The Highlights are the most interesting, selling moments from video stream, which can make the viewer watch the entire video. They are like a shop window: everything that is bright and colorful goes there. Seeing them...The Highlights are the most interesting, selling moments from video stream, which can make the viewer watch the entire video. They are like a shop window: everything that is bright and colorful goes there. Seeing them, the user can understand in advance what is inside the video. And they are more versatile than trailers: they can be made shorter or longer, embedded in different places in the user interface. The user sees a selection of highlights as soon as he gets to the website or watches a video clip on YouTube or even a section of a stream of a popular blogger/influencer. The user’s attention is immediately attracted by the most memorable shots. Naturally, it is becoming more tedious to manually create all video highlights, due to the immense amount of material that the highlights are needed for. Thus, creating an algorithm, capable of automating the process would make the process significantly simpler. Besides easing up the work, this process will pave the way to a whole set of new applications that before did not seem real. At the same time, this would be a new process where the AI would not need to be fully supervised by a human, but be capable of identifying and labeling the most interesting and attractive moments on screen. After doing a literature review on video highlight detection, this paper has utilized the model presented in the study by [1] to determine the possibility of attaining highlights from the Farcana 2.0 version Twitch video feed.展开更多
Regaining lost abilities via the formation of new neural pathways as a result of extensive practice and retraining is a key feature of the rehabilitation process. However, patient boredom is a big issue in rehabilitat...Regaining lost abilities via the formation of new neural pathways as a result of extensive practice and retraining is a key feature of the rehabilitation process. However, patient boredom is a big issue in rehabilitation owing to the extensive practice that is necessary. Awareness of the value of haptic (touch-enabled) interfaces in computer applications has grown because to the emergence of games with buzzing joysticks and consumer electronics with touchpads. Some forms of haptics, however, are paving the way for cutting-edge computer-based rehabilitation solutions, such as “serious games,” which are only one use of haptics’ potential to enhance clinical treatment. In this paper, we aim to review the methods and technologies of haptic feedback that are used for medical treatment and rehabilitation. Developing and innovating better haptic feedback technology has the potential to expand and improve access to virtual healthcare such as the doctor being able to “feel” a patient’s tumor from miles away by being paired with robotic devices.展开更多
The developments in the area of brain research by analysing brain activity of individuals have given rise to many useful applications, such as diagnosing mental disorders more efficiently, treatment of cognitive disor...The developments in the area of brain research by analysing brain activity of individuals have given rise to many useful applications, such as diagnosing mental disorders more efficiently, treatment of cognitive disorders, and developing of brain-computer interfaces for treatment, communication and entertainment purposes. However, the development of such applications is hindered by a shortage of easy-to-use and comfortable sensors, as well as a lack of high-quality brain activity data. In the first part of this paper, a review of the status of BCI applications is presented followed by a proposal of a framework for developing an intelligent BCI headphone that takes leverages of the huge amount of data coming from playing video games to let the players experience a full immersive gaming experience.展开更多
Farcana has developed a smart a gaming input device, that, apart from being a tool for the gamer to use in the process of gameplay, is also a suitable tool to collect biomedical information about the gamer, which afte...Farcana has developed a smart a gaming input device, that, apart from being a tool for the gamer to use in the process of gameplay, is also a suitable tool to collect biomedical information about the gamer, which after analysis by the artificial intelligence (AI) system allows informing the gamer about whether the individual is in a state of tilt. Tilt itself is a poor emotional state of the individual that appears due to the latter’s inability to control one’s emotions in the process of gameplay. The gamer can be either winning or losing, yet the fact that he/she can neither control nor even acknowledge the emotional state is tilt. The latter is an immense factor of impact on the overall success of the individual in the sphere of gaming and one’s rating in cybersport. This paper has analyzed numerous studies and patents on the topic at hand. The available literature has provided the necessary insight on the topic of tilt and why it is important to help the gamer acknowledge one’s state, especially given deteriorating results. Also, we have proposed a framework for the AI system for tilt recognition.展开更多
Despite the fact that their neurobiological processes and clinical criteria are well-established, early identification remains a significant hurdle to effective, disease-modifying therapy and prolonged life quality. G...Despite the fact that their neurobiological processes and clinical criteria are well-established, early identification remains a significant hurdle to effective, disease-modifying therapy and prolonged life quality. Gaming on computers, gaming consoles, and mobile devices has become a popular pastime and provides valuable data from several sources. High-resolution data generated when users play commercial digital games includes information on play frequency as well as performance data that reflects low-level cognitive and motor processes. In this paper, we review some methods present in the literature that is used for identification of digital biomarkers for Parkinson’s disease. We also present a machine learning method for early identification of problematic digital biomarkers for Parkinson’s disease based on tapping activity from Farcana-Mini players. However, more data is required to reach a complete evaluation of this method. This data is being collected, with their consent, from players who play Farcana-Mini. Data analysis and a full assessment of this method will be presented in future work.展开更多
