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Multimedia Technology and Enhanced Learning. Third EAI International Conference, ICMTEL 2021, Virtual Event, April 8–9, 2021, Proceedings, Part II

Research Article

Human Centered Computing in Digital Persona Generation

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  • @INPROCEEDINGS{10.1007/978-3-030-82565-2_32,
        author={Nisha Ramachandra and Manish Ahuja and Raghotham M. Rao and Neville Dubash},
        title={Human Centered Computing in Digital Persona Generation},
        proceedings={Multimedia Technology and Enhanced Learning. Third EAI International Conference, ICMTEL 2021, Virtual Event, April 8--9, 2021, Proceedings, Part II},
        proceedings_a={ICMTEL PART 2},
        year={2021},
        month={7},
        keywords={Conversational deepfake Human centered computing Cognitive Psychology and Ergonomics Social and Organizational Psychology Design and Arts Interaction Analysis},
        doi={10.1007/978-3-030-82565-2_32}
    }
    
  • Nisha Ramachandra
    Manish Ahuja
    Raghotham M. Rao
    Neville Dubash
    Year: 2021
    Human Centered Computing in Digital Persona Generation
    ICMTEL PART 2
    Springer
    DOI: 10.1007/978-3-030-82565-2_32
Nisha Ramachandra1,*, Manish Ahuja1, Raghotham M. Rao1, Neville Dubash1
  • 1: Accenture Labs
*Contact email: nisha.ramachandra@accenture.com

Abstract

Deepfake (or as we call it Digital Persona) has been very popularly used to create synthetic media in which a person in an existing image or video is replaced with someone else who is not present in that media. It refers to manipulated videos, or other digital representations produced by sophisticated artificial intelligence (AI), that yield fabricated images and sounds that appear to be real.

Deepfakes generally have been used for the purpose of defaming someone, where the user experience is not much of a concern. However, our work demonstrates using this technique for a good purpose. We created a digital persona of a renowned deceased artist with the aim to bring an enriching human experience through conversing with the persona projected on a 3d holographic stage in a museum. The digital persona responds in the voice of deceased artist to any questions asked by visitors related to his art journey and artwork. To ensure that the end results would have the audience immersed or awed with the outcome a.k.a. the digital persona, we adopted the human centered computing methodology which aims at radically changing the standard computing techniques of software development. In this work, the key elements of human centered computing include: a. Technology b. Cognitive Psychology and Ergonomics c. Social and Organizational Psychology d. Design and Arts e. Interaction f. Analysis for design of systems with a human focus from beginning to the end. We present the usage, details and outcomes of the mentioned focus areas in our design of developing deepfakes for good. We also present results of a social experiment conducted with children during their interaction with digital persona.

Keywords
Conversational deepfake Human centered computing Cognitive Psychology and Ergonomics Social and Organizational Psychology Design and Arts Interaction Analysis
Published
2021-07-21
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-030-82565-2_32
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