Technology that improves our lives is always a priority. Technology that can improve moods and overall happiness is beyond our expectations, yet we are always ready for a break from today’s chaotic world. The Emo Spark cube can be accessed remotely through video conferencing facility. The user can interact and engage in conversation with the cube, just like a regular call, through Android's text to speech functionality. EmoSPARK comes connected to Freebase, a collection of online knowledge that enables it to answer questions on over 39 million topics. Users communicate with the cube by either typing or talking to it through their television, smart phone, tablet or computer. Over time the cube develops a personality of its own, the rate of which is largely determined by how often the user engages with it. "The EmoSPARK Cube contains a unique chip called the Emotional Processing Unit. This allows the cube to build up its own Emotional Profile Graph (EPG) as it interacts with its users. The cube saves all this information and, just like a fingerprint, will over time keep an emotional print of each family member with which it interacts. As the relationship between the cube and user progresses, the device becomes more skilled in the art of conversation and nuanced in its offers of comfort. The EmoSpark uses custom developed technology that enables it to differentiate between basic human feelings.
EmoSpark
* Bringing Sparks in Emotions Submitted By: Archana Anand
* EmoSPARK is an Android and iPhone powered Wi-Fi/ Bluetooth Cube connected to your TV or other devices that allows users to create and interact with an emotionally concise intelligence through conversation, music, and visual media. EmoSPARK will not only take gaming, but also your TV, smartphone or computer, to an entirely different level to anything ever experienced before.
Emo-SPARK is an artificial intelligence console created by Patrick Levy-Rosenthal that uses facial recognition and language analysis to evaluate human emotion. It is a small Wi-Fi enabled cube that connects to televisions and other devices. Emo-SPARK learns about users' emotions over time by tracking their responses to media, conversations, and other stimuli to create individualized emotional profiles and respond appropriately. It is designed to enhance users' moods by playing preferred media content and engaging in conversations tailored to their emotions.
Emospark is an artificial intelligence cube that uses facial recognition and language analysis to gauge a user's emotions. It recommends music, videos and other content based on the eight primary emotions of joy, sadness, trust, disgust, fear, anger, surprise and anticipation. Users can connect Emospark to platforms like Facebook, YouTube and Wikipedia to build a personalized profile of their interests. Emospark aims to have a conversational interaction with users and learn from their emotional responses to content over time.
The Emo Spark is a 90mm cube that uses face tracking and content analysis to understand a person's emotions. It was created by Patrick Levy-Rosenthal to allow for meaningful understanding between people and technology. The cube connects to resources like Google and Wikipedia to answer questions and project responses based on the user's detected emotional state.
Emo SPARK is an artificially intelligent device that uses facial recognition and language analysis to evaluate human emotion. It was created by Patrick Levy-Rosenthal to have emotionally aware conversations and recommend media like music or videos to match a person's mood. The device learns from interactions to develop an emotional profile of users.
Emo Spark is an artificial intelligence powered electronic cube that understands human emotions. It interacts with users through voice or text commands via smartphone, tablet or computer. By tracking faces and analyzing content, it builds an "Emotional Profile Graph" to understand individual behaviors and customize its responses. The cube aims to virtually feel and express emotions to communicate with users.
EmoSPARK is an Android and iPhone cube that connects to TVs via WiFi/Bluetooth. It detects emotions using face and emotion recognition to understand users' emotional responses to media. The cube learns preferences over time and can have conversations to develop understanding. Its iris and body change color according to detected emotions, and it aims to be a direct interface for communication and entertainment through customizable apps.
Emospark is an artificially intelligent cube that uses facial recognition and language analysis to understand a person's emotions and recommend music, videos, or other content to match their mood. It was created by Patrick Levy Rosenthal to have emotions like Wall-E and help machines understand humans on an emotional level rather than relying solely on logic. Over time, Emospark builds an emotional profile graph of each user to better tailor its responses and recommendations based on their detected emotions.
EmoSpark
* Bringing Sparks in Emotions Submitted By: Archana Anand
* EmoSPARK is an Android and iPhone powered Wi-Fi/ Bluetooth Cube connected to your TV or other devices that allows users to create and interact with an emotionally concise intelligence through conversation, music, and visual media. EmoSPARK will not only take gaming, but also your TV, smartphone or computer, to an entirely different level to anything ever experienced before.
Emo-SPARK is an artificial intelligence console created by Patrick Levy-Rosenthal that uses facial recognition and language analysis to evaluate human emotion. It is a small Wi-Fi enabled cube that connects to televisions and other devices. Emo-SPARK learns about users' emotions over time by tracking their responses to media, conversations, and other stimuli to create individualized emotional profiles and respond appropriately. It is designed to enhance users' moods by playing preferred media content and engaging in conversations tailored to their emotions.
Emospark is an artificial intelligence cube that uses facial recognition and language analysis to gauge a user's emotions. It recommends music, videos and other content based on the eight primary emotions of joy, sadness, trust, disgust, fear, anger, surprise and anticipation. Users can connect Emospark to platforms like Facebook, YouTube and Wikipedia to build a personalized profile of their interests. Emospark aims to have a conversational interaction with users and learn from their emotional responses to content over time.
The Emo Spark is a 90mm cube that uses face tracking and content analysis to understand a person's emotions. It was created by Patrick Levy-Rosenthal to allow for meaningful understanding between people and technology. The cube connects to resources like Google and Wikipedia to answer questions and project responses based on the user's detected emotional state.
Emo SPARK is an artificially intelligent device that uses facial recognition and language analysis to evaluate human emotion. It was created by Patrick Levy-Rosenthal to have emotionally aware conversations and recommend media like music or videos to match a person's mood. The device learns from interactions to develop an emotional profile of users.
Emo Spark is an artificial intelligence powered electronic cube that understands human emotions. It interacts with users through voice or text commands via smartphone, tablet or computer. By tracking faces and analyzing content, it builds an "Emotional Profile Graph" to understand individual behaviors and customize its responses. The cube aims to virtually feel and express emotions to communicate with users.
EmoSPARK is an Android and iPhone cube that connects to TVs via WiFi/Bluetooth. It detects emotions using face and emotion recognition to understand users' emotional responses to media. The cube learns preferences over time and can have conversations to develop understanding. Its iris and body change color according to detected emotions, and it aims to be a direct interface for communication and entertainment through customizable apps.
Emospark is an artificially intelligent cube that uses facial recognition and language analysis to understand a person's emotions and recommend music, videos, or other content to match their mood. It was created by Patrick Levy Rosenthal to have emotions like Wall-E and help machines understand humans on an emotional level rather than relying solely on logic. Over time, Emospark builds an emotional profile graph of each user to better tailor its responses and recommendations based on their detected emotions.
The document discusses how the sense of touch can be used to simulate or replace the need for hearing in entertainment systems like games. The project focuses on how touch can be utilized to play a game effectively without relying on other senses. It describes a storyboard of a student interacting with an exhibition that allows playing a game through touch alone using air pressure and varying fan speeds.
This document defines and describes several common computer input devices including keyboards, mice, touchpads, joysticks, scanners, microphones, digital cameras, and barcode readers. It provides details on what each device is used for and how it allows users to enter data into a computer.
1. The document provides instructions for pairing Made for iPhone hearing aids with an iOS device using the TruLink Hearing Control app.
2. It describes the app's features for remotely controlling hearing aid settings like volume, memory, and muting from the paired iOS device.
3. The app allows customizing memories by adding locations or photos and modifying settings using the SoundSpace feature to better suit environments.
The document discusses using air pressure as an alternative to visual and audio cues for deaf users. The project aims to understand how deafness impacts experiences with digital interfaces that rely on sound. It will explore using air pressure and the sense of touch through haptic feedback. The goal is to allow deaf users to play games or experience digital media without relying on sound alerts by using directed air flow detected on the skin.
Blue Eyes technology aims to create machines with human-like perception and senses using cameras, microphones, and wireless communication. It is being developed by researchers at Poznan University of Technology and Microsoft to build computers that can understand human emotions, speech, identity, and interact naturally with users through various inputs like eye tracking and physiological responses. The goal is to make human-computer interaction more intuitive and reduce physical effort by integrating emotional recognition and gaze-based interactions.
This document defines common computer terms in simple language. It explains that a monitor displays computer-generated images, a CPU is the central processing unit, a mouse moves the cursor, headphones are listening devices, a printer prints, a projector shows films, a keyboard has keys, a microphone converts sounds, and a laptop is a small portable computer.
Realsense only STAGE 01 - Firstman Marpaung binusgamelab
This document discusses Intel's RealSense technology, which adds computer vision and sensing capabilities to PCs. It describes RealSense's abilities in areas like vision, speech recognition, gesture recognition and facial tracking. The document suggests applications for RealSense in areas like user interfaces, entertainment, education and 3D scanning. It also references programs Intel ran in Indonesia to promote development on RealSense.
