Patent classifications
G06F2203/011
System and method for biometric monitoring and educational analysis optimization using artificial intelligence
Systems and methods for educational analysis optimization. The system includes a camera, a processor and memory. The memory stores instructions to execute a method. The method begins with receiving a request from a user at a client device to begin a stimulus session. Then, video recording of the user for the stimulus session is initialized. Next, calibrations for emotions and gaze are set. Then, one or more stimuli are presented to the user. Cues and reactions are recorded and mapped to content that was displayed during the times of recorded reactions and cues. The recordings are post-processed for educational analysis and feedback is provided to the user. The feedback and analysis can be optimized using a predictive artificial intelligence model.
Artificial skin on gaming devices
The present disclosure relates generally to a gaming device or system that detects, at each input electrode location of a plurality of elastically deformable input electrode locations, an amount of pressure applied to an elastically deformable outer layer at a corresponding input electrode location in response to deformation of the elastically deformable outer layer by physical contact with a player of a gaming device; determines that the player has applied pressure to the plurality of elastically deformable input electrode locations continuously over at least a predetermined time interval; determines a pressure pattern corresponding to the plurality of elastically deformable input electrode locations; compares the pressure pattern to a plurality of different pressure patterns corresponding to a plurality of different player gestures to determine a player gesture corresponding to the pressure pattern; and determines, based on the determined player gesture and a comparison of the amount of applied pressure to a threshold magnitude, an operation of the gaming device.
MIND-CONTROLLED SWITCH
A mind-controlled switch is described, which comprises input circuitry for receiving mind state data from a first external device, an actuator, responsive to user actuation to set one or more threshold mind state values, and control circuitry for controlling a second external device in dependence on the mind state data and the mind state value(s). Notably, the mind-controlled switch is provided separately both from a first external device (which actually collects the mind state data from the user) and the second external device, which is the device being controlled by the switch. Accordingly, the second external device need not have its own mind-controllable functionality, but can instead be a conventional device which is imbued with this functionality by way of the separate mind-controlled switch.
OPERATION SYSTEM AND OPERATION METHOD
An operation system including: a prediction unit configured to determine a predicted value of a motion of an operator at a prediction time that is a time after elapse of a prediction time interval from the present using a predetermined machine learning model from a biomedical signal of the operator; a control unit configured to control a motion of a robot on the basis of the predicted value; and a prediction time setting unit configured to determine the prediction time interval on the basis of a delay time from a current value of the motion of the operator to the motion of the robot.
VIRTUAL, AUGMENTED AND EXTENDED REALITY SYSTEM
Systems, methods and apparatus for multi-realm, computer-generated reality systems are disclosed. In an aspect, a multi-realm, computer-generated reality system may admit a plurality of participants to a session conducted in a managed multi-realm reality system, wherein each of the plurality of participants is admitted through a virtual reality context, extended reality context or an augmented reality context. The system may receive information generated by one or more sensors associated with a first participant of the plurality of participants. The system may collect performance data for each of the plurality of participants within the computer generated multi-realm reality, wherein each of the plurality of participants have performance measurements associated with one or more performance data groupings.
CONVERSATIONAL MARK-UP IN EMBODIED AGENTS
A Markup System includes a Rule Processor, and a set of Rules for applying Markup to augment the communication of a Communicative Intent by an Embodied Agent. Markup applied to a Communicative Utterance applies Behaviour Modifiers and/or Elegant Variations to the Communicative Utterances.
COMPUTING DEVICE HEADSET INPUT
Aspects of the present disclosure relate to computing device headset input. In examples, sensor data from one or more sensors of a headset device are processed to identify implicit and/or explicit user input. A context may be determined for the user input, which may be used to process the identified input and generate an action that affects the behavior of a computing device accordingly. As a result, the headset device is usable to control one or more computing devices. As compared to other wearable devices, headset devices may be more prevalent and may therefore enable more convenient and more intuitive user input beyond merely providing audio output.
HEADSET VIRTUAL PRESENCE
Aspects of the present disclosure relate to headset virtual presence techniques. For example, a participant of a communication session may not have an associated video feed, for example as a result of a user preference to disable video communication or a lack of appropriate hardware. Accordingly, a virtual presence may be generated for such a non-video participant, such that the non-video participant may be represented within the communication session similar to video participants. The virtual presence may be controllable using a headset device, for example such that movements identified by the headset device cause the virtual presence to move. In some instances, user input may be received to control emotions conveyed by the virtual presence, for example specifying an emotion type and/or intensity.
Systems and methods for creating and sharing virtual and augmented experiences
Techniques for creating compelling extended reality (XR) environments, including virtual reality (VR) and mixed reality (MR), and other computer-generated experiences, are provided. In some embodiments, a VR and MR system, including a computer hardware- and software-based control system, controls a specialized headset, hand controls, and a distributed array of sensors and actuators to produce a VR or MR environment with compelling VR and MR display and social interaction features. In some embodiments, the VR and MR system creates and provides escalating levels of data access, permissions and experiences for users, based on different, multi-phased ratings. In some embodiments, a first rating sets a level of access to gameplay leading to a second rating. In some such embodiments, one user's VR or MR experience related to another user is modified aesthetically, haptically or otherwise, depending on the levels granted by another user, and other attributes.
Control system using in-vehicle gesture input
A control system using an in-vehicle gesture input, and more particularly, a system for receiving a vehicle occupant's gesture and controlling the execution of vehicle functions. The control system using an in-vehicle gesture input includes an input unit configured to receive a user's gesture, a memory configured to store a control program using an in-vehicle gesture input therein, and a processor configured to execute the control program. The processor performs an information display control for areas layered in a windshield screen according to the user's gesture.