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HEART OF THE MATTER:
1 Mesolite: An emotive display
case responding to the facial
expressions of the viewers.
Behnaz FarahiUniversity of Southern
California (USC)
Affective Computing in Fashion and Architecture
1
ABSTRACTWhat if material interfaces could adapt physically to the user’s emotional state in order to
develop a new affective interaction? By using emotional computing technologies to track
facial expressions, material interfaces can help to regulate emotions. They can serve
either as a tool for intelligence augmentation or as a means of leveraging an emphatic
relationship by developing an affective loop with users. This paper explores how color and
shape-changing can be used as an interactive design tool to convey emotional informa-
tion, and is illustrated by two projects, one at the intimate scale of fashion, and one at a
more architectural scale. By engaging with design, art, psychology, computer and material
science, this paper envisions a world where material systems can detect the emotional
e n e a e an e nfi e t em el e in e t ente int a ee a l wit
t e e a e ti e tate an in en e ial inte a ti n
TOPIC (ACADIA team will fill in) 3
‘Affective computing’ is now widely used to refer to the
‘computational modeling of emotion and implementations
of autonomous agents capable of affective process-
ing.’(Klaus, 2010) Put simply, affective computing is about
developing systems, which can recognize, interpret and
simulate human emotions through measuring physiological
responses. In fact, studies have shown that the majority
of affective communications take place non-verbally or
para-linguistically through facial expressions, gestures
an al in e ti n ( i a an e a ian )
Thanks to sensor technologies various data from the user’s
physiological or neurological responses can be captured
and processed. In a manner not dissimilar to how we
understand each other emotions through modalities of
various information, these systems can perceive cues for
any emotions. For instance, computer vision sensors can
be used to capture the bodily gestures and even facial
expressions, while biometric sensors can directly measure
physiological data such as skin temperature and galvanic
resistance and help us to better understand our emotional
state.
Although there is an ongoing debate as to whether emotions
are socially and culturally constructed or universal(2), in
t e Ame i an ant l i t a l man aime
to show that certain types of emotions are not cultur-
all e ifi an a e in a t ni e al in all wal li e
A an t it mm n em ti nal e ita e in
humanity together, then, in a way that transcends cultural
i e en e ( an ) man alle t e ll win a i
emotions’: joy, distress, anger, fear, surprise and disgust.
Through his research he attempted to argue that the facial
expressions associated with the basic emotions are innate
an ni e al ( man )
Universal emotions manifested in a physiological way
through facial expressions, can be detected and recognized
by computational systems. And if materials are enhanced
with these computational systems, how might matter
represent or simulate an emotional response accordingly?
In other words, how can we map various emotions to
a i e n e t t it an t e wa w mi t we
use techniques for detecting facial expressions to control
responsive behavior?
PROVOKING AN EMOTIONAL RESPONSE m ti n a t e w in i ate i a t m ement
about externalized behavior, about certain orchestrations
of reactions to a given cause, within a given environment’
(Damasio, 2000)
In it ei e an a ianne immel n te
INTRODUCTIONDoes matter ‘have’ emotion? Can material systems ‘recog-
nize’ emotion and ‘provoke’ certain emotional responses in
users? Can new materials be imbued with the right integra-
tion of sensing, actuation and communication so as to serve
as affective matter to detect and respond to emotions?
In the past many Western thinkers have viewed emotion
a an ta le t ati nal an intelli ent t in in ( an
) t e e a een a la e a etween ati nal an
emotional perspectives. Conventionally, computers are
considered as being rational and logical. They are also
thought to be good at accomplishing certain cognitive
tasks at which humans are not so good. Anything related to
emotion would therefore need to be dismissed or simply not
ta en e i l t e ientifi mm nit ( i a )
In the past decade this view has changed dramatically. At
last it has been widely accepted that emotional systems can
al in en e niti n i mean t at e e t in we
has both a cognitive and affective component that assigns
meanin a well a al e m ti n w et e iti e
ne ati e an i e tl in en e e a i an ni-
tions including our perception, attention, motivation and
in general our decision making capabilities. Advances in
neuroscience and psychology about understating the role
of emotion - such as the research by leading neuroscien-
tist, Antonio Damasio - have led many computer scientists
to attempt to create computers, which can understand
emotions(1).
