Realtime Sentiment Analysis and Augmentation for Mental Health Benefits
20220408147 · 2022-12-22
Inventors
Cpc classification
G16H20/70
PHYSICS
A61B5/165
HUMAN NECESSITIES
H04N21/43074
ELECTRICITY
International classification
H04N21/43
ELECTRICITY
A61B5/16
HUMAN NECESSITIES
G16H20/70
PHYSICS
G16H50/30
PHYSICS
Abstract
Various aspects of the subject technology are designed to analyze a range of inputs (e.g., sound, light, color, words, media, etc.), determine the sub-conscious impact of those inputs on individuals, then recommend and/or augment content capable of improving their current mental health state. Embodiments of the subject technology receive inputs (e.g., data) from information sources or platforms (e.g., smart phones, applications, wearable devices, databases, entered values). Embodiments of the subject technology analyze the received data according to one or more programmed matrices. Embodiments of the subject technology score the subconscious impact. Embodiments of the subject technology compare user data with the content data to make one or more predictions. Embodiments of the subject technology output, display, or provide several solutions for a user to choose from.
Claims
1. A method for identifying wellness-mediating content, comprising: receiving customer data including user profile data and a plurality of media content items consumed by a user associated with the user profile data; processing at least a subset of the customer data to determine a multidimensional individual wellness score for the user; processing the media content items identified in the customer data to determine for each content item a multidimensional content impact score; processing, using a machine learning trained recommendation engine, the individual wellness score of the user and the content impact scores of the media items consumed by the user to generate a recommended set of wellness-mediating content items, the wellness-mediating content items comprising at least one of healing sounds, healing colors, healing words, and healing content; and outputting on an electronic interface for the user the set of recommended wellness-mediating content items generated by machine learning trained recommendation engine.
2. The method of claim 1, further comprising causing at least one of the wellness-mediating content items from the set of wellness-mediating content items to be provided to the user.
3. The method of claim 2, wherein the at least one wellness-mediating content items is provided to the user by augmenting a content item with the at least one wellness-mediating content item.
4. The method of claim 2, wherein the provision comprises one of: outputting a binaural beat included in the set of recommended wellness-mediating content items, augmenting a content item not in the set of selected recommended wellness-mediating content items by an audio augmentation included in the set of recommended wellness-mediating content items, augmenting a content item not in the set of selected recommended wellness-mediating content items by a color augmentation included in the set of recommended wellness-mediating content items, and playing a piece of media content included in the set of recommended wellness-mediating content items,
5. The method of claim 1, wherein the individual content score and the content impact scores each include the dimensions.
6. The method of claim 5, wherein the individual content scores and the content impact scores each include a physical dimension, an emotional dimension, and a mental dimension.
7. The method of claim 6, wherein the individual content scores and the content impact scores each include a physical dimension, an emotional dimension, and a mental dimension across seven different categories, each category corresponding to one of a color or an audio frequency range.
8. The method of claim 1, further comprising electronically receiving user feedback, the feedback including the identification of at least one item of recommended wellness-mediating content consumed by the user and an impact on the physical, emotional, or mental well-being of the user resulting from such consumption.
9. The method of claim 8, comprising applying a machine learning algorithm to adjust the processing of the recommendation engine for the user, a group of users, or all users, based on the feedback.
10. The method of claim 8, wherein the identification of the impact on the physical, emotional, or mental well-being of the user comprises a sentiment change value.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
[0008]
[0009]
[0010]
[0011]
[0012]
[0013]
[0014]
[0015]
[0016]
[0017]
[0018]
[0019]
[0020]
[0021]
[0022]
[0023]
[0024] In one or more implementations, not all of the depicted components in each figure may be required, and one or more implementations may include additional components not shown in a figure. Variations in the arrangement and type of the components may be made without departing from the scope of the subject disclosure. Additional components, different components, or fewer components may be utilized within the scope of the subject disclosure.
DETAILED DESCRIPTION
[0025] U4Ea Scores are used for evaluating wellbeing, whether wellbeing for individuals or the wellbeing impact of content, like media content, where sound, color, and text can be analyzed. It is intended for U4Ea Scores to provide insight and recommendations to individuals in assisting them to finding improved wellbeing through a pursuit toward mental, emotional, and physical balance. It is anticipated that this approach will reduce the impact of chronic illnesses on the individual, as well as economically for payers who will have less chronic related illnesses to treat.
