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COGNITIVE AND AFFECTIVE HUMAN MACHINE INTERFACE

机译:认知和情感人机界面

摘要

The cognitive, emotional, and / or emotional state information may be used for adaptive gaming, ad insertion delivery timing, driver or avant assist, education, ad selection, product and / or content suggestions, and / May be used. A human machine interface (HMI) may be created. The content placement on the HMI may be managed. Sensor data from one or more sensors may be received. Timing for delivery of the content may be determined. The timing for delivery of the content may be determined based on at least one of a determined cognitive state of the user or a determined emotional state of the user. The content may be selected for delivery to the user based on at least one of the user''s cognitive state or the user amp;apos; s emotional state. The content may include advertisements.
机译:认知,情感和/或情感状态信息可以用于自适应游戏,广告插入投放时间,驾驶员或前卫辅助,教育,广告选择,产品和/或内容建议,并且可以被使用。可以创建人机界面(HMI)。可以管理HMI上的内容放置。可以接收来自一个或多个传感器的传感器数据。可以确定内容传送的时间。可以基于所确定的用户的认知状态或所确定的用户的情绪状态中的至少一项来确定内容的交付时机。可以基于用户的认知状态或用户放大器的至少之一来选择内容以递送给用户。的情绪状态。内容可以包括广告。

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