DETECTING EMOTION: AFFECTIVE COMPUTING ‘Affective computing’ is a term coined by Rosalind Picard
in a a e at t e m te ien e n e en e in
( i a ) we e t e i in t i en i an e
t a e e n t i in tan e in an e Cl ne
invented a machine called a ‘stenograph’ for measuring
emotions. In his experiments, subjects used touch and
t ei fin e e e t e e a e en e em ti n
– anger, hate, grief, neutral, love, sexual desire, joy and
e e en e w ile e e ien in min e en e le
m i e aime t e i e ea a e i en e t at it i
possible to ‘counter a negative emotional state by inducing
a rather rapid shift into a positive one.’ In his book, Sentics:
e t e m ti n e tline i fin in a t
‘emotional perception and response at the intersection of
m i a t an mat emati ( a ) an ela ate
on the notion of ‘sentic’ forms. “The emotional char-
a te i e e e a e ifi tle m lati n t e
motor action involved which corresponds precisely to the
eman t e enti tate (Cl ne )
4
a very interesting experiment exploring how the brain
assigns various emotional characteristics and constructs
a t t a e ie e ent ( ei e an immel )
In their experiment they showed participants a short
simple animation and asked them to describe what they
saw happening. What they discovered is that many people
assigned certain characteristics, such as emotions, inten-
tional movements and goals, to simple shapes and their
associated movements even though there is no evidence
of any facial expression or even any indication of human
representation.
In alentin aiten e ma e an t e a inatin
e ati n in i e i le e iment in nt eti
l ( aiten e ) In i t t e e i e
Braitenberg envisioned simple robots that could produce
surprisingly complex - and seemingly cognitive - behaviors.
en t t e e e i le a e a le t m e a n a t n-
omously based on how their sensors and wheels are wired
together, it appears that they have a form of agency that
allows them to achieve a goal or even represent various
characteristics such as being aggressive, explorative,
passionate and so on. For instance a robot avoiding the
source of light can represent emotion of ‘fear’, not dissim-
ilar to how a bug escapes from the light in order not to be
caught.
e ne t e i e ti n in all t e e e ati n
is how to exploit the natural phenomenon of anthropo-
morphism - the process by which we attribute mental
characteristics to animated objects. It is fair to argue
that, by utilizing material movement or color change as an
interaction design tool, it is possible to use these tools for
emotional communication. Most of these material inter-
faces have been used/studied already for their visual and
haptic communication properties, but not necessarily for
em ti nal e e i n we e t i a ea e ea i
growing. As Strohmeier et al. note, ‘Recent explorations
into shape changing interfaces have begun to explore how
shapes might be used to output emotions’ (Strohmeier et al.
)
So, how could shape- and color-changing designs convey
emotions and how might this development change the
e e ien e e i n w w l t e a li ati n
e el ment in wea a le tentiall enefit t e w
suffer from an incapacity to understand emotional cues
m t ei en i nment w mi t an a ite t al
element enefit m en a in em ti nall wit t e i i-
tors? This paper uses two projects, which engage with
the notion of emotional computing at various scales, in an
attempt to answer to these questions.
FACIAL EXPRESSION TRACKINGMark Weiser’ notion of ‘ubiquitous computing’ has already
became a reality. We now live in a world where computa-
tional devices are embedded throughout the environment.
The notion of smart environments and smart gadgets are
becoming more and more part of the fabric of our lives,
from Fitbit tracking the number of calories that we burn,
to Apps tracking our sleeping patterns, to Nest thermostat,
learning from the pattern of our behavior in buildings. It
is time for computational systems to not only engage with
quantitative aspect of our life but also to create an inter-
face with our emotions. (Figure 2)
Applications of facial expression tracking systems include:
1. Studying the affective reaction of costumers for
marketing purposes to understand their satisfaction about
a certain product
2. Serving a customized media content for adver-
tising purposes
e in t e mental ealt atient lini al
psychology and healthcare
nit in a ial e n e e it e
in airports.