This document discusses digital smell technology. It describes how smells can be digitized and broadcast from computers using a device called an iSmell. The iSmell connects to a computer and uses replaceable cartridges containing 128 chemicals to produce various smells. Software allows specific smells to be encoded and transmitted online, allowing websites and games to include scent. The technology could be used for entertainment, advertising, and other applications by transmitting smells that correspond with visual or audio content. However, the summary also notes some limitations of current digital smell technology.
Digital scent technology allows smells to be digitized and broadcast from computers and the internet. A device called the iSmell personal scent synthesizer was developed by Digiscents Inc. that connects to a computer via a serial port and uses cartridges to emit smells triggered by software. The technology aims to enhance virtual reality and online experiences by stimulating the sense of smell.
This document defines common computer terms including monitor, CPU, mouse, headphones, printer, projector, keyboard, microphone, and laptop. A monitor displays computer-generated images, a CPU is the central processing unit, a mouse controls the cursor, headphones are used for listening, a printer outputs computer data, a projector displays images, a keyboard is used for typing, a microphone converts sounds, and a laptop is a portable computer.
The document analyzes the film trailer for "The Orphan" and discusses how it uses sound to engage audiences. Diegetic and non-diegetic sounds create fear and excitement to draw the target audience in and make them want to know what happens next. While the music fills silence and propels the narrative, a line from the main character Esther hints that she is "different" and piques the audience's awareness that something is amiss.
Digital scent technology allows for the digital representation and transmission of smells. It works by using electronic noses and olfactometers to detect smell molecules, which are then indexed and digitized into small files that can be attached to online content. At the receiving end, a scent synthesizer reproduces the smells that are directed to the user's nose. This technology could be used to add scents to movies, games, virtual reality experiences and online shopping. However, it faces challenges in accurately reproducing smells and in the high costs of scent synthesizing hardware. Future applications could include scented video calls, emails and social media.
The document discusses the evolution of digital smell technology. It describes how early virtual reality concepts targeted the senses of sight and sound but are now expanding to the sense of smell. The iSmell device developed by DigiScents connects to a computer and uses cartridges containing chemicals to generate smells that correspond to digital scent files. The document also covers the physiological aspects of smell and the challenges of creating devices that can digitally reproduce the thousands of odors the human nose can detect.
This document provides information about digital scent technology, including its history, principles, hardware devices, applications, and limitations. It discusses how digital scent works, with hardware devices like the iSmell connecting to computers to emit smells from cartridges containing 128 chemicals. Applications mentioned include enhancing virtual reality experiences for movies, games, and online shopping. While the technology enhances multimedia, the summary notes it also faces limitations like rapid human acclimation to scents.
Teaching in an Inclusion Setting and Assistive TechnologyCherelleR
The document discusses inclusion in education, which involves educating students with disabilities in the same classroom as students without disabilities. It is supported by IDEA, which mandates placement in the Least Restrictive Environment. Students' placement and goals are determined through an Individualized Education Plan (IEP). An IEP is developed for students with disabilities, which may include learning disabilities, ADHD, autism, or other issues. The IEP considers assistive technologies that could help students learn, such as text-to-speech software, enlarged keyboards, or audio recordings of lessons.
A hologram is an object made of light that can be viewed from different angles like a physical object. The Microsoft HoloLens is a head-mounted display that uses holograms to overlay virtual objects on the real world. It uses sensors and processors and runs on the Windows 10 operating system. Users interact with holograms using gaze, gestures, and voice commands. While it provides an immersive mixed reality experience, the HoloLens has limitations such as a short battery life and potential privacy and safety issues.
For instance, a keyboard or computer mouse is an input device for a computer, while monitors and printers are output devices. Devices for communication between computers, such as modems and network cards, typically perform both input and output operations.
This document discusses the emerging technology of digital smell, which involves digitizing scents and transmitting them over the internet or broadcasting them from devices. It describes how scent is detected, indexed, digitized, and synthesized. Applications mentioned include adding scents to movies, games, email and websites. Some advantages are that digital smell can enhance education, entertainment and medical applications like aromatherapy. Challenges include the high cost of smell synthesizers and ensuring the safety of transmitted scents. The document concludes that digital smell technology will revolutionize online experiences by engaging an additional human sense.
The document discusses digital scent technology, which involves sensing, transmitting, and receiving smells over the internet. It describes how scent is digitized and attached to online content. When received, a scent synthesizer reproduces the smell and directs it to the user's nose. Potential applications include scented emails, movies, games, and e-commerce shopping. Education and entertainment are seen as good initial uses, as scent can make virtual experiences more immersive. The technology aims to add another sensory dimension to online communication and media.
Digital scent technology allows for the transmission and reception of scented digital media through the combination of an olfactometer and electric noses. Scent synthesizers digitize scents into small files that can be broadcast and attached to web content. When received, the synthesizer reads the digital file and uses a small fan to waft the synthesized scent into the air. This technology has applications in marketing, entertainment, education and medicine, though it faces limitations in price, potential chemical issues, and compatibility with certain industries.
Emospark is an artificially intelligent cube that uses facial recognition and language analysis to understand a person's emotions and recommend music, videos, or other content to match their mood. It was created by Patrick Levy Rosenthal to have emotions like Wall-E and help machines understand humans on an emotional level. Over time, Emospark builds an emotional profile of individuals to better tailor recommendations and have more natural conversations.
This document provides examples of advanced search operators that can be used with Google search:
- Filetype: limits searches to specific file formats like documents, PDFs, presentations, spreadsheets, and text files.
- Asterisk (*) finds search terms with variations, like finding a person's middle name.
- Tilde (~) excludes search terms, like finding a technology journal that does not include the word "language".
- Allintitle: finds documents with all search terms in the title only.
- Inurl: finds documents that mention search terms in the URL.
- Allinurl: finds documents that have all search terms in the URL only.
The document discusses how the sense of touch can be used to simulate or replace the need for hearing in entertainment systems like games. The project focuses on how touch can be utilized to play a game effectively without relying on other senses. It describes a storyboard of a student interacting with an exhibition that allows playing a game through touch alone using air pressure and varying fan speeds.
This document defines and describes several common computer input devices including keyboards, mice, touchpads, joysticks, scanners, microphones, digital cameras, and barcode readers. It provides details on what each device is used for and how it allows users to enter data into a computer.
1. The document provides instructions for pairing Made for iPhone hearing aids with an iOS device using the TruLink Hearing Control app.
2. It describes the app's features for remotely controlling hearing aid settings like volume, memory, and muting from the paired iOS device.
3. The app allows customizing memories by adding locations or photos and modifying settings using the SoundSpace feature to better suit environments.
The document discusses using air pressure as an alternative to visual and audio cues for deaf users. The project aims to understand how deafness impacts experiences with digital interfaces that rely on sound. It will explore using air pressure and the sense of touch through haptic feedback. The goal is to allow deaf users to play games or experience digital media without relying on sound alerts by using directed air flow detected on the skin.
Blue Eyes technology aims to create machines with human-like perception and senses using cameras, microphones, and wireless communication. It is being developed by researchers at Poznan University of Technology and Microsoft to build computers that can understand human emotions, speech, identity, and interact naturally with users through various inputs like eye tracking and physiological responses. The goal is to make human-computer interaction more intuitive and reduce physical effort by integrating emotional recognition and gaze-based interactions.
This document defines common computer terms in simple language. It explains that a monitor displays computer-generated images, a CPU is the central processing unit, a mouse moves the cursor, headphones are listening devices, a printer prints, a projector shows films, a keyboard has keys, a microphone converts sounds, and a laptop is a small portable computer.
Realsense only STAGE 01 - Firstman Marpaung binusgamelab
This document discusses Intel's RealSense technology, which adds computer vision and sensing capabilities to PCs. It describes RealSense's abilities in areas like vision, speech recognition, gesture recognition and facial tracking. The document suggests applications for RealSense in areas like user interfaces, entertainment, education and 3D scanning. It also references programs Intel ran in Indonesia to promote development on RealSense.
This document discusses digital smell technology. It describes how smells can be digitized and broadcast from computers using a device called an iSmell. The iSmell connects to a computer and uses replaceable cartridges containing 128 chemicals to produce various smells. Software allows specific smells to be encoded and transmitted online, allowing websites and games to include scent. The technology could be used for entertainment, advertising, and other applications by transmitting smells that correspond with visual or audio content. However, the summary also notes some limitations of current digital smell technology.
Digital scent technology allows smells to be digitized and broadcast from computers and the internet. A device called the iSmell personal scent synthesizer was developed by Digiscents Inc. that connects to a computer via a serial port and uses cartridges to emit smells triggered by software. The technology aims to enhance virtual reality and online experiences by stimulating the sense of smell.
