EMPATHETIC COMPUTING SYSTEM AND METHOD FOR IMPROVED HUMAN INTERACTION WITH DIGITAL CONTENT EXPERIENCES - Patent application

An artificial brain model processes neural and environmental signals to predict user responses, addressing the limitations of current brain-computer interface systems in delivering personalized digital content.

JP7618545B2Active Publication Date: 2025-01-21ARCTOP LTD
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Patent Information

Application Number
JP2021522511
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2019-07-08
Filing Date
2019-10-25
Publication Date
2025-01-21
Estimated Expiration
2039-10-25

AI Technical Summary

Technical Problem

Current brain-computer interface systems are unable to rapidly decode neural activity and coordinate the delivery of digital content tailored to users, and they lack the resolution to predict user reactions effectively.

Method used

An artificial brain model that processes neural signal data from a brain-computer interface, combining it with environmental signals to train a system that predicts user responses, allowing for personalized and efficient delivery of digital content.

Benefits of technology

The system can predict user reactions and adjust content delivery in real-time, improving user experience and reducing the need for traditional testing methods by mimicking human experiences and reactions across various demographics.

✦ Generated by Eureka AI based on patent content.

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Abstract

The described invention generally relates to an artificial brain model that performs computer operations configured to understand human thoughts and emotions and adjust content accordingly, with the goal of providing better, more personalized services (e.g., related to entertainment, training, health, security, etc.) An empathetic computing system implementing the described artificial brain model is useful for evaluating digital content experiences (e.g., including mixed media formats) provided to a user in the user's daily life (e.g., with respect to audio content, with respect to visual content, with respect to content in other formats, with respect to connected home applications, with respect to AR / VR device applications, with respect to automotive technology applications, etc.). TIFF2022505836000002.tif197144
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Description

[Technical field]

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS This application claims the benefit of U.S. Provisional Patent Application No. 62 / 750,255, filed October 25, 2018, and U.S. Provisional Patent Application No. 62 / 871,435, filed July 8, 2019, each of which is incorporated herein by reference in its entirety.

[0002] The present disclosure relates generally to neural signal processing, and more particularly to systems and methods for interactive content delivery in conjunction with rapid decoding of brain activity using a brain-computer interface. [Background technology]

[0003] Brain-computer interface (BCI) systems and methods can be used to seamlessly connect a user with the user's environment and enhance the user's experience in the digital world. Such BCI systems can be used to generate neural signal data from a user as the user interacts with digital content and / or has other experiences in the user's daily life to contribute to a feedback mechanism for providing customized or improved content to the user. With respect to delivering customized content, current systems are unable to rapidly decode the user's neural activity and coordinate the decoding with the delivery of tailored digital content to the user. Current systems further cannot evaluate content and predict how a user will respond to that content with an adequate level of resolution. Summary of the Invention

[0004] overview The described invention generally relates to an artificial brain model performing computational operations configured to understand human thoughts and emotions and adjust content accordingly, with the goal of providing better, more personalized services (e.g., in the context of entertainment, training, health, security, etc.). An empathetic computing system implementing the described artificial brain model is useful for evaluating digital content experiences (e.g., including mixed media formats) provided to a user in the user's daily life (e.g., for audio content, for visual content, for content in other formats, for connected home applications, for AR / VR device applications, for automotive technology applications, etc.). In embodiments, the digital content experience can include one or more of an audio listening experience, a video viewing experience, an image viewing experience, a text reading experience, a shopping experience, and a video game playing experience provided by a digital content file.

[0005] The described invention also relates to content creation, which relates to evaluating a predicted reaction of a user (or user demographic) to the created content, and / or generating or adjusting the created content based on a predicted reaction of a user (or user demographic) to the content.

[0006] The described invention also relates to the development of an artificial brain in software, where human neural and / or other physiological signals analyzed by one system (the "first subsystem") are processed with environmental signals and features of the provided digital content analyzed by a second system (the "second subsystem") to train an artificial brain model, which pools together the insights and develops a matrix of human experiential states related to reactions to various experiences. The features of the content associated with the second subsystem (e.g., data parameters and other aspects of the electronic content) are fed into a network using computer vision and speech recognition techniques, and the neural signal data captured from a brain-computer interface (BCI) associated with the first expert system is processed using specific software developed specifically for this purpose. The combination of insights from both subsystems allows the artificial brain model to learn sophisticated statistical relationships and make predictions of future data from only a single stream (e.g., only streams related to the features of the content or only streams related to features from the brain signals). Thus, the subsystem includes an architecture for implementing a method that can use a single data stream to generate predictions (e.g., of user responses, content effectiveness, portions of content being interacted with by a user, etc.).

[0007] More specifically, as the amount of training data increases and the models become more sophisticated, the system architecture (e.g., matrices defined by the system architecture) refines models of human perceptions, emotions, reactions, judgments, and other human experiential states, which in turn can be used to predict human-like experiences or other behavioral responses from environmental input data (e.g., digital content data) alone. Such systems can mimic human experiences and improve artificial intelligence programs and autonomous systems that interact with humans, as well as being valuable tools for editing and improving digital content presented to humans, such as video content (e.g., movies, television, games) and audio content (e.g., music, sound effects, voice characteristics of virtual assistants), the impact of which can be enhanced by creators with an informed view of the emotional effect that particular creative decisions will have. Such systems can further generate models to mimic human experiences or responses across various demographics or other categories of individuals.

[0008] In embodiments, the system can also receive neural signal data from one or more subjects as they interact with the content, and the system can output predicted portions of the content based on processing the neural signal data. Thus, the system can be trained to predict what portions of digital content a user will consume based solely on an analysis of the neural signal data.

[0009] In embodiments, the system can also be used to identify or predict differences in responses (e.g., with respect to empathic responses, with respect to behavioral responses, etc.) to the same content (e.g., audio clips, video clips, or other unrated content) based on implementation of an artificial brain model trained with data from a population of users.

[0010] In embodiments, the system can be configured to identify subject clusters or other markets not anticipated as targets for content based on similar responses of those subjects to the provided content, and thus can be used as a diagnostic tool to identify new markets or new demographics not previously characterized by other methods.

[0011] In embodiments, the system can be configured to predict user responses to other interactive content (eg, video game features) in relation to designable gameplay features of that content.

[0012] For virtual assistants operating in digital environments, embodiments of the system can be used to test or generate interaction characteristics of the virtual assistant using an artificial brain model. Thus, the output of the system can be used as a defense against virtual assistant interactions that give the human the unpleasant feeling that they are interacting with an entity suffering from alexithymia, a personality construct characterized by a subclinical inability to identify and describe one's own emotions, as well as dysfunction in emotion recognition, social attachment, and interpersonal relationships. By conveying information about the human user's personal mindset in the form of various data characteristic of the state of experience, machines can operate more intuitively and sensitively, for example by providing a more natural user-system interaction. [The present invention 1001] A method for the elaboration and implementation of an artificial brain, comprising: Providing a digital content experience to a user; receiving a neural signal dataset from a brain-computer interface connected to the user as the user interacts with the digital content experience; processing the neural signal dataset and the set of features of the digital content experience with a set of classification operations; training an artificial brain model using outputs of the classification operation set and a response dataset characterizing the user's actual responses to the digital content experience, the artificial brain model including architecture for returning outputs related to predicted user responses to the digital content experience; refining the artificial brain model using an aggregated dataset comprising neural signal data from a population of users; Upon processing an unrated digital content experience with the artificial brain model, returning a set of empathic and behavioral outputs related to a predicted user response to the unrated digital content experience; and performing an action in response to said set of empathic and behavioral outputs. A method comprising: [The present invention 1002] The method of the present invention 1001, wherein the digital content experience includes one or more of an audio listening experience, a video viewing experience, an image viewing experience, a text reading experience, a shopping experience, and a video game playing experience provided by a digital content file. [The present invention 1003] The method of the present invention 1001, wherein the classification operation set includes a first subset of operations applied to externally derived features including the feature set of the digital content experience and signals derived from the environment, and a second subset of operations applied to the neural signal dataset and biometric features. [The present invention 1004] The method of the present invention 1001, wherein the feature neural signal data is derived from at least one of event-related potentials, spatiotemporal aspects, spectral aspects, and distance features across a feature matrix. [The present invention 1005] The method of the present invention 1001, wherein the set of empathic outputs and behavioral outputs includes empathic outputs characterizing one or more of boredom, joy, flow, anger, stress, sadness, and relaxation experienced by a target audience of the unrated digital content experience. [The present invention 1006] The method of the present invention 1001, wherein the set of empathetic outputs and behavioral outputs includes behavioral outputs characterizing one or more of the following actions by the target audience of the unrated digital content experience: adding content to at least one of a library or playlist, removing content from at least one of the library or playlist, stopping content playback, and purchasing actions. [The present invention 1007] The method of the present invention 1001, wherein the population of users includes users of a set of layers including at least one of an age layer, a gender layer, a nationality layer, and a geographic location layer, and the artificial brain model is configured to return a set of the empathy output and a set of behavioral outputs for a selected layer of the set of layers. [The present invention 1008] The method of claim 1001, wherein the actions include generation actions applied to a digital content file associated with the unrated digital content experience, the generation actions including a Boolean operation applied to the digital content file. [The present invention 1009] The method of the present invention 1001, wherein the action includes a targeting action, the targeting action including automatically distributing digital content derived from the unrated digital content experience to a subpopulation of users predicted to respond positively to unrated digital content. [The present invention 1010] 1. A method for implementing an artificial brain, comprising: receiving a feature set of an unrated digital content experience; processing the feature set with an artificial brain model, the artificial brain model being trained with the output of a set of classification operations applied to neural signal data from a population of users, features of the digital content experiences, and a response data set characterizing actual responses of users to the digital content experiences; Upon processing the feature set with the artificial brain model, returning a set of empathic and behavioral outputs related to a predicted user response to the unrated digital content experience; and performing an action in response to said set of empathic and behavioral outputs. A method comprising: [The present invention 1011] The method of the present invention 1010, wherein the unrated digital content experience includes one or more of an audio listening experience, a video viewing experience, an image viewing experience, a text reading experience, a shopping experience, and a video game playing experience provided by a digital content file, and the feature set includes subject features configured to generate an emotional response in a user. [The present invention 1012] The method of the present invention 1010, wherein training the artificial brain model includes performing at least one of a random forest operation, a long-short-term memory operation, an artificial neural network operation, and a metaheuristic operation. [The present invention 1013] The method of the present invention 1010, wherein the set of empathic outputs and behavioral outputs includes empathic outputs characterizing one or more of boredom, joy, flow, anger, stress, sadness, and relaxation experienced by a target audience of the unrated digital content experience. [The present invention 1014] The method of the present invention 1001, wherein the set of empathetic outputs and behavioral outputs includes behavioral outputs characterizing one or more of the following actions by the target audience of the unrated digital content experience: adding content to at least one of a library or playlist, removing content from at least one of the library or playlist, stopping content playback, and purchasing actions. [The present invention 1015] The method of the present invention 1010, wherein the actions include generation actions applied to digital content files associated with the unrated digital content experiences, and the generation actions include truncation actions applied to portions of the digital content predicted to generate a negative response based on the set of empathic and behavioral outputs. [The present invention 1016] The method of the present invention 1001, wherein the action includes a targeting action, the targeting action including automatically distributing digital content derived from the unrated digital content experience to a user subpopulation predicted to respond positively to the unrated digital content, the user subpopulation belonging to at least one of an age group, a gender group, a nationality group, and a geographic location group predicted to respond positively to the unrated digital content. [The present invention 1017] 1. A method for refining an artificial brain, comprising: Providing a digital content experience to a user; receiving a neural signal dataset from a brain-computer interface connected to the user as the user interacts with the digital content experience; processing the neural signal dataset and the set of features of the digital content experience with a set of classification operations; training an artificial brain model using the output of the classification operation set and a response dataset characterizing the user's actual response to the digital content experience, the artificial brain model including an architecture for returning an output related to a predicted user response to the digital content experience; and refining said artificial brain model using an aggregated dataset comprising neural signal data from a population of users. A method comprising: [The present invention 1018] The method of the present invention 1017, wherein the neural signal dataset includes a spatiotemporal brain activity feature set for training the artificial brain model, and the feature set of the digital content experience includes features configured to produce an emotional response. [The present invention 1019] The method of the present invention 1017, wherein the set of empathic outputs and behavioral outputs includes an empathic output characterizing one or more of boredom, joy, flow, anger, stress, sadness, and relaxation experienced by a target audience of the digital content experience, and the empathic output is provided for each segment spanning the duration of the digital content experience. [The present invention 1020] The method of the present invention 1017, wherein the population of users includes users of a set of layers including at least one of an age layer, a gender layer, a nationality layer, and a geographic location layer, and the artificial brain model is configured to return a set of empathy outputs and behavioral outputs for a selected layer of the set of layers. [Brief description of the drawings]

