Bluetooth Sensory Substitution Mouth Interface, Natural Language Processing & Programming, Cunning

Introduction

Thinking through the technical hurdles related to widespread adoption of a sensory substitution interface model such as BrainPort, it occurred to me that any kind of “lollipop” device applied to the tongue as a means of interfacing data would be likely, over time, to mess up one’s teeth: just like sucking one’s thumb does to a child.

So my thought process turned to existing technological models which people employ in their mouth for other reasons: things like retainers, braces, etc. Which associatively brought me back to the word “Bluetooth”, a protocol for wirelessly transmitting data. I collected the following images as associative inspiration:

Associated Imagery


image001.jpg

jabra_jx10_review.jpg

mxsprjdl.jpg

olzak_bluetooth_fig2.jpg

radio3.gif

retainer1.png

subvocal-speech-recognition-story.jpg

bpwave5i.jpg

biomers_metal.png

bluetooth.jpg

bluetooth2.jpg

bluetooth-headset.jpg

bluetooth-headset1.jpg

chp_natural_language.jpg

elf2.gif

enron_title.png

fertspea.jpg

hmcare3slides.gif

The notion of a mouth-based interface for pervasive computing also turned my thoughts towards natural language processing and natural language programming, supposedly part & parcel of the upcominig Web 3.0 model, something that I call BUILDSPEAK. And then there is subvocal speech technology, intended to be able to “read” words that you only say internally, that don’t even cross your lips. We begin to move into the realm of the cunning folk, those who simply “know” and through their knowledge may bring thought into reality.

Associated Quotations

[source]

“Recent advances in functional brain imaging and the current interest in human-computer interactions have resulted in increased attention towards the study of perceptual processes. Projects in tactile perception are investigating strategies for the transmission of temporal, spatial and spatio-temporal information to subjects through specific sites on the skin by means of purpose-built stimulator hardware, including tactile arrays which deliver complex stimuli to the fingertip via a close-packed set of vibratory transducers, producing virtual touch sensations that mimic “natural” touch. Spatial distribution of touch stimulation is important in relation to texture representation and in relation to defining the edges and corners of objects.”

[source]

“Everything begins with thought. Patterns of connected thought create context in English. Context patterns operate as elements, or chunks, of thought. Their formulaic patterns have no exceptions, operate as a set theory, and make English a relational data system. Meaning derives by relationship. The dog bit the man. The man bit the dog. Same words. Different order. Different meaning.”

[source]

“Another approach involves placing electrodes on the neck, to detect changes in impedance during speech. A neural network processes the data and identifies the pattern of words. The sensor can even detect subvocal or silent speech. The speech pattern is sent to a computerised voice generator that recreates the words.”

And Blustr put together a brainstorm idea collection closely related to this concept:

- small iPhone-like mobicomp device that clips over tooth (apparently eye tooth best for audiphone-style device)
- tilt sensor/accelerometer tracks head movement
- spoken/whispered(/subvocal?) command interface from microphone
- haptic tongue-controlled interface from moving tip of tongue against device
- “click” by opening and closing mouth and variable pressure from clenching jaw
- feedback in form of stimulation/taste/video through tongue (see TMBCHR link)
- sound/music played through tooth/bone (see audiphone)
- aesthetic “bonus”, iPhone meets grill/gold tooth

See also: !Kung language, whistled languages, etc.


- END -

ASSOCIATED CONTENT @TMBCHR (Auto-Generated)

2 Comments

  1. Posted January 20, 2009 at 1:25 pm | Permalink

    KEYWORD: distance perception

    http://ieeexplore.ieee.org/Xplore/logi.../iel5/11055/34910/01667620.pdf?temp=x

    Numerous previous studies have suggested that distances appear to be compressed in immersive virtual environments presented via head mounted display systems, relative to in the real world. However, the principal factors that are responsible for this phenomenon have remained largely unidentified. In this paper we shed some new light on this intriguing problem by reporting the results of two recent experiments in which we assess egocentric distance perception in a high fidelity, low latency, immersive virtual environment that represents an exact virtual replica of the participant’s concurrently occupied real environment. Under these novel conditions, we make the startling discovery that distance perception appears not to be significantly compressed in the immersive virtual environment, relative to in the real world.

  2. Posted January 20, 2009 at 1:32 pm | Permalink

    http://en.wikipedia.org/wiki/Bluetooth#Origin_of_the_name_and_the_logo

    Haglaz

    Berkanan

    Bind Rune

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