XPod a human activity and emotion aware mobile music player

dc.contributor.authorDornbush, Sandor
dc.contributor.authorFisher, Kevin
dc.contributor.authorMcKay, Kyle
dc.contributor.authorPrikhodko, Alex
dc.contributor.authorSegall, Zary
dc.date.accessioned2018-12-04T18:10:25Z
dc.date.available2018-12-04T18:10:25Z
dc.date.issued2005-11-17
dc.descriptionProceedings of the International Conference on Mobile Technology, Applications and Systemsen_US
dc.description.abstractIn this paper, we consider the notion of collecting human emotion and activity information from the user, and explore how this information could be used to improve the user experience with mobile music players. This paper proposes a mobile MP3 player, XPod, which is able to automate the process of selecting the song best suited to the emotion and the current activity of the user. The XPod concept is based on the idea of automating much of the interaction between the music player and its user. The XPod project introduces a "smart" music player that learns its user's preferences, emotions and activity, and tailors its music selections accordingly. The device is able to monitor a number of external variables to determine its user's levels of activity, motion and physical states to make an accurate model of the task its user is undertaking at the moment and predict the genre of music would be appropriate. The XPod relies on its user to train the player as to what music is preferred and under what conditions. After an initial training period, the XPod is able to use its internal algorithms to make an educated selection of the song that would best fit its user's emotion and situation. We use the data gathered from a streaming version of the BodyMedia SenseWear to detect different levels of user activity and emotion. After determining the state of the user the neural network engine compares the user's current state, time, and activity levels to past user song preferences matching the existing set of conditions and makes a musical selection. The XPod system was trained to play different music based on the user’s activity level. A simple pattern was used so the state dependant customization could be verified. XPod successfully learned the pattern of listening behavior exhibited by the test user. As the training proceeded the XPod learned the desired behavior and chose music to match the preferences of the test user. XPod automates the process of choosing music best suited for a user’s current activity. The success of the initial implementation of XPod concepts provides the basis for further exploration of human- and emotion-aware mobile music players.en_US
dc.description.urihttps://ieeexplore.ieee.org/abstract/document/1656699en_US
dc.format.extent6 pagesen_US
dc.genreconference papers and proceedings preprintsen_US
dc.identifierdoi:10.13016/M2BK16T3P
dc.identifier.citationSandor Dornbush, Kevin Fisher, Kyle McKay, Alex Prikhodko, and Zary Segall, XPod a human activity and emotion aware mobile music player, Proceedings of the International Conference on Mobile Technology, Applications and Systems, 2005, DOI: 10.1109/MTAS.2005.207159en_US
dc.identifier.uri10.1109/MTAS.2005.207159
dc.identifier.urihttp://hdl.handle.net/11603/12166
dc.language.isoen_USen_US
dc.publisherIEEEen_US
dc.relation.isAvailableAtThe University of Maryland, Baltimore County (UMBC)
dc.relation.ispartofUMBC Computer Science and Electrical Engineering Department Collection
dc.relation.ispartofUMBC Faculty Collection
dc.rightsThis item is likely protected under Title 17 of the U.S. Copyright Law. Unless on a Creative Commons license, for uses protected by Copyright Law, contact the copyright holder or the author.
dc.rights© 2005 IEEE
dc.subjectmobile devicesen_US
dc.subjecthumanitiesen_US
dc.subjectmobile handsetsen_US
dc.subjectXPoden_US
dc.subjectbiomedical monitoringen_US
dc.subjectmarketing and salesen_US
dc.subjectuser interfacesen_US
dc.subjectUMBC Ebiquity Research Groupen_US
dc.titleXPod a human activity and emotion aware mobile music playeren_US
dc.typeTexten_US

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