[0013] [Figure 1A] FIG. 1A illustrates an overview of a system environment for the development and implementation of an artificial brain, according to one or more embodiments. [Figure 1B] FIG. 1B illustrates one embodiment of an application environment for implementing an artificial brain model. [Diagram 2] FIG. 2 shows a flowchart of a method for developing and implementing an artificial brain, according to one or more embodiments. [Diagram 3] Figure 3A illustrates an embodiment of an architecture for classifying externally and internally derived features whose output is used to develop, train, and / or otherwise refine an artificial brain model for generating predicted user reactions to unrated content. Figure 3B illustrates an embodiment of an implementation of an artificial brain model trained as described with respect to Figure 3A. Figure 3C illustrates an embodiment of real-time analysis of content data using an artificial brain model trained as described with respect to Figure 3A. [Figure 4A] Figure 4A (top) shows the circumplex model (i.e., the PAD model), and Figure 4A (bottom) shows a second model that maps human emotions into a 27-dimensional space possibly linked by smooth gradients, which can be used to develop artificial brain models. [Figure 4B] FIG. 4B shows an example graph illustrating hierarchical clustering of subjects by features. [Diagram 5] Figure 5A shows a series of charts correlating an example output of the artificial brain model with a user's self-reported response to consuming the provided content. Figure 5B shows an example of a model output that uses the operations described above to generate predictions of user responses, with predictions of responses generated for various demographics (e.g., pop fans, gender, surfers, age, yogis, location, etc.). [Figure 6] FIG. 6 shows example output metrics related to empathic responses (e.g., relaxed, anxious, entertained, bored, etc.) and other responses across each segment throughout the rated song for various demographics (e.g., male, female, American, Israeli, other nationalities, etc.). [Figure 7] Figure 7 shows the output metrics generated by the artificial brain model, where the output relates to empathic responses (e.g., relaxing, anxious, enjoyable, bored, engaged, difficult, etc.) regarding various gameplay factors of the video game experience. [Figure 8] FIG. 8 shows an example of a graph corresponding to the output of an artificial brain model used to process the input neural signal data to generate an output prediction of the portion of digital content being consumed (based on an evaluation of the neural signal data alone). DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0014] Detailed Description 1. System Environment FIG. 1A illustrates a system environment for the development and implementation of an artificial brain of system 100, according to one or more embodiments. System 100 illustrated in FIG. 1A includes a brain-computer interface (BCI) 120 including an array of sensors that generate neural signal datasets from a user 105 as the user interacts with digital content. BCI 120 can be coupled to or otherwise cooperate with a head-mounted display (HMD) 110 and can provide digital content through the HMD and / or through another device (e.g., a device that can render video and / or output audio signals to the user). System 100 also includes a hardware platform 130 configured to interface with HMD 110 and / or BCI 120, which includes an electronics subsystem 140 for receiving and conditioning the output of BCI 120, as well as architecture for developing, training, and implementing an artificial brain model output to classify features of digital content, environmental signals, neural signals, and / or other physiological signals provided to the user and to perform subsequent actions.

[0015] Embodiments of the system 100 function to develop and train an artificial brain model that can receive and process digital content features, neural signals, environmental signals, and / or other data, process reduced (in type and / or content) data streams, and generate actionable output. In embodiments, the system 100 can function to facilitate content creation, including evaluation of a user's (or user demographics') predicted reaction to the created content, and / or generation or adjustment of the created content based on the user's (or user demographics') predicted reaction to the content. By training the artificial brain model, embodiments of the system 100 can mimic the human experience, improving artificial intelligence programs and autonomous systems that interact with humans, and serving as a valuable tool for editing and improving digital content presented to humans, such as video content (e.g., movies, television, games) and audio content (e.g., music, sound effects, voice characteristics of virtual assistants), the impact of which can be enhanced by creators with an informed view of the emotional effect that certain creative decisions will have. Embodiments of the system 100 may further generate models to mimic human experiences or responses in various demographics or other categories of individuals.

[0016] In some embodiments, the system 100 may additionally or alternatively receive neural signal data from one or more subjects as they interact with the content, and the system may output predicted portions of the content based on processing the neural signal data. Thus, the system may be trained to predict what portions of digital content a user will consume based on analysis of the neural signal data alone. In some embodiments, the system 100 may also be configured to identify subject clusters or other markets not anticipated as targets for the content based on similar responses of the subjects to the provided content. Thus, the system may be used as a diagnostic tool to identify new markets or new demographics not previously characterized by other methods. The system 100 may be configured to perform or execute embodiments of the methods described below, or may additionally or alternatively be configured to perform other methods related to the use of an artificial brain to improve content provided to users.

[0017] 1.1 System - BCI and HMD As shown in FIG. 1A, the BCI 120 includes a sensor set 121 configured to detect neural activity from the user's brain during use. In one embodiment, the sensor set 121 includes electrodes for generating electrical surface signals (e.g., electroencephalography (EEG) signals, electromagnetic field signals, electrocorticography (ECoG) signals, etc.), and the sensor set 121 can include one or more of an electrolyte-treated porous material, a polymeric material, a fabric material, or other material capable of forming an electrical connection with a region of the user's head. In another embodiment, the sensor set 121 can include sensors operating for one or more of the following: magnetoencephalography (MEG), positron emission tomography (PET), functional magnetic resonance imaging (fMRI), single neuron signal sensing (e.g., using neurotrophic electrodes or multi-unit arrays), and other neural sensing modalities. In yet another embodiment, the sensor set 121 may include sensors operating for optical neurosensing modalities including one or more of the following: diffuse optical tomography (DOT), near infrared spectroscopy (fNIRS), functional time-domain near infrared spectroscopy (TD-fNIRS), diffuse correlation spectroscopy (DCS), speckle contrast optical tomography (SCOT), time-domain interferometric near infrared spectroscopy (TD-iNIRS), hyperspectral imaging, polarization-sensitive speckle tomography (PSST), spectral decorrelation, and other imaging modalities.

[0018] As shown in FIG. 1A, the sensors 121 of the BCI 120 can be coupled to a support base 122, which can include portions configured to arch over the frontal and / or prefrontal regions of a user's head, as well as the temporal, parietal, and maxillofacial regions of the user's head during use. In embodiments, the support base 122 can form one or more of the frame, temples, and nose bridge of eyewear of another device (e.g., the HMD 110 described in more detail below) such that a user is provided with display and sensing capabilities in a compact form factor. As shown in FIG. 1A, the sensors 121 of the BCI 120 are coupled to the inner facing temple, frame, and nose bridge portions of the support base 122 to interface with appropriate portions of the user's head and / or face during use. Thus, the BCI 120 may share computational components, power management components, and / or other electronics with other head-worn devices (e.g., the HMD 110, described in more detail below) in a single device configuration. The system may be integrated with a head-worn device worn primarily for fashion or function, such as a baseball cap, and may be configured to provide real-time output about the wearer's brain, either locally, i.e., on the device itself, or remotely, i.e., in a cloud-connected application.

