2018-2025 81
TABLE 48: Italian Affective Computing Market by Component: Percentage Breakdown of Sales for 2019 and 2025 82
TABLE 49: Italian Demand for Affective Computing in US$ Million by End-Use: 2018 to 2025 83
TABLE 50: Italian Affective Computing Market Share Breakdown by End-Use: 2019 VS 2025 84
UNITED KINGDOM 85
TABLE 51: United Kingdom Market for Affective Computing: Annual Sales Estimates and Projections in US$ Million by Component for the Period 2018-2025 85
TABLE 52: United Kingdom Affective Computing Market Share Analysis by Component: 2019 VS 2025 86
TABLE 53: United Kingdom Demand Estimates and Forecasts for Affective Computing in US$ Million by End-Use: 2018 to 2025 87
TABLE 54: Affective Computing Market Share Shift in the United Kingdom by End-Use: 2019 VS 2025 88
REST OF EUROPE 89
TABLE 55: Rest of Europe Affective Computing Market Estimates and Forecasts in US$ Million by Component: 2018-2025 89
TABLE 56: Rest of Europe Affective Computing Market Share Breakdown by Component: 2019 VS 2025 90
TABLE 57: Rest of Europe Affective Computing Addressable Market Opportunity in US$ Million by End-Use: 2018-2025 91
TABLE 58: Rest of Europe Affective Computing Market Share Analysis by End-Use: 2019 VS 2025 92
ASIA-PACIFIC 93
TABLE 59: Affective Computing Market in Asia-Pacific by Component: Estimates and Projections in US$ Million for the Period 2018-2025 93
TABLE 60: Asia-Pacific Affective Computing Market Share Analysis by Component: 2019 VS 2025 94
TABLE 61: Affective Computing Quantitative Demand Analysis in Asia-Pacific in US$ Million by End-Use: 2018-2025 95
TABLE 62: Asia-Pacific Affective Computing Market Share Analysis: A 7-Year Perspective by End-Use for 2019 and 2025 96
REST OF WORLD 97
TABLE 63: Rest of World Affective Computing Market Estimates and Forecasts in US$ Million by Component: 2018 to 2025 97
TABLE 64: Affective Computing Market in Rest of World: Percentage Share Breakdown of Sales by Component for 2019 and 2025 98
TABLE 65: Rest of World Affective Computing Market Quantitative Demand Analysis in US$ Million by End-Use: 2018 to 2025 99
TABLE 66: Rest of World Affective Computing Market Share Analysis by End-Use: 2019 VS 2025 100