[0026] The total U4Ea Score is comprised of seven categories, each pertaining to a correlation of activities, actions, data, or inputs. U4Ea's methodology has concluded correlations between behaviors, the thoughts and emotions associated with their expressions, their associations with the endocrine system, and how the endocrine system responds to related stimulus in the form of sound, color, words, and how these interplay with consciousness.
[0027] The process to execute this approach to wellbeing involves the U4Ea Platform (with an example shown in
[0028] As seen in
[0029] Gaining information from the customer can happen through customer interaction, by way of permissions to methodologies for tracking information passively, as through wearables or activity tracking on devices or by interacting with question, survey, features built in to U4Ea. The app opens to a Landing Page with U4Ea's logo, listing appropriate legal information, then dissolves to the image in this figure, where the customer is prompted to select either the simple webapp or gamified webapp (through login).
[0030] The simple webapp is a trial version of the binaural beats generator. The user is first run through a tutorial using react-joyride, and is prompted to select their feelings, activities, and boosts. Information about the three options is also parsed. After the three options are selected, the disabled attribute on the bottom of the screen is temporarily deleted, and the user is able to press play. After pressing play, a binaural beat object is created, and starts playing.
[0031] The gamified webapp is a version of the binaural beats generator that includes user logins and more features. The customer information is stored in a Microsoft Azure database, passwords are encrypted using bcrypt. Once a user logs in, they are able to access more personalized features. Backend code is located in the server folder, and user information is stored in redux store in the client folder after login.
[0032] Alternatively, or in addition, as seen in
[0033] U4Ea intends on capturing data via two methods: in-app interactive surveys (using emojis and U4Ea's “DaVinci” model) and through third party media content.
[0034] In one embodiment, app data 3 can be gathered by asking customers, e.g., by prompting for customers to answer the question, “How do you feel?” They can respond using a graphical user interface (GUI), an emoji interface, they can text back a response through a journaling feature, they will be able to interact with a “DaVinci” interface to “point to the pain,” and will be able to link their emotions to a map for planning and tracking their emotional experiences.
[0035] U4Ea will analyze media content and information either on a customer's device or via permissions granted by the customer to analyze media on third party platforms. U4ea organizes media into as many as three categories: audio, visual, and text. For example, a song can be organized into two categories, audio for the music and text for the lyrics. A movie would add the visual component where each increment of the movie is analyzed like photo. For example, for data captured from media, the customer will have the opportunity to have their media scored in order to identify the potential subconscious impact of the media, as well as recommending media that can have a positive impact. In one embodiment, U4Ea analyzes sound, color, and text in order to score media content and information.
[0036] As seen in
[0037] The system can utilize various methods of data categorization. For example, audio files are processed where each note, tone, and/or frequency captured in the audio file is color-correlated. An example color correlation is shown in
[0038] Data can be received as an image and color categorization. U4Ea analyzes the color content of an image, generating a histogram that reveals the proportionate ratios of colors in an image. Those ratios are reduced to a total impact of 1 with a U4Ea score inclusive of fractional contributions in multiple categories. Thus, visual files are aggregating each pixel in each frame (multiple frames for videos), creating a histogram of colors (e.g.,
[0039] Data can also be received as audio and sound categorization. For example, in one embodiment U4Ea scores the number of times certain notes are played in a song (e.g.,
[0040] Data can also be received as text & lyric or text categorization: For example, in one embodiment U4Ea's text analysis is used to analyze musical content's textual component. Aggregated scores are reduced to a total impact of 1 with a U4Ea score inclusive of fractional contributions in multiple categories, e.g., as in
[0041] Third party data, wearable data, and other elements discussed herein are processed according to
[0042] The system processes the media content items identified in the customer data to determine for each content item a multidimensional content impact score (e.g., through
[0043] Media files with lots of content are expected to score very high tallies. Each media score will be reduced to a total value of 1 with fractions of each color summing to a value of 1 for the total impact of a unit of media. The value of that rating will be saved in the U4Ea database for future recommendations (e.g.,
[0044] Within
[0045] As seen in
[0046] As the machine learning trained recommendation engine (MLTRE) identifies which pieces of content are most impactful, MLTRE will learn to weigh which inputs are the most impactful to the customer. For example, equal or skewed weighting can be applied, as discussed herein.
