// Use this for initialization
    void Start()
    {
        // Initialize the current emotion
        currentCumulativeEmotion = new EmotionStruct();

        uiManagerScript = uIManager.GetComponent <UIManager> ();

        // Find the script for facial emotion analysis
        try {
            facialAnalyzer = (FacialEmotionAnalyzer)facialEmotionAnalyzerObject.GetComponent(typeof(FacialEmotionAnalyzer));              // this seems to fail silently...
        }
        catch (System.Exception) {
            Debug.Log("Unable to find facial emotion analyzer. This functionality will be disabled.");
            useFacialEmotion = false;
        }
    }
    // Use this for initialization
    void Start()
    {
        uiManagerScript = uiManager.GetComponent <UIManager> ();

        // Initialize the current emotion
        // currentFacialEmotion = new EmotionStruct();
        // currentWordSentimentEmotion = new EmotionStruct();
        // currentVocalEmotion = new ToneAnalysis();

        // Enable and disable emotion modality game objects based on the flags
        // if (useFacialEmotion)
        // {
        //  facialEmotionAnalyzerObject.SetActive(false);
        // }

        // if (useWordSentimentEmotion)
        // {
        //  wordSentimentEmotionAnalyzerObject.SetActive(false);
        // }

        // if (useVocalToneEmotion)
        // {
        //  vocalEmotionAnalyzerObject.SetActive(false);
        // }

        // // Find the script for facial emotion analysis
        // try
        // {
        //  facialAnalyzer = (FacialEmotionAnalyzer) facialEmotionAnalyzerObject.GetComponent(typeof(FacialEmotionAnalyzer)); // this seems to fail silently...
        // }
        // catch (System.Exception)
        // {
        //  Debug.Log("Unable to find facial emotion analyzer. This functionality will be disabled.");
        //  useFacialEmotion = false;
        // }

        // // Find the script for sentiment analysis of speech to text results
        // try
        // {
        //  wordAnalyzer = (SentimentAnalyzer) wordSentimentEmotionAnalyzerObject.GetComponent(typeof(SentimentAnalyzer));
        // }
        // catch (System.Exception)
        // {
        //  Debug.Log("Unable to find the sentiment analyzer. This functionality will be disabled.");
        //  useWordSentimentEmotion = false;
        // }
        // // Find the script for vocal analysis results
        // try
        // {
        //  vocalAnalyzer = (MicControlC) vocalEmotionAnalyzerObject.GetComponent(typeof(MicControlC));
        // }
        // catch (System.Exception)
        // {
        //  Debug.Log("Unable to find the vocal analyzer. This functionality will be disabled.");
        //  useVocalToneEmotion = false;
        // }


        if (!useFacialEmotion)
        {
            facialEmotionAnalyzerObject.SetActive(false);
        }
        else
        {
            facialAnalyzer  = (FacialEmotionAnalyzer)facialEmotionAnalyzerObject.GetComponent(typeof(FacialEmotionAnalyzer));
            facialAnalyzer2 = (FacialEmotionAnalyzer2)facialEmotionAnalyzer2Object.GetComponent(typeof(FacialEmotionAnalyzer2));
            Debug.Log(facialAnalyzer2);
        }

        if (!useWordSentimentEmotion)
        {
            wordSentimentEmotionAnalyzerObject.SetActive(false);
        }
        else
        {
            wordAnalyzer = (SentimentAnalyzer)wordSentimentEmotionAnalyzerObject.GetComponent(typeof(SentimentAnalyzer));
        }

        if (!useVocalToneEmotion)
        {
            vocalEmotionAnalyzerObject.SetActive(false);
        }
        else
        {
            vocalAnalyzer = (MicControlC)vocalEmotionAnalyzerObject.GetComponent(typeof(MicControlC));
            StartCoroutine(passAudio());
        }
    }