Bruno Zamborlin

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Bruno Zamborlin
Bruno Zamborlin, TEDx talk, October 3, 2019
BornJuly 1983 (age 40)
Alma materGoldsmiths, University of London
IRCAM - Centre Pompidou
Occupation(s)Entrepreneur, artist

Bruno Zamborlin (born 1983 in Vicenza) is an AI researcher, entrepreneur and artist based in London, working in the field of human-computer interaction.[1][2][3] His work focuses on converting physical objects into touch-sensitive, interactive surfaces using vibration sensors and artificial intelligence. In 2013 he founded Mogees Limited[4] a start-up to transform everyday objects into musical instruments and games using a vibration sensor and a mobile phone. With HyperSurfaces,[5] he converts physical surfaces of any material, shape and form into data-enabled-interactive surfaces using a vibration sensor and a coin-sized chipset. As an artist, he has created art installations around the world, with his most recent work comprising a unique series of "sound furnitures" that was showcased at the Italian Pavilion of the Venice Biennale 2023.[6] He regularly performed with UK-based electronic music duo Plaid (Warp Records). He is also honorary visiting research fellow at Goldsmiths, University of London.[7]

Early life and education[edit]

From 2008-2011, Zamborlin worked at the IRCAM (Institute for Research and Coordination Acoustic Musical) – Centre Pompidou as a member of the Sound Music Movement Interaction team.[8] Under the supervision of Frederic Bevilacqua, he started experimenting with the use of artificial intelligence and human movements,[9] and contributed to the creation of Gesture Follower, [10] [11] a software used to analyse body movements of performers and dancers through motion sensors in order to control sound and visual media in real-time, slowing down or speeding up their reproduction based on the speed the gestures are performed. [12] [13]

He has lived in London since 2011, where he developed a joint PhD between Goldsmiths, University of London and IRCAM - Centre Pompidou/Pierre and Marie Curie University Paris in AI,[14] focussing on the concept of Interactive Machine Learning[15] applied to digital musical instruments and performing arts. [16]

Career[edit]

Zamborlin founded Mogees Limited in 2013 in London, with IRCAM being amongst the early partners.[17] Mogees transform physical objects into musical instruments and games using a vibration sensor and a series of apps for smartphones and desktop.[18][19][20][21][22][23] After a campaign on Kickstarter in 2014,[24] Mogees was used both by common users[25] and artists such as Rodrigo y Gabriela,[26] Jean-Michel Jarre[27] and Plaid.[28][29] The algorithms implemented in these apps employ a special version of physical modelling sound synthesis, where the vibration produced by users when interacting with the physical object are used as exciter for a digital resonator which runs in the app. The result is a hybrid, half acoustic and half digital sound which is a function of both software and acoustic properties of the physical object the users decide to play.[30]

In 2017, Zamborlin founded HyperSurfaces together with computational artist Parag K Mital.[31] to merge "the physical and the digital worlds". HyperSurfaces technology converts any surface made of any material, shape and size into data-enabled interactive objects, employing a vibration sensor and proprietary AI algorithms running on a coin-sized chipset.[32] The vibrations generated by people's interactions on the surface are converted into an electric signal by a piezoelectric sensor and analysed in realtime by AI algorithms that run on the chipset. Anytime the AI recognises in the vibration signal one of the events that have been predefined by the user beforehand, a corresponding notification message is generated in realtime and sent to some application.[33] The technology can be applied to anything ranging from button-less human-computer interaction applications for automotive and smart home to the Internet of things.[34][35][36][37] Because the AI algorithms employed by HyperSurfaces run locally on a chipset, without the need to access cloud-based services, they are considered to be part of the field of edge computing. Also, because the AI can be trained beforehand to recognise the events its users are interested in, HyperSurfaces algorithms belong to the field of supervised machine learning.[38][39]

Selected awards[edit]

