Top 5 Things You May Not Know About Visual Purple

1) We are passionate about applying advanced simulation technology in radically innovative and effective ways.
2) Although we have produced dozens of training simulations, only a handful of our ‘first-person thinkers’ are available for public consumption.
3) Contrary to popular belief, we really don’t wear pocket protectors!
4) What Visual Purple stands for… although our mission statement is “Visual Purple’s mission is to provide our clients with world-class, state-of-the-art instructional tools that increase trainee understanding of processes and procedures, reduce training time, and improve overall mission readiness and performance. We take great pride in the creation of each project: we build strong, sincere business relationships, striving to understand your training needs. Our commitment to your vision ensures effective solutions and provides you with a lifetime training partner well versed in your organization’s goals.” Our name actually implies ‘always driven by perspective.’ For instance, our friends in Special Operations Forces immediately equate the name with survival because visual purple—rhodopsin—is a highly light sensitive pigment found in the retina of the eye that enables vision and thus survival in low-light conditions.
5) Our team has been a leader in the interactive computer software industry since 1991 (our founder and CEO is really old and built games at Sierra On-Line in the 80’s), when our products were originally developed as interactive adventure, cinematic and strategy PC games.

Adult Learning Techniques Exploited

Adult Learning Techniques (ADL) can be applied in a variety of forms from instructor led classes to immersive training simulations.

Mark Prensky, author of Digital Game-Based Learning (2000), confirms the need for simulation training using adult learning techniques in The Technology Source, “Simulations and the Learning Revolution”:

“I do not believe it is possible to overestimate two things – first, how different and richer simulations are than other learning content, and second, how much they will eventually dominate the way classes are researched, designed, and implemented. Anyone who wants to understand and contribute to education in the near future must develop a working knowledge of the philosophy of simulation.”

Adult Learning Interactive Simulation Techniques stimulate positive behavioral change in trainees while they train, meaning that improved performance is immediate. Through repetitive training, users acquire a more developed sense for making good decisions, as well as an increased ability to deal effectively with the consequences resulting from their decisions. The 3D Visual Imagery allows for updates and modification to the program, maximizing efficiency and cost effectiveness.

Speaking of…VIRTUAL WORLDS (Week of July 6-10)

A weekly wrap-up on what’s going on within the Virtual World sphere and beyond! Click on any of the below titles to read the full story.

Virtual Data Gets Real Time Updates with Green Phosphor Technology

Rezzable moves on from Second Life

Unisfair Announces New User Interface

Benefits and Uses of Second Life by the US Navy

Did I miss a headline? Let me know-simply post a comment below.

Comedic treatment in TTS voices (Can Robots be Funny?, Part 2)

By Rudy Helm, Audio and Quality Assurance Tech, Visual Purple, LLC.

Another element to this task is to lengthen or shorten the TTS words to match the blobs of the human model. Figure 5 depicts the effort to make the TTS utterance of ‘…was a…’ (pronounced as though a contraction, ‘whuzza’) line up on the timeline with John’s clip. Use your DAW’s stretch tool to accomplish this.

Figure 5a Comedic treatment in TTS voices (Can Robots be Funny?, Part 2)
Figure 5a- First, make your split points
Figure 5b Comedic treatment in TTS voices (Can Robots be Funny?, Part 2)
Figure 5b- Next, use a stretch tool

Let’s continue splitting the TTS clip’s timelines so that we can move each corresponding sound blobs to match, and stretch the words right down to the syllable (Figure 6 shows what it looks like when all words have been synced). Listen to the whole joke, both voices lined up properly.

Figure 6 Comedic treatment in TTS voices (Can Robots be Funny?, Part 2)
Figure 6

Here’s where some of you are thinking: Well, the blobs are lined up very nicely, but what about nuances regarding stress and pitch? Isn’t the word ‘lawyer’ as expressed by our human friend, John, not being expressed similarly? John’s lawyer blob is larger (i.e., louder) than the TTS blob. Also, isn’t the word ‘seen’ as expressed by John (in this case the stress is caused not by volume but by its pitch being higher, relatively, from the rest of the phrase) not being emulated by the synthetic actor?