This document defines common computer terms including monitor, CPU, mouse, headphones, printer, projector, keyboard, microphone, and laptop. A monitor displays computer-generated images, a CPU is the central processing unit, a mouse controls the cursor, headphones are used for listening, a printer outputs computer data, a projector displays images, a keyboard is used for typing, a microphone converts sounds, and a laptop is a portable computer.
The document analyzes the film trailer for "The Orphan" and discusses how it uses sound to engage audiences. Diegetic and non-diegetic sounds create fear and excitement to draw the target audience in and make them want to know what happens next. While the music fills silence and propels the narrative, a line from the main character Esther hints that she is "different" and piques the audience's awareness that something is amiss.
Digital scent technology allows for the digital representation and transmission of smells. It works by using electronic noses and olfactometers to detect smell molecules, which are then indexed and digitized into small files that can be attached to online content. At the receiving end, a scent synthesizer reproduces the smells that are directed to the user's nose. This technology could be used to add scents to movies, games, virtual reality experiences and online shopping. However, it faces challenges in accurately reproducing smells and in the high costs of scent synthesizing hardware. Future applications could include scented video calls, emails and social media.
The document discusses the evolution of digital smell technology. It describes how early virtual reality concepts targeted the senses of sight and sound but are now expanding to the sense of smell. The iSmell device developed by DigiScents connects to a computer and uses cartridges containing chemicals to generate smells that correspond to digital scent files. The document also covers the physiological aspects of smell and the challenges of creating devices that can digitally reproduce the thousands of odors the human nose can detect.
This document provides information about digital scent technology, including its history, principles, hardware devices, applications, and limitations. It discusses how digital scent works, with hardware devices like the iSmell connecting to computers to emit smells from cartridges containing 128 chemicals. Applications mentioned include enhancing virtual reality experiences for movies, games, and online shopping. While the technology enhances multimedia, the summary notes it also faces limitations like rapid human acclimation to scents.
Teaching in an Inclusion Setting and Assistive TechnologyCherelleR
The document discusses inclusion in education, which involves educating students with disabilities in the same classroom as students without disabilities. It is supported by IDEA, which mandates placement in the Least Restrictive Environment. Students' placement and goals are determined through an Individualized Education Plan (IEP). An IEP is developed for students with disabilities, which may include learning disabilities, ADHD, autism, or other issues. The IEP considers assistive technologies that could help students learn, such as text-to-speech software, enlarged keyboards, or audio recordings of lessons.
A hologram is an object made of light that can be viewed from different angles like a physical object. The Microsoft HoloLens is a head-mounted display that uses holograms to overlay virtual objects on the real world. It uses sensors and processors and runs on the Windows 10 operating system. Users interact with holograms using gaze, gestures, and voice commands. While it provides an immersive mixed reality experience, the HoloLens has limitations such as a short battery life and potential privacy and safety issues.
For instance, a keyboard or computer mouse is an input device for a computer, while monitors and printers are output devices. Devices for communication between computers, such as modems and network cards, typically perform both input and output operations.
This document discusses the emerging technology of digital smell, which involves digitizing scents and transmitting them over the internet or broadcasting them from devices. It describes how scent is detected, indexed, digitized, and synthesized. Applications mentioned include adding scents to movies, games, email and websites. Some advantages are that digital smell can enhance education, entertainment and medical applications like aromatherapy. Challenges include the high cost of smell synthesizers and ensuring the safety of transmitted scents. The document concludes that digital smell technology will revolutionize online experiences by engaging an additional human sense.
The document discusses digital scent technology, which involves sensing, transmitting, and receiving smells over the internet. It describes how scent is digitized and attached to online content. When received, a scent synthesizer reproduces the smell and directs it to the user's nose. Potential applications include scented emails, movies, games, and e-commerce shopping. Education and entertainment are seen as good initial uses, as scent can make virtual experiences more immersive. The technology aims to add another sensory dimension to online communication and media.
Digital scent technology allows for the transmission and reception of scented digital media through the combination of an olfactometer and electric noses. Scent synthesizers digitize scents into small files that can be broadcast and attached to web content. When received, the synthesizer reads the digital file and uses a small fan to waft the synthesized scent into the air. This technology has applications in marketing, entertainment, education and medicine, though it faces limitations in price, potential chemical issues, and compatibility with certain industries.
Emospark is an artificially intelligent cube that uses facial recognition and language analysis to understand a person's emotions and recommend music, videos, or other content to match their mood. It was created by Patrick Levy Rosenthal to have emotions like Wall-E and help machines understand humans on an emotional level. Over time, Emospark builds an emotional profile of individuals to better tailor recommendations and have more natural conversations.
This document provides examples of advanced search operators that can be used with Google search:
- Filetype: limits searches to specific file formats like documents, PDFs, presentations, spreadsheets, and text files.
- Asterisk (*) finds search terms with variations, like finding a person's middle name.
- Tilde (~) excludes search terms, like finding a technology journal that does not include the word "language".
- Allintitle: finds documents with all search terms in the title only.
- Inurl: finds documents that mention search terms in the URL.
- Allinurl: finds documents that have all search terms in the URL only.
Seminar_report on Microsoft Azure ServiceANAND PRAKASH
Executing applications in the clouds offer many advantages over the traditional way of running programs. Firstly, using cloud computing allows rapid service deployment and massive savings upfront because not having to invest in infrastructure. Secondly, cloud computing model allows computing power and storage to scale up with business growth. In addition to this, it’s also easy to dynamically adjust computing power up or down. As a customer, you end up paying for the actual usage of resources. The advantages of using the Azure cloud platform relate to the fact that Microsoft has tried to minimize the changes involved in migrating applications to the cloud. Effort required from developers already familiar with Microsoft’s technologies to utilize the Azure is minimal. In addition to this, upcoming releases of Azure are going to support applications written in languages such as Python and PHP. Another advantage in Microsoft’s solution is that the services provided can be used in a very flexible fashion. Not only are Azure services available to cloud applications, but also traditional on-premises applications are free to exploit them. What’s even better, Microsoft seems to be improving in terms of interoperability. Because all of the services are accessible via industry standard protocols, it is guaranteed exploiting them doesn’t force customers to use Microsoft’s operating systems on-premises. Although there are many advantages in cloud computing, there are also disadvantages that shouldn’t be ignored. The first and most obvious disadvantage is the fact that by running applications in the cloud you have to hand over your private data. Privacy and security concerns are direct consequences of this. Secondly, although cloud computing relieves customers from the burden of infrastructure management, it also takes away the possibility to be in total control of that infrastructure. In addition to loosing control on hardware, using compute clouds also ties the customer very tightly to the cloud service provider. Data, for example, is usually stored in a proprietary format which makes porting applications to competitors’ systems hard. As customers are locked in, they are also at the mercy of that certain service provider’s future pricing strategy.
The document describes EmoSpeak, a tool that converts text to speech while incorporating emotions from the text. It first identifies emotions in the raw text using natural language processing techniques like WordNet and WordNet-Affect. It then modifies voice characteristics like pitch and pause duration to express the emotions. This allows text to be read aloud with appropriate emotional intonation. The tool could benefit children's education and help those with reading disabilities to experience books.
This document proposes creating a cooperative to help veterans find work by matching their skills to local tasks. The co-op would build a communication system to connect veterans to tasks in their community, collect payments, provide benefits, and train veterans in new skills. It would be micro-financed locally so money stays in the community. This allows veterans to work as a team, provides a more predictable income and training opportunities compared to other online job platforms.
This document describes a principal component analysis (PCA) based face recognition system. It discusses two main steps: initialization operations on the training faces and recognizing new faces. For training, faces are converted to vectors and normalized. Eigenvectors are calculated from the covariance matrix and used to reduce dimensionality. Each training face can then be represented as a linear combination of eigenvectors. For recognition, a new face is converted to a vector, normalized, projected onto the eigenspace to get its weight vector, and compared to stored weight vectors using Euclidean distance to identify the face.
The document discusses providing wireless connectivity services like UMTS, WLAN, and Bluetooth to passengers on aircrafts. It proposes using a satellite connection to allow passengers to access these services during flights by connecting the aircraft cabin to terrestrial networks via satellite. Key aspects covered are the different wireless standards that would be used within the cabin, integrating these services, and using satellites to enable global connectivity for aircrafts in flight.
Face recognition technology uses physiological biometrics to uniquely identify individuals based on measurements and data derived from their faces. It works by enrolling users through facial image capture and template generation, then performing matching of live facial images against stored templates for identification or verification. While fast and convenient, face recognition has limitations in accuracy depending on lighting, facial expressions, and angle of capture. It has applications in security, law enforcement, and commercial identity verification.