  • IRISA Prix Jeune Chercheur, 13 October 2012[40]
  • NeMoDe, New Economic Models in the Digital Economy, 25 October 2012[41]

Patents and academic publications[edit]

  • United States pending US10817798B2, Bruno Zamborlin & Carmine Emanuele Cella, "Method to recognize a gesture and corresponding device", published 2016-04-27, assigned to Mogees Limited 
  • GB Pending WO/2019/086862, Bruno Zamborlin; Conor Barry & Alessandro Saccoia et al., "A user interface for vehicles", published 2019-05-09, assigned to Mogees Limited 
  • GB Pending WO/2019/086863, Bruno Zamborlin; Conor Barry & Alessandro Saccoia et al., "Trigger for game events", published 2019-05-09, assigned to Mogees Limited 
  • Bevilacqua, Frédéric; Zamborlin, Bruno; Sypniewski, Anthony; Schnell, Norbert; Guédy, Fabrice; Rasamimanana, Nicolas (2010). "Continuous Realtime Gesture Following and Recognition". Gesture in Embodied Communication and Human-Computer Interaction. Lecture Notes in Computer Science. Vol. 5934. pp. 73–84. doi:10.1007/978-3-642-12553-9_7. ISBN 978-3-642-12552-2. S2CID 16251822. Retrieved 17 January 2021.
  • Rasamimanana, Nicolas; Bevilacqua, Frédéric; Schnell, Norbert; Guédy, Fabrice; Flety, Emmanuel; Maestracci, Come; Zamborlin, Bruno (January 2010). "Modular musical objects towards embodied control of digital music". Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction. Tei '11. pp. 9–12. doi:10.1145/1935701.1935704. ISBN 9781450304788. S2CID 10782645. Retrieved 17 January 2021.
  • Bevilacqua, Frédéric; Schnell, Norbert; Rasamimanana, Nicolas; Zamborlin, Bruno; Guedy, Fabrice (2011). "Online Gesture Analysis and Control of Audio Processing". Musical Robots and Interactive Multimodal Systems. Springer Tracts in Advanced Robotics. Vol. 74. pp. 127–142. doi:10.1007/978-3-642-22291-7_8. ISBN 978-3-642-22290-0. Retrieved 17 January 2021.
  • Zamborlin, Bruno; Bevilacqua, Frédéric; Gillies, Marco; D'Inverno, Mark (2014-01-15). "Fluid gesture interaction design: Applications of continuous recognition for the design of modern gestural interfaces". ACM Transactions on Interactive Intelligent Systems. 3 (4): 22:1–22:30. doi:10.1145/2543921. S2CID 7887245. Retrieved 17 January 2021.
  • Leslie, Grace; Zamborlin, Bruno; Schnell, Norbert; Jodlowski, Pierre (2010-06-15). "A Collaborative, Interactive Sound Installation". Proceedings of the International Computer Music Conference (ICMC). Retrieved 17 January 2021.
  • Kimura, Mari; Rasamimanana, Nicolas; Bevilacqua, Frédéric; Zamborlin, Bruno; Schnell, Bruno; Flety, Emmanuel (2012). "Extracting Human Expression For Interactive Composition with the Augmented Violin". International Conference on New Interfaces for Musical Expression (NIME). Retrieved 17 January 2021.
  • Ferretti, Stefano; Roccetti, Marco; Zamborlin, Bruno (2009-01-13). "On SPAWC: Discussion on a Musical Signal Parser and Well-Formed Composer". 2009 6th IEEE Consumer Communications and Networking Conference. pp. 1–5. doi:10.1109/CCNC.2009.4784966. ISBN 978-1-4244-2308-8. S2CID 14213587. Retrieved 17 January 2021.
  • Zamborlin, Bruno; Partesana, Giorgio; Liuni, Marco (2011-05-15). "(LAND)MOVES". Conference on New Interfaces for Musical Expression, NIME: 537–538. Retrieved 17 January 2021.

