Interaction method based on electronic toy and related equipment

By acquiring and analyzing users' electrocardiogram data, electronic toys can achieve autonomous interaction, solving the problem of low autonomous interactivity in electronic toys and improving user experience and interactive interest.

CN121879574APending Publication Date: 2026-04-17ZTE CORP
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Patent Information

Application Number
CN202512060803.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-12-31
Publication Date
2026-04-17

AI Technical Summary

Technical Problem

Electronic toys have low autonomous interactivity and cannot actively and effectively interact with users.

Method used

By acquiring the electrocardiogram (ECG) data of the target object, the electronic toy is controlled to interact with the user via ECG data, including contact and non-contact ECG data acquisition. Combined with an emotion matching module and an ECG machine learning intelligent control module, the electronic toy achieves autonomous interaction.

Benefits of technology

It improves the autonomous interactivity of electronic toys, enhancing user interest in interaction with electronic toys and improving user experience.

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Abstract

The embodiment of the invention provides an interaction method and related equipment based on an electronic toy, and the method comprises the steps: obtaining the electrocardiogram data of a target object, the target object being an electronic toy or a to-be-interacted user of the electronic toy; and based on the electrocardiogram data, controlling the electronic toy to perform electrocardiogram interaction with the user. Therefore, the autonomous interactivity of the electronic toy is improved.
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Description

Technical Field

[0001] This application relates to the field of electronic toy technology, and more particularly to an interactive method and related device based on electronic toys. Background Technology

[0002] With the development of intelligent technology, electronic toys have become common toys in people's