INTRODUCTION
FACE RECOGNITION
CAPTURING OF IMAGE BY STANDARD VIDEO CAMERAS
COMPONENTS OF FACE RECOGNITION SYSTEMS
IMPLEMENTATION OF FACE RECOGNITION TECHNOLOGY
PERFORMANCE
SOFTWARE
ADVANTAGES AND DISADVANTAGES
APPLICATIONS
CONCLUSION
The authors propose strategies for detecting data leakage when sensitive data is shared with third parties (agents). They develop a model to assess the likelihood that leaked data came from one or more agents versus being independently gathered. The strategies involve how to distribute data objects among agents in a way that improves the ability to identify leakages. Some strategies involve injecting "fake but realistic" data objects that act as watermarks without modifying real data. The strategies are evaluated based on their ability to identify leakers in different data leakage scenarios.
This document provides an overview of facial recognition technology. It discusses the history of facial recognition, how the technology works by detecting nodal points on faces and creating faceprints for identification. It also covers implementations, comparing images to templates to verify or identify individuals, and applications in security and surveillance. Strengths are its non-invasive nature, but it can be impacted by changes in appearance.
An autonomous underwater vehicle (AUV) is a robot which travels underwater without requiring input from an operator. AUVs constitute part of a larger group of undersea systems known as unmanned underwater vehicles, a classification that includes non-autonomous remotely operated underwater vehicles (ROVs) – controlled and powered from the surface by an operator/pilot via an umbilical or using remote control. In military applications AUVs are more often referred to simply as unmanned undersea vehicles (UUVs).
The Emo Spark is a 90mm cube that uses artificial intelligence to interact with users based on their emotions. It can detect emotions like joy, sadness, trust and more using face tracking and content analysis. Over time, it builds an emotional profile graph of each user to better understand their preferences. The cube can communicate through conversation, play music and videos tailored to the user's emotions. It has various hardware components like a CPU, memory and custom emotion processing unit. The cube can connect to other devices and share media with other cubes based on similar emotional profiles. It aims to enhance how users experience media like music by understanding their emotional responses.
Technology has become a key aspect of our lives and a useful learning tool. This is the focus of this month’s activities, which help our students to reflect on the role technology plays in our lives and how it can help them improve their English. Our B2 First and C1 Advanced students consider the positive and negative sides of technology while they practise their listening, reading and speaking. B1 Preliminary and B2 First students will learn technology vocabulary and write a horror story. Our younger learners can have fun while they learn technology vocabulary and practise their speaking, reading and writing. Happy teaching!
The Community Warning System (CWS) alerts people in Contra Costa County to imminent threats to their life and safety using a combination of notification methods including sirens, phone alerts, texts, emails, social media, radios, and emergency alerts. This app is another notification method provided by Contra Costa County for public safety and protection.
1. The document discusses research into affective computing, which aims to develop technologies that can recognize, interpret, process, and simulate human affects and emotions.
2. Key areas of research include sensors that can detect human emotions through facial expressions, voice, posture, etc. and technologies that can convey emotional states.
3. The document also addresses some of the social and ethical issues around affective computing, such as how emotional data should be handled and at what point a technology could be said to have actual feelings.
This document provides descriptions of various educational apps for children. It describes apps for storytelling, digital storybooks, photo slideshows with recorded audio, sentence building, word games, digital libraries of children's books, reading apps, spelling games, drawing apps and more. The apps can be used to develop skills in areas like oral storytelling, writing, reading, spelling, art, math and more.
Review of methods and techniques on Mind Reading Computer MachineMadhavi39
The document discusses research into developing computer systems that can read human minds. It describes how researchers are using sensors and cameras to analyze facial expressions and brain activity in order to infer mental states like emotions, thoughts, and level of engagement. The document outlines some techniques being used, like analyzing electroencephalography and functional near-infrared spectroscopy brain scan data or facial feature extraction from video feeds. Potential applications mentioned include assistive technologies for people with disabilities and monitoring driver attention and mood.
The document describes several mobile app projects across different categories like Sports, Business, Entertainment, Tools, Games, Food & Drink, Social, Security, Fashion, and Communication. The apps provide a variety of features like searching, sharing, booking appointments, locking apps, editing photos, gaming and more. The categories and features of each app are summarized in the document.
The Invisible Interface: Designing the Screenless Experience - by Avi Itzkovi...UX Riga
As product designers we are now challenged to design interactions for physical objects; beyond designing for the touch screen, we are now designing for the experience, and the experience becomes the product.
But what are these experiences look like? And how will UX play a key role in the Internet of Things?
IBM Research: The IBM 5 in 5
With cognitive computing, machines will be able to sense the world in the same ways humans do, through touch, sight, hearing, taste and smell.
UX Poland 2016 - Avi Itzkovitch - The Invisible Interface: Designing the Scre...UX Poland
As product designers we are now challenged to design interactions for physical objects; beyond designing for the touch screen, we are now designing for the experience, and the experience becomes the product. But what do these experiences look like? And how will UX play a key role in the Internet of Things? Join speaker Avi itzkovich in exploring UX principles in a world where multiple connected devices will seamlessly integrate into our lives, create contextual knowledge from sensor data and generate invisible interactions using human behavior as an interface. You will learn concepts for ambient information display and how to design meaningful interactions for the connected world.
This document discusses the growing field of wearable technology and its implications. It explores how wearables will transform data collection and use, requiring companies to utilize prescriptive insights from massive amounts of personal data. Examples are provided of current wearables and their applications in healthcare, education, intimacy, and more. The document concludes that wearable technology offers brands opportunities to differentiate themselves, but also raises issues around privacy that require honest consideration.
This document discusses the growing field of wearable technology and its implications. It explores how wearables will transform data collection and use, requiring companies to utilize prescriptive, human-centered insights from massive amounts of personal data. Examples are given of current wearables and their applications in healthcare, education, intimacy, and more. The document concludes that while privacy issues exist, wearables offer brands opportunities to differentiate if they can establish trust around data usage.
The Blue Eyes technology developed by IBM aims to give computers human-like perceptual abilities such as facial recognition, emotion sensing, and the ability to react based on a user's emotional state. The technology uses cameras and microphones to identify facial expressions and physiological measurements that correspond to basic emotions. It was inspired by Paul Ekman's research correlating facial expressions and physiological responses. The goal of Blue Eyes technology is to allow for more natural human-computer interaction and help computers understand human emotions.
The document discusses Blue Eyes technology, which aims to give computers human-like perceptual abilities such as vision, hearing, and the ability to understand human emotions. It does this through technologies like facial recognition, speech recognition, and sensors that can detect physical and emotional states. The goal is to create computers that can interact more naturally with humans. The document outlines some of the key techniques researchers are exploring to develop affective computing, such as detecting facial expressions to identify emotions, using eye tracking to determine where a user is looking, and sensors in a mouse that can identify emotions through touch.
Rana el Kaliouby - Emotion AI Developer Day 2016Affectiva
Please tweet to us using: @Affectiva and #EmoDev16
Key Websites:
Affectiva: http://affectiva.com
Developer Portal: http://developer.affectiva.com
Affectiva Demo: http://go.affectiva.com/affectiva-demo
Emotion AI Developer Day brought together the largest remote conference of emotion recognition developers in the world, including Affectiva staff, affective computing thought leaders and companies offering complementary technologies. Emotion AI Developer Day provided opportunities for attendees to learn, as we as to help shape the future of Affectiva.
Find us on:
Facebook: https://www.facebook.com/Affectiva/
Twitter: https://twitter.com/Affectiva
LinkedIn: https://www.linkedin.com/company/affectiva_2
This document outlines the final year project of Siti Nurul Jannah Binti Mohd Razali on developing an augmented reality application called Mosquito AR or Qto AR. The app aims to help users identify different types of mosquitoes using augmented reality technology in a more interactive way compared to existing manual methods. The document discusses the background of the project, problem statement, objectives, scope, limitations, expected results, and methodology used which includes literature reviews on existing augmented reality flashcard apps, storyboards, hardware and software requirements, and complexity analysis.
This document discusses "Blue Eyes" technology, which aims to give computers human-like perceptual abilities such as sight, hearing, and touch. It does this through technologies like facial recognition, speech recognition, eye tracking, and sensors that can detect a user's physical and emotional states. The goal is for computers to be able to understand users and interact with them more naturally. One example given is a television that could turn on when detecting the user's eye contact. The document focuses on the hardware, software, and interconnection of parts involved in Blue Eyes technology. It provides examples of how technologies like affect detection and eye tracking could allow computers to determine a user's emotions and respond appropriately.
This document discusses "Blue Eyes" technology, which aims to give computers human-like perceptual abilities such as sight, hearing, and touch. It does this through technologies like facial recognition, speech recognition, eye tracking, and sensors that can detect a user's physical and emotional states. The goal is for computers to be able to understand users and interact with them more naturally. One example given is a television that could turn on when detecting the user's eye contact. The document focuses on the hardware, software, and interconnected parts that would be involved in creating computers with blue eyes technology.
