6,789 research outputs found

    PIN generation using EEG : a stability study

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    In a previous study, it has been shown that brain activity, i.e. electroencephalogram (EEG) signals, can be used to generate personal identification number (PIN). The method was based on brain–computer interface (BCI) technology using a P300-based BCI approach and showed that a single-channel EEG was sufficient to generate PIN without any error for three subjects. The advantage of this method is obviously its better fraud resistance compared to conventional methods of PIN generation such as entering the numbers using a keypad. Here, we investigate the stability of these EEG signals when used with a neural network classifier, i.e. to investigate the changes in the performance of the method over time. Our results, based on recording conducted over a period of three months, indicate that a single channel is no longer sufficient and a multiple electrode configuration is necessary to maintain acceptable performances. Alternatively, a recording session to retrain the neural network classifier can be conducted on shorter intervals, though practically this might not be viable

    Machine Understanding of Human Behavior

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    A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, which we will call human computing, should be about anticipatory user interfaces that should be human-centered, built for humans based on human models. They should transcend the traditional keyboard and mouse to include natural, human-like interactive functions including understanding and emulating certain human behaviors such as affective and social signaling. This article discusses a number of components of human behavior, how they might be integrated into computers, and how far we are from realizing the front end of human computing, that is, how far are we from enabling computers to understand human behavior

    Affective games:a multimodal classification system

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    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation

    Facial Expression Recognition

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    Designometry – Formalization of Artifacts and Methods

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    Two interconnected surveys are presented, one of artifacts and one of designometry. Artifacts are objects, which have an originator and do not exist in nature. Designometry is a new field of study, which aims to identify the originators of artifacts. The space of artifacts is described and also domains, which pursue designometry, yet currently doing so without collaboration or common methodologies. On this basis, synergies as well as a generic axiom and heuristics for the quest of the creators of artifacts are introduced. While designometry has various areas of applications, the research of methods to detect originators of artificial minds, which constitute a subgroup of artifacts, can be seen as particularly relevant and, in the case of malevolent artificial minds, as contribution to AI safety
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