Will Furby be the
breakthrough in speech recognition for toys?
New version of hit toy from Hasbro uses Sensory speech recognition and
synthesis chip
Furby, a plush,
electronically interactive toy from Hasbro, Inc.’s (NYSE: HAS)
Tiger Electronics, was first introduced during the 1998 holiday season
with great success (40 million pieces sold globally). On August 2, Hasbro
announced that Furby has returned, with a sophisticated (for a toy) voice
interactive personality, and is at stores now. The toy has an approximate
retail price of $39.99.
The original Furby had
no speech recognition and carried separate speech synthesis and
microcontroller chips. The new toy uses the Sensory RSC-4128 chip from
Sensory, Inc., with Sensory’s new FluentChip technology (SRU, July 2005,
p. 7; May 2005, p. 6). The single chip provides not only speaker-independent
speech recognition and speech synthesis (highly compressed recorded speech),
but also acts as the “brain” (microcontroller) for the toy. Furby speaks
English and Furbish, his “native” language. Versions that will be sold
outside the U.S. beginning in September include Spanish, French, German,
Italian, and Japanese. Todd Mozer, Sensory CEO, said that Hasbro was able to
add Furbish by spelling the (invented) Furbish words using phonetic
spellings using phonemes of the other language Furbish speakers. Sensory’s
Quick T2SI tools support adding words to an application by spelling them as
they sound.
When you a customer
first buys a Furby, it speaks Furbish (and a little English). The more one
plays with him (using speech recognition, petting him, feeding him), the
more English Furby uses in his vocabulary. He replaces Furbish words with
English words; for example, instead of saying “boo,” he’ll replace it with
its English equivalent (“no,” for readers unfamiliar with Furbish). The
interaction is designed to appear as if Furby is learning English.
Furby uses “Hey Furby”
as a wake-up phrase. Furby responds with “Yeah,” “Huh,” or “What?” Then, the
child (or adult!) can say one of a number of phrases (described in the FURBY
instructions). The fact that Furby is not a native speaker of English gives
the toy a perfect excuse for not understanding and asking for repetition.
Furby has motorized
movement of its face and body, allowing it to display emotions. Furby also
begins to spontaneously complain if he doesn’t get enough attention,
requesting attention. Fortunately for parents, Hasbro has added an “off”
button to this model.
Hasbro launched the toy
with 40 young “delegates-in-training” assembled at One United Nations Plaza.
A renowned linguist, John Henry Jorgensen, tutored the children on how to
speak Furbish. Reportedly, by the end of the session, children who spoke
different languages were talking to each other in Furbish.
Furby can dance, play a
game, tell jokes, sing a favorite song, and talk to other Furby toys. Hasbro
is differentiating individual toys by having various combinations of hair
and eye color. Furby has a flexible beak, moving eyes, patented eyelid
technology, moving eyebrows, moving plumage, moving and curving ears, and
touch sensors on the belly and back.
Brian Goldner, Hasbro’s
Toy Group president, said, “Technology enabled us to make the original Furby
have personality. Today’s Furby is more vibrant and humorous because
technology has advanced so much. Through cutting-edge innovation, Furby is
even more magical than the original because it can actually hear and react
to what a child is saying.”
Commentary
It’s not just about the toy
Bill Meisel, Editor
Speech recognition has made
significant progress, getting more accurate, less expensive, and easier to
deploy, but there hasn’t been much recognition of that progress in the
general business press or by the average person. Many people have been
exposed to speech recognition in call centers when they phone customer
service, but it hasn’t caused much of a stir. This lack of notice may be in
part because speech recognition in call centers has been introduced
incrementally, starting out with “enter or say your account number.” The
next step was replicating touch-tone functionality and structure with
speech, a practice I have criticized as “main-menu mentality,” rather than
taking advantage of speech’s flexibility to help customers more easily
achieve their objectives. More flexible and innovative applications have
been deployed, but the perception seems to be that of evolution rather than
revolution.
As Malcolm Gladwell wrote in his
best-seller, The Tipping Point, there are often events that have a
viral effect, making many people quickly recognize or adopt a trend. A
successful toy (such as the previous article’s Furby), can make its way into
millions of homes and gain the attention of the mainstream business and
popular press more easily than a difficult-to-explain technology. The iconic
image of the conversational but paranoid computer HAL in the movie 2001
makes speech recognition vaguely threatening, and may account in part for
the tendency of the press to emphasize how today’s speech technology falls
short of human abilities, a fact no expert contests.
On the other hand, a toy is friendly
and non-threatening. Furby in particular is learning English, and any speech
recognition failures can be attributed to this process. There is a distinct
possibility that Furby (or some other toy or game in the future) could be
the tipping point that makes the general public aware of the contribution
that the Voice User Interface can make in many product and service
categories.
Copyright TMA Associates
2005