Claim Missing Document
Check
Articles

Found 2 Documents
Search

Voice Assistant Integrated with Chat GPT Shafeeg, Abdulla; Shazhaev, Ilman; Mihaylov, Dimitry; Tularov, Arbi; Shazhaev, Islam
The Indonesian Journal of Computer Science Vol. 12 No. 1 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i1.3146

Abstract

AI has become deeply ingrained in the everyday life. The matter in question does not only touch upon the mobile phones that almost everyone carries within easy reach. Today, voice assistants and smart speakers are mainly used to turn on music, turn off the lights or forecast the weather. AI chatbots are getting smarter. The use of new technologies and the general development of neural networks makes it possible to chat or answer questions, write a script, a scientific work, or program code. One of the key differences from previous GPTs is that the new version is trained to continue the text and answer questions. The answers that the bot gives surprise users around the world. Yes, there are still questions about these answers and their validity, and everyone is sure that technology needs to be improved. For a technology to become revolutionary, it must find a better, new, breakthrough application. Although no, such an application has already been invented. Farcana decided to combine the functionality of the GPT chatbot and a voice assistant. By offering players a new approach to familiarizing themselves with game mechanics and general account management, Farcana promotes its advantages over others and rapidly contributes to AI's overall development in the digital society.
BCI Tech in Gaming Training and Education Shafeeg, Abdulla; Shazhaev, Ilman; Tularov, Arbi; Shazhaev, Islam; Mihaylov, Dimitry
The Indonesian Journal of Computer Science Vol. 12 No. 2 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i2.3165

Abstract

BCI as a technology has been developing relatively quickly in the past several decades. Numerous gadgets and devices have been presented on the market. Yet, if most of them are related to medicine and partly education, there are not as many which have to do with ultimate gaming. Of course, wearable devices constitute the sphere of medical data acquisition. However, none of them have to do with gaming education and training. This paper presents an overview of the existing BCI models focused on gaming. It suggests an experimental system justifying its necessity in the impact it would have on the gaming world. The utilization of BCI capabilities in developing a relatively new direction can change the sphere of gaming training altogether.