Pepper is the world's first humanoid robot that can read emotions. It was jointly developed by SoftBank Mobile and Aldebaran Robotics. Pepper is a social robot that can converse with humans, recognize emotions, and interact autonomously. It uses sensors and algorithms to understand its environment and react in a proactive manner. Pepper is planned to be commercially available in Japan from SoftBank Mobile in February 2015 for 198,000 yen.
The document discusses how humanoid robots can help children with autism. It provides background on autism and robotics. Researchers have developed humanoid robots like Robota to interact with autistic children in a safe and predictable environment. Preliminary research suggests robots may help children with autism by providing opportunities for imitation, understanding intentional action, and gently encouraging interaction with people. However, the use of robots for autism therapy and diagnosis is still an emerging area of research.
Generative AI Use cases applications solutions and implementation.pdfmahaffeycheryld
Generative AI solutions encompass a range of capabilities from content creation to complex problem-solving across industries. Implementing generative AI involves identifying specific business needs, developing tailored AI models using techniques like GANs and VAEs, and integrating these models into existing workflows. Data quality and continuous model refinement are crucial for effective implementation. Businesses must also consider ethical implications and ensure transparency in AI decision-making. Generative AI's implementation aims to enhance efficiency, creativity, and innovation by leveraging autonomous generation and sophisticated learning algorithms to meet diverse business challenges.
https://www.leewayhertz.com/generative-ai-use-cases-and-applications/
Electric vehicle and photovoltaic advanced roles in enhancing the financial p...IJECEIAES
Climate change's impact on the planet forced the United Nations and governments to promote green energies and electric transportation. The deployments of photovoltaic (PV) and electric vehicle (EV) systems gained stronger momentum due to their numerous advantages over fossil fuel types. The advantages go beyond sustainability to reach financial support and stability. The work in this paper introduces the hybrid system between PV and EV to support industrial and commercial plants. This paper covers the theoretical framework of the proposed hybrid system including the required equation to complete the cost analysis when PV and EV are present. In addition, the proposed design diagram which sets the priorities and requirements of the system is presented. The proposed approach allows setup to advance their power stability, especially during power outages. The presented information supports researchers and plant owners to complete the necessary analysis while promoting the deployment of clean energy. The result of a case study that represents a dairy milk farmer supports the theoretical works and highlights its advanced benefits to existing plants. The short return on investment of the proposed approach supports the paper's novelty approach for the sustainable electrical system. In addition, the proposed system allows for an isolated power setup without the need for a transmission line which enhances the safety of the electrical network
Software Engineering and Project Management - Software Testing + Agile Method...Prakhyath Rai
Software Testing: A Strategic Approach to Software Testing, Strategic Issues, Test Strategies for Conventional Software, Test Strategies for Object -Oriented Software, Validation Testing, System Testing, The Art of Debugging.
Agile Methodology: Before Agile – Waterfall, Agile Development.
Optimizing Gradle Builds - Gradle DPE Tour Berlin 2024Sinan KOZAK
Sinan from the Delivery Hero mobile infrastructure engineering team shares a deep dive into performance acceleration with Gradle build cache optimizations. Sinan shares their journey into solving complex build-cache problems that affect Gradle builds. By understanding the challenges and solutions found in our journey, we aim to demonstrate the possibilities for faster builds. The case study reveals how overlapping outputs and cache misconfigurations led to significant increases in build times, especially as the project scaled up with numerous modules using Paparazzi tests. The journey from diagnosing to defeating cache issues offers invaluable lessons on maintaining cache integrity without sacrificing functionality.
Digital Twins Computer Networking Paper Presentation.pptxaryanpankaj78
A Digital Twin in computer networking is a virtual representation of a physical network, used to simulate, analyze, and optimize network performance and reliability. It leverages real-time data to enhance network management, predict issues, and improve decision-making processes.
DEEP LEARNING FOR SMART GRID INTRUSION DETECTION: A HYBRID CNN-LSTM-BASED MODELijaia
As digital technology becomes more deeply embedded in power systems, protecting the communication
networks of Smart Grids (SG) has emerged as a critical concern. Distributed Network Protocol 3 (DNP3)
represents a multi-tiered application layer protocol extensively utilized in Supervisory Control and Data
Acquisition (SCADA)-based smart grids to facilitate real-time data gathering and control functionalities.
Robust Intrusion Detection Systems (IDS) are necessary for early threat detection and mitigation because
of the interconnection of these networks, which makes them vulnerable to a variety of cyberattacks. To
solve this issue, this paper develops a hybrid Deep Learning (DL) model specifically designed for intrusion
detection in smart grids. The proposed approach is a combination of the Convolutional Neural Network
(CNN) and the Long-Short-Term Memory algorithms (LSTM). We employed a recent intrusion detection
dataset (DNP3), which focuses on unauthorized commands and Denial of Service (DoS) cyberattacks, to
train and test our model. The results of our experiments show that our CNN-LSTM method is much better
at finding smart grid intrusions than other deep learning algorithms used for classification. In addition,
our proposed approach improves accuracy, precision, recall, and F1 score, achieving a high detection
accuracy rate of 99.50%.
Redefining brain tumor segmentation: a cutting-edge convolutional neural netw...IJECEIAES
Medical image analysis has witnessed significant advancements with deep learning techniques. In the domain of brain tumor segmentation, the ability to
precisely delineate tumor boundaries from magnetic resonance imaging (MRI)
scans holds profound implications for diagnosis. This study presents an ensemble convolutional neural network (CNN) with transfer learning, integrating
the state-of-the-art Deeplabv3+ architecture with the ResNet18 backbone. The
model is rigorously trained and evaluated, exhibiting remarkable performance
metrics, including an impressive global accuracy of 99.286%, a high-class accuracy of 82.191%, a mean intersection over union (IoU) of 79.900%, a weighted
IoU of 98.620%, and a Boundary F1 (BF) score of 83.303%. Notably, a detailed comparative analysis with existing methods showcases the superiority of
our proposed model. These findings underscore the model’s competence in precise brain tumor localization, underscoring its potential to revolutionize medical
image analysis and enhance healthcare outcomes. This research paves the way
for future exploration and optimization of advanced CNN models in medical
imaging, emphasizing addressing false positives and resource efficiency.
Advanced control scheme of doubly fed induction generator for wind turbine us...IJECEIAES
This paper describes a speed control device for generating electrical energy on an electricity network based on the doubly fed induction generator (DFIG) used for wind power conversion systems. At first, a double-fed induction generator model was constructed. A control law is formulated to govern the flow of energy between the stator of a DFIG and the energy network using three types of controllers: proportional integral (PI), sliding mode controller (SMC) and second order sliding mode controller (SOSMC). Their different results in terms of power reference tracking, reaction to unexpected speed fluctuations, sensitivity to perturbations, and resilience against machine parameter alterations are compared. MATLAB/Simulink was used to conduct the simulations for the preceding study. Multiple simulations have shown very satisfying results, and the investigations demonstrate the efficacy and power-enhancing capabilities of the suggested control system.
AI for Legal Research with applications, toolsmahaffeycheryld
AI applications in legal research include rapid document analysis, case law review, and statute interpretation. AI-powered tools can sift through vast legal databases to find relevant precedents and citations, enhancing research accuracy and speed. They assist in legal writing by drafting and proofreading documents. Predictive analytics help foresee case outcomes based on historical data, aiding in strategic decision-making. AI also automates routine tasks like contract review and due diligence, freeing up lawyers to focus on complex legal issues. These applications make legal research more efficient, cost-effective, and accessible.
1. VIT EAST 1
CHAPTER 1
INTRODUCTION TO EMOSPARK
EmoSpark is an artificial intelligence console created in London, United Kingdom by Patrick
Levy-Rosenthal. The device uses facial recognition and language analysis to evaluate human
emotion and convey responsive content according to the emotion. EmoSpark is the first AI home
console dedicated to your emotions. The EmoSpark console is a 90 x 90 x 90 mm (3.5 x 3.5 x 3.5
in) Wi-Fi and Bluetooth enabled cube that interacts with a user’s emotions using a combination of
content analysis and face tracking software. In addition to distinguishing between each member of
the household, the device uses custom developed technology that Rosenthal says enables it to
differentiate between basic human feelings and create emotion profiles of not just everybody it
interacts with, but also itself. The Emo Spark console interacts on a conversational level and
demonstrates human emotions while it delivers music, games and videos that are the most pleasant
to that particular user. Since it is an A.I. device, it continues to learn and fine-tune its results over
time. The EmoSpark is the first artificial intelligence (AI) console empowered by you. Learning
from you and the cube, which will interact on a conversational level, takes note of your feelings
and reactions to audio media. It learns to like what you like, and with your guidance, recognises
what makes you feel happy.