[0019] In some embodiments, the system 100 may also include devices for providing digital content (e.g., audio content, visual content, haptic content, consumer experiences, olfactory sensations, etc.) to the user. For example, the system 100 may additionally or alternatively include an HMD 110 configured to be worn by the user and deliver digital content generated by the architecture of the hardware platform 130 to the user. The HMD 110 includes a display for rendering electronic content to the user. As described below with respect to methods, the content rendered by the display of the HMD 110 may include digital content and / or a virtual environment 109 within a field of view associated with the display. The digital objects 107 and / or the virtual environment 109 have adjustable features that can be used to facilitate interaction with the user, as described below. The HMD 110 may further include one or more of devices for power management (e.g., a charging device, a battery, a wired power interface, a wireless power interface, etc.), clasps for clasping the wearable components to the user in a robust manner that allows the user to move about in their daily life, and any other suitable components. The HMD 110 may also include interfaces with other computing devices, such as mobile computing devices (e.g., tablets, smartphones, smartwatches, etc.), that may contribute to the control of content delivered through the HMD 110 and / or deliver output related to a user's use of the HMD 110. However, as noted above, the HMD 110 may be replaced or supplemented with any other suitable device(s) that operate to render or output content to a user.

[0020] Further, in some embodiments, the BCI 120 may be coupled to one or more portions of the HMD 110, as shown in FIG. 1A, such that the user wears a single device having both content provision and neural signal detection and transmission capabilities. For example, the sensors 121 of the BCI 120 may be coupled to a support base 122 configured to arch over the frontal and / or prefrontal portions of the user's head during use, with the sensors 121 of the BCI 120 coupled to a rear portion of the support base 122 for contacting the user's head during use. In some embodiments, the end regions of the support base 122 are coupled (e.g., electromechanically coupled, electrically coupled, mechanically coupled) to both side portions of the housing portion of the HMD 110. Thus, the HMD 110 and the BCI 120 may share computing components, power management components, and / or other electronics.

[0021] However, in yet other embodiments, the components of the BCI 120 may be coupled to the HMD 110 in other ways. In yet other embodiments, the BCI 120 may be physically separate from the HMD 110 such that the BCI 120 and the HMD 110 are not configured as a single device.

[0022] 1.2 System - Hardware Platform 1A, hardware platform 130 includes a computing subsystem 150 in communication with electronics subsystem 140, which includes components for facilitating transmission of data over network 160 (described in more detail below), power management, pre-processing of data, and / or conditioning of signals communicated between components of system 100. Additionally, computing subsystem can include a non-transitory computer-readable storage medium including computer program code for operating in different modes related to content provision, acquiring data (e.g., associated with neural signals, associated with factors in a user's environment, etc.), and / or processing data with a model architecture (e.g., associated with performing a classification operation, associated with training an artificial brain model, associated with processing inputs and generating outputs with an artificial brain model, etc.).

[0023] The computing subsystem 150 may thus include an artificial brain model architecture 151 that enables the system 100 to process the output of the classification operation (e.g., determined by an internal classification architecture that processes features of the neural signals from the BCI 120 and / or an external classification architecture that processes features of the environment and / or the provided content) to generate a set of outputs. In examples, the outputs may be associated with a predicted empathic response by the user to the provided content, a predicted behavioral response by the user to the provided content, marketing feedback (related to aspects of the provided digital content), outputs related to content generation and manipulation, analytics related to the provided content, analytics related to the demographics targeted by the content, and / or other outputs, as described in more detail below.

[0024] With respect to content generation and manipulation, the computing subsystem may also include a content processing architecture 153 that includes subcomponents related to content provision (e.g., via the various display devices discussed above), content generation (e.g., with respect to generating content in video, image, audio, haptic formats, etc.), and / or content manipulation. Thus, system 100 may be configured to process the output of the computing subsystem's 150 iterations of the artificial brain model and provide analysis using the output predicted user responses and / or generate or manipulate previously unrated content to better suit a user or target demographic.

[0025] Computing subsystem 150 may thus include computing subsystems implemented as hardware and / or software modules associated with one or more of a personal computing device, a remote server, a portable computing device, a cloud-based computing system, and / or any other suitable computing system. Such computing subsystems may cooperate to execute or generate a computer program product including a non-transitory computer-readable storage medium including computer code for performing the method embodiments, variations, and examples described below. Thus, each portion of computing subsystem 150 may include an architecture for implementing the method embodiments, variations, and examples described below, the architecture including a computer program stored on a non-transitory medium.

[0026] 1.3 System-Communication As shown in FIG. 1A, the components of the system 100 can be configured to communicate over a network 160, which can include any combination of local and / or wide area networks using both wired and / or wireless communication systems. In one embodiment, the computing subsystem 150 and / or other devices of the system (e.g., HMD 110, BCI 120) use standard communication technologies and / or protocols. For example, the network 160 can include communication links using technologies such as Ethernet, IEEE 802.11, worldwide interoperability for microwave access (WiMAX), 3G, 4G, 5G, code division multiple access (CDMA), global system for mobile communications (GSM), digital subscriber line (DSL), etc. Examples of networking protocols used for system communication include Transmission Control Protocol / Internet Protocol (TCP / IP), Hypertext Transfer Protocol (HTTP), WebSocket (WS), and File Transfer Protocol (FTP). In some embodiments, all or part of the communication links of the components of system 100 may be encrypted using a secure extension of said protocols, such as Hypertext Transfer Protocol over Secure Sockets Layer (SSL), WebSocket Secure (WSS), Secure File Transfer Protocol (SFTP), or any other suitable technique or techniques.

[0027] 1.4 System - Other Sensors and Elements The devices of system 100 may include additional sensor components to detect aspects of a user state, detect contextual information (e.g., from the user's real-world environment), and / or detect aspects of interaction with electronic content generated by computing subsystem 150 and delivered via HMD 110 and / or other devices. The subsystems and / or sensors may be coupled to, integrated with, or otherwise associated with HMD 110 and / or BCI 120 worn by the user during interaction with the provided content. The subsystems and / or sensors may additionally or alternatively be coupled to, integrated with, or otherwise associated with devices separate from HMD 110, BCI 120, and / or other devices, and the subsystems and / or sensors may communicate with computing subsystem 150 during interaction between the user and the provided digital content experience.

[0028] The additional sensors may include audio sensors (e.g., directional microphones, omnidirectional microphones, etc.) that process captured audio related to the user's interaction with electronic content and / or the environment surrounding the user. The sensors may additionally or alternatively also include optical sensors (e.g., integrated with a camera) that process captured optically derived information (related to any portion of the electromagnetic spectrum) related to the user's interaction with electronic content and / or the environment surrounding the user (e.g., related to eye tracking, related to detection of facial features or expressions). The sensors may additionally or alternatively also include motion sensors (e.g., inertial measurement units, accelerometers, gyroscopes, etc.) that process captured motion data related to the user's interaction with electronic content and / or the environment surrounding the user. The sensors may additionally or alternatively include biometric monitoring sensors including one or more of skin conductance / galvanic skin response (GSR) sensors, cardiovascular parameters (e.g., radio detection-based sensors, photoplethysmography sensors, electrocardiogram sensors, blood pressure monitors, etc.), sensors for detecting respiratory parameters (e.g., plethysmography sensors, voice sensors, etc.), body temperature sensors, and / or any other suitable biometric sensors. Thus, the hardware platform 130 may use the additional sensor signals to extract non-brain activity states (e.g., auxiliary biometric signals, auxiliary data, contextual data, etc.) relevant to determining the user state. For example, environmental factors (e.g., analysis of environmental threats) and / or device states (e.g., whether the user's device is wirelessly connected to a network or otherwise connected) may be used as inputs. The system 100 may thus process the sensor outputs to extract features useful for directing content adjustments in near real-time according to the method(s) described below.

[0029] FIG. 1B illustrates one embodiment of an application environment for implementing an artificial brain model. During operation of the system and application environment, multimodal data is obtained from one or more users or other entities, and the application environment is used to perform high-level inference that directly adjusts the application environment and generates the output of the artificial brain model. The high-level inference provided by the computing subsystem can simultaneously generate new models that can be used to reverse engineer efficient physiological markers of given states and experiences. As shown in FIG. 1B, the application environment can facilitate multimodal fusion of data of internal and external origin, generate the output of the artificial brain model by multimodal inference, perform experimental data modeling techniques with confirmatory science under boundary constraints (e.g., based on physiology, based on constraints dictated by external factors, etc.), and handle population-wide or population-specific inferences.

[0030] The system(s) described above preferably implement the method embodiments, variations, and / or examples described below, although the system(s) may additionally or alternatively implement any other suitable method(s).

[0031] 2. Methods – Development, elaboration, and implementation of an artificial brain FIG. 2 illustrates a flow chart showing a method 200 for developing and implementing an artificial brain, according to one or more embodiments. As shown in FIG. 2, a hardware platform and associated computing subsystem receive a neural signal dataset from a BCI connected to a user as the user interacts with the digital content experience 210. The computing subsystem then processes the neural signal dataset and the feature set of the digital content experience with a classification operation set 220. The computing subsystem then trains an artificial brain model using the output of the classification operation set and a response dataset characterizing the user's actual response to the digital content experience 230, the artificial brain model including an architecture for returning outputs related to a predicted user response to the digital content experience. The computing subsystem then returns a set of empathic and behavioral outputs related to a predicted user response to the unrated digital content experience upon processing the unrated digital content experience with the artificial brain model 240. The computing subsystem then performs an action in response to the set of empathic and behavioral outputs 250. In some embodiments, a system (e.g., one embodiment of the system described above) may perform one or more of: providing a digital content experience to a user 205; and refining an artificial brain model 235 using an aggregated dataset including neural signal data from a population of users, thereby enabling the artificial brain model to output demographic relevant analytics regarding the digital content being evaluated.