For example, in the commercial world, the chocolate
man a t e e e a e el e a i en e in t ei
retail outlets, which rewards you with a sample if you smile.
Heart of the Matter Behnaz Farahi
22 e i i n Ima e en in e n l a ial e e i n t a in
TOPIC (ACADIA team will fill in) 5
The intention is to enhance the in-store experience and
create a sales opportunities. Meanwhile their competitor,
Mondelez International, plays commercials based on an
a e an en e t e ete te t me ( ie )
Likewise, facial expression tracking has been implemented
in the media and entertainment industry in order to create
e e ien e a a eDan e ( ) w i all w e le t
control the movement of a virtual Michael Jackson through
their facial muscle movement.
This paper argues that facial expression tracking can be
embedded into the fabric of material systems for a number
of purposes:
1. The application of emotional computing into smart
wearables could augment emotional intelligence. It could
not only provide a better understanding of our emotional
state in an objective way but also give us clues about our
social settings.
2. The application of emotional computing into smart
environments/objects could create a more empathic and
engaging experience by establishing an affective loop with
the user.
OPALE: AN EMOTIVE SOFT ROBOTIC GARMENT w mi t l t in en e a e i n an int e en i e
mode accordingly?
i e ti n e i e t e e i n t ate e in ale
an emotive garment which can recognize and respond to
the emotional expressions of people around it. The aim
i t e el a t ti wea a le fitte wit an ele -
tro-mechanical system that controls the shape changing
behaviors mimicking the emotional expressions of
nl e ( i e )
man ai an animal a e me t e m t in i in
natural phenomena both in terms of their morphology as
well as communication purposes during social interaction.
In i e animal ale i m e a e t
fi e ti em e e in ili n w i i tle w en
the wearer is under threat.
The intention behind the material development of this
project was to control the location and orientation of hair-
like elements so that they might respond to underlying
forces not dissimilar to how hair stands up due to micro-
muscle contractions attached to hair follicles when we
experience goose bumps or piloerection. These involuntary
responses within the skin are due either to temperature
changes or the experience of emotions such as fear, sexual
a al an e itement( ) a ie e t i al a e ie
in ata le ili n et we e in ate eneat
the fur-like skin in order to generate deformations in the
te t e an a e l me e i t i ti n fi e n
the surface was based on a study of the architecture of the
human body. Data captured from an analysis of the surface
curvature of the human body and the underlying contours
of the muscles informed the location, density and height
fi e i t i ti n e intenti n wa t e a e ate t e
movement of underlying muscles by having the denser and
ale An em ti e t ti a ment m e a e n em ti n e le a n
6
la in fi e int t e lea la e t a li eet an late int t e ili ne
Data m a e at e anal i t e man in m t e l ati n en it an t e ei t fi e
C a le an e e e lat ( i t t)
a ne mati nt l i it n i tin i t len i al e wit a a le connections.
l n e fi e ll w t e nt t e at e eneat
( i e )
e in ata le e a i we e nt lle in a t m
designed electrical board attached to an Adafruit Feather
mi nt lle ( wit A A D A C te
M0 processor) capable of controlling an array of six low
we e t me i al len i ( A e ie ) i
facilitated the computational control of air pressure and
a i in ati n t t e A in ammin en i n-
ment. As a result, each of the six pneumatic soft composites
pockets were capable of providing dynamically controlled
texture patterns that could vary in speed and frequency of
an e t i a miniat e i e C a le ( am
e an ) an a e lat ( i t t e wi ) an lit i m
l me atte ( mA ) we e e ( i e )
From the perspective of interactive design, this project
looks closely at the dynamics of social interaction. We
tend to respond to people around us through our uncon-
scious facial expressions and bodily movements. When
surrounded by smiling people, we often smile back. And
when threatened, we often take on a defensive stance.
Through the logic of neuron mirroring, we mimic each
other’s emotional expressions. Likewise animals use their
skin, fur and feathers as a means of communicating. Dogs,
cats and mice bristle their fur as a mechanism of defence
a a m intimi ati n Da win wa t e fi t t e amine
the emotional signals in humans and animals in his book,
e e i n t e m ti n in an an Animal ( )
e a e t at t e wa t at ai tan n en w en
we are scared is a ‘leftover from a time when our ancestor
were completely covered in fur’ and its role was to make
t em l i e an m e intimi atin (Da win )
The challenge, then, is to develop clothing that can likewise
express emotions. For example, might it be possible for
clothing to sense aggression, and go into defensive mode
accordingly?
