
According to a population-based study in India, the prevalence of depression stands at 15.1%, affecting an estimated 57 million individuals in the country. This accounts for roughly 18% of the global population. However, a significant obstacle to timely detection of depression cases is the severe scarcity of psychiatrists, amounting to a staggering 77%. To address this issue, a self-assessment method has been developed, allowing individuals to assess whether they might be experiencing depression without the need for a psychiatrist's visit. This method can also be employed by psychiatrists to augment their diagnostic process and ensure prompt patient care. The self-assessment process involves a user interface that presents a series of questions. The responses are captured through speech acoustics, eye blink rate, and EEG signals. These data are then pre-processed and analysed individually using trained machine learning (ML) and convolutional neural network (CNN) models. The final outcome determines if an individual is experiencing depression. Additionally, the system generates a comprehensive report that includes acoustic spectrogram features, components, individual analyses, and outputs.
The ambition of this research is to advance a functional classifier for automatic and error-free sentiment classification of an unknown tweet stream. In the past decades, new shape of communication, such as text messaging and microblogging have come up and become universal. Beside there is no range of information to be transmit by text and tweets, often these message are used to give opinions and sentiment that people have around what is going around on the world. The researcher team also worked on the following task. The task was to give a message, so as to categorise whether the message is of positive, negative or neutral sentiment. The corpus-base method was used to find semantic orientation of dictionary-based method and adjectives to find the semantic orientation of adverb and verbs. Algorithms used in this research are Naive Bayes classifier, decision tree, AdaBoost classifier, random forest, support vector machine, KNN classifier, 7XGBOOST and logistic regression. The work in this paper gives a novel approach for sentiment analysis on data. The initial result shows it is a motivating technique.
Mental health is a healthcare issue. Awareness for taking care and treatment of one's mental health is rarely taken care of. When people face mental issues, they do not go for treatment in the initial phase because of high consultancy fee and shyness to reach to doctors for mental problems due to societal pressure. Hence, this paper offers VR technology based application or tool to target mental health issues. In this application, mental health issues such as anger, phobia, and fear of public speaking are taken as an input and solution is suggested depending on the problem. Using this application, it is possible to create therapist like a game so that user can interact with it and user can tell their problems to the therapist sitting in a virtual room by speaking to the therapist.
The gap in technology innovation that exists across nations is a significant problem that needs to be overcome by cooperation and collaboration throughout the countries. The aim of this paper is thus two-fold. First study focuses on systematic and comprehensive literature review to understand the present status of research done on this area. Secondly, a roadmap of growth is the need of the hour to achieve inclusive sustainable development. The next generation belongs to individuals and mostly groups who work as a team thinking creatively, developing new products and services with the latest methods and technologies, keeping in mind the social requirements. A framework has been proposed to understand the overall scenario of the stakeholders like Gen Z and current requirements. The skill imparted to the graduates is not in line with the industry requirement, at times creating huge problems like unemployment and needs to be imparted.
Creative computing concerns itself with theoretical and practical issues in the interdisciplinary study of creativity and computing. This paper covers a variety of preliminary compositional considerations relevant to stories generation, including conceptualising a theme, generating a storyline, and developing story narratives. An interactive game story generation system with compositional creativity as the main technique is proposed in this study. Generally speaking, a story composition process includes two major tasks: story plotting and narrative generation. This paper proposes using compositional creativity to produce credible story characters and consistent stories while addressing the needs and preferences of game players. Stories are generated according to the blind selection of story characters, events and organisations use the story theme as a selective-retention criteria taking into account the temporal, spatial and logical relationships and constraints.
This paper introduces PRASCAL, a programming language that distorts traditional PASCAL using pataphysical principles. The aim of the language is to stimulate creativity and to embed playfulness in computer systems. A wider aim is to reach towards a less severe, more human, form of logic. Pataphysics was a concept elaborated by the French writer and poet Alfred Jarry (1873-1907) in a series of plays and novels, as well as through his own life. It is defined as the science of imaginary solutions and the science of the laws governing exceptions and contradictions. PRASCAL applies this concept through mechanisms such as patadata and Uboolean logic to arrive at a language which is always exceptional and particular.