[0032] Embodiments of method 200 function to develop and train an artificial brain model that can receive and process digital content features, neural signals, environmental signals, and / or other data, process reduced (in type and / or content) data streams, and generate actionable output. In embodiments, method 200 can function to facilitate content creation, including evaluation of a user's (or user demographics') predicted reaction to the created content, and / or generation or adjustment of the created content based on the user's (or user demographics') predicted reaction to the content. By training an artificial brain model, embodiments of method 200 can mimic the human experience, improving artificial intelligence programs and autonomous systems that interact with humans, and serving as a valuable tool for editing and improving digital content presented to humans, such as video content (e.g., movies, television, games) and audio content (e.g., music, sound effects, voice characteristics of virtual assistants), the impact of which can be enhanced by creators with an informed view of the emotional effect that certain creative decisions have. An embodiment of the method 200 can further generate models to mimic human experiences or responses in various demographics or other categories of individuals. The mimicked human experiences generated by the models can then be used to strategically provide content to receptive demographics, reducing wasted efforts in targeting content to less receptive audiences. The mimicked human experiences also enable an autonomous content creation loop (machine driven) that allows media and entertainment applications to rapidly iterate in generating new content without the constraints of needing live humans to serve as test audiences. The scale (e.g., number of people mimicked) and speed (e.g., how quickly results are provided) of testing possible with such systems gives media and entertainment producers significant benefits over traditional development processes.

[0033] In embodiments, the method 200 can additionally or alternatively receive neural signal data from one or more subjects as they interact with the content, and the system can output predicted portions of the content based on processing the neural signal data. Thus, the system can be trained to predict what portions of digital content a user will consume based on analysis of the neural signal data alone. In embodiments, the system 100 can also be configured to identify unexpected clusters of subjects or other markets for targeting content based on similar responses of such subjects to the provided content. Thus, the method 200 can be used as a diagnostic tool to identify new markets or new demographics not previously characterized by other methods. The method 200 can be implemented or performed by the system embodiments described above, or can additionally or alternatively be performed by other systems or system components having functionality for implementing artificial brain models.

[0034] 2.1 Method-Content With respect to providing 205 a digital content experience to a user, the digital content may include one or more formats including: video file formats (e.g., MP4, 3GP, OGG, WMV, WEBM, FLV, AVI, QuickTime™, stereoscopic video formats, etc.), audio file formats (e.g., WAV, AIFF, AU, PCM, FLAC, MPEG, WMA, OPUS, MP3, etc.), image file formats (e.g., JPEG, TIFF, GIF, EXIF, BMP, PNG, HDR, vector formats, stereoscopic video formats, etc.), haptic file formats (e.g., AHAP), video game formats (e.g., for PC platforms, home console platforms, handheld platforms, arcade platforms, web browser platforms, mobile device platforms, virtual reality platforms, augmented reality platforms, blockchain platforms, etc.), and any other suitable formats.

[0035] The digital content can be associated with a category of experiences including one or more of the following: video viewing (e.g., associated with an advertisement, associated with a full-length movie, associated with a short film, associated with a television program episode, associated with a movie clip, associated with an augmented reality experience, associated with a virtual reality experience, etc.), audio listening (e.g., associated with an advertisement, associated with a song, associated with a composition, associated with a playlist, associated with an audio clip, associated with a virtual assistant experience, etc.), a shopping experience (e.g., associated with an advertisement, associated with online shopping, associated with shopping via an application, associated with shopping in another retail environment, etc.), a text interaction experience (e.g., relating to reading digital document content), a game playing experience (e.g., associated with a video game, associated with a board game, associated with an "escape room" style experience, associated with a mobile device game, etc.), a learning experience (e.g., in a classroom environment, in a virtual environment, with learning software, etc.), and any other suitable experience.

[0036] Features of the digital content can be associated with expected empathetic responses, for example, with respect to emotionally affecting content. Features of the digital content can additionally or alternatively be associated with expected behavioral responses (e.g., with respect to selecting the content for purchase, with respect to performing an action related to the content, with respect to selecting the content for a playlist or library, with respect to engaging with the content, etc.).

[0037] Thus, video content characteristics may include thematic characteristics (e.g., thematic characteristics having a degree of conflict, thematic characteristics having a degree of conflict resolution, thematic characteristics having a degree of romance content, thematic characteristics having a degree of adventure content, thematic characteristics having a degree of positive emotionality, thematic characteristics having a degree of negative emotionality, thematic characteristics targeted to adults, thematic characteristics targeted to children, thematic characteristics targeted to other age groups, thematic characteristics targeted to different ethnicities, thematic characteristics targeted to different nationalities, thematic characteristics targeted to different cultures, thematic characteristics ... Characteristics of the video content may additionally or alternatively be associated with one or more of duration (of the entire video, of a scene, or other subportion), frame rate, format (e.g., wide angle, stereoscopic, etc.), resolution (e.g., 4K, 8K, etc.), gauge (e.g., Super 8, 16mm, 35mm, 65mm, etc.), distortion characteristics, and any other suitable technical characteristics.

[0038] Similarly, image content characteristics can include thematic characteristics (e.g., subjects having a degree of conflict, subjects having a degree of conflict resolution, subjects having a degree of romance content, subjects having a degree of adventure content, subjects having a degree of positive sentimentality, subjects having a degree of negative sentimentality, subjects targeted to adults, subjects targeted to children, subjects targeted to other age groups, subjects targeted to different ethnicities, subjects targeted to different nationalities, subjects targeted to different cultures, historical subjects, contemporary subjects, futuristic subjects, subjects having a degree of realism, subjects including entities having various degrees of relational closeness, subjects including celebrities, subjects including non-celebrities, etc.) and / or other thematic characteristics, and thematic aspects can be evaluated qualitatively (e.g., categorically) and / or quantitatively (with a score). Image content characteristics can additionally or alternatively be associated with one or more of size, quality, resolution, type of lens used to capture the image content, distortion characteristics, and any other suitable technical characteristics.

[0039] The audio content features may include thematic features (e.g., thematic features having a degree of conflict, thematic features having a degree of conflict resolution, thematic features having a degree of romance content, thematic features having a degree of adventure content, thematic features having a degree of positive emotionality, thematic features having a degree of negative emotionality, thematic features targeted to adults, thematic features targeted to children, thematic features targeted to other age groups, thematic features targeted to different ethnicities, thematic features targeted to different nationalities, thematic features targeted to different cultures, thematic features having a degree of realism, thematic features generated using the voices of celebrities, thematic features generated using the voices of non-celebrities, etc.) and / or other thematic features, and thematic aspects may be evaluated qualitatively (e.g., categorically) and / or quantitatively (with a score). The audio content features may additionally or alternatively be associated with one or more of duration (of the entire audio file, of other portions of audio), quality, format, verse features, pre-chorus features, chorus features, interlude features, climax features, script features, melody features, beat / meter features, dynamics, harmony features, pitch characteristics, texture features, distortion features, and any other suitable technical features.

[0040] Characteristics of the textual content (e.g., document content) may include thematic characteristics (e.g., thematic characteristics having a degree of conflict, thematic characteristics having a degree of conflict resolution, thematic characteristics having a degree of romance content, thematic characteristics having a degree of adventure content, thematic characteristics having a degree of positive sentimentality, thematic characteristics having a degree of negative sentimentality, thematic characteristics targeted to adults, thematic characteristics targeted to children, thematic characteristics targeted to other age groups, thematic characteristics targeted to different ethnicities, thematic characteristics targeted to different nationalities, thematic characteristics targeted to different cultures, thematic characteristics having a degree of realism, etc.), aspects of the storyline, aspects of the dialect used, aspects of the dialogue, aspects of the language, aspects of usability (e.g., size, color, font, etc.), and / or other thematic characteristics, and thematic aspects may be evaluated qualitatively (e.g., categorically) and / or quantitatively (with a score).

[0041] In various embodiments, features of a video game and / or gameplay aspects may include any one or more of the following: any visual features described above, any graphical features described above, any audio features described above, character personality features, character appearance features, character movement features (e.g., number of moves, movement speed, etc.), object movement features (e.g., number of moves, movement speed, etc.), object behavior features, object-character interaction features, object-object interaction features, gameplay physics features, rendering features, environmental appearance, environmental immersion, gameplay difficulty, power-up features (e.g., augmentation features, special ability features), duration features, score features, story aspect features, and / or any other suitable features.

[0042] In some embodiments, the digital content is provided via one or more devices having one or more of a display (i.e., for video content output, for image content output), audio output elements, haptic feedback elements, and / or other electronics, the embodiments of which are described above. In variations as described above, the digital content may be provided via an HMD or other output device, although in other variations the digital content may be provided in alternative ways. The digital content may be provided simultaneously with a time window corresponding to the collection of neural signal data, or alternatively, may be provided in relation to other time windows, as described in Section 2.2 below.

[0043] Variations of method 200 may alternatively omit providing content to the user, and instead the artificial brain model may be developed, refined, and implemented without providing digital content directly to the user, for example, a third-party entity may provide content directly to the user.

[0044] 2.2 Methods - Aspects of neural signals With regard to receiving 210 a neural signal dataset from a BCI connected to a user, the BCI collects the neural signal stream and transmits aspects of the signal to a hardware platform for processing by a computing subsystem, as described above. The components of the system (e.g., the BCI, the hardware platform, the computing subsystem) can thus include a detection architecture that enables the system to detect the neural signal stream from the BCI as the user interacts with or otherwise consumes digital content. The detection architecture includes structures having modes of operation for determining neural activity (e.g., with respect to spectral content, with respect to neural oscillations, with respect to evoked potentials, with respect to event-related potentials, with respect to different frequency bands of activity, with respect to combinations of activity, etc.) from different electrode channels associated with different brain regions of the user to determine activity states of different regions associated with different brain states.

[0045] In embodiments, the different brain states analyzed may include one or more of the following: emotional states (e.g., enjoyment, disengagement, interest, boredom, stress, calm, happiness, anger, sadness, confusion, surprise, etc.), vigilance states (e.g., sleep states, alertness levels), concentration states (e.g., focused, distracted, etc.), mental health states (e.g., anxiety states, depression states, states characterized in manuals of mental health conditions, etc.), neurological health states (e.g., seizures, migraines, stroke, dementia, etc.), sobriety states, overt / covert attention states, sensory response states, spatial orientation states, cognitive load states (e.g., overloaded), flow states, ecstatic states, imagination states (e.g., motor actions, scenes, sounds, procedures, etc.), memory function states (e.g., effective encoding, forgetting, etc.), and / or any other suitable brain activity states.