[0047] Individually scored content will be aggregated for a point-in-time analysis of the customer's subconscious mood state, to determine an Aggregated U4Ea Score. MLTRE is further trained as customers' moods are tracked and measured against the estimated subconscious impact. As seen in
[0048] In some examples, the scores (e.g.,
[0049] The U4Ea Recommendation Engine (URE) (e.g.,
[0050] In one embodiment, the Recommendation Engine 500 (e.g., as shown in
[0051] There are two components to the recommendation engine example depicted in
[0052] Component 2 is U4Ea's Machine Learning Trained Recommendation Engine (MLTRE), which is a sentiment prediction recommendation system. The recommendations, as presented in
[0053] The Features Selector gathers data from occurrences similar the most recently selected one, enabling the MODEL TRAINER to do a comparable analysis for time of day, day of the week, day of the month, location, previous mood, and more in order to estimate how much the selected feature (or intervention) will move the customer into balance within the targeted categories. In some preferred embodiments, the model trainer would run infinitely in order to home in on an accurate recommendation engine for each individual. In other embodiments, technical and economic rationale will dictate the number of model trainers available.
[0054] Once feedback from the intervention is gathered, it is analyzed in comparison to the model trainers within the WELLBEING OPTIMIZER. Here, the model trainer that most accurately predicted the customer's outcome will be qualified as the TRAINED U4Ea SCORE for integration into the next recommendation for the customer.
[0055] MLTRE tracks which selection the customer makes, correlates their choice to past choices, the choices of other users, and any other statistically relevant comparisons that enable an impact prediction, then track their generated or automatically-tracked biofeedback (e.g.,
[0056] The accuracy of the impact prediction compared to the customer feedback continues to train MLTRE. MLTRE, once used, can be incorporated throughout the customer's next INPUT and experience, making (e.g.,
[0057] URE provides a scrolling list of modalities as a recommended set of wellness-mediating content items (as discussed herein) from binaural beats to yoga postures to media content. URE is also recommending media content based on its library of scored content that are in alignment with the recommended colors (books, articles, tv shows, and movies on matters of spirituality, communication, will power, and comedy). URE is also configured to recommend a host of tech-based augmentation that integrate positive use of colors and text.
[0058] Relative to
[0059] In some embodiments, the output can include a binaural beat generator that can be delivered as a wellness-mediating content item. For example, as shown in
[0060] As seen in
[0061] In one embodiment, as seen in
[0062] In one embodiment, an Experience display can be interacted with to confirm features. For example, as seen in
[0063] In further embodiments, the output can be augmented with a content item not in the set of selected recommended wellness-mediating content items. For example, this can be an audio augmentation included in the set of recommended wellness-mediating content items.
[0064] As seen in
[0065] In further embodiments, the augmenting can include augmenting with a content item not in the set of selected recommended wellness-mediating content items by a color augmentation included in the set of recommended wellness-mediating content items. Upon request, customers can integrate U4Ea features into experiences beyond the U4Ea platform. The below-discussed potential augmentations are not exclusive and described as a list of potential experiences that may be termed augmentations.
[0066] For example, relative to
[0067] In some embodiments, the system can play a piece of media content included in the set of recommended wellness-mediating content items.
[0068] For example, URE suggests media content based on the customer's preferences, the customer's tracked experiences, and the U4Ea Score on media units. Media content can be filtered for content the customer has access to, via the customer's owned content or content available via third party platforms, such as Spotify for music or YouTube for videos, etc. U4Ea can recommend songs, videos, articles, and other forms of digital media based it's U4Ea score and the customer's desired intention. This can be shown as, for example, in
[0069] In
[0070] In determining sentiment or content scoring 5, the individual content scores and the content impact scores can each include a physical dimension, an emotional dimension, and a mental dimension.
[0071] The scores can be further broken down. For example, the U4Ea Score, the Physical, Emotional, and Mental (PEM) Scores can be broken down, and these scores can create further statistics like sensitivity, balance, and enthusiasm, which enable more links to recommendable products and services. To establish content not suitable for sensitive people or filter away balance-interrupting content will enable platforms to provide more options for sensitive customers to garner improved customer experiences. For example, as seen in
[0072] In other embodiments, in determining sentiment or content scoring 5, the individual content scores and the content impact scores can each include a physical dimension, an emotional dimension, and a mental dimension across seven different categories, each category corresponding to one of a color or an audio frequency range.