The challenge was to explore whether emotions expressed
in our social interactions could be represented in a
non-verbal way through the motion of a garment. Thus the
garment would become an expressive tool or apparatus
that empathizes with the onlookers. For this purpose, this
dress is equipped with a facial tracking camera that could
detect a range of facial expressions on the onlooker’s face:
a ine a ne i e an e an ne t al a
emotion detected was sent to a microcontroller (Teensy
) a a le a ti atin t e len i t ene ate a i
atte n an in ati n ee in ea ai et ( i e )
For example, if the dress were to detect an expression
of ‘surprise’ in an onlooker’s face, the wearer’s shoulder
a ea w l ta t t in ate w en an nl e e e e
‘anger’, the wearer’s shoulder and chest would start to
in ate an e ate wit a anti a e i e m ti n en
people around start to smile and demonstrate ‘happiness’
t e e w l i le tl m t t tt m ( i e
)
Although the current application of emotional computing
and soft robotics for wearables still has limitations, it opens
up exciting opportunities for shape-changing clothing in the
future for both communication and healthcare purposes.
Not only does the smart garment promise to become part of
Heart of the Matter Behnaz Farahi
TOPIC (ACADIA team will fill in) 7
a ial t a in ame a em e e int t e ili n e an an ete t nl e a ial e e i n ( a ine a ne i e an An e )
not match the desired expectation, leading to isolation and
rejection by others. Such a system can help them blend
more easily with others and over time learn appropriate
responses.
MESOLITE: AN EMOTIVE DISPLAYw an we eate an en a in em ti nal e e ien e
t me e i n an inte a ti e i la w an t e
life-like quality be told through materials, dynamic behavior
an l t an mati n w an e na an a a te
be used as a tool for interaction design?
Mesolite is an emotive display commissioned by adidas
designed to showcase the future concept shoe, and offer
retail and other consumer experiences. The aim is to
explore how computer vision and facial tracking technology
can be implemented in the design of a display in order to
in en e atte n ial inte a ti n an ma imi e t e
engagement with the viewers by giving animal-like qualities
to the designed display object. (Figure 11)
Inspired by the form of a soccer ball, the Mesolite sphere
n i t e a nal an enta nal m le C C
milled out of black acrylic. The sphere is equipped with
a facial tracking camera and has an irregular opening in
w i t ei late t e e i w a e ( ) In i e
by the natural formation of Mesolite crystal, the sphere is
m nte wit a li t e ( iamete ) a in
in length – lit up with various lighting effects to convey the
speed and movement of the player and soccer ball on the
10
e e i e n in t t e nl e em ti n wit a i t e dynamic behavior
t e a a at man intelli en e t it an al enefit
man e le wit a ti m w a e i fi ltie e ni in
facial expressions. People with autism might be paying
attention to what you are saying but be unable to tell if you
are happy, sad or angry. As a result their responses might
8
fiel ( i e )
The piece has a certain magic and wonder to it, similar to
w fi e ie emit li t in nat e m e e wit
in i i all a e a le D i el t e ti a li
tubes illuminate creating a mesmerizing dance of light. For
this purpose, from inside, every hexagon and pentagon has
a e i ate anel w i an e atta e wit et
mall ma net an w i e t e D i el a
panel connects with a female-male latching connector to
t e nei in m le All t e wi e t at nne t t e D
meet each at the bottom of the sphere where they connect
to the dedicated microcontrollers. Inside the sphere there
i lat m wit an ani li e lan a e fi e ti
( imila t ale) e i e wit D i el an an
aluminum shaft connected to a stepper motor in the middle.
The product – the adidas concept shoe - is mounted on the
a t a e a lan a e fi e ti eatin an ani
inte a ti n etween t e t e e an t e fi e ti
landscape. ( i e )
The Mesolite display has an ‘eye’, a facial tracking camera
w i an ete t t e a ial e e i n t i it
and the locations of their heads relative to the opening of
the sphere. When a face is detected, Mesolite comes out
of ‘dream mode’ and acknowledges the viewer's presence.