[0046] The system may collect and process neural signal data contemporaneously with a time window corresponding to the provision of the digital content, such that the neural signal data is collected as the user interacts with the digital content experience provided by the digital content. Thus, the neural signal data may be collected contemporaneously with the provision of the content to the user. The neural signal data may alternatively be collected with a suitable temporal offset relative to the provision of the content to the user. However, the neural signal data may alternatively be provided with respect to other time windows related to the content provision. The neural signal data may be collected at any suitable rate that provides suitable resolution for the extraction and classification of neural signal features related to the user's empathic and / or behavioral responses to the provided content.

[0047] 2.3 Methods – Feature processing and classification for developing and training an artificial brain model As shown in Figure 2, the computing subsystem processes the neural signal dataset and the set of features of the digital content experience with a set of classification operations 220. In some embodiments, the classification operations can be constructed using a first set of operations applied to data / features of external origin (e.g., data / features derived from content experienced by the user(s), data / features derived from signals from the user(s)' environment(s), etc.) and a second set of operations applied to data / features of internal origin (e.g., signals derived from the user(s)' brain(s), other biometric signals).

[0048] In a variant, feature extraction methods can be used to process the neural signals to extract brain activity derived features for processing in a classification operation, where the brain activity derived features can be derived from one or more of the following: event related potential data (e.g. voltage / time values, etc.), resting state / spontaneous activity data (e.g. voltage / time values, etc.), responses to different events (e.g. differences between event related potentials obtained in response to events of different types, timing, categories, etc.), different time scales (e.g. sub-second, seconds, minutes, hours, days, a time domain signal subdivided (e.g., stochastically, systematically, etc.) into many atomic units representing features over months, years, over a year, etc.; spectral aspects (e.g., strike lengths above and below the mean, minima, maxima, positive peaks, negative peaks, polarity or time points associated with other peaks, amplitudes of peaks, arithmetic relationships calculated on peaks, etc.); similarity measures between defined "max-min spectra" and pre-computed templates (e.g., cosine similarity, various kernels, etc.); similarity measures between various equivalent atomic units of the raw time domain signal; combinations of features Similarity measures applied, measures derived from clustering of features (e.g. soft / fuzzy clustering, hard clustering), filtered signals (e.g. signals adaptively filtered based on quadratic parameters, signals filtered into discrete frequency bands with variance / autocorrelation in each band and cross-correlation / covariance across the bands), distance metrics between selection matrices (e.g. Riemannian distance), features derived from iterative matrix operations (e.g. using Riemannian geometry), entropy measures within features, between features and between the entire feature set of different users, subspace analysis (e.g. fixed subspace analysis separating signals into fixed and non-fixed sources), recursive quantification analysis of different time segments, recursive plots processed by convolutional neural networks to extract additional features (e.g. shape, edges, corners, texture), features derived from principal component analysis, features derived from independent component analysis, features derived from factor analysis, features derived from empirical mode decomposition, features derived from principal geodesic analysis, (e.g. by hidden Markov models, by application of the Viterbi algorithm,Features derived from sequence probabilities (such as by comparison of the estimated path with a template), features derived from single channel replicas (e.g., with or without application of different distortions to the replicas), invariant features, variable features, and any other suitable brain activity derived features. Useful features and the weights they define can be encoded for each characteristic of the experience the artificial brain models in a unique table that is pre-computed in a way that allows rapid access by future programs and procedures, for example, for use in real time or where efficient computation is required.

[0049] The computing subsystem also applies appropriate feature extraction methods to extract features of the digital content and / or environmental signals provided to the user before using such features to train a corresponding artificial brain model.

[0050] In a variant, multiple statistical mapping can be performed at a first level between patterns of features across different modalities to generate new features, and multimodal inference can be performed at a higher level based on patterns of classifier output from the first level to generation of additional feature sets. At each level of feature generation / extraction, an artificial brain model can be trained with inputs presented to one or more networks (e.g., artificial neural networks, natural neural networks, and / or other deep learning architectures / training systems) as described above. Metaheuristic algorithms can then be applied to the output to generate even more accurate and reliable models of the particular sensorimotor, cognitive, emotional, or other states that the empathic system is trying to model. Models can be generated and / or refined in any other suitable manner.

[0051] To generate features, fusion data derived from one or more of the user brain activities and data from other sources (e.g., non-brain derived sources, auxiliary biometric signals, auxiliary data, etc.) can be additionally or supplementally processed to the non-linear learning system by adaptively filtering based on quadratic parameters using calculation of variance / autocorrelation in each band, cross-correlation and covariance between bands, and inclusion of real and imaginary parts of Fourier transform coefficients in various distance metrics (e.g., Riemannian distance) to separate the signals into discrete frequency bands. Mapping between selection matrices can be done using entropy measures between features, within features, between features, and across all feature sets of different users, including sampling at different time scales, derived from iterative matrix operations (e.g., using Riemannian geometry), spatially referencing signals at different locations, real or derived. Inter-user and intra-user correlations, as well as other statistically defined relationships between feature sets and classifier properties, can be further used to transfer learned models across applications using collaborative filtering and other techniques.

[0052] 2.3.1 Methods – Training and refining the artificial brain model As shown in Figure 2, the computing subsystem trains 230 an artificial brain model with the output of the classification operation set and a response dataset characterizing actual responses of users to the digital content experience, where the data obtained in the previous method steps and / or via other means is divided into a training sub-portion and a testing sub-portion to improve the accuracy of predicted responses using the artificial brain model. In particular, the artificial brain model includes an architecture for returning outputs related to predicted user responses to the digital content experience and is trained as described above.

[0053] With respect to classification operations in the context of machine learning and training of artificial brain models, the computing subsystem may implement one or more of the following techniques (for classification of either or both of externally derived and internally derived data streams): supervised learning (e.g., using logistic regression, using back-propagation neural networks), unsupervised learning (e.g., using a priori algorithms, using k-means clustering), semi-supervised learning, reinforcement learning (e.g., using Q-learning algorithms, using temporal difference learning), and any other suitable learning style.Further, the classification and machine learning techniques may implement any one or more of the following: random forests, multivariate adaptive regression splines, gradient boosting machines, etc.; Bayesian methods (e.g., Naïve Bayes, Averaged One-Dependence Estimators, Bayesian Belief Networks, etc.); kernel methods (e.g., Support Vector Machines, Radial Basis Functions, Linear Discriminant Analysis, etc.); clustering methods (e.g., k-means clustering, Expectation Maximization, etc.); association rule learning algorithms (e.g., Apriori algorithm, Eclat algorithm, etc.); artificial neural network models (e.g., Perceptrons, Backpropagation, Hopfield Networks, Self-Organizing Maps, Learning Vector Quantization, etc.); deep learning algorithms (e.g., Restricted Boltzmann Machines, Deep Belief Networks, Convolutional Networks, Stacked Autoencoders, etc.); regression algorithms (e.g., Least Squares, Logistic Regression, Stepwise Regression, Multivariate Adaptive Regression Splines, Locally Estimated Scatterplot Smoothing, etc.); scatterplot smoothing), decision tree learning methods (e.g., classification and regression trees, iterative dichotomiser 3 (ID3), C4.5, chi-squared automated interaction detection, decision strains, regression methods, instance-based methods (e.g., k-nearest neighbors, learning vector quantization, self-organizing maps, etc.), regularization methods (e.g., ridge regression, least absolute shrinkage and selection operator, elastic nets, etc.), dimensionality reduction methods (e.g., principal component analysis, partial least squares regression, Laplacian eigenmap, isomapping, wavelet thresholding, Sammon maps, multidimensional scaling, projection pursuit, etc.), ensemble methods (e.g., boosting, bootstrap aggregation, AdaBoost, stacked generalization, gradient boosting machine methods, random forest methods, etc.), and any suitable form of algorithm.

[0054] Furthermore, metaheuristic and / or non-metahuristic approaches can also be implemented by the computing subsystem for classification and / or feature-based training approaches. In a variant, the metaheuristic algorithms applied for classification and development of the artificial brain model can include one or more of the following: local search strategies, global search strategies, single solution approaches, population-based approaches, hybridization algorithm approaches, memetic algorithm approaches, parallel metaheuristic methods, nature-inspired metaheuristic methods, and any other suitable approaches. In one embodiment, the metaheuristic algorithms applied to the signals of internal and / or external origin can include genetic algorithms (e.g., genetic adaptive algorithms), although any other suitable approaches can be used. Additionally or alternatively, non-metahuristic algorithms (e.g., optimization algorithms, iterative methods) can also be used.

[0055] FIG. 3A illustrates one embodiment of an architecture for classifying externally and internally derived features, the output of which is used to develop, train, and / or otherwise refine an artificial brain model for generating predicted user reactions to unrated content. In more detail with respect to FIG. 3A, various combinations of two separate classification systems with corresponding classification operations are configured to capture a range of predicted experiences and reactions (e.g., related to content provision) (e.g., user empathic reactions and user behavioral reactions). In one example, an internal classification operation applies a custom-designed artificial neural network (ANN) trained on spatiotemporal features of brain activity in combination with an external classification operation that applies a long-short-term memory (LSTM) network trained on digital content including video clips to develop an artificial brain model for predicting reactions (e.g., related to surprise, related to other empathic reactions, related to content perception, etc.) to experiences related to video clips. In one variant, an internal classification operation that applies a custom-designed ANN trained on spatiotemporal features of brain activity may alternatively be combined with an external classification operation that applies a Markov model of language to capture suspense-related experiences. In another variation, the internal classification operation applying a custom-designed ANN trained on spatiotemporal features of brain activity may alternatively be combined with an external classification operation applying a Bayesian model of motor execution to capture observation-based learning states, or other statistical techniques for clustering and differentiating non-brain data.