[0073] Correlations between (media) content and frequency are based on the U4Ea score of the content, which reflects the impact of that media, which is further made up by the physical, emotional, and mental influences tracked from that content, the color-correlated categories those results land in, and the frequencies associated with those corelated colors, based on
[0074] In additional embodiments, relative to
[0075] U4Ea can, through various means, evaluate the efficacy of its recommendation engine. In one form, it takes a clinical approach to evaluating the efficacy of its recommendation engine. Once the customer has had some experience or is complete with their intervention, the customer will be prompted to reflect on their experience and with a thumbs up or down, emojis, a journal entry, or other tracked biofeedback, as like with a wearable device. For example, as seen in
[0076] In another embodiment, as seen in
[0077] Relative to
[0078] In some embodiments, feedback is provided, for example by closing the loop on the customer experience by integrating the customer's feedback on their selected intervention into MLTRE (e.g., as shown in
[0079] MLTRE has already captured the selected intervention, the model trainer has predicted the expected impact, meaning, how far does MLTRE expect the intervention to move the indicators in a positive direction, and now the biofeedback is revealing the accuracy of the prediction. Successful predictions, as to be determined with ever improving standard deviations, will be used to introduce predicted options into the customer's selection choices (for emojis and recommendations), creating another opportunity for verifying the accuracy of U4Ea's recommendations. The ability to make predictions at the individual customer level will allow MLTRE to offer similar suggestions to similar people, based on their multiple factors of the customer profile. It is intended that this approach leads to more accurate recommendations for greater populations of people with less and less customer information required.
[0080] For example, one form of enhancing customer data can be achieved by layering sentiment information, which allows U4Ea to analyze patterns in behavior and to refine its recommendations. The intent is with more information to calculate, the more accurately the recommendation engine can make suggestions. Within U4Ea's categorical methodology, the more emotions that are expressed, the more accurately U4Ea can assess. Enhanced information can come in the forms similar to what was mentioned in (the previous comment), as well as other conceptual approaches. The results of the first question will prompt this second question, populating the interface with two emojis that might more accurately represent the customer, along with two other suggestions provided at random. Once the customer has gone through the process once, the fourth emoji suggestion will be suggested by U4Ea's MLTRE. Relative to, for example,
[0081] In another example, as seen in
[0082] For example, as seen in
[0083] In another example, as seen in
[0084] In determining sentiment or content scoring 5, the identification of the impact on the physical, emotional, or mental well-being of the user can include a sentiment change value. For example, this can be as seen in
[0085] Identification of the evidence that U4Ea is having a positive impact is reflected in the customer's profile page. This can be depicted as, for example, a Customer Profile as shown in
[0086] In other embodiments, the profile page will contain links to other features associated with the customer profile. These features can include, for example, Quick Analysis, Vision tracking, facial recognition, voice analysis, text analysis, scroll tracking, heart rate variability (HRV), electronic encephalogram (EEG) device analysis, and other app activity.
[0087]
[0088] The customer has three other “Menu Options” represented by the “Profile” icon, the U4Ea Logo icon representing “Recommendations,” and U4Ea's foundational “binaural beat builder” (BBB), represented by the musical note icon. The Profile icon takes the customer to their private profile page (e.g., as shown in
[0089] In other embodiments, the system includes a Quick Analysis. See, e.g.,
[0090] For example, in some embodiments, the system includes Vision tracking. See, e.g.,
[0091] In other embodiments, the system includes Facial recognition. See, e.g.,
[0092] In other embodiments, the system includes Voice analysis. See, e.g.,
[0093] In other embodiments, the system includes Text analysis. See, e.g.,
[0094] In other embodiments, the system includes Scroll tracking. See, e.g.,
[0095] In other embodiments, the system includes Heart-Rate Variability (HRV). See, e.g.,
[0096] In other embodiments, the system includes Electronic Encephalogram (EEG) features. See, e.g.,
[0097] In other embodiments, the system includes Other-app Activity. See, e.g.,
[0098] In other embodiments, the system includes Polyamorist Connections or Data Captured from Wearables. See, e.g.,
[0099] In other embodiments, the system includes Polyamorist Data or Data Captured from Third Party Services. See, e.g.,
[0100] In other embodiments the system includes Data Captured from Media, where the customer will have the opportunity to have their media scored in order to identify the potential subconscious impact of the media, as well as recommending media that can have a positive impact. To do this, U4Ea analyzes sound, color, and text as discussed herein.
[0101] In other embodiments the system includes Data Captured from Customer Selection, where as the customer makes selections throughout the platform, U4Ea is tracking their “preferences” in order to provide optimal future recommendations.