Yes, indeed, so let’s try to fix these two issues. We’ll tackle the loudness point first. Figure 7 shows a Volume Envelope (the horizontal blue-ish line running through the center of the TTS clip in the timeline). With most DAWs with this feature, you can bend the volume envelope to cause increases or decreases in the audio.

Figure 7 Comedic treatment in TTS voices (Can Robots be Funny?, Part 2)
Figure 7 – Creating break points within the line bends the envelope

Now let’s tackle the pitch issue with that word, ‘seen’. Figure 8 shows the clip properties dialog box specific to the split-off region of our seen-blob. The highlighted value indicates that the word pitch has been raised four half steps.

Figure 8 Comedic treatment in TTS voices (Can Robots be Funny?, Part 2)
Figure 8

Listen to the resulting TTS clip with the treatments per ‘lawyer’ and ‘seen’.

Window dressing

Earlier I mentioned that this is a voice for a talking fish. This fish is contained within a fish tank in a hotel bar. Listen to our talking fish enveloped in a bubbling sound effect. Figure 9 shows the TTS clip, sans John’s clip, and with the fish tank noise clip added.

Figure 9 Comedic treatment in TTS voices (Can Robots be Funny?, Part 2)
Figure 9 – Note that a volume envelope has been applied to the bubbles as well.

So, is that it, then? Maybe – maybe not. As if we really did want to add some reality to a talking fish environment, we might consider what we know about how a fish tank effects sound. Occlusion happens. There is a glass barrier between the sound emitter (the talking fish) and the sound receiver (the avatar). So, we could elect to shave off some of the high frequencies from our talking fish. We can accomplish this by choosing the appropriate reverb effect. If you have presets at your disposal, start with a bathroom preset or similar. Try placing the reverb effect before any equalization effects (EQ). We use EQ here to bring out the hi-mid frequencies of the voice to ensure that it is intelligible (you may need to reduce high frequencies as well if you choose a reverb preset that sounds too bright). In this case we are also deploying EQ to remove extreme low frequency rumble (artifacts that commonly get accidentally introduced when using filters in the digital domain). Figure 9 shows this idea. Have a listen to the result.

Figure 10 a Comedic treatment in TTS voices (Can Robots be Funny?, Part 2)
Figure 10a – Software ‘bathroom’ reverb
Figure 10 b1 Comedic treatment in TTS voices (Can Robots be Funny?, Part 2)
Figure 10b – Software EQ module

Conclusion

Can synthetic voice-actors make funny? Humor is a very subjective aspect of human emotion. What’s funny to Samuel isn’t so funny to Mary, and so forth. So maybe the jury is still out on that one. To improve our NPC’s delivery, we’ve had to rely on 3rd-party software to ensure that techniques were carefully deployed. Markup language deployment probably won’t be sufficient for specific tasks like this, where real-time interaction is not a requirement. That’s my best guess, anyway.

You may wonder what to do if you have a project that requires an ensemble of funny voices. Well, as long as you have at least one funny human available to you, that person can be your model for all voices. Then your cast of synthetic actors can be molded to conform to your model’s comedic timing.

How about this scenario: you have a cinematic cut-scene where there are several actors in the movie (or trailer). But your budget can only afford one human voice-actor. Consider recording your one voice actor doing the roles of the entire cast. Then, using the techniques discussed above, create an ensemble of TTS voices and synchronize them in your video editor (NLE) to the synthetic voices to the phrasings and expressions of your one human actor.

In fact, maybe we’ll try to tackle an example of that in my next blog entry. Stay tuned!

Comedic Treatment in TTS Voices (Can Robots be Funny?, Part 1)

By Rudy Helm, Audio and Quality Assurance Tech, Visual Purple, LLC.

At the end of my previous discussion on NPC Voice-over production, I promised that I would follow up with a blog about what it might take to try to get a synthetic voice to be funny. Remember. We’re talking about NPCs (Non Player Characters), where otherwise playable characters are typically represented by professional voice-talent. I will provide you with samples as we roll along of course, as in tutorial fashion, but with the disclaimer that this is just one approach to this end, as there are likely other useful techniques that could be considered.

Ok, I sense you are protesting, how can a robot out ‘funny’ a performance by a professional voice-talent? I am not at all suggesting that a synthetic voice-actor can win such a contest. But if you are faced with options, and if this is the option you choose, you really want to come up with workable solutions.