文摘The Highlights are the most interesting, selling moments from video stream, which can make the viewer watch the entire video. They are like a shop window: everything that is bright and colorful goes there. Seeing them, the user can understand in advance what is inside the video. And they are more versatile than trailers: they can be made shorter or longer, embedded in different places in the user interface. The user sees a selection of highlights as soon as he gets to the website or watches a video clip on YouTube or even a section of a stream of a popular blogger/influencer. The user’s attention is immediately attracted by the most memorable shots. Naturally, it is becoming more tedious to manually create all video highlights, due to the immense amount of material that the highlights are needed for. Thus, creating an algorithm, capable of automating the process would make the process significantly simpler. Besides easing up the work, this process will pave the way to a whole set of new applications that before did not seem real. At the same time, this would be a new process where the AI would not need to be fully supervised by a human, but be capable of identifying and labeling the most interesting and attractive moments on screen. After doing a literature review on video highlight detection, this paper has utilized the model presented in the study by [1] to determine the possibility of attaining highlights from the Farcana 2.0 version Twitch video feed.
文摘Regaining lost abilities via the formation of new neural pathways as a result of extensive practice and retraining is a key feature of the rehabilitation process. However, patient boredom is a big issue in rehabilitation owing to the extensive practice that is necessary. Awareness of the value of haptic (touch-enabled) interfaces in computer applications has grown because to the emergence of games with buzzing joysticks and consumer electronics with touchpads. Some forms of haptics, however, are paving the way for cutting-edge computer-based rehabilitation solutions, such as “serious games,” which are only one use of haptics’ potential to enhance clinical treatment. In this paper, we aim to review the methods and technologies of haptic feedback that are used for medical treatment and rehabilitation. Developing and innovating better haptic feedback technology has the potential to expand and improve access to virtual healthcare such as the doctor being able to “feel” a patient’s tumor from miles away by being paired with robotic devices.
文摘The developments in the area of brain research by analysing brain activity of individuals have given rise to many useful applications, such as diagnosing mental disorders more efficiently, treatment of cognitive disorders, and developing of brain-computer interfaces for treatment, communication and entertainment purposes. However, the development of such applications is hindered by a shortage of easy-to-use and comfortable sensors, as well as a lack of high-quality brain activity data. In the first part of this paper, a review of the status of BCI applications is presented followed by a proposal of a framework for developing an intelligent BCI headphone that takes leverages of the huge amount of data coming from playing video games to let the players experience a full immersive gaming experience.
文摘Farcana has developed a smart a gaming input device, that, apart from being a tool for the gamer to use in the process of gameplay, is also a suitable tool to collect biomedical information about the gamer, which after analysis by the artificial intelligence (AI) system allows informing the gamer about whether the individual is in a state of tilt. Tilt itself is a poor emotional state of the individual that appears due to the latter’s inability to control one’s emotions in the process of gameplay. The gamer can be either winning or losing, yet the fact that he/she can neither control nor even acknowledge the emotional state is tilt. The latter is an immense factor of impact on the overall success of the individual in the sphere of gaming and one’s rating in cybersport. This paper has analyzed numerous studies and patents on the topic at hand. The available literature has provided the necessary insight on the topic of tilt and why it is important to help the gamer acknowledge one’s state, especially given deteriorating results. Also, we have proposed a framework for the AI system for tilt recognition.
文摘Despite the fact that their neurobiological processes and clinical criteria are well-established, early identification remains a significant hurdle to effective, disease-modifying therapy and prolonged life quality. Gaming on computers, gaming consoles, and mobile devices has become a popular pastime and provides valuable data from several sources. High-resolution data generated when users play commercial digital games includes information on play frequency as well as performance data that reflects low-level cognitive and motor processes. In this paper, we review some methods present in the literature that is used for identification of digital biomarkers for Parkinson’s disease. We also present a machine learning method for early identification of problematic digital biomarkers for Parkinson’s disease based on tapping activity from Farcana-Mini players. However, more data is required to reach a complete evaluation of this method. This data is being collected, with their consent, from players who play Farcana-Mini. Data analysis and a full assessment of this method will be presented in future work.