[0056] Feature layers of ANNs and other models related to externally derived input data (e.g., non-brain or biometric related data) can be combined with internally derived input data to augment the available training dataset, training a multinomial model in which the features are features of different signal types (e.g., brain / biometric vs. content / environment) and the output of the final trained artificial brain model is a set of predicted user responses (e.g., regarding actual experiences, empathic responses, and / or behavioral responses) labeled via unsupervised methods or by various forms of self-reports, which will be described in more detail below. Transfer learning techniques (FEDA) and autoencoders can further be used to optimize the use of discriminatory information from one data type to enrich another. Co-dependencies of variables in externally derived and internally derived factors can be calculated to further augment data for classifying using one or more of various statistical methods, k-nearest neighbor methods, fuzzy clustering, and other methods.

[0057] With respect to the output, an artificial brain model can be trained to process the input and return an output related to a predicted empathic user response and / or a predicted user behavioral response. In a variant, the predicted empathic user response can be classified according to one or more of the following: identity, stress, flow, relaxation, joy, sadness, enjoyment, discomfort, awe, triumph, excitement, amusement, satisfaction, admiration, aesthetic appeal, boredom, nostalgia, fear, horror, interest, disappointment, anxiety, surprise, empathy, pride, ecstasy, adoration, envy, and other empathic categories. The empathic output can further have a score (e.g., by percentage, a defined metric, ranking, etc.) and can additionally or alternatively be defined as binary (e.g., this song produced sadness, this song did not produce sadness). Embodiments of various features from models of human emotions are shown in FIG. 4A, where FIG. 4A (top) shows a circumplex model (i.e., the PAD model) and FIG. 4A (bottom) shows a second model that maps human emotions into a sometimes-connected 27-dimensional space with smooth gradients, which can be used to develop artificial brain models.

[0058] In a variation, the predicted behavioral response can be associated with a desired or expected user behavior. For example, predicted behavioral responses with respect to media can include one or more of the following: adding content to a library or playlist, removing content from a library or playlist, purchasing content, intent to purchase, likelihood to share content, removing content, saving content, adding content to a wishlist, stopping content before completion (e.g., in the middle of watching a movie, listening to a song), sharing content with other entities (e.g., via a social platform), and other behavioral responses. The predicted behavioral response can be determined based on a thresholding analysis, where the likelihood of the predicted behavior increases when the value of a given neural signal feature exceeds a threshold condition.

[0059] Output may further be generated globally for each digital content file. Additionally or alternatively, output may be generated locally for each segment of a digital content file (e.g., audio clip, movie, etc.), such that output related to expected behavioral responses may be generated for each scene of a movie clip, or for each portion of a song (e.g., intro, verse, chorus, interlude, etc.).

[0060] Thus, in one example, the trained artificial brain model can return outputs related to the input music clip, where for each subsection of the music clip, a predicted empathic response is provided along with a percentage indication of its likelihood. In one specific example, the artificial brain model can return a prediction that a chorus of a song containing lyrics describing an angry breakup scenario will result in 82% understanding, 71% stress, 57% anger, and 0% relaxation in the listener. However, variations of this example can be configured in other ways.

[0061] 2.3.2 Analysis by population stratification using aggregate data processing As shown in FIG. 2, the system can be further configured to refine 235 the artificial brain model using an aggregated dataset including neural signal data from a population of users, thereby enabling the artificial brain model to output demographic relevant analytics regarding the digital content being evaluated.

[0062] In particular, a user population may include demographics related to one or more of the following: gender (e.g., male, female, non-binary), sexual orientation, ethnicity, nationality, age, marital status, household demographic characteristics (e.g., sibling status, parental characteristics, pets, etc.), geographic location (e.g., where they live, where they have lived, where they have traveled, etc.), health status, personal / family medical history, socio-economic status (e.g., income level), intelligence (e.g., as measured by IQ), diet, physical activity level, drug use, alcohol intake, body mass index related characteristics, occupation, level of education achieved, location of education, political leanings, criminal history, personality type, history of adopting new technologies, and any other suitable demographic characteristics.

[0063] The analyzed user population characteristics may further include social network aspects (e.g., extracted from users' social network accounts via API access), entertainment preferences (e.g., with respect to genres of video content consumed, with respect to length of video content consumed, with respect to style of video content consumed, with respect to length of audio content consumed, with respect to genres of written media consumed, with respect to media formats consumed, with respect to preferred genres of game play, etc.), and other characteristics.

[0064] Thus, the computing subsystem can process aggregate data from a large and diverse population of users to refine and extend the capabilities of the artificial brain model, and input data (e.g., related to the digital content being analyzed) can be processed by a "demographic" variation of the artificial brain model to generate desired outputs related to a selected demographic. In a variation, the refined artificial brain model can be adapted to output predicted responses for a particular demographic (e.g., women living in the United States, children between the ages of 9 and 12, Israelis, students, etc.).

[0065] Alternatively, processing of aggregated data sets from a population of users may be used by the computing subsystem to identify and / or generate new clusters of individuals based on identified and / or predicted reactions to the rated digital content. For example, an artificial brain model may be used to identify specific groups of users not previously identified from clusters of similar reactions (e.g., by similarity analysis) to the rated content. In one example, a cluster of users who react with sadness to a portion of an audio clip conveying a positive emotion may be used to identify a new demographic. In another related example, the computing system may be configured for diagnostic purposes (e.g., for health conditions, for mental health conditions, for undiagnosed health conditions, etc.) based on the identification of such new groups. FIG. 4B shows an example graph illustrating hierarchical clustering of subjects by features determined from neural signals corresponding to user behavior (top left) and neural signals corresponding to user reactions to experienced digital content (top right). FIG. 4B (bottom) shows clustering of subjects by features across multiple dimensions to identify a "new" demographic.

[0066] 2.3.3 Example - Feature Extraction and Classification Methods for Emotional Response Modeling Using Artificial Brain Models of Arousal and Valence In one exemplary embodiment, the computing subsystem, in coordination with the signal generation by the BCI unit, processed neural signal data from the users as they experienced segments of different digital content (e.g., video content, music content, etc.) of 60 seconds duration while several sensors of the BCI and other biometric monitoring devices simultaneously measured their physiological states. In this example, the users also completed a subjective questionnaire to provide self-report data for training the artificial brain model with outputs related to their reactions to the digital content. More specifically, each recorded segment of content paired with neural and other physiological signals was then labeled with a continuous value of affective valence and arousal from 1 to 9, obtained by the subjective questionnaire.

[0067] In this example, the feature extraction procedure was specifically designed for extraction of task-relevant features based on a priori understanding of the neural basis of emotion. The features included the log power spectral density in each channel of the neural signal data, and the computing system applied a log transformation to make the features normally distributed. The computing subsystem also implemented a second feature type that included the difference in log power spectral density between pairs of corresponding neural signals acquired from both hemispheres. In a variation of this example, the computing subsystem also extracted features from eye-tracking data, heart rate data, and heart rate variability data, as well as other physiological signals, to improve the discriminatory power of the classifier.

[0068] In this example, features were computed separately for each user and for each content segment per user, with window sizes determined based on the type of digital content. In the case of video, for example, the computing subsystem computed feature values ​​for successive 1-second time windows to augment the dataset, thereby creating more samples for the system to learn the relationship between the samples and the corresponding valence and arousal labels. In applying the classification and training operations, the computing subsystem determined the valence and arousal levels by aggregating the classifier output for each successive "1-second" time window. This aggregation approach significantly improved the accuracy of the predictions.

[0069] In this example, two random forest classifiers were implemented by the computing subsystem for each new user, one random forest classifier used for valence detection and one random forest classifier used for arousal detection. Both classifiers processed only neural signals and task-specific extracted features as input and returned as output a value in the range [0,1] indicating the level of valence experienced by the user and, similarly, the level of arousal. State-of-the-art generalization and transfer learning models were attempted but were not observed to obtain better results due to high inter-subject variability.

[0070] In this example, continuous labels indicating the level of valence and arousal in each trial were converted into dichotomous labels [0,1], possibly using a threshold of 5 (midway in the [1,9] interval). The labels indicated negative / positive valence or low / high arousal, respectively, simplifying the problem to a two-class classification problem and reducing the subjective nature of the labels. Thus, this example method was able to classify responses to the presented content using a training subset of the data.

[0071] In a variation of this example, the computing subsystem was configured to implement one or more of the following: logistic regression (e.g., with and without label-augmented data), linear discriminant analysis, support vector machines (e.g., with an RBF kernel, with a linear kernel), k-nearest neighbors, random forest techniques (e.g., including heart rate and heart rate variability features), and various transfer functions to generate predicted emotional valence and arousal responses.

[0072] 2.4 Method - Output and application of the artificial brain model As shown in FIG. 2, once the artificial brain model is sufficiently trained and refined, the computing subsystem processes inputs (e.g., digital content-related inputs, other "requests") and returns a set of empathic and behavioral outputs related to the predicted user's reactions to the unrated digital content experience 240. Outputs can be returned as described above with respect to the predicted empathic and / or behavioral reactions of the target user. FIG. 3B illustrates one embodiment of an implementation of an artificial brain model trained as described above with respect to FIG. 3A. Once the artificial brain model is trained, input vectors including elements related to videos, shows, music, shopping experiences, text, games, and other content features can be directly fed to the artificial brain model, which then processes the content features and outputs class classifications that mimic the reactions and emotions of one or more users (e.g., target users). In this way, the empathic computing system can be used as an on-demand tool to adjust content to better serve human users, as well as a developmental testing tool to evaluate content, mimic large-scale focus groups and other screenings of different content for various groups, and the like. Figure 3C illustrates one embodiment of real-time analysis of content data using an artificial brain model trained as described above with respect to Figure 3A. According to Figure 3C, the artificial brain can also be used to analyze content data in real-time and provide prior weights to the internal classification to allow context to inform the analysis. The contribution of the learned empirical model to the classification of brain states provides greater resolution in the analytical capabilities of the artificial brain model.