[0102] In some embodiments, the system includes Data Categorization 300 (e.g.,
[0103] Additional features and options can be utilized for the scoring. For example, the system may include an Aggregated U4Ea Score so that individually scored content will be aggregated for a point-in-time analysis of the customer's subconscious mood state. MLTRE is further trained as customers' moods are tracked and measured against the estimated subconscious impact.
[0104] Further still, the system can include Positive/Negative Analysis, so that received content is also scored according to impact. As the analysis is refined to recognize intent throughout various sentence structures, measuring word usage associated with mood states reveal the probability of predicting hormone imbalances for users and other applications.
[0105] Other features that may be found in one or more embodiments are described below. For example, in
[0106] Similarly, in
[0107] Other Enhancements are shown in
[0108] Further still, in
[0109] Further still, in
[0110] Several other options are also available. For example, Social Recycling (
[0111] Further still, as seen in
[0112] The system includes Data Storage or Local Storage, such as 700 shown in
[0113] Security of User Data Storing: Customer data needs to be done with much forethought. Throwing every user's login information into one table poses a huge security risk. Therefore, we must do everything in our power to store this data in a way that is hard to access and furthermore, impossible to decipher. In most web browsers there is a tool called inspect element, anyone can use this by simply right-clicking on any website. This allows a client to be able to see the code that makes up the web page they are using. This is a great tool that can helps both the developer and the client, however, with lack of care this could leek sensitive information. To avoid this, we need to make sure the client does not have access to the files in the previous section (Connection with the Web App). These files should be held on the server side where data can be sent. This way the database information cannot be accessed. In addition, it is bad practice for the user password's to be explicitly stored anywhere. No one, including the company, should be holding on to this information. So instead of storing each user's password we should be storing a hashed (encrypted) version of the password. This hashing function will be nearly impossible to break if it is one-way encrypted. In one embodiment, proprietary or known encryption methods can be utilized. For example, JavaScript offers a library called bcrypt that offers a safe way to store passwords. This can provide a framework for generating a hash, registering a new customer, and comparing a raw and hashed password for logging in.
[0114] In one embodiment of the presently disclosed technology, a customer who has a social media platform can now grant their visitors a better filter to avoid, augment, and/or limit certain types of content based on predicted mental and emotional impact.
[0115] In one embodiment of the presently disclosed technology, a customer on a social media platform whose activity is scoring negatively (using anger as an example, the customer is in the negative red category) can have her screen shaded to a color (light red/pink/orange) to promote a positive shift in wellbeing (from anger to passion and creativity) as well as play audio designed around the octaves of 396 Hz.
[0116] In one embodiment of the presently disclosed technology, an individual showing an aversion to the color yellow, exhibits shy or anti-social behavior, expresses words associated with a lack in confidence and determination, all of which is supported by biofeedback data via wearables, phone/app activity, content consumed, and other data processed through U4Ea yields a score heavy in negative yellow. U4Ea will then prompt positive behavior associated with the color yellow to trigger parasympathetic responses in that region of the body with direct augmentation/suggestions (based on customer preference) ranging from sounds to listen to (via U4Ea's platform and others—emphasizing or augmenting to music designed around 528 Hz), yellow/golden shades to tint screens or lenses, media to consume (songs, movies, articles and more that score high in motivation, determination, courage) and media to avoid (content containing bullying, insecurities, depression), things to look for in nature (yellow flowers, bees, etc.) things to eat/drink (bananas, lemonade), and other suggestions associated with improving wellbeing. U4Ea then tracks, and later, checks in with the individual to see how the suggestions improved their day.
[0117] Various aspects of the subject matter described in this specification can be implemented in a computing system that includes a back-end component, e.g., such as a data server, or that includes a middleware component, e.g., an application server, or that includes a front-end component, e.g., a client computer having a graphical user interface or a Web browser through which a user can interact with an implementation of the subject matter described in this specification, or any combination of one or more such back-end, middleware, or front-end components. The components of the system can be interconnected by any form or medium of digital data communication, e.g., a communication network. The communication network can include, for example, any one or more of a LAN, a WAN, the Internet, and the like. Further, the communication network can include, but is not limited to, for example, any one or more of the following network topologies, including a bus network, a star network, a ring network, a mesh network, a star-bus network, tree or hierarchical network, or the like. The communications modules can be, for example, modems or Ethernet cards.