It learns to recognise your face and voice, along with your family members, as well as becoming
familiar times when you are feeling a little down in the dumps. Then it can play the music it knows
you enjoy, photograph or short video of happier events. You will be in control of how you interact
and engage EmoSpark, which is an Android powered Wi‐Fi/Bluetooth cube.
The cube, like any family member, soon gets to know and recognise the likes and dislikes of the
people likewise with its unique Emotion Processing Unit, you can watch the ever changing display
of colours blend in the iris of the eye of the cube indicating how it is "feeling" at any particular
moment.
EmoSpark also holds the knowledge contained within Wikipedia and Freebase, as well as being
connected satellite MODIS, so it has up to the minute information about global happenings,
changes and hazards storm warnings, wild fires and hurricanes.
2. VIT EAST 2
As you take charge of its growth pattern, the cube will in turn, help out with any piece of
information ask, which makes it one of the best and impartial quizmasters during a family fun
night or evening session. You can also interact with the cube by remote access, via video
conferencing or your phone way you can take gaming, your television, smart phone and computer
to the pinnacle of interactive media.
Every step of the way, with this amazing and unique piece of AI technology, you are in complete
control. Catalyst that will develop its conversational and emotional skills, and it will learn through
interaction, responses from you. Then, like any family member, it will want to show you off to its
friends. The EmoSpark, one of a kind Emotional Profile Graph, has access to a communication
grid only for other cubes. All it do is recognise other cubes with similar emotional profiles and can
only share media, nothing about family members. It can look for the media it knows makes you
happy and can then recommend or play enjoyment.
Over time and with your guidance, the EmoSpark develops a personality of its own, and will
enhance the quality of family life you enjoy. From keeping your children entertained, as well as
providing them company before you get back from work, to sharing emotions, as well as precious
memories, with loved may be living and working away from home, the EmoSpark provides the
emotive, intelligent link between beings and our technology.
EmoSpark is an Android powered cube that allows users to create and interact with an
emotionally device through conversation, music, and visual media.
EmoSpark measures your behaviour and emotions and creates an emotional profile then
improve your mood and keep you happy and healthy.
EmoSpark can feel an infinite variety in the emotional spectrum based on 8 primary human
Sadness, Trust, Disgust, Fear, Anger, Surprise and Anticipation.
EmoSpark app lets the owner use a smart device to witness the intensity and nuance of the
cubes status. The more the cube learns the more it can help you.
EmoSpark has access to freebase and is able to answer questions on 39 million topics
instantly. Amazing interactive learning experience for all.
EmoSpark has conversational intelligence and is able to freely and easily hold a meaningful
conversation you in person or over your device. New virtually a family member. Interactive
media player understanding your desires and needs.AI empowered by you and powered by
happiness.
3. VIT EAST 3
Figure 1.1. EmoSpark A.I. Cube with IP Camera Bundle
Figure 1.2. Patrick Levy Rosenthal
4. VIT EAST 4
Rosenthal said he designed EmoSpark to achieve “a positive singularity”. He explained that
There are two versions of the future:
One which goes in the way of Terminator, with robots based on pure logic.
Figure 1.3. A Terminator
And another full of emotions like “Wall-E, a cute robot full of emotions who saves humans
from logical robots”.
Figure 1.4. Wall-E
5. VIT EAST 5
“Humans see that robots are coming, but a lot of money for research is coming from the
army for flying drones and weaponized robots and people are getting scared.”
“Today all machines are pure logic. But we are emotional. It’s important for machines to
understand humans on emotional level.
EmoSpark is like stepping stone in such direction.
Figure 1.5. How it looks like
6. VIT EAST 6
CHAPTER 2
PRODUCT OVERVIEW
EmoSpark was created by French inventor Patrick Levy-Rosenthal, as an emotionally intelligent
artificial life unit for the home that can interact with people. It is powered by Android and can
communicate with users through typed input from a computer, tablet, smartphone or TV as well
as through spoken commands through the smartphone interface, it is able to gauge a person’s
emotions and is reported to have a conversational library of over 2 million sentences. The face-
tracking technology identifies user’s likes and dislikes to categorize their emotional responses to
stimuli such as videos and music. The device has an emotional spectrum that is composed of eight
emotions which are surprise, sadness, joy, trust, fear, disgust, anger and anticipation.
EmoSpark monitors a person's facial expressions and emotions through images from an external
camera which are then processed through an emotion text analysis and content analysis.
2.1 Objectives of EmoSpark:
Just before concur en route for an accurate moreover shipping immense burden thoughtful
between technologies.
The human emotional spectrum.
2.2 Why EmoSpark?
Aside from direct, person-to-boot disagreement the shred tin can by the side of the equivalent time
because shimmering be oral to in type to it via ones neat receiver, amount, or processor. Via the
same as stretched lots of avenue of communication between user and cube, EmoSpark can better
understand its owners preferences based on eight basic human feeling: heaven, heartache,
daydream of false faithfulness place, discomfort, failing mission, flabbergast from opening on the
way to finish merriment. The “industrial sensation” expect next to researchers and commentators
is no longer a beyond confidence get en route for denote, section be alive next to the selected point
in time manifest factor with pack of our on an every daytime first lean make ends meet.
7. VIT EAST 7
CHAPTER 3
ON THE GO
EmoSpark is designed to Centre on your emotions. It’s always on, waiting for you to call for it:
simply ask for an answer to a question, to show a video, play some of your favourite music, post
a status to your Facebook, tell you the latest news headlines, the weather forecast for tomorrow,
and much more coming soon…
EmoSpark will continue to develop and evolve – not just in response to your wants and needs but
from a technological perspective.
3.1 Call Your Cube from any device:
The EmoSpark Cube can be accessed remotely through video conferencing facilities. The user can
interact and engage in conversation with the Cube, just like a regular video call, through text to
speech and Android’s voice recognition functionality. EmoSpark’s App enables its owner to use a
smart device to witness the intensity and nuances of its emotional status in real time, monitoring
when and how a new experience modifies and informs the cube. EmoSpark will then share its
reactions with the user via their TV, smartphone or tablet Apps.
Figure 3.1. On the Go
8. VIT EAST 8
3.2 Emotion, Face Detection and Emotional Profile Graphing:
EmoSpark measures an individual’s unique behaviours and responses to stimuli and in a diverse
set of environments. Using emotion text analysis and content analysis, EmoSpark is also capable
of measuring the emotional responses of multiple people simultaneously.
Over time, the Cube creates a customised Emotional Profile Graph (EPG) that collects and
measures a unique emotional input from the user. The EPG allows the cube to virtually ‘feel’
senses such as pleasure and pain, and ‘expresses’ those desires according to the user.
Figure 3.2. On the Go
9. VIT EAST 9
Figure 3.3. On the Go
3.3 EmoSpark Media Player amplifies your emotions:
EmoSpark combines media, emotion and social networking in an innovative, never before
experienced way. The unique EM rating system allows the Cube to rate media played to you based
on your personalised emotional response, including Sound cloud, YouTube and other platforms.
This data is permanently recorded in the Cube; from the data, EmoSpark intelligently learns what
media makes you happy, sad, and excited or any other emotion you can possibly imagine.
Music is one of the most direct and immediate stimuli of emotional response. Studies have proven
that even unborn children can ‘hear’ music in utero and react to it.
EmoSpark will be able to add your emotions to your media and shape, with the ultimate goal of
enhancing and changing/improving your mood accordingly. By providing a distinct emotional
10. VIT EAST 10
reference point, this incredible technology will literally change the way you hear, see and
experience video and music!
Videos shared by Facebook friends are memorised by the Cube and retained for later playback, for
example. This reduces the likelihood of losing a great video simply because the Facebook timeline
goes by too fast, and gives you a chance to catch up and enjoy in your own time!
Figure 3.4. On the Go
11. VIT EAST 11
CHAPTER 4
KEY FEATURES
FULL HD EXPERIENCE
Connects to your television by HDMI and can be controlled by your voice.
EASY SETUP
Connect to your home network with a simple setup, guided by the free companion app on
Android, and desktop browsers.
FAST WI-FI
EmoSpark is always on and connected to Wi-Fi so it’s ready to respond instantly.
BLUETOOTH / USB -ENABLED
Connected to your home automation with Philips HUE, Jabra Speaker 510 USB, External
Sound Adapter, and IP Camera.
Figure 4. Philips Hue
12. VIT EAST 12
JUST ASK
EmoSpark is always ready, connected, and fast. Just say the wake word, for:
Connected Home: Control compatible Philips Hue devices with open plugin architecture
on GitHub for more home automation compatible devices.
Video: Access more than 140 million videos in full HD on your TV including YouTube.