References[edit]

  1. ^ Vdovin, Marsha (23 June 2014). "An Interview with Bruno Zamborlin". Cycling74. San Francisco. Retrieved 17 January 2019.
  2. ^ Tardif, Antoine (29 December 2020). "Bruno Zamborlin, CEO and Chief Scientist at Hypersurfaces – Interview Series". unite.ai. Retrieved 18 March 2019.
  3. ^ "Bruno Zamborlin, PhD Feature". Coruzant Technologies. 1 July 2020. Retrieved 23 July 2019.
  4. ^ "Home". mogees.co.uk.
  5. ^ "Home". hypersurfaces.com.
  6. ^ ""What we know about the Italian Pavilion at Venice Biennale 2023"". domusweb.
  7. ^ Goldsmiths University, Computing department website
  8. ^ Past and current members of the Sound Music Movement Interaction team at IRCAM
  9. ^ Kimura, Mari; Rasamimanana, Nicolas; Bevilacqua, Frédéric; Zamborlin, Bruno; Schnell, Bruno; Flety, Emmanuel (2012). "Extracting Human Expression For Interactive Composition with the Augmented Violin". International Conference on New Interfaces for Musical Expression (NIME). Retrieved 17 January 2021.
  10. ^ Bevilacqua, Frédéric; Zamborlin, Bruno; Sypniewski, Anthony; Schnell, Norbert; Guédy, Fabrice; Rasamimanana, Nicolas (2010). "Continuous Realtime Gesture Following and Recognition". Gesture in Embodied Communication and Human-Computer Interaction. Lecture Notes in Computer Science. Vol. 5934. pp. 73–84. doi:10.1007/978-3-642-12553-9_7. ISBN 978-3-642-12552-2. S2CID 16251822. Retrieved 17 January 2021.
  11. ^ "Gesture Follower". March 4, 2014.
  12. ^ Bevilacqua, Frédéric; Schnell, Norbert; Rasamimanana, Nicolas; Zamborlin, Bruno; Guedy, Fabrice (2011). "Online Gesture Analysis and Control of Audio Processing". Musical Robots and Interactive Multimodal Systems. Springer Tracts in Advanced Robotics. Vol. 74. pp. 127–142. doi:10.1007/978-3-642-22291-7_8. ISBN 978-3-642-22290-0. Retrieved 17 January 2021.
  13. ^ Seminar by Bruno Zamborlin on Gesture interaction, Music Technology Group, University of Pompeu Fabra, 5 October 2011
  14. ^ "EDB - Bienvenue". Archived from the original on 2021-01-22. Retrieved 2021-01-20.
  15. ^ Interactive machine learning: experimental evidence for the human in the algorithmic loop. Holzinger, A., Plass, M., Kickmeier-Rust, M. et al. Interactive machine learning: experimental evidence for the human in the algorithmic loop. Appl Intell 49, 2401–2414 (2019)
  16. ^ Zamborlin, Bruno; Bevilacqua, Frédéric; Gillies, Marco; D'Inverno, Mark (2014-01-15). "Fluid gesture interaction design: Applications of continuous recognition for the design of modern gestural interfaces". ACM Transactions on Interactive Intelligent Systems. 3 (4): 22:1–30. doi:10.1145/2543921. S2CID 7887245. Retrieved 17 January 2021.
  17. ^ "Industrial Applications".
  18. ^ McPherson, Andrew; Morreale, Fabio; Harrison, Jacob (7 February 2019). "Musical Instruments for Novices: Comparing NIME, HCI and Crowdfunding Approaches". New Directions in Music and Human-Computer Interaction. Springer Series on Cultural Computing. pp. 179–212. doi:10.1007/978-3-319-92069-6_12. ISBN 978-3-319-92068-9. S2CID 151068133. Retrieved 20 May 2021.
  19. ^ Nagle, Paul (March 2016). "Mogees: Resynthesis App & Sensor For iOS & Mac". Sound on Sound. Retrieved 2 October 2020.