‘Dream mode’ refers to when the shoe is not moving, and
w en t e D atte n li t a e a tle m ement wit
a w ite limme in li t e e t n e t e a e t e i it
is detected the Mesolite comes alive, acknowledging the
presence of the viewer by generating a red ripple of light
which goes across the surface from the opening to the back
of sphere as though it is welcoming the visitor’s presence.
The shoe inside also comes alive by tracking the head of
the visitor thereby creating an intimate engagement with
the viewer. For this purpose, the <x,y> value related to the
head location of the viewers captured from the camera is
mapped to the rotational position of the shoe, giving the illu-
sion of the shoe facing the viewers. In this way Mesolite is
given a form of attention directionality. If there are multiple
people in front of Mesolite, the camera computes the values
of the detected faces all together, and the shoes start
looking at multiple faces as though it is trying to capture the
attenti n m lti le e le n e a e n a t e atten-
tion of Mesolite, she has to try to keep it by getting closer. If
not, the shoe starts switching its attention to as many faces
a ete te in nt t e enin ( i e )
The more the viewer engages, the more Mesolite comes to
life. When the viewers express surprise, the red lighting
starts to ripple in and out with deep breath-like rhythms.
When the views smile and express happiness, Mesolite will
share the happiness by having the shoe spin around and
t e e li t ta t t a a i l a ew time a t it i
also excited and happy!
The computing system for the piece includes a central brain
(Raspberry pi) and four micro-controllers which receive
information from it. The task of the Pi is to process data
from and send data to microcontrollers that interact with
t e i al w l ( ) A i ntain t e main a li-
cation loop, which is orchestrated to run approximately
11 Mesolite, an interactive display
showcasing the latest concept
shoe, responds to the excitement of
the visitors.
12 Diagram of placement of each
element in t e e e n t e i t hand side from top to bottom:
Camera, shoe, platform with
em e e D an fi e ti computational brain
C m tati nal ain in l e ( ) w we lie ( A ) ( )
Three microcontrollers (Teensy
) ( ) t ( e a in C nt lle ) ( ) a e i
i t i a a in t e i la
e a e l ati n an em ti nal facial expressions of the viewer
including surprise and happiness
can be detected. Mosilte comes
alive when a face is detected.
11
Heart of the Matter Behnaz Farahi
TOPIC (ACADIA team will fill in) 9
12
time a e n mm ni atin wit t e nne te
microcontrollers to obtain camera data and drive the motor
an D ne t e allen e in t e ammin
the lighting system for this piece was to map the irregular
t t e D i el t ete t t e e a t l ati n ea
i el wit t ei e i ate ID in t e D e t a e t e
sphere. To achieve this, we exported the coordinates of
ea int m t e D file an t e t em a a te t file n
t e i i t ta tin t e l i a e t e file elate
t t e inate tem t e D t tain t e
inate ea in i i al D nit ee een
mi nt lle we e e tw t em atta e t
D i el an ne atta e t t e ame a A e in
motor with its dedicated microcontroller was used to
control the shoe movements, which required the devel-
opment of our own customized software to calibrate the
ID t e m t ( ) i wa an e ential te in n e -
standing the motor torque, position and acceleration, which
was the key factor in designing the behavior.
The scope and application of this project suggests
numerous design opportunities for the world of archi-
tecture and product design. What is clear is that in
designing smart/robotic objects with life-like behaviors,
these artifacts may deliberately exploit the divergence
between the object’s characteristics and preference and
the human frame of reference. Anthropomorphism in this
context refers to the emergence of interaction between a
e an t e ti en i nment A in t le et
al., this includes emotional states, motivations, and inten-
ti n a i e t e e t t e t ( le et al )
we e t e ta e e in a i em ti n ia
shape changing interfaces, as also noted by Strohmeier et
al i a i nifi ant e i n allen e w i e i e inte -
disciplinary approach uniting design, material science
en inee in m te ien e an CI net ele
it opens up radically new opportunities for addressing
psycho-social issues.
