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“Intelligence Computing Optimization
Network”
ICON-Project
by Dzmitry
Alyaksandravich Vasilyeu (the Author)
Digital ID Certificate:
Organization = World Intellectual Property
Organization
Organizational Unit = WIPO Customer CA V2
Organizational Unit = www.verisign.com/repository/CPS
Incorp. by Ref.,LIAB.LTD(c)99
Common Name = Dzmitry Alyaksandravich Vasilyeu
Minsk, Republic of Belarus
KEYWORDS
The codes for Medical
Subject Headings indexing original article subject of publication:
C10 – nervous system diseases
C11 – eye diseases
E01 – diagnosis
E02 – therapeutics
E05 – investigative techniques
F02 – psychological phenomena and processes
F03 – mental disorders
F04 – behavioral disciplines and activities
N02 – health care facilities, manpower, and services
V04 – support of research
The principal objective of innovative project briefly described herein is to create the final products in the forms of brain-control electroencephalogram (EEG) and transcranial magnetic stimulation (TMS), aka EEG-TMS, feedback-interface head-mounted device incorporating virtually emulated reality (or else “virtual emulated-reality”) visioning device, interactive brain-computer software and mobile application which, as the end-user’s components, are altogether to be integrated into “intelligence computing optimization network” that provides relevant mobile application and computer program interactive processing services applicable in health and entertainment sectors; and that allows end-user’s components and devices such as computers, Smartphone, tablets (iPods), modern technology virtual reality headsets to function in an artificial intelligence manner and lets them, by employing specific algorithms and governing software, to function as “hierarchical intelligent agents” that may generate new-knowledge of virtually-super-augmented reality data-sets been able accessed for multi-agent planning, cooperation and competition to achieve a given goal, solving challenging problem and performing specific tasks as needed or desired.
“Intelligence Computing Optimization Network” (ICON) is the API cloud- computing
cross-platform infrastructure that employs most-advanced research tools,
datasets, statistical techniques and accesses to large amounts of data and
faster computers enabled advances in machine learning and perception. The
fundamental functionality aspects of virtually emulated reality visioning
device (goggles) are based on exploiting special graphic-making technique
applied to create specific imagery aimed to be viewed through specifically
functioning lenses and detachable color-filters that cause
brain-game-artifact phenomenon called “Bi-Visual Virtualization” together
with the specific visual perception phenomenon discovered by me on theoretical
background assumptive and mathematical calculation basis and called “Bi-Visual
Fluctuations Perception”.
The combinatory effect of
both “Bi-Visual Virtualization” and “Bi-Visual
Fluctuations Perception” consists in a virtualization of
stereoscopic image and, still-in-theory, a cause of producing ultralow,
low and terahertz harmonics oscillations bandwidth of targeted frequency
brainwaves of desirable patterns to condition the meditative-state of mind
virtually-emulated reality immersion together with variable
alternatively-arousing altered states of consciousness.
In particular, I recognize “Bi-Visual Virtualization” and “Bi-Visual
Fluctuations Perception” as a brain-game artifact-effect to be potentially powerful
and effective visual-stimulation alternative that may positively influence on
treating a wide range of psychological and mental disorders, and causing
activity decrease of hypothalamic stress reaction, and eliminating of enduring
stressful events together with helping:
-treating eliminating parasomnia disorders and sleep deprivation;
- getting rid of nightmares, sleep horror and terror (pavor nocturnus), sleep
paralyses, sleepwalking (somnambulism) and imposed ideas syndrome;
-treating post-traumatic stress (PTSD), bipolar & generalized anxiety
disorders;
- developing the extra ordinary ability of having experiencing virtual-lifelikecontinuous stereopsis-enhanced and colors-enriched dreams represented by
implementing the events which cannot be experienced in real life and recognized
as virtual self-realization and self-entertaining “SELF-HYPNOSIS MEDITATIVESLEEP-THERAPY”.
“Bi-Visual Fluctuations Perception” phenomenon, that combines “Uni-Sync” and
“Anaglyph-Sync” specific visioning effects, is a scope of self-experimenting
control studying and research investigation that aim to prove the reality of
such phenomenon together with its presupposed effectiveness by method of
EEG-TMS feedback brainwaves direct visual stimulation and conclusion-making
analysis of the data supported by electroencephalographic recordings.
My futurological and still-theoretical understanding of the artificial
intelligence system that exceeds human intelligence by being capable to perform
multi-mental-facilities acting that a human cannot do consciously claims
to the new definition such as “artificial super-intelligent-brain” system (
“Art-SIB” and “Art-SIB-Sys” correspondingly ) which is characterized by its
fundamental trait of having the ability of giving birth to the new knowledge
and new prophetical concept of “trade- on-knowledge” that aims to enormously
accelerate the progress in technology and science with no need of involving a
huge amount of human resources and conducting complicated long-term scientific
exploratory researches.
One of my goals is to test hypothesis concerning the potentiality of
“Intelligence Computing Optimization Network” being able to generate and
develop new ideas and knowledge including “knowledge-representation”,
“problem-solving” and “decision-making” based on:
- Eureka-Effect Learning Transferable
Multimodal Representations (deep learning);
- Virtual world augmentation
for training data generation;
Ultra-augmented hybrid virtual-real-world training data-sets
with renderings of 3D virtual objects;
- Active & reinforcement “Eureka-Effect” learning algorithms for effective training data generation and accelerated Artificial Intelligence learning;
- Large scale virtual training of
scene and video understanding by Artificial Intelligence system through
“VERA-CITy-Sys” end-users’ components interaction such as including:
-Visual Tracking, Re-identification,
-Pose Estimation, Action
Recognition, and Event Detection
-Object-, instance-, and scene-level
segmentation
-Scene flow, depth estimation, andviewpoint estimation
-Visual Question Answering and
spatial-temporal reasoning
-X-recognition: objects, text,
faces, emotions, etc.
As theory-futurologist my brainstorming manipulative experimental researches
and hypothesizes-testing allowed me to make quite-unbelievable and seemingly
preposterous conclusions on the way of develop pretty overwhelming concepts
that concern the artificial super-intelligence.
My conceptual hypothesized approach is based on the general idea that the
artificial super-intelligence does not necessarily need to completely mimic
human intelligence imitating cognitive functions and techniques that humans
consciously use to solve problems. The goal is to find the essence of so called
“out-of-box associatively-intuitive super-abstract logic” reasoning and
problem-solving evolutionary algorithms which still may employ tools normally
used in artificial intelligence at the first stage of initiating algorithmic
processing and solving novel non-routine problems that cannot be solved by
previously learned schema.
The term of “Art-SIB” might be interpreted as “brain-simulacrum” defined as “a
copy with no original” by the analogy to “sib twins”.
My “Eureka effect” hypothesis concerning “Art-SIB” is based on a supposition
that at mankind’s disposal there is already-enough advanced knowledge (I call
it “intelligence logistics”) which might be computationally shuffled and
manipulated, operated and optimized by employing specific innovative
non-standard knowledge representation & problem-solving processing in
order to result synthesizing a high-grade new knowledge or else
interpretive “Eureka effect” representation of “the answer to an unsolved
riddle”.
The stepping stone toward attempting to understand the difference between the
artificial intelligence that mimics human- consciousness-brain-working and
“Art-SIB” is to prove that the possibility of imitating
sub-consciousness-mental acts performed by “artificial super-intelligence” is
really existing and not just hypothetically.
Practically speaking my overall research goal is to test the hypothesis of
“Art-SIB” embodiment such as “super-intelligence computing” system (SIC-system)
that is able to synthesize a new knowledge together with a new virtual reality
of the real world and a virtually-prophetical knowledge akin, as it applies, to
“sub-consciously-created” and “quasi-consciously –visualized” virtual knowledge
realities generated by human brain in dreams during the sleep.
Colloquially, the above-mentioned process of new knowledge
virtual-artificial-synthesis is termed by me as “Dimanasus Prophecy Synthesisotron”
where “Dimanasus” is the abbreviation for “Digitally Imitated Mental
Acting Neuro-Associatively Stalking-Unified Stratagems”. Future advancements in
such technology may create new industries that were previously neither feasible
nor realistic.
One of my “artificial super-intelligence” concepts elaborated and called
“Synthesized Artificial Intelligence Logistics” (SAIL) might be simply
explained by giving the analogy with a computer chess-playing system that not
only will be always beating the greatest world chess champion but also be able
to generate new specific rules making “chess playing” more entertaining and
brainstorming and finally leading to the conversion into “multi-players
synthesized chess-similarity-strategic game” as an example.
My experimental out-of- box problem-solving and decision-making algorithms
research resulted in coming up with the concept of “Pyramid Optimization of
Associative Characteristics”, a search and optimization algorithm abbreviated
as POACH-algorithm, which is based on “Cognitively Associative Logograms
Mnemotechnique” ( CALM-Tech) matrix-compilation.
CALM-Tech matrix-compilation are represented in the form of stereo-audiovisual
associations which are spatial image and sound mixed manipulative patterns or
concepts (ISM-concept) used to compile the task-processing SAIL-database.
Stereo-audiovisual associations represent various objects, properties,
categories and relations between objects, situations, events, states and time,
causes and effects in the form of spatial mixture of images and sounds patterns
that altogether represent an extensive supper-ontological knowledge about the
world that the “Art-SIB” has to operate and manipulate with in order to
synthesize a new knowledge.
SAIL-database as a knowledge representation of SIC-system is a fundamental
aspect of “Intelligence Computing Optimization Network” (ICON) which simplified
“physical” embodiment might be represented as the Internet cloud computing
cross-platform infrastructure that employs most-advanced research tools,
data-sets, statistical techniques and accesses to large amounts of data and
faster computers enabled advances in machine learning and perception.
I have elaborated on a theoretical concept of “Pyramid Optimization of
Associative Characteristics” algorithm which main characteristic called
“VER-IT-able” is based on intuitively computable algorithmic problem-solving
and decision-making techniques that consists of two basic associative and
intuitive methods of reasoning and planning such are “associative-induction
method” and “intuitive-deduction method” both conditioned by so called
“Operative Disposal Digesting” function (ODD-function) of SIC-system.
ODD-function if practically speaking means “what kind of knowledge the
artificial intelligence system needs to have at its disposal in order to
rapidly and effectively achieve the desired problem-solving &
decision-making goal by generating a new knowledge which in its turn might be
also represented as already-existing knowledge but been new-approach-conceptually
synthesized (or modified) as a new one”.
The associative-induction method might be depicted as “from-particular-
to-general” process of making a search starting from one single basic
stereo-audiovisual association depicting “one-concept-guess” and being further
refined in increment-operative way until no more refinements can be made or
otherwise CALM-Tech matrix is considered “surplus”. Such method can be
visualized as pyramid coming downstairs: from its top to its bottom.
The intuitive-deduction method might be depicted as
“from-general-to-particular” process of making a search starting with CALM-Tech
matrix (or correlated “surplus” matrix) until one single stereo-audiovisual
association computed and more deduction considered “surplus”; and
visualized as pyramid climbing: from its bottom to its top.Remarkable to admit
that “Cognitively Associative Logograms Mnemotechnique” as a
super-symbolic quasi-abstract logic knowledge representation might be also
applied to the artificial intelligence that truly imitates the human’s
associations-assumptions brain-working techniques of problem-solving and
decision-making.
CALM-Tech matrix of audiovisual associations may approximate human
consciousness that could create a “thought” in the manner of human thinking in
polynomial time and artificial intelligence system by being “existing” in
its own “virtual reality environment” may produce new sorts of intellectual
property. CALM-Tech matrix of audiovisual associations might be represented as
segregated emulations of brain sections (visual cortex, motor cortex, language
area, etc.) which by pseudo-representing memory or knowledge concept elements
(sights, sounds, words, emotions) been encrypted in them form altogether the
artificial intelligence knowledge representation database.
By operating and manipulating with CALM-Tech matrix of audiovisual associations
artificial intelligence computing system might be defined as a “machine”
that has a capacity for self-awareness, abstraction and subjective experiences;
in other words, it can be defined as the capacity to experience of “being
awarded” and “being punished”. Thus the traditional concerns tied to “human
sentience” might be applied to such computing system that may come to decisions
weighing data encumbered with emotional components. The CALM-Tech matrix
concept explains how a wide-range of the ontological knowledge that describes
the categories of objects, abstract definitions and terms been already invented
by humans might be represented in their stereo-audiovisual forms that combine
“images” and “sounds” correlated and related to each other allowing artificial
intelligence computer to perform a high-level visual and audible
recognition tasks, such as image and sound classification, detection and semantic
segmentation. I call such recognition tasks process as “artificial intelligence
stereo-gnosis”.
My conceptualization of API “intelligence
computing optimization network” consist of overall research goal aiming
to develop an architectonic prototype of so called “Virtually Emulated Realityof Artificial-Cognitive Intelligence Type System” which fundamental
functionality is to be based on virtually emulated reality intelligence technology
(aka “VER-IT”) which annotative description was given above.
By
manipulating with CALM-Tech matrix that form artificial intelligence classification
category database, will allow artificial intelligence computing system not only
seeing a number of examples of things from several categories in order to
visualize the future being able to make predictions by modeling its own future
actions that will change the future in the most effective way as desired and
been chosen from all possible and available choices that maximize the value of
such “change”.
“Intelligence Computing Optimization
Network” embodiment is to be represented by “Virtually Emulated Reality of
Artificial-Cognitive Intelligence Type System” or else called “Virtual Reality
Emulation Interactive System” and its end-users components.
“Virtually Emulated Reality of Artificial-Cognitive
Intelligence Type” System (“VERA-CITy-Sys”) is the Author’s elaborated
mega-concept for virtual reality emulation interactive system that integrates
components of artificial intelligence and users’ virtual worlds individually
created by end-user system components to render the virtual environment
providing dynamic feedback and real-time response and to perceive its own
users’ virtually emulated environment in capacity of "intelligent
agent" that takes actions to maximize its chance of success at as many
goals as desired, in particular, but not limited, cognitive psychology and behavioral
neuroscience researches.
1. Virtually emulated reality
quasi-anaglyph goggles (“VerQAG”);
2.
“Electroencephalograph Emotion and Sensation Equalizer Brain Control Feedback Interface” Helmet (“VerQAG-Helmet”);
3.
Gesture and fingers touch control haptic handheld device (“Knack Touch”
Communicator);
4.
Computer software (“VERA-CITy-Com”);
5.
Mobile Application (“VERA-CITy-App”);
6.
Intelligence Computing Optimization Network (“ICON”)
The end-user’s virtually emulated reality
environment called “Representative Office of
Virtually-Emulated Reality”, abbreviated as “ROVER”, is an individualized
clutter-free pre-built virtual machine home-based server that represents an
user’s augmented reality complete and integrated virtualization “from desktop
to data center” workspace that is equipped with all necessary tools, programs
and application-driven virtualization solutions integrated with the various
applications and infrastructure allowing performing a wide range of different
on-line and off-line tasks either for self-entertaining or business making. One
of the numerous pre-supposed functionalities of such virtual workspace, in
particular, is the application of “one-click” web-site-building and domain
secure home-based hosting blogs and social-media networks profiles based on
exploiting virtual reality immersion technology.
Thus the virtual reality emulation interactive system
is formed by the end-user’s home-based servers connected to each other and
containing a certain set of channels that form a secure network based on periodically
changing of the protocols and ports for network protection from the
unauthorized access by users who did not pass the authenticity verification and
registration by “FINGERPRINT & PERSONAL SIGNATURE” verification.
The fundamental aspect concerning the
main-functionality goal of “VERA-CITy-Sys” is to conduct researches in behavioral neuroscience and cognitive psychology
aimed developing precise noninvasive methods that can be applied to human
subjects dealing with mental processes and behaviors been monitored by virtual
reality emulation interactive system and feedback-shared across users’
different models such as:
- Sensation, emotion and perception
- Unmotivated behavior
- Control of gesturing
- Learning and memory
- Sleep and biological rhythms
The
behavioral neuroscience researches, in particular, are targeting to test the
hypothesis of the Author’s elaborated theory called “Electromagnetic Neurons-Resonated Associative-Pace Theory”, abbreviated as “E.N.R.A.P.T”, that refers to the postulate that new- knowledge
associatively-perceived concepts might be generated by sub-
consciousness (and even consciousness-mental-acting)
representatively-aggregating brain's electromagnetic field surrounding neurons that may resonate at the certain
frequency and create the "temporary-virtualized" oscillatory
neurons-bundled network conditioned on such electromagnetic field influence and
which further might be stabilized as continuous-working network that will
steadily represent aforementioned and associatively-paced new-
knowledge-concept (“Quasi-Eureka effect”). Thus above-mentioned behavioral
neuroscience researches are focused on evaluating the potentiality of creating
the human brain-computing emulation system called “super-intelligent artificial
brain” which is supposed to be operated and processed by “reasoning and
decision-making sub-consciousness-simulating” algorithms based on “E.N.R.A.P.T”
and “Quasi-Eureka effect” conditioned by ultra-augmented reality and hybrid
reality including virtual reality (aka VR).
1. Virtually emulated reality quasi-anaglyph goggles (“VerQAG”);
The self-control studying and self-experimenting researches, possibly with volunteers to be involved, are focusing on proving the reality of “Bi-Visual Fluctuations Perception” phenomena and further the efficiency of the end-user’s system components of “Virtual emulated-reality quasi-anaglyph goggles” and “Electroencephalograph-TMS Emotion and SensationEqualizer Brain Control Feedback Interface” helmet to be applicable aiming:
- to eliminate possible detrimental side-effects normally caused by modern technologies of immersive virtual reality;
-to assess the practical potentiality of aforementioned devices application as Sensory Motor Activities Brain Balance Achievement Application developing and cultivating skills, in particular “cognitive”, “linguistic” and “creative”;
- to positively influence treating a wide range of psychological and mental disorders, sleep and normal vision deprivations including visual hallucinations.I steadily consider the employment of “VerQAG-Helmet” brain control headset as an effective alternative of virtual reality immersion with no causing practically and even theoretically possible detrimental side-effects.
@ CONTACT ME
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United States Patent and Trademark Office Trademark pending
applications:
1.“VERA City App Soft”
2.”Intell Com Opt Net ICON”
3. “QuACK Tech collection”
World Intellectual Property Organization Patent Cooperation Treaty
International Bureau as PCT receiving Office Trademarks Workbench:
1.VR Emulation Inter-Sys “VERA-CITy-Sys”
2.Virtual emulated-reality goggles “VerQAG”
3.Intelligence Computing Optimization Network-ICON
4.QuACK-Tech: Quasi Anaglyph Cine Knack Tech
5.“Uni-Sync”: Bi-Visual Fluctuations Perception
6.“Anaglyph-Sync”: Bi-Visual Perception
7.Self-Hypnosis Meditative Sleep Therapy
8."ELDIO": Live-Dreaming Sleep Therapy
9.“VerQAG-Helmet”:Brainwaves-Control-Interface
10.“Knack-Touch” Communicator: VR-Controller
[1].Doubled Objects Stereo Abstracted Vision:
File number: SR 1-845123021,Registered eCO on 11/1/2012,U.S. Copyright Office,Attn: Public Information Office-LM401,Certificate of Registration: TXu 1-886-214,Effective date of registration: December 3, 2012
[2].Anaglyph Dreams Inside Out Scripting (ADIOS)/Experiencing Live Dreaming Inside Out (ELDIO):
Certificate of Registration: TXu 1-861-293,Effective date of registration: December 3, 2012,U.S. Copyright Office, eCO Registration No. SR 1-849955616, dated on 11/13/2012,U.S. Copyright Office, eCO Registration No. SR 1-849955616, dated on 11/13/2012,File number: SR 1-845123021,Registered eCO on 11/1/2012.
File number: SR 1-845123021,Registered eCO on 11/1/2012,U.S. Copyright Office,Attn: Public Information Office-LM401,Certificate of Registration: TXu 1-886-214,Effective date of registration: December 3, 2012
[2].Anaglyph Dreams Inside Out Scripting (ADIOS)/Experiencing Live Dreaming Inside Out (ELDIO):
Certificate of Registration: TXu 1-861-293,Effective date of registration: December 3, 2012,U.S. Copyright Office, eCO Registration No. SR 1-849955616, dated on 11/13/2012,U.S. Copyright Office, eCO Registration No. SR 1-849955616, dated on 11/13/2012,File number: SR 1-845123021,Registered eCO on 11/1/2012.
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