[0073] 2.4.1 Exemplary Output Corresponding to Artificial Brain Model Processing of Music and Video Content In an exemplary implementation of the artificial brain model, the selected songs were run through the artificial brain model, which predicted that some of the songs would be more relaxing compared to other contemporary releases. In particular, one song was predicted (and subsequently verified) to bring the most happiness to the listener. Other outputs included: Men were predicted to enjoy a song more than women across all age groups tested, and men were predicted to feel more happiness from the first half of the song than the second half of the song. Surfers were predicted to find a song less boring than the rest of the demographics tested. Yoga listeners were predicted to have ambivalent feelings toward two of the three songs.

[0074] Additionally, the artificial brain model output predicted a "hit" score based on a combination of multiple metrics related to predicted empathic and / or behavioral responses to determine the expected success of the song. In testing the accuracy of the "hit" score predictions, the computing system used data from music streaming and purchasing platforms (e.g., on rankings, on number of downloads, on number of purchases, on number of adds to playlists, on number of repeat listening events, etc.) to generate correlations between the "hit" score predictions.

[0075] FIG. 5 shows a series of charts correlating exemplary outputs of the artificial brain model with the user's self-reported reactions to the consumption of the provided content. More specifically, the artificial brain model received input vectors related to characteristics of a music clip and generated outputs related to predicted enjoyment, boredom, relaxation, happiness, and behavior (e.g., regarding adding the music to a playlist), and the computing subsystem correlated the output of the artificial brain model with the self-reported reactions by the user being evaluated, thereby indicating the accuracy of the prediction. Thus, the artificial brain model could return an analysis of the user's real-time experience as the user experienced the content, in addition to the user's reflective considerations after experiencing the content. Notably, the self-reported reactions could only provide reflective feedback.

[0076] In an application example related to FIG. 5A, FIG. 5B shows an example of a model output that generates predictions of user responses using the operations described above, where response predictions are generated for various demographics (e.g., pop fans, gender, surfers, age, yogis, location, etc.).

[0077] Figure 6 shows examples of output metrics related to empathic responses (e.g., relaxed, anxious, entertained, bored, etc.) and other responses across segments throughout the rated songs for various demographics (e.g., male, female, American, Israeli, other nationalities, etc.). The artificial brain model was configured to return an indication of peak events (e.g., peak boredom at 2:32, peak entertained at 0:20, etc.) for each empathic output category (e.g., boredom prediction). The artificial brain model was also configured to return an indication of emotion curves (in one or more empathic response categories) across the content (e.g., songs) and generate comparisons between emotion curve characteristics between different rated songs. In a related example, aspects of the emotion curve were correlated with measures of success and mapped to technical features of the song as described above (e.g., melodic features, beat features, lyric features, etc.). Thus, an artificial brain model was used to provide an analysis of features correlated with content success in terms of the characteristics of the emotion curve of the song. Such output can be adapted to other media formats (e.g., video content, text content, gaming content, shopping experiences, etc.). Additionally, variations of these methods can generate outputs with error bars or margins to provide a measure of confidence in the prediction or other determined output.

[0078] Figure 7 shows the output metrics generated by the artificial brain model, where the output relates to empathic responses (e.g., relaxation, anxiety, enjoyment, boredom, engagement, difficulty, etc.) for various gameplay factors of the video game experience.

[0079] For a block packing game, the input features of the video game content included one or more of: round time, number of block moves (e.g., shifts, rotations), speed of moves, number of speed-up events, time of speed-up events, set time, number of winning events, recovery difficulty, and score. For a block breaking game, the input features of the video game content included one or more of: round time, number of paddle moves, speed of paddle moves, paddle position, ball position, number of paddle hits, number of block hits, and score. Gameplay features of other games can include other game elements, aspects of level difficulty, character skins, environment skins, and other features described above.

[0080] FIG. 8 shows an example graph corresponding to the output of an artificial brain model used to process the input neural signal data to generate an output prediction of the portion of digital content being consumed (based on an evaluation of the neural signal data alone). In generating the output associated with FIG. 8, the computing subsystem used input neural signals derived from the user's brain activity (e.g., brain recording data epochs) along with cross-correlation analysis to predict what video content the user was viewing from the brain activity data alone. More specifically, the computing subsystem performed data processing and feature extraction operations (as described above) to improve the accuracy of the classifier for the output capturing a prediction of what the user was consuming (e.g., kissing scenes, traveling couple scenes, parachute scenes, scenes with facial expressions of disgust, angry phone calls scenes, violence scenes, childbirth scenes, family scenes, etc.). FIG. 8 shows an example plot showing high correlation between predicted viewing content and actual content being viewed by the user, with prediction accuracy affected by brain data epoch size, feature configuration (e.g., of neural signal data), number of components being analyzed, signal filtering operations, window size, and stride. Variations of this example can be adapted to prediction of other types of media being consumed and / or other experiences of the user (e.g., real-life experiences as the user goes about his or her daily life) based on analysis of neural signal data alone. Apart from more complex and expensive imaging techniques (eg, MRI) that are not practical on an industrial scale, such output cannot usually be produced in near real time.

[0081] 2.5 Methodology - Targeting and Generative Application Output of Artificial Brain Models As shown in Figure 2, the computing subsystem processes the options of the artificial brain model and performs actions in response to a set of empathic and behavioral outputs 250. Thus, the outputs of the artificial brain model can be used as new inputs to machines and other systems to create improvements in the real world.

[0082] In embodiments, actions taken in response to the output of the artificial brain model may include one or more of the following: targeted marketing of evaluated content to subsets of the population in a strategic manner, actions related to adjusting or generating digital content with improvements, actions related to controlling the operation of connected devices, and any other suitable action(s).

[0083] 2.5.1 Strategic Content Targeting In a variation, targeted marketing of rated content to a subset of the population in a strategic manner can include automatically promoting (e.g., via social networks, via targeted advertising platforms, via mass mailings, etc.) a digital content (e.g., a song, a movie, a television program, a video game, a book, an article, a consumable product, a purchase, etc.) to a particular demographic based on output indicating a more positive response from the particular demographic to the digital content. Thus, the method can include performing an action, including a targeting action, which includes automatically distributing digital content derived from the unrated digital content experience to a user subpopulation predicted to respond positively to the unrated digital content. In a variation, the user subpopulation belongs to at least one of an age group, a gender group, a nationality group, and a geographic location group predicted to respond positively to the unrated digital content. In one example, in response to generating an output indicating that a particular age group responded positively to the rated content, the computing subsystem can distribute the rated content broadly to the target age group across previously untargeted geographic locations, regardless of geographic location. In another example, in response to generating an output indicating that a demographic from a particular geographic location responded less positively to the content, the computing subsystem can automatically generate a plan to avoid targeting the particular geographic location with the content (e.g., via targeted advertising, etc.). This example can be applied to the automated planning of tours for an orchestra, thereby maximizing value without wasting effort in less receptive areas. Thus, the artificial brain model can efficiently and quickly process features of digital content and predict responses to the content to guide strategic targeting efforts.In another example, the computing subsystem can apply the output of the artificial brain model to selection algorithms for subscription-based content provision services (e.g., digital content offerings to be viewed, listened to, subscribed to, etc.) to design content cues that are more appealing to various demographics. The output can also be used for strategic targeting of content based on the artificial brain output in another manner.

[0084] 2.5.2 Content Adjustment and Generation In a variant, the computing subsystem may additionally or alternatively apply the output of the artificial brain model to perform actions related to the adjustment or generation of digital content. In particular, the computing subsystem may apply desired or undesired response patterns (e.g., with respect to negative reactions, with respect to aspects of an emotional curve, etc.) related to the output of the artificial brain model to perform Boolean operations on the content (e.g., with respect to cutting portions of the digital content, with respect to adding portions of the digital content, with respect to affecting the playback rate of the digital content, with respect to affecting the speed of the digital content, with respect to adjusting the intensity of portions of the digital content, with respect to generating repetitions of the content with or without modifications, etc.). The Boolean operations may be applied to content of any format (e.g., video, audio, games, text, haptics, etc.) being evaluated. Moreover, the Boolean operations may be applied automatically or alternatively with the generation of instructions for another entity or computing subsystem to apply (in a semi-autonomous manner or manually).

[0085] In one example, an output indicating that a movie had scenes that generated an undesirable anxious empathic response can be used to automatically truncate or remove such portions of the movie clip in a new file. In another example, an output indicating that a song generates an unexpected positive response between time points 2:12 and 2:31 can be used to replicate technical features of the song file that exist between time points 2:12 and 2:31 in another portion of the song. In another example, an output indicating decreased engagement with the content at a particular point in a digital content experience can be used to increase the impact of features associated with enjoyment prior to the "drop-off period" to reduce the likelihood of drop-off.

[0086] In another example, output indicating that a video game character's movement characteristics or speed results in boredom can be used to adjust the character's appearance characteristics and increase the speed of movement to generate improved gameplay aspects. In another example, real-time or near real-time output capturing a user's empathetic responses can be used to provide live game adaptations (e.g., via connected devices controlling audio, lighting, and other outputs, both in game features and in ambient conditions within the user's environment), thereby creating an immersive and deeply involving experience. Thus, in each example, gameplay and environmental features can be tested for predicted responses of a broad population of users prior to mass release.

[0087] In another example, an output indicating that characteristics of the virtual assistant's voice features are annoying can be used to adjust the voice features (e.g., with respect to intonation, with respect to language tree, with respect to speech rate, etc.) to generate a less annoying virtual assistant. Additionally or alternatively, in another example, an output indicating that the timing of assistance from the virtual assistant is causing reduced engagement (e.g., with respect to user responsiveness) can be used to adjust the timing of assistance to result in higher engagement. The generating action can additionally or alternatively be applied to content in different formats in other ways. In another example, the computing subsystem can apply the output of an artificial brain model used to process a novel to generate suggestions for adjusting features of the storyline (e.g., with respect to fictional elements, with respect to dramatic elements, with respect to character development, with respect to other aspects) to improve engagement.