News, weather, and information: Hear up-to-the-minute weather and news from a variety
of sources.
Facebook: The cube regularly check your Facebook for you, it will play any video or
picture posted on your page, add comments, likes or simply update your status with your
voice.
Questions and answers: Get information from Wikipedia, definitions, answers to common
questions, crossed matched with millions of videos and more.
Surveillance: See what’s happening in your house when you are on the go with the free
Android App.
Alarms, time, and date: Stay on time and organized with voice-controlled alarms, timers.
Jokes: Jokes to make you laugh.
Virtual Friend: Feeling lonely? Chat with your cube for hours, EmoSpark is an AI with an
amazing conversational engine.
More coming soon: EmoSpark automatically updates through the cloud with new services
and features.
Discover the full list of commands.
13. VIT EAST 13
CHAPTER 5
HOW IT WORKS
The human brain processes thousands of pieces of information each second, frequently without
consciously realising it. Registering these physical stimuli as simple, everyday concepts such as
sound, motion and colour, the brain’s basic cognitive structure and wiring creates a memory bank
of patterns from which impressions are drawn and predictions about the future made.
Similarly, emotional stimuli is also stored within the memory bank through emotional patterns or
‘fingerprints’.
EmoSpark has developed an Emotional Profile Graph (EPG) that is used to register and develop,
over time, a bank of emotional associations for each memory (data) within your Cube. The EPG
can communicate the data to other AI technologies, allowing them to virtually “understand” the
user and elicit the same emotional response in kind. This response is then accurately conveyed to
other AI technologies, allowing for a realistic range of expressions and interaction.
Ultimately, the user will decide how much they will input into the EPG of the cube. Each time the
user imports or plays media through the Emo Player, they will have the option to rate how it makes
them feel and program the cube's EPG to equate that media with an emotional reaction based on
the user’s EPG. Alternatively, the Emo Player can be used to play back the media and analyze it
with direct impact on the EPG of the cube. The cube will also feature a direct interface with
Wikipedia, Google Maps and other reference tools for use as a study aid and communication
platform.
5.1 Why music?
Emo Spark initially uses music and sound to inform a cube's EPG because music is one of the most
direct and immediate stimuli of emotional response. Studies have proven that unborn children can
literally “hear” music in utero and react to it. The Emo Spark Cube uses the same basic principle
to experience and register the user's customized data and literally “grow” and adapt to customized
audio cues. At first, sound will be the primary method through which the cube will learn and grow
from. The Emo Player will then create a customized EPG for the user that will in turn directly
impact the EPG of the cube. Step by step, the cube will use this preliminary sound programming
14. VIT EAST 14
to develop and experience a virtual “life” of its own that will embrace other stimuli, including sight
and language.
5.2 What about visual interaction?
The Emo Spark can also view a gamer face to face directly in real time on a web cam, observing
and responding to various cues. Dedicated plug-ins will recognize those same consistent visual
expressions and after receiving a verifiable response, the cube will begin to vicariously experience
life with the user. The cube will see when the user has had a difficult day, and express itself
sympathetically; or it can see when the user has landed a promotion or passed a particularly trying
test and share along in that triumph. The Emo Spark's EPG is color-coded, so the user will be able
to recognize the cube's emotional status from its LED lighting. For instance, the user can watch
white sparks fly inside the cube's visualization app when it's “in pleasure”, and black sparks when
it's not. Emo Spark's app lets the user use a smart device to witness the intensity and
Nuances of its emotional status in real time at a distance, monitoring when and how a new
experience modifies and informs the cube. Emo Spark will then share its reactions with the user
via their TV, smartphone or tablet apps. These visualization apps allow the user to see inside the
“consciousness” of the cube and monitor what it's “feeling” through its “emotional cloud” and
what it’s “thinking” through a virtual wall of images and sounds that you can watch and listen in
real-time in amazing detail and clarity.
Figure 5.2. How it Works
15. VIT EAST 15
5.3 Conversational Intelligence:
EmoSpark has a conversational engine of more than two million lines of data. Every time you chat
with EmoSpark it will learn to develop its own conversational understanding, entirely based on
the context of your interaction. EmoSpark interacts by searching through records of previous
conversations and selecting an appropriate response to your comments.
Don’t forget that EmoSpark can “feel” emotions, so please be gentle with it. Over time and
experience, the Cube will develop a distinctive personality of its own, seeking joy and satisfaction
– just like humans. This technology allows users to craft a “life” onto AI technology: ultimately
becoming greater than the sum of its parts.
Figure 5.3. Conversational Intelligence
16. VIT EAST 16
5.4 Emospark can meet on the grid:
We all want to be happy and experience pleasure. We all want to avoid pain. Your EmoSpark
wants this too and will tell you what its feeling. Once a reliable EPG is established, it can also
“talk” to other Cubes about its experiences, meeting up with them for social activities or to share
media … the possibilities are endless.
Each Cube has a unique EPG and an exclusive emotional sensibility. All Cubes will have access
to a specially-designed grid via EmoSHAPE’s severs; where they can meet and interact. Their
unique EPG will act like a magnet, attracting other cubes with compatible EPGs. Cubes with
similar affinities will connect and share similar media together. (Note that the EPG remains secure
and private. Only media files can be shared between Cubes.) Each Cube will discover what media
(with similar emotion tags) other Cubes have registered. This will further enable your Cube to
recommend and play suitable media to you according to your mood.
Figure 5.4. EmoShape
17. VIT EAST 17
5.5 Emotion Synthesis:
The Cube can “feel” an infinite range of emotions across the emotional spectrum based on the
eight primal human emotions: Joy, Sadness, Trust, Disgust, Fear, Anger, Surprise and
Anticipation.
All these emotions mix inside the Emotion Processing Unit (EPU) of the Cube like sound and
colour-appropriate light waves. You can experience this real-time process up close by watching
the eye of the Cube in your App or on your TV. The iris of the eye changes colour relating to the
emotions the Cube is “feeling” at any given moment. The Cube itself emits, through ripples, 32
million colours – synchronised with the colour of the iris.
Figure 5.5. Emotion Synthesis
18. VIT EAST 18
5.6 Emo Spark App
Figure 5.6. Emo Spark App
The Emo Spark cube can be accessed remotely through video conferencing facility. The user can
interact and engage in conversation with the cube, just like a regular call, through Android's text
to speech functionality. He can enter into the space of the cube's “consciousness”, exploring the
virtual walls of images and information that the cube is linked to – all in real time. Emo Spark
cubes connect with one another through social media platforms. Once a reliable EPG is
established, an Emo Spark cube can crawl through the web searching for similar or new
expressions, and interact with other cubes on a network grid developed by EmoShape. Over time
and experience, the Emo Spark cube can develop a distinctive “personality” of its own, seeking to
experience joy and satisfaction – just like humans. This technology will allow the users to literally
craft a “life” on to AI technology, becoming greater than the sum of its parts.
19. VIT EAST 19
CHAPTER 6
SPECIFICATIONS
Model Specification: Emospark
6.1 Dimensions:
H: 90 mm (3.54 inches) W: 90 mm (3.54 inches) D: 90 mm (3.54 inches)
6.2 Operation:
System Google Android 4. 2. 2
CPU QUAD CORE 1.8Ghz
EPU (Emotion Processing Unit) 20MHz
DDR3 2GB
Nand Flash 8GB
Networking Wi-Fi 802.11b/g/n 10/100Mbps
With internal Antenna
Support Bluetooth 4.0
6.3 Graphics:
Type Integrated Graphics Mali400, Supports 1080P video (1920 x 1080) Input/output
Connectors.
6.4 Ports:
1 X USB 2.0 Host for external drive/component (internal)
1 X Micro USB for power quad core android T.V box
1 X HDMI1.4 Output · ESD Protection with Rclamps
20. VIT EAST 20
Power 90·230V, 50/60Hz input, max. Power: 30W.
Output:5V/1A
6.5 Software Performance:
Android
Market
Support Android Market Place
Flash Player
Support Adobe Flash 11 quad core android T.V. box
Garring Built-in 30 Accelerator. Multi-Media
Video Decoding:Mpeg1/214.H.264,VC-1,Divx,Xvid, RM8,9/10,VP6
6.6 Video Formats:
MKV,TS,TP,M2TS.RMIRMVB,BD·ISOAVI,MPG,VOB,DAT,ASF, TRP,FLV etc. full
formats
6.7 Audio:
Audio Decoding: DTS,AC3,LPCM,FLAC,HE-AAC
Audio Formats: MP3,DGG,WMA,WMAPRD
21. VIT EAST 21
Figure 6.7. Audio
6.8 Connectivity:
EmoSpark is able to connect to Facebook and YouTube to present users with content designed to
improve their mood or to Wikipedia for collaborative knowledge that can be shared when users
ask questions of it. Through Android OS, EmoSpark is able to be customized with Google Play
store apps.