[0118] The computer system can include clients and servers. A client and server are generally remote from each other and typically interact through a communication network. The relationship of client and server arises by virtue of computer programs running on the respective computers and having a client-server relationship to each other. The computer system can be, for example, and without limitation, a desktop computer, laptop computer, or tablet computer. The computer system can also be embedded in another device, for example, and without limitation, a mobile telephone, a personal digital assistant (PDA), a mobile audio player, a Global Positioning System (GPS) receiver, a video game console, and/or a television set top box.
[0119] The term “machine-readable storage medium” or “computer-readable medium” as used herein refers to any medium or media that participates in providing instructions to the processor for execution. Such a medium may take many forms, including, but not limited to, non-volatile media, volatile media, and transmission media. Non-volatile media include, for example, optical or magnetic disks, such as the data storage device. Volatile media include dynamic memory, such as the memory. Transmission media include coaxial cables, copper wire, and fiber optics, including the wires that comprise the bus. Common forms of machine-readable media include, for example, floppy disk, a flexible disk, hard disk, magnetic tape, any other magnetic medium, a CD-ROM, DVD, any other optical medium, punch cards, paper tape, any other physical medium with patterns of holes, a RAM, a PROM, an EPROM, a FLASH EPROM, any other memory chip, or cartridge, or any other medium from which a computer can read. The machine-readable storage medium can be a machine-readable storage device, a machine-readable storage substrate, a memory device, a composition of matter effecting a machine-readable propagated signal, or a combination of one or more of them.
[0120] The techniques described herein may be implemented as method(s) that are performed by physical computing device(s); as one or more non-transitory computer-readable storage media storing instructions which, when executed by computing device(s), cause performance of the method(s); or as physical computing device(s) that are specially configured with a combination of hardware and software that causes performance of the method(s).
[0121] As used herein, the phrase “at least one of” preceding a series of items, with the terms “and” or “or” to separate any of the items, modifies the list as a whole, rather than each member of the list (i.e., each item). The phrase “at least one of” does not require selection of at least one item; rather, the phrase allows a meaning that includes at least one of any one of the items, and/or at least one of any combination of the items, and/or at least one of each of the items. By way of example, the phrases “at least one of A, B, and C” or “at least one of A, B, or C” each refer to only A, only B, or only C; any combination of A, B, and C; and/or at least one of each of A, B, and C.
[0122] To the extent that the terms “include,” “have,” or the like is used in the description or the claims, such term is intended to be inclusive in a manner similar to the term “comprise” as “comprise” is interpreted when employed as a transitional word in a claim. The word “exemplary” is used herein to mean “serving as an example, instance, or illustration.” Any embodiment described herein as “exemplary” is not necessarily to be construed as preferred or advantageous over other embodiments.
[0123] A reference to an element in the singular is not intended to mean “one and only one” unless specifically stated, but rather “one or more.” All structural and functional equivalents to the elements of the various configurations described throughout this disclosure that are known or later come to be known to those of ordinary skill in the art are expressly incorporated herein by reference and intended to be encompassed by the subject technology. Moreover, nothing disclosed herein is intended to be dedicated to the public regardless of whether such disclosure is explicitly recited in the above description.
[0124] While this specification contains many specifics, these should not be construed as limitations on the scope of what may be claimed, but rather as descriptions of particular implementations of the subject matter. Certain features that are described in this specification in the context of separate embodiments can also be implemented in combination in a single embodiment. Conversely, various features that are described in the context of a single embodiment can also be implemented in multiple embodiments separately or in any suitable subcombination. Moreover, although features may be described above as acting in certain combinations and even initially claimed as such, one or more features from a claimed combination can in some cases be excised from the combination, and the claimed combination may be directed to a subcombination or variation of a subcombination.
[0125] The subject matter of this specification has been described in terms of particular aspects, but other aspects can be implemented and are within the scope of the following claims. For example, while operations are depicted in the drawings in a particular order, this should not be understood as requiring that such operations be performed in the particular order shown or in sequential order, or that all illustrated operations be performed to achieve desirable results. The actions recited in the claims can be performed in a different order and still achieve desirable results. As one example, the processes depicted in the accompanying figures do not necessarily require the particular order shown, or sequential order, to achieve desirable results. In certain circumstances, multitasking and parallel processing may be advantageous. Moreover, the separation of various system components in the aspects described above should not be understood as requiring such separation in all aspects, and it should be understood that the described program components and systems can generally be integrated together in a single software product or packaged into multiple software products. Other variations are within the scope of the following claims.