By detecting these events, it could become smarter about automatically saving these photos. Analysis of a wearer's affective patterns could also trigger actions in real time. To a wearer in a role-playing game, a fear detector might change his appearance to other players, or might reward him for overcoming his fear, with bonus points for courage. An intelligent web browser responding to the wearer's degree of interest could elaborate on objects or topics that the wearer found interesting, until it detected the interest fading. An affective assistant agent could intelligently filter your e-mail or schedule, taking into account your emotional state or degree of activity.
Music is perhaps the most popular socially-accepted form of mood manipulation.
As wearable computers gain in their capacity to store and play music, to sense the wearer's mood, and to analyze feedback from the listener, they have the opportunity to learn patterns between the wearer's mood, environment, and musical preferences. Another wearer might want the system to choose to play soft relaxing music whenever his stress indicators hit their highest levels. He might also want the computer to evaluate its own success in helping him relax, by verifying that, after some time, he did achieve a lower stress level. If the wearer's stress level increased with the music, or with a suggestion of music, then the computer might politely try another option later. The whole problem of building systems which adapt to you is an important domain for affective wearables.