  20. ^ Solon, Olivia (1 April 2012). "Mogees Project Turns Any Surface Into a Gestural Musical Interface". Wired.com. Retrieved 2 October 2020.
  21. ^ O'Hear, Steve (25 May 2017). "Mogees picks up seed funding to put audio-based gesture recognition tech into new devices". TechCrunch. Retrieved 2 October 2020.
  22. ^ Madelaine, Nicolas (22 August 2016). "Mogees, ou la réalité virtuelle sonore pour tous". Les Echos. Retrieved 2 October 2020.
  23. ^ Rociola, Arcangelo (30 September 2014). "Mogees: an Italian's startup that is making the whole world play music (from trees to DJ's". StartupItalia. Retrieved 10 October 2020.
  24. ^ "Kickstarter success for gadget that turns everyday objects into instruments". Fact Magazine. 5 March 2014. Retrieved 15 October 2020.
  25. ^ Michaut, Cécile (12 June 2014). "Les chercheurs de l'Ircam ouvrent les portes de leurs laboratoires". Le Monde. Retrieved 15 June 2021.
  26. ^ Rodrigo y Gabriela's website
  27. ^ Bruno Zamborlin and Mogees on Jean Michel Jarre website
  28. ^ Plaid and Bruno Zamborlin, ELEX music video
  29. ^ Turk, Victoria (19 February 2014). "This Gadget Turns Any Object into Electronic Music". Vice.com. Retrieved 15 January 2021.
  30. ^ Hattwick, Ian; Beebe, Preston; Hale, Zachary; Marcelo, Wanderley (2014). "Unsounding Objects: Audio Feature Extraction for the Control of Sound Synthesis". Proceedings of the International Conference on New Interfaces for Musical Expression: 597–600. doi:10.5281/zenodo.1178790. Retrieved 20 May 2021.
  31. ^ Parag K Mital's website
  32. ^ O'Hear, Steve (20 November 2018). "HyperSurfaces turns any surface into a user interface using vibration sensors and AI". Techcrunch. Retrieved 17 January 2021.
  33. ^ GB Pending WO/2019/086862, Bruno Zamborlin; Conor Barry & Alessandro Saccoia et al., "A user interface for vehicles", published 2019-05-09, assigned to Mogees Limited 
  34. ^ GB Pending WO/2019/086863, Bruno Zamborlin; Conor Barry & Alessandro Saccoia et al., "Trigger for game events", published 2019-05-09, assigned to Mogees Limited 
  35. ^ Ridden, Paul (20 November 2018). "HyperSurfaces uses AI to make object interfacing more natural". NewsAtlas. Retrieved 17 January 2021.
  36. ^ "HyperSurfaces – Seamlessly Merging The Physical And Data Worlds". TechCompanyNews. 26 November 2018. Retrieved 17 January 2021.
  37. ^ "Video Highlights: Data-enabled Hypersurfaces". Inside bigdata. 18 October 2018. Retrieved 22 January 2021.
  38. ^ United States pending US10817798B2, Bruno Zamborlin & Carmine Emanuele Cella, "Method to recognize a gesture and corresponding device", published 2016-04-27, assigned to Mogees Limited 
  39. ^ Yuanming, Shi; Kai, Yang; Tao, Jiang; Zhang, Jun; Letaief, Khaled B (2020). "Communication-efficient edge AI: Algorithms and systems". IEEE Communications Surveys & Tutorials. 22 (4): 2167–2191. arXiv:2002.09668. doi:10.1109/COMST.2020.3007787. S2CID 211258847. Retrieved 20 May 2021.
  40. ^ "Journée Science et Musique 2012".
  41. ^ "Mogees- NEMODE Dragon's Den 2012 Winner- Where are they now? « www.nemode.ac.uk".

External links[edit]