The Journey of Speech Graphics and Rapport

In our latest episode of Building Rapport, Fred Isaac sat down with Gregor Hofer, CEO and co-founder of Speech Graphics and Rapport, to discuss his journey from academic beginnings to groundbreaking innovation in facial animation technology. From early collaborations with video game studios to advancements in real-time AI-driven avatars, Gregor offers insights into his journey building Rapport.

The Genesis of Speech Graphics

Gregor Hofer’s journey began in academia at the University of Edinburgh, where he and co-founder Michael Berger were both Ph.D. students. A pivotal moment came when they founded the Facial Animation Analysis Conference, leading to connections with the animation and video game industries. One of their earliest collaborations was with Lionhead Studios for the project, "Milo and Kate." Reflecting on this early work, Gregor shared, “We really saw an opportunity for the kind of technology we were building to enhance the facial animation pipeline and make it much more efficient.

From these early projects, Speech Graphics was born, with a technology that uses machine learning to analyze speech and generate realistic facial expressions. This innovation saved considerable time and resources compared to traditional animation techniques, which often required extensive motion capture and manual adjustments.

Speech Graphics and the Birth of Rapport

One of Speech Graphics’ defining milestones was the game Shadow of Mordor in 2014, which showcased the technology’s capabilities in a highly acclaimed title. “It really put us on the map as a company,” Gregor recounted, noting how players and producers were amazed by the character animations. Over the years Speech Graphics became very successful in the video game industry, being used in games such as Hogwarts Legacy, The Last of Us Part 2, and many others.

Rapport was conceived as more and more use cases started to appear in different industries. Gregor explained how Speech Graphics and Rapport have expanded beyond gaming, finding valuable applications in fields like corporate training, education, and healthcare. Rapport’s avatars are now used in language learning scenarios, helping students practice conversational skills, and in medical training programs to teach bedside manners. Gregor found this latter use particularly impactful, noting, “You’re teaching healthcare professionals to communicate empathetically … which is mission-critical for both patients and doctors.”

As Rapport grows, companies in other sectors are embracing the platform for interactive marketing and customer engagement. For example, Japanese telecom giant KDDI recently showcased a digital human in their stores, allowing customers to interact and learn about products. “They’re really always concerned about customer experience,” Gregor said, highlighting the company’s focus on innovative customer service solutions.

The Future of Hyperrealism and Ethical AI

A significant part of Gregor’s approach to developing Rapport involves careful consideration of hyperrealism and potential ethical concerns, like deepfakes. “It’s all about being upfront and honest about what users are interacting with,” he explained, noting that transparency builds trust and enhances user experience. He also stressed that hyperrealism isn’t always the goal; sometimes, it’s the simpler, more playful avatars that provide the most engaging interactions. As Gregor put it, “If you have something that just feels right, that makes a huge difference … you just need something that reacts to what you’re saying.

Looking Ahead: Rapport’s Vision for the Future

Gregor sees a future where Rapport is the go-to platform for anyone building digital avatar experiences. It seamlessly integrates with other cutting-edge technologies and platforms creating an ecosystem where users can select the best tools and technologies to create avatars that meet specific goals, from high-stakes training scenarios to interactive marketing. “We’re building a platform where you just go, and you have access to everything you need,” Gregor explained.

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The Growth of Audio-Driven Animation and Speech Graphics