CONCLUSIONThis paper has sought to illustrate how materials
augmented with computational tools can serve as an
emotional interface. In this process two challenges have
een a e e ne i w t ete t em ti n m t e
user and the other is how to provoke a certain emotional
response in the user through the implementation of
dynamic behaviors such as color and shape change. So,
in te m t e fi t allen e t e al i t ete t t e
viewer’s emotion using a computer vision system and to
store the information in the material system. In terms of the
second challenge, the material then responds physically
to the detected emotion in order to establish an affective
loop with users. The intention is to explore how shape- and
color-changing interfaces might be used in the future to
express and simulate various emotions through non-human
representation. These material interfaces could be a very
effective tool for the communication of emotions.
This paper has presented the design process behind two
e t ale an em ti e t ti e an e lite
an emotive display. The work described here serves as a
proof of concept for the application of affective computing
10
A i C C millin i e le m le inte nne ti n
A em l m le in tw fi in n e e e e
A em l a e i ate D anel nne te wit em e e ma net
e tin t e D li tin
in design which can be used as a tool for emotional regu-
lation either to augment emotional intelligence (e.g. with a
smart garment) or to develop an emotional bond by devel-
oping an affective loop with the users (e.g. with a smart
object display).
The intention has been to demonstrate that despite our
anxieties about smart environments and technologies in
general, there is potential for empathy where these objects
can become companions and co-exist with us and not
against us. Moreover, while the capacity of computer vision
to recognize different facial expressions has been exploited
by many commercial and advertising purposes, the inte-
gration of such a system into clothing or architectural
installation is a new venture which could open up novel
t nitie t e w l e i n CI an a ite t e
ACKNOWLEDGEMENTSThis research is part of a broader ongoing collaboration with Paolo
Salvagione and Julian Ceipek. I would like to thank them for their
advice and helpful contributions to the production of these works.
Special thank to Leon Imas, adidas for generous support during the
'Mesolite' project. Also I would like to thank to the USC Bridge Art +
ien e Allian e e ea ant am t at n e ale
NOTES1. Note that there are many different theories for emotions
borrowing from various disciplines including psychology,
neuroscience, physiology and cognitive science.
2. in tan e in e late t w m ti n A e a e i a
Feldman Barrett argues that emotions are socially and cultur-
ally constructed.
De i ne filmma e A iel lman an en t an
creative coders Aaron Meyers, Lauren McCarthy, and James
George
The fabrication process for this project consisted of manu-
all in e tin fi e ti int t e la e t m ntin
a e ( lea a li eet) A te la in all t e fi e
int t e a e t e fi e we e a e ll m e t a at
ili ne ( e ) A te n e t e ili ne wa ll
e t e m ntin a e wa em e entl m t e fi e
landscape.
a e a n an enta n wa mille ( in an A i
milling tool) using 1” thick black acrylic sheet with a designed
indent allowing each module to be connected to another module
with two sets of screws on every edge. The attempt was to have
Heart of the Matter Behnaz Farahi
TOPIC (ACADIA team will fill in) 11
a modular system both for ease of assembly as well as fabrica-
ti n t a m le a a t ni e an le le int
which acrylic tubes are mounted.
e ain t e i i w itten in t n wit me i e -
man e C t n e e e e t e D animati n w ile
the microcontroller code is written in a subset of C++, using
standard Ardunio and Teensyduino libraries. The code for each
an e m ile an e l e in t e A in ID ( )
A proportional–integral–derivative controller (PID controller) is
a control feedback loop mechanism mostly used for industrial
control systems. We have developed a user-friendly software
visualizer for PID controller.
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Paul Strohmeier, Juan Pablo Carrascal, Bernard Cheng, Margaret
e an an el e te aal An al ati n a e C an e
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Music and Touch Access from https://www.brainpickings.
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Behnaz Farahi is a designer exploring the potential of interactive
environments and their relationship to the human body working
in the intersection of architecture, fashion, and interaction
design. She also is an Annenberg Fellow and PhD candidate
in Interdisciplinary Media Arts and Practice at USC School of
Cinematic Arts. She has an Undergraduate and two Masters
degrees in Architecture.