Affective computing aims to develop systems capable of effectively interacting with people through emotion recognition. Neuroscience and psychology have established models that classify universal human emotions, providing a foundational framework for developing emotion recognition systems. Brain activity related to emotional states can be captured through electroencephalography (EEG), enabling the creation of models that classify emotions even in uncontrolled environments. In this study, we propose an emotion recognition model based on EEG signals using deep learning techniques on a proprietary database. To improve the separability of emotions, we explored various data transformation techniques, including Fourier Neural Networks and quantum rotations. The convolutional neural network model, combined with quantum rotations, achieved a 95% accuracy in emotion classification, particularly in distinguishing sad emotions. The integration of these transformations can further enhance overall emotion recognition performance.
In the object oriented analysis and design we use the UML language to modeling systems. There are many CASE toolkits that help the software analysts and designers to make that work. These toolkits allow the analysts and software developers to make classes diagrams, use case diagrams and all the others UML diagrams. In this paper we describe a CASE toolkit that helps the beginner analysts and engineering software students to obtain a sequence diagram from the case use text description, it means that this Toolkit translates a text to a diagram using natural language from artificial intelligence. The name of the system is UML sequence diagram generator (SDG).
The developed system has the ability to integrate an embedded module of electrocardiography (ECG) and electrodermal activity (EDA), in order to continuously monitor the data of the signals obtained from both sensors, and then apply a fuzzy logic algorithm that can generate predictive events and alert about a possible epileptic seizure in time and form. In addition, it has the ability to send the data obtained by the ECG and the EDA through a GPRS/GSM module to a remote system for subsequent analysis by neurologists.
A system was developed to read facial expressions through a camera that can be incorporated into a robot; Later, the images that result are associated with a certain emotion and are interpreted and processed. The work requires of the Image Analysis so that the system is able to interpret the facial features based on the Pattern Recognition for which HOG (Histograms of Oriented Gradients) is used.
Because of the increased prevalence of chronic diseases, older adults frequently take many medications. However, adhering to a medication treatment tends to be difficult. The lack of medication adherence can cause health problems or even patient death. This paper describes the methodology used in developing a mobile augmented reality (MAR) pill box. The proposal supports patients in adhering to their medication treatment. First, we explain the design and construction of the automatic pill box, which includes alarms and uses QR codes recognized by the MAR system to provide medication information. Then, we explain the development of the MAR system. We conducted a preliminary survey with 30 participants to assess the feasibility of the MAR app. One hundred older adults participated in the survey. After one week of using the proposal, each patient answered a survey regarding the proposal functionality. The results revealed that 88% of the participants strongly agree and 11% agree that the app is a support in adhering to medical treatment. Finally, we conducted a study to compare the time elapsed between the scheduled time for taking the medication and the time it was actually consumed. The results from 189 records showed that using the proposal, 63.5% of the patients take medication with a maximum delay of 4.5 min. The results also showed that the alarm always sounded at the scheduled time and that the QR code displayed always corresponded to the medication that had to be consumed.