IBC Executive
Unsound
was
the world's first bio-responsive horror film, a 2011 short in which
scenes, music and sound effects could be altered based on the
biometric readings of the audience.
“We
thought we'd cracked a new form of entertainment,” says
co-producer Gawain Morrison. “We
pitched all sorts of ideas at Hollywood studios and the TV industry.
No-one was interested.”
Now
the time is right. “A lot has changed since then and companies are
much more open to it,” he says. “There's an explosion in business
and consumer consciousness about emotions ranging from mainstream
content (Pixar's Inside
Out to
Channel 4's Humans
about robot AI) to behavioural economics and emotional response
techniques for audience measurement.”
In
2013 Belfast-based Morrison co-founded Sensum to develop and market a
software platform which consolidates and provides context to
emotional data triggered by content on any screen gathered from a
variety of off-the-shelf biosensors including EEG headsets, smart
watches, health and fitness trackers, eye-scanning heat maps and
heart rate monitors – anything that triggers emotion.
Sensum
has secured $1m in funding to develop the sweet spot for
understanding emotional response data.
“There's
been a whole shift in mobile and digital which has been about
extending the life of a piece of content across multiple platforms,”
he says. “Success means a deeper engagement with audiences. The
next layer is to look at biometrics and emotions and to generate new
revenues and new creative opportunities.”
You
can't help but be engaged by someone who lists on their LinkedIn
profile a period of 'Lounging and Loitering' for three years in South
East Asia.
These
opportunities include “new kinds of entertainment beyond just
staring at a screen,” he says.
“Storytelling
is all about emotional relationships. We have to give people a reason
to live in the worlds of virtual reality or photorealistic computer
games. You can understand that better by using biometric feedback and
sentiment analysis. You can try
out multiple cuts, with different timing, audio, and scene selection,
to determine what is most engaging for your target audiences.”
How
near are we to the vision of Unbound
in
which
individual emotional responses are fed back into the story or game in
realtime to alter scenes on the fly?
“It's
a question of budget,” says Morrison. “Creating multiple story
trees in live action drama, especially at 4K, is too cost-prohibitive
at this stage. With gaming and animation though, you have all the
assets of a 3D world and realtime engines which could drive realtime
shifts in narrative and interaction.”
Traditional
media companies, he thinks, have been “terrified” of change and
of the power that the science of emotion can have in engaging people.
Nonetheless,
Sky, the BBC and Virgin Media are among broadcasters tapping
technologies like Sensum for fresh insights into consumer responses
to programming and advertising.
Morrison
is the first to admit that eye-tracking sensors and skin temperature
or pulse monitors are invasive of privacy unless pitched as aiding
personalisation.
“If
you can show people that you can weed out the nonsense in their
programmes of an evening they understand it and are open to it. This
technology is a slow burning fuse but it is being embraced.”
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