18 November, 2012

Some Latest Definitions with Pictures and Explainations

Affective computing
  1. Affective computing is human-computer interaction in which a device has the ability to detect and appropriately respond to its user's emotions and other stimuli.
  2. It is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects.
  3. The machine interprets the emotional state of humans and adapt its behavior to them, giving an appropriate response for those emotions.
  4. Detecting emotional information begins with passive sensors which capture data about the user's physical state or behavior without interpreting the input. The data gathered is analogous to the cues humans use to perceive emotions in others.

Kismet (robot)

  1. Kismet is a robot made in the late 1990s at Massachusetts Institute of Technology
  2. The robot's auditory, visual and expressive systems were intended to allow it to participate in human social interaction and to demonstrate simulated human emotion and appearance. The name Kismet comes from the ArabicTurkish,UrduHindi and Punjabi word meaning "fate" or sometimes "luck"
  3. Kismet simulates emotion through various facial expressions, vocalizations, and movement. Facial expressions are created through movements of the ears, eyebrows, eyelids, lips, jaw, and head

Artificial intelligence

  1. Artificial intelligence (AI) is the intelligence of machines and the branch of computer science that aims to create it. 
  2. John McCarthy, who coined the term in 1955, defines it as "the science and engineering of making intelligent machines."

Natural language processing

1. Natural language processing (NLP) is a field of computer science, 
artificial intelligenceand linguistics concerned with the interactions
between computers and human (natural) languages



2. As such, NLP is related to the area of human–computer interaction
Many challenges in NLP involve natural language understanding -- 
that is, enabling computers to derive meaning from human 
or natural language input.

                                   
An automated online assistant providing 
customer service on a web page,
 an example of an application where natural language 
processing is a major component

PEAS


P.E.A.S. is an acronym in artificial intelligence that stands for 
Performance, Environment, Actuators, Sensors.

Kinect

  1. Kinect is a motion sensing input device by Microsoft for the Xbox 360 video game console and Windows PCs
  2. Based around a webcam-style add-on peripheral for the Xbox 360 console, it enables users to control and interact with the Xbox 360 without the need to touch a game controller, through a natural user interface using gestures and spoken commands.

OLED

  1. An OLED (organic light-emitting diode) is a light-emitting diode (LED) in which the emissive electroluminescent layer is a film of organic compound which emits light in response to an electric current. 
  2. This layer of organic semiconductor material is situated between two electrodes. Generally, at least one of these electrodes is transparent. 
  3. OLEDs are used to create digital displays in devices such as television screens, computer monitors, portable systems such as mobile phoneshandheld games consoles and PDAs.
Samsung is  the world's largest OLED manufacturer 98%


Radio-frequency identification

  1. Radio-frequency identification (RFID) is the use of a wireless non-contact system that uses radio-frequency electromagnetic fields to transfer data from a tag attached to an object, for the purposes of automatic identification and tracking. 
RFID chip next to a grain of rice. This chip contains a radio-frequency electromagnetic field coil that modulates an external magnetic field to transfer a coded identification number when queried by a reader device. This small type is incorporated in consumer products, and even implanted in pets, for identification.


Chatterbot

  1. chatter robotchatterbotchatbot, or chat bot is a computer program designed to simulate an intelligent conversation with one or more human users via auditory or textual methods, primarily for engaging in small talk.
  2.  The primary aim of such simulation has been to fool the user into thinking that the program's output has been produced by a human (the Turing test). 
  3. Programs playing this role are sometimes referred to as Artificial Conversational Entitiestalk bots or chatterboxes
  4. In addition, however, chatterbots are often integrated into dialog systems for various practical purposes such as offline help, personalised service, or information acquisition. 


Wearable computer

  1. Wearable computers, also known as body-borne computers are miniature electronic devices that are worn by the bearer under, with or on top of clothing.
  2. This class of wearable technology has been developed for general or special purpose information technologies and media development. 
  3. Wearable computers are especially useful for applications that require more complex computational support than just hardware coded logics.
  4. One of the main features of a wearable computer is consistency. There is a constant interaction between the computer and user, i.e.
  5. There is no need to turn the device on or off. 
  6. Another feature is the ability to multi-task. It is not necessary to stop what you are doing to use the device; it is augmented into all other actions. 


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