[0088] With respect to generation actions, the method may additionally or alternatively include re-evaluating the adjusted or generated content using the artificial brain model to determine whether the adjustment or generation has improved the content.

[0089] Additionally or alternatively, with respect to the generating action, the method may include A / B testing versions of the feature being evaluated across different digital content files (e.g., for different movie clips / trailers, for different songs, for different game play features, etc.) across a selected demographic.

[0090] 2.5.3 Coordination of the operation of other systems In a variant, the computing subsystem may additionally or alternatively apply the output of the artificial brain model to perform actions related to controlling the operation of a connected device or other platform. For example, a variant of the system incorporating a BCI unit connected to a user may process neural signals and determine an action the user wishes to perform based on an analysis of the empathic response. For example, an output indicating that the user had a positive response to online shopping and wishes to purchase an item may be used to generate instructions to automatically purchase the item captured in the shopping experience. In a variant, the action may additionally or alternatively include one or more of adding the item to a shopping cart, removing the item from a shopping cart, adding the item to a wish list, etc.

[0091] In another example, outputs capturing the user's empathic and behavioral responses can be used to generate control instructions for connected devices in the user's environment to improve the user's cognitive state. Such connected devices can include one or more of audio output devices, lighting output devices, virtual reality devices, heat controls, connected appliances (e.g., coffee makers, ovens, etc.), and other devices.

[0092] In another example, the computing subsystem can combine analysis of the user's intended action determined through neural signal analysis with the output of the empathic response model to verify and initiate the user's action. Thus, the computing subsystem can check to see if it has made a mistake based on the emotional response of the user's brain that follows after initiation of an action that the computing subsystem determines to be the user's intended action.

[0093] 3. Conclusion The described systems and methods may provide benefits and / or technical improvements, some of which are described below.

[0094] These systems and methods can rapidly decode the user's brain activity state upon receiving signals from the brain-computer interface and dynamically generate an artificial brain model for evaluating digital content. In particular, the systems include architectures for rapidly decoding the user state in a manner that can be used to provide digital content to a population in a desired manner. Thus, these systems and methods can improve the functionality of predictive computing platforms, devices for the generation of digital content, virtual reality, augmented reality, and / or brain-computer interface devices related to improving content delivery through functionally limited devices.

[0095] These systems and methods can further efficiently process and deliver large amounts of data (e.g., neural signal data) using a streamlined processing pipeline. Such operations can improve the computational performance of the data in ways never before achieved and never efficiently performed by a human. Such operations can further improve the system's ability to deliver digital content to users, and the improved performance of the virtual system provides users of the virtual system with improved functionality and application features.

[0096] Additionally, these systems and methods generate novel training data, artificial brain models for real-world applications in a manner never before achieved.

[0097] The above description of each embodiment has been presented for purposes of illustration and is not intended to be exhaustive or to limit the present patent to the precise forms disclosed, and those skilled in the art will recognize that many modifications and variations are possible in light of the above disclosure.

[0098] In some parts of this description, the embodiments are described in terms of algorithms and symbolic representations of operations on information. These algorithmic descriptions and representations are commonly used by those skilled in the data processing arts to effectively convey the substance of their work to others skilled in the art. While these operations are described functionally, computationally, or logically, it will be understood that they are implemented by computer programs or equivalent electrical circuits, microcode, or the like. Further, without loss of generality, it is sometimes convenient to refer to arrangements of these operations as modules. The described operations and their associated modules may be embodied as software, firmware, hardware, or any combination thereof.

[0099] Any of the steps, operations, or processes described herein may be performed or implemented using one or more hardware or software modules, alone or in combination with other devices. In one embodiment, the software modules are implemented in a computer program product that includes a computer-readable medium that includes computer program code that can be executed by a computer processor to perform any or all of the steps, operations, or processes described. The computer may be a special-purpose computer designed for a user in a virtual environment.

[0100] The embodiments may also relate to an apparatus for performing the operations herein. The apparatus may be specially constructed for the required purposes and / or may include a general-purpose computing device selectively activated or reconfigured by a computer program stored in a computer. Such a computer program may be stored in a non-transitory tangible computer-readable storage medium or any type of medium suitable for storing electronic instructions that may be coupled to a computer system bus. Additionally, any computing system referred to herein may include a single processor or may be an architecture employing a multiple processor design to obtain greater computing power.

[0101] Each embodiment may also relate to a product produced by the computational processes described herein. Such a product may include information resulting from the computational processes, which may be stored on a non-transitory tangible computer-readable storage medium, and may include any of the embodiments of the computer program product or other data combinations described herein.

[0102] Finally, the language used herein may have been selected primarily for ease of reading and instruction, and not to clarify or limit the scope of the patent. Accordingly, it is intended that the scope of the patent be limited not by this detailed description, but by the claims that will be issued on an application based on this specification. Accordingly, the disclosure of each embodiment is intended to be illustrative, but not limiting, of the scope of the patent, which is set forth in the appended claims.

Claims

1. A method for the elaboration and implementation of an artificial brain, comprising: providing a digital content experience to a user that includes a storyline feature; receiving a neural signal dataset from a brain-computer interface connected to the user as the user interacts with the digital content experience; processing the neural signal dataset and the set of features of the digital content experience with a set of classification operations; training an artificial brain model using the output of the classification operation set and a response dataset characterizing the user's actual response to the digital content experience, the artificial brain model including an architecture for returning output related to a predicted user's response to the digital content experience, the artificial brain model being used to generate suggestions for adjusting features of the storyline; and refining said artificial brain model using an aggregated dataset comprising neural signal data from a population of users. A method comprising:

2. Upon processing an unrated digital content experience with the artificial brain model, returning a set of empathic and behavioral outputs related to a predicted user response to the unrated digital content experience; and performing an action in response to said set of empathic and behavioral outputs.

2. The method of claim 1, further comprising:

3. 3. The method of claim 1 or 2, wherein the digital content experience includes one or more of a text reading experience and a video game playing experience provided by a digital content file.

4. 4. The method of claim 1, wherein the set of classification operations comprises a first subset of operations applied to externally derived features comprising the feature set of the digital content experience and signals of environmental origin, and a second subset of operations applied to the neural signal dataset and biometric features.

5. 5. The method of any one of claims 1 to 4, wherein the feature neural signal data is derived from at least one of event-related potentials, spatiotemporal aspects, spectral aspects, and distance features across a feature matrix.

6. the set of empathic and behavioral outputs includes empathic outputs characterizing one or more of boredom, joy, flow, anger, stress, sadness, and relaxation experienced by a target audience of the unrated digital content experience; and / or the set of empathetic and behavioral outputs includes a behavioral output characterizing one or more of the following actions by a target audience for the unrated digital content experience: adding content to at least one of a library or a playlist, removing content from at least one of the library or the playlist, stopping content playback, and a purchase action; 3. The method of claim 2.

7. 3. The method of claim 2, wherein the population of users includes users of a set of strata including at least one of an age strata, a gender strata, a nationality strata, and a geographic location strata, and the artificial brain model is configured to return the set of empathy outputs and behavioral outputs for a selected strata of the set of strata.

8. the actions include generation actions applied to a digital content file associated with the unrated digital content experience, the generation actions including Boolean operations applied to the digital content file; and / or the actions include targeting actions, the targeting actions including automatically distributing digital content derived from the unrated digital content experience to a subpopulation of users predicted to respond positively to unrated digital content.

3. The method of claim 2.

9. 9. The method of claim 1, wherein the neural signal dataset comprises a set of spatiotemporal brain activity features for training the artificial brain model, and wherein the set of digital content experience features comprises features configured to produce an emotional response.

10. 3. The method of claim 2, wherein the set of empathic and behavioral outputs includes an empathic output characterizing one or more of boredom, joy, flow, anger, stress, sadness, and relaxation experienced by a target audience of the digital content experience, and the empathic output is provided for each segment spanning a duration of the digital content experience.

11. 1. A method for implementing an artificial brain, comprising: receiving a feature set for an unrated digital content experience including storyline features; processing the feature set with an artificial brain model, the artificial brain model being used to generate suggestions for adjusting features of the storyline, the artificial brain model being trained with the output of a set of classification operations applied to neural signal data from a population of users, features of digital content experiences, and a response dataset characterizing actual responses of users to the digital content experiences; Upon processing the feature set with the artificial brain model, returning a set of empathic and behavioral outputs related to a predicted user response to the unrated digital content experience; and performing an action in response to said set of empathic and behavioral outputs. A method comprising:

12. 12. The method of claim 11, wherein the unrated digital content experience includes one or more of an audio listening experience, a video viewing experience, an image viewing experience, a text reading experience, a shopping experience, and a video game playing experience provided by a digital content file, and the feature set includes thematic features configured to generate an emotional response in a user.

13. 13. The method of claim 11 or 12, wherein training the artificial brain model comprises performing at least one of a random forest operation, a long-short-term memory operation, an artificial neural network operation, and a metaheuristic operation.

14. the set of empathic and behavioral outputs includes empathic outputs characterizing one or more of boredom, joy, flow, anger, stress, sadness, and relaxation experienced by a target audience of the unrated digital content experience; and / or the set of empathetic and behavioral outputs includes a behavioral output characterizing one or more of the following actions by a target audience for the unrated digital content experience: adding content to at least one of a library or a playlist, removing content from at least one of the library or the playlist, stopping content playback, and a purchase action; 14. The method of any one of claims 11 to 13.

15. the actions include generative actions applied to digital content files associated with the unrated digital content experiences, the generative actions including truncation actions applied to portions of the digital content that are predicted to generate a negative response based on the set of empathic and behavioral outputs; and / or the actions include targeting actions, the targeting actions including automatically distributing digital content derived from the unrated digital content experience to a subpopulation of users predicted to respond positively to the unrated digital content, the subpopulation of users belonging to at least one of an age group, a gender group, a nationality group, and a geographic location group predicted to respond positively to the unrated digital content; 15. The method of any one of claims 11 to 14.

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