The graphic and voice capabilities of computer software have been improving with passing time. More and more software is being developed that is mimicking human intelligence, capabilities of locomotion, vision, etc (John, 2007). Scientific and technological advancements in the artificial intelligence domain are developing specialized systems to mimic human nature as well. It is not difficult to now imagine the development of software that can mimic human voice along with the variations in the emotions of the dialogue. If such software is designed that can mimic human voice along with the variations in emotions, it would prove to be a breakthrough in many domains. This product could easily be incorporated into the virtual reality systems that are being used for training by many industries such as the airline, defense, etc. Another possible application of this product comes in the user interface for many customer care systems, making them more personal and real lifelike. Moreover, small-scale usage by consumers can include usage by babysitters to mimic the voice of the mother in front of toddlers when the mother is not around. This product could also be used in games to give real-life experience while gaming. Internet would be one of the basic promotional bases for such a product. Setting up a website that provides a trial version for this product would be fruitful in making the target audience understand the wonders of this product. Also, as the internet proves to be a medium where there are no geographical boundaries; selling it online would increase its market coverage to the whole world (Don, 2008). Be it the media industry or the police, such software would be welcome with open arms because it would help both areas in imitating individuals according to their needs. The Game Development industry would be one of the biggest customers for this software; as games become virtually real, the need for such software to bring more life to the game is evident. It would be of great help to the federal and the police departments for the training of their personnel for combat situations, crisis conditions, and other training procedures. The virtual reality systems used in these departments will become more sophisticated for training, hence making it an ideal target as well. A typical consumer can be a person from the navy who is being trained with the help of virtual reality systems to a sibling who is using this software to mimic the voice of her/his mother in front of her/his baby sister in the absence of their mother. In military training systems, the software would be catering to individuals coming from different backgrounds and lifestyles, pertaining to somewhat the age of early 20s. When it comes to household usage, the software would be used by the upper class living in lavish conditions. The product could be used by anybody ranging from a father to a teacher in a pre-school to use it to take care of the toddlers. Branding such a product would require specific strategy decisions from the software developer. A name that best describes the product characteristics would make it widely acceptable by the wide genre of consumers that it can cater to. Using a ‘Family’ branding strategy would be fruitful in this case (Stephen, 2002). The company that develops this product would have its name in the brand such as “XYZ Emotelligent 1.0”; XYZ being the name of the company. Works Cited Linda Pinson, Jerry Jinnett (1996). Target Marketing: Researching, Reading & Retaining Your Target Market. Dearborn Trade Publishing. Stephen Coomber (2002). Branding. Capstone Publishers. Don Schnure (2008) The Advantages of E-commerce for your Business. Web. John McCarthy (2007). What is Artifi