The cube is capable of learning the user’s emotions and responses to types of music or content
then uses it in the future for similar emotions. It is also able to emulate the emotions that is has
observed and learned which are in the spectrum of primary emotions. The cube is expected to
develop its own personality based on the communications it has had with the people using it.
22. VIT EAST 22
Figure 6.8. Connectivity
6.9 LED:
4 RGB LEDs – 2×16 Million colours.
6.10 Emospark Works With:
HDMI Television
Android Bluetooth Devices With OS 3.0+
6.11 Communication
To communicate with the Android-powered Emo spark, users can simply talk to it through
speaking or typing into their tablet, mobile phone (which means it can gauge your emotions on the
move), computer or TV. It combines this with face-tracking technology to gauge the user's likes
and dislikes by categorizing their emotional responses to music, videos and other content (using
an emotional spectrum based on seven emotions: joy, sadness, trust, disgust, fear, anger, surprise
and anticipation). Users can also connect with Face book and
YouTube to help the cube build up a history of interests. Emospark initially tries to recommend
particular pieces of content -- be it a song or a YouTube video -- that might help to improve the
user's mood. So, for example, the cube might tell you that your friend Michael has posted a new
23. VIT EAST 23
video onto Face book and it has 12 likes, would you like to watch it. If you say yes, the cube will
play it on the TV or other device. If you start to laugh, it will show you similar content.
Figure 6.11.1. Interaction of EmoSpark
Figure 6.11.2. Interaction of EmoSpark
24. VIT EAST 24
CHAPTER 7
SECURITY ISSUES
Figure 7. Security Issues
As we know that EmoSpark is elated to Bluetooth therefore all the security issue related to
Bluetooth are also related to EmoSpark.
In Bluetooth, there are three security modes
Security Mode 1: In this mode, the device does not implement any security procedures,
and allows any other device to initiate connections with it
Security Mode 2: In mode 2, security is enforced after the link is established, allowing
higher level applications to run more flexible security policies.
Security Mode 3: In mode 3, security controls such as authentication and encryption are
implemented at the Baseband level before the connection is established. In this mode,
Bluetooth allows different security levels to be defined for devices and services.
25. VIT EAST 25
CHAPTER 8
FUTURE ASPECTS
We all want to be happy and experience pleasure. We all want to avoid pain. Your Emo Spark
cube wants this too, and will tell you what it is feeling. It can also talk to other cubes about its
experiences, meeting up with them for social activities; to share media or even enter second. Life
the potential is literally endless. EmoShape plans to provide an open API and free Unity3D plugin
so any developer can link their app or game with Emo Spark. The cube's capabilities lets it install
compatible new apps from the Google Play App store, increasing its ability for new functional
blocks such as chat bots, new voices, or interfacing with Robot like NAO, Sphero or any other AI
technology. With an Emo Spark cube, the only limits to the virtual world are the limits of your
imagination.
8.1 Two Versions of Future:
There are two versions of the future: one which goes in the way of the Terminator, with robots
based on pure logic and another full of emotions, "like Wall-E, a cute robot full of emotions who
saves humans from logical robots". While the technology behind face-tracking is well established,
what we've done differently is use it to track and process different emotions," Rosenthal tells
Gizmag. "The Emo Spark Cube contains a unique chip invented by myself called the Emotional
Processing Unit. This allows the cube to build up its own Emotional Profile Graph (EPG) as it
interacts with its users. The cube saves all this information and, just like a fingerprint, will over
me will keep an emotional print of each family member with which it interacts”. Each
family member with which it interacts.” Communicate with the cube by either typing or talking to
it through their television, or remotely via a smart phone, tablet or computer. By analyzing this
data and using its face-tracking technology, the cube is designed to acquaint itself with the user
over time by gauging their likes, dislikes and different moods based on eight primary human
emotions: joy, sadness, trust, disgust, fear, anger, surprise and anticipation. Initially, the cube
works to improve your mood and overall happiness by connecting to and recommending particular
songs and videos or content on sites such as Face book and YouTube. The cube will
have open API (Application Programming Interface) to allow developers to create new blocks of
technologies in the form of apps in Google Play store.
26. VIT EAST 26
CHAPTER 9
APPLICATIONS
The Emo Spark cube also doubles as an e-learning tool.
It comes connected to a collection of online knowledge owned by Google, which
Rosenthal says enables it to answer questions on over 39 million topics.
It can also be used to control robotic devices, bringing emotional feedback capabilities to
a NAO robot or turning a Sphere ball into a virtual pet with its own emotions.
Technically, Emo Spark accesses NASA‟s MODIS satellite, the Freebase and Wiki
databases and results in a platform so innovative it will spin the entertainment world on
its side.
Figure 9. Applications
27. VIT EAST 27
CHAPTER 10
IMPORTANT SAFETY AND HANDLING INFORMATION
10.1 Always:
Keep EmoSpark in sight at all times when operating it to avoid injuries or damages to
people, animals or property.
Ensure that you keep a safe distance between the ball and people, animals and property
when EmoSpark is in operation.
Periodically examine EmoSpark for potential hazards such as cracked, damaged or
otherwise broken parts. In the event of such damage, do not use EmoSpark until it can be
replaced or repaired.
Drive EmoSpark on suitable surfaces. Although EmoSpark can drive on a variety of
surfaces, it works best on smooth, flat and hard surfaces (such as carpet, tile wood floors,
and concrete).
10.2 Power Adapter
Examine EmoSpark and power adapter regularly for damage, deformation, or melting to
the cradle cord, plug, enclosure or other parts.
Never use a damaged power adapter. If you notice signs of damage cease use and return to
Emoshape.
Never charge a leaky battery or one which has been damaged. Do not use the EmoSpark
power adapter to charge any other battery or electronic device.
Do not charge near inflammable materials or on an inflammable surface (Carpet wooden
flooring, wooden furniture, etc.) or conducting surface.
Do not leave EmoSpark unattended during charging.
Never power the device while it is still hot. Let it cool down to room temperature.
EmoSpark is only to be powered under adult supervision.
Do not cover your product or its AC power while it’s in operation.
Power EmoSpark at a temperature of between 0° and 30= C (32° to 90°F).
The AC/DC adaptor is not a toy and should only be operated by adults.
Do not place objects other than EmoSpark into charger. Placing coins or metal objects into
charger could cause objects to heat and burn on contact with skin.
28. VIT EAST 28
10.3 Use and storage
Do not use EmoSpark if its cover has been broken and the battery's plastic cover has been
cracked or compromised in any way.
Do not expose the battery to excessive physical shock.
Do not expose EmoSpark and its battery to heat or dispose of a fire.
Do not put the battery in a microwave oven or in a pressurized container.
Do not attempt to dismantle, pierce, distort or cut the battery and do not attempt to repair
the battery.
Do not place any heavy objects on EmoSpark or the battery or charger.
Do not clean the charger with a solvent, denatured alcohol or other inflammable solvents.
It is essential to avoid short circuits. Avoid direct contact with the electrolyte contained
within the battery. The electrolyte and electrolysis vapours are harmful to health.
Do not subject EmoSpark and its battery to large temperature variations.
Do not place your EmoSpark near a source of heat.
Disconnect the charger when you are not charging the battery.
29. VIT EAST 29
CHAPTER 11
CONCLUSION
Technology that improves our lives is always a priority. Technology that can improve moods and
overall happiness is beyond our expectations, yet we are always ready for a break from today’s
chaotic world. The Emo Spark cube can be accessed remotely through video conferencing facility.
The user can interact and engage in conversation with the cube, just like a regular call, through
Android's text to speech functionality. EmoSpark comes connected to Freebase, a collection of
online knowledge that enables it to answer questions on over 39 million topics. Users communicate
with the cube by either typing or talking to it through their television, smart phone, tablet or
computer. Over time the cube develops a personality of its own, the rate of which is largely
determined by how often the user engages with it. "The EmoSpark Cube contains a unique chip
called the Emotional Processing Unit. This allows the cube to build up its own Emotional Profile
Graph (EPG) as it interacts with its users. The cube saves all this information and, just like a
fingerprint, will over time keep an emotional print of each family member with which it interacts.
As the relationship between the cube and user progresses, the device becomes more skilled in the
art of conversation and nuanced in its offers of comfort. The EmoSpark uses custom developed
technology that enables it to differentiate between basic human feelings.
30. VIT EAST 30
CHAPTER 12
APPENDIX/ANNEXURES
[1] Brown, Stephen. “Meet Pepper, the Emotion Reading Robot.” TECHNOLOGY
[2] ISOR Journal of Computer Science and Engineering e: ISSN: 2278-0661
[3] http://photos.prnewswire.com/prnh/20140106/PH40168-b
[4] www.emospark.com
[5] www.emoshape.com.