What are the resources?

There are a number of synthetic voice vendors available. One obvious task is to choose one. A simple Internet search can help you solve that problem. For purposes of this discussion we will utilize 3rd-party software control mechanisms to effect voice properties. In this tutorial we’ll use a stand-alone audio editor along with a non-linear editor (NLE), but the same task almost certainly can be substituted by a digital audio workstation (DAW) of your choice. The audio editor might be replaced with XML controls if this is your favorite way to effect voice pitch and tempo, etc. However, I think it would be extremely tedious to try to deploy markup languages as a substitute for a DAW. By the end of this writing I bet you will probably agree with me. Please refer to my earlier post, When Your Voice-actor is a Robot, about some detail on resources. And then there is that last very important asset to have. Someone who is funny!

Here at Visual Purple, we are fortunate to have a gentleman who is a very funny guy. And for this experiment it makes for a very lucky day! So, you may be thinking, why are we talking about working with a funny human? Isn’t this topic about having a funny robot? Well, yes is the answer to that — but our funny human (Let’s call him John) will serve as a model for our robot.

Say what?

The short answer is, we will import audio clips of the funny human into our DAW, and then we will import audio clips of the synthetic voice and make it emulate the human’s speech patterns.

Say what?!!
Ok, in this project our goal is to make some humorous fish voices. You see, we have a scene in one our products where someone at a bar can stand and stare at a fish tank. As the fish swim by, and if the avatar is situated close enough to the fish tank, the fish might begin to say wise cracks to the, uh, fish admirer. This is an ‘Easter egg’ where fun is poked at the avatar, possibly insinuating that he has had a bit too much to drink. And to achieve our goal, we need to mode the synthetic voice clip to try to emulate the comedic timing as expressed in the human model.

Let’s do it!
So let’s start the process by importing into our DAW an audio clip that John, the funny human recorded for us (Figure 1).

Figure 1 Comedic Treatment in TTS Voices (Can Robots be Funny?, Part 1)
Figure 1

Next, Listen to John’s original model for reference. The script: “Last week it was a lawyer’s convention. I never seen so many sharks!” We follow that by importing a correlating audio clip from the synthetic voice (Figure 2).

Figure 21 Comedic Treatment in TTS Voices (Can Robots be Funny?, Part 1)
Figure 2

Without doing anything further at this stage, we can easily see that the graphical sound ‘blobs’ don’t match. So, before we move on, have a Listen at the robot’s recording. Notice that this clip has already been treated with pitch transposition. (For a discussion on ways to do that, please refer to my earlier post, When Your Voice-actor is a Robot.) Our intent was to get cartoon-y voices, so we started with a female TTS voice and then modified her pitch characteristics.

Now, to make the robot emulate John’s comedic speech patterns, we need to edit the clip’s timelines so that the graphical sound ‘blobs’ do match. Figure 3 illustrates an example:

Figure 3 Comedic Treatment in TTS Voices (Can Robots be Funny?, Part 1)
Figure 3

In Figure 3’s example we see only the first two words of the script (“Last week…”). Listen to how the TTS’s utterance of the word ‘week’ occurs earlier in the timeline than does John’s blob of the same word. Close — but the timing is just not right is it? Note that we need to create a split point (the vertical line represents this) just before the TTS’ blob. Doing this enables us to separate the words and move them as we wish on the timeline (see Figure 4).

Figure 4 Comedic Treatment in TTS Voices (Can Robots be Funny?, Part 1)
Figure 4

Now, Listen to both voices speak those two words in sync. (…to be continued)

Speaking of…VIRTUAL WORLDS (Week of June 29-July 3)

A weekly wrap-up on what’s going on within the Virtual World sphere and beyond! Click on any of the below titles to read the full story.

Second Life’s New Dashboard- A Connection to Social Media?

Can Virtual Worlds Save Social Media?

NASA Looks to Spend $1.65 Million on Education and Training

Metaplace Launches Embeddable Virtual Worlds

Business Use Case for Virtual Worlds- Part 2

More on Second Life being banned in Australia

Chinese Government Limits Virtual Currency

Cisco Live 2009

Linden Lab Addresses Group Chat Problems

Linden Lab Worth…

Intel Cuts Costs With Virtual Embedded Channel Conference

Did I miss a headline? Let me know-simply post a comment below.

What Makes Training Sticky?

No, I am not talking about training with syrup or pie eating contests, rather training that increases learner retention rates and compels the learner to actually remember what they have learned. Research has found that participants in online training groups demonstrated significantly greater knowledge during post-training and follow-up compared to instructor-led training and text.

Many studies have been conducted regarding simulation training versus standard classroom training. The Edgar Dale studies have shown that “simulation training is a specialized type of e-learning that engages the learner into taking an active part in the training rather than simply reading or listening.” Edgar Dale’s studies of the early 1990s have created the “Cone of Learning” depicted below. This Cone of Learning shows that we remember and apply only 10% of what we read, but remember a remarkable 90% of what we do.

Edgar Dale Cone of Learning What Makes Training Sticky?

The desired end result of decision simulation training is a positive change in trainee behavior. Visual Purple’s training techniques make learning an active process that results in a different way of looking at your own decisions and experience. These differences are experienced by the trainees as they work through the various threads within the decision simulation. These new perspectives lead trainees to a deeper understanding of the processes involved in accomplishing their goals – a new awareness of “how to” – that is experienced through participation in the framework of the decision simulation.

Visual Purple Wins Bronze Telly Award

Visual Purple, LLC. is proud to have been recognized with a Bronze Telly Award in the online training category. The Power of Story: Driven is a short tale about what a level 5 decision-based training simulation can offer. The prestigious international Telly Award honors the best in video, advertising and film production. Its recipients have demonstrated creative excellence and superior work in the industry.

“- Link to”
YouTube Visual Purple Power of Story: Driven

About Telly Awards
Founded in 1978, the Telly Awards is the premier award honoring outstanding local, regional, and cable TV commercials and programs, the finest video and film productions, and online film and video. The Telly Awards annually showcases the best work of the most respected advertising agencies, production companies, television stations, cable operators, interactive agencies, and corporate video departments in the world. The Telly Awards receives over 13,000 entries annually from all 50 states and countries around the world.

telly bronze Visual Purple Wins Bronze Telly Award

Virtual Currency… Kind of Like Monopoly Money?

Similar to trading play money for a piece of the boardwalk in Monopoly and now prevalent across a wide array of online gaming communities and social networks, virtual currency is a growing industry. Pretty difficult to get good numbers on the size of these growing, alternate economies but by some accounts, at least $1 billion of virtual currencies were traded last year. Without opening a whole can of worms on the legality and socio-economic aspects of virtual dead presidents (you did see the movie, didn’t you?!…a classic), let’s just scratch the surface of virtual bucks and leave it at that.

So most of us have heard of the more popular micro-currencies such as Second Life’s Linden Dollars (L$) and the Hi5 Coins. In fact I was ecstatic to create a robotic avatar figure in SL for under L$5. It is now commonplace that most virtual worlds have their own economy. What does this allow for? Well for one, a measurement of success. And us Westerners do like to quantitatively measure our success, don’t we?! And let’s not forget that virtual currency also provides context to the meaning of competition.

So what’s a dollar really worth? According to the Second Life website: “Several online resources allow residents to convert Linden Dollars into US Dollars and vice-versa. Rates fluctuate based on supply and demand, but over the last few years they have remained fairly stable at approximately 250 Linden Dollars (L$) to the US Dollar.” Residents in SL have the ability to purchase land and buy/ sell virtual creations in this fully integrated economy. Get this: nearly USD $35 million is traded amongst residents on a monthly basis! Thus making Second Life one of the world’s largest user-generated ‘virtual’ economies.

Other virtual marketplaces are popping up all over the place, from the recent announcement of Coinstar offering 5 game-related options, including Facebook games, select virtual worlds, and specific online shopping programs to World of Warcraft’s WoW Gold. I believe that much more is to come on the whole idea of web-based commerce and maybe someday there will be a unified unit of money for in-world/online currency exchange: not unlike China’s current lobbying for a united, super currency.

CNN recently featured a write-up on “’Virtual currencies’ power social networks, online games.”

Monopoly Money1 300x200 Virtual Currency… Kind of Like Monopoly Money?

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