The implemented prototype separates deterministic planning from large language model generation, represents content and delivery parameters explicitly, shapes each script through a four-phase attention taper, validates structural and lexical constraints, performs a bounded error-aware retry, and quarantines unresolved outputs.
Abstract
Generative audio systems can produce large libraries of personalized bedtime content, but ordinary media objectives (retention, completion, and novelty) are poorly aligned with the goal of supporting a transition toward sleep. Direct evidence for narrated bedtime audio in adults is mixed, and a recent active-controlled trial did not support such audio as a standalone treatment for sleep disturbance. We translate this uncertain evidence into conservative engineering requirements and present a multilingual pipeline for generating and narrating low-arousal sleep stories. The implemented prototype separates deterministic planning from large language model generation, represents content and delivery parameters explicitly, shapes each script through a four-phase attention taper, validates structural and lexical constraints, performs a bounded error-aware retry, and quarantines unresolved outputs. Provider-agnostic text-to-speech synthesis is followed by paragraph-aware joining, two-pass loudness normalization, and a publication gate that re-measures the saved, encoded file against fixed loudness, loudness-range, and true-peak limits. The product data model records stop position, replay, early abandonment, and completion while treating these events as ambiguous behavioral proxies rather than clinical outcomes. We contribute an evidence-to-requirement mapping, a traceable guardrail architecture with explicit acceptance thresholds, technical evaluation criteria, and a prospective protocol for testing sleep-onset effects. No clinical efficacy is claimed; the system is positioned as a relaxation and attentional-support tool whose benefit and possible reliance must be evaluated empirically.
This paper investigates developing real-world perception for active agents, proposes Gibson Environment for this purpose, and showcases a set of perceptual tasks learned therein.
F. Xia, Amir Zamir, Zhi-Yang He et al.· 2018 IEEE/CVF Conference on...· 1,069 citations· ⚡112
This publication proposes a definition and a classification of agile software development approaches and analyses ten software development methods that can be characterized as being "agile" against the defined criterion.
P. Abrahamsson, O. Salo, Jussi Ronkainen et al.· arXiv.org· 727 citations· ⚡54
The study shows that agile practices improve both informal and formal communication, but indicates that, in larger development situations involving multiple external stakeholders, a mismatch of adequate communication mechanisms can sometimes even hinder the communication.
M. Pikkarainen, Jukka Haikara, O. Salo et al.· Empirical Software Engineeri...· 401 citations· ⚡48
The results indicate that software engineering work practices are chosen opportunistically, adapted and configured to provide value under the constrains imposed by the startup context.
Nicolò Paternoster, Carmine Giardino, M. Unterkalmsteiner et al.· Information and Software Tec...· 394 citations· ⚡54
A new method, called CW-Net, translates the reasoning process of an autonomous vehicle’s AI system into understandable concepts that explain its behavior.