To explore effects of program-generated music on physiological, metabolic and endocrine responses. Five healthy males underwent whole-body calorimetry using a standard protocol on three separate days, with no music on day 1 (D1), and genre-specific music from online computer-generated program on days 2 (D2: random track selection) and 3 (D3: track selection based on subject-inputted mood). Measurements included pulse, blood pressure (BP), and blood samples for serum cortisol. A p-value ≤ 0.05 was considered significant. Compared with D1, overall metabolic rate during D2 and D3 was reduced by 54.7 kcal (p = 0.03) and 70.6kcal (p = 0.01), respectively, and daytime drop in serum cortisol level was lessened by 125 mmol/l (p = 0.02) and 45 mmol/l (p = 0.04), respectively. Acute effects of music on BP were dependent on genre-specific popularity. Computer-generated music reduces overall metabolic rate, influences cortisol diurnal rhythm and has acute effects on physiological responses based on genre-preference.
Visualisation of molecules in the field of chemistry has been important for understanding their structure, whether simple or complicated. Initially, this was done by hand, but latterly software has come to the aid of researchers and the vast majority of chemistry visualisation is now computer-generated. As well as aiding understanding, many molecules, especially if complex in nature, can take on an artistic quality when visualised, using artificial colour for example. Often these are used for creative reasons on the front of chemistry journals, for example, and sometimes as an inspiration for more pure art forms. This paper introduces molecular graphics in the context of creative computing. It also provides a history of the development of visualisation in chemistry, especially more recently with the use of software and the increasing use on journal covers. A brief survey of some of the software involved is included. Finally, some conclusions are drawn with respect to the creative directions being taken now and possible directions in the future.
Creative exploration of realistic 3D facial animation is a popular but very challenging task due to the high level knowledge and skills required. This forms a barrier for creative individuals who have limited technical skills but wish to explore their creativity in this area. This paper proposes a new technique that facilitates users' creative exploration by hiding the technical complexities of producing facial expressions and animation. The proposed technique draws on research from psychology, anatomy and employs Autodesk Maya as a use case by developing a creative tool, which extends Maya's Blend Shape Editor. User testing revealed that novice users in the creative media, employing the proposed tool can produce rich and realistic facial expressions that portray new interesting emotions. It reduced production time by 25% when compared to Maya and by 40% when compared to 3DS Max equivalent tools.
This article addresses the research agenda of creative computing from the perspective of a generative artist/composer, someone for whom processes of software creation and art creation inseparably intertwine. Using his audiovisual composition Clonal Colonies (2011) as a case study, the author addresses the dynamic of generative artistic creation when it is a process of discovery and dialog with artist-created, often unpredictable software systems. He provides technical specifics regarding his use of his variable-coupled map networks approach for music and his Brownian Doughnut Warper visual algorithm. Finally, he proposes a set of principles applicable to the creation of generative artwork, considers how tools and systems could better support such work, and proposes that creative computing research also focus on helping creatives surmount the fundamental personal challenges encountered in creative work of all types.
This article describes the practice-based and practice-led research and development of an initial version 1.0 mobile phone and tablet application focused on the historic origins of City of London streets. The app is designed for both the iOS and Android mobile operating systems and developed using the cross-platform Corona SDK. It forms part of ongoing research into the user experience of the past of place and the application of an iterative methodology for acquiring and applying continuing user feedback and improvement. Future articles will detail the development of the application beyond version 1.0, including the role of user feedback in its further refinement, improvement and development.
This is a call to action. The time is ripe for a creative turn in computing. This article sets out a vision of what Creative Computing is and what it might become. It distinguishes between Creative Computing and computational creativity, and then lays out a theoretical framework. It proposes that Creative Computing is mainly happening in software. It compares the process of software development with the process of artistic creation and looks at ways in which the two might productively overlap or merge. It considers the levels of abstraction required in both and interrogates both their semantics and underlying principles from a philosophical and practical point of view. Finally, it sets three types of new challenges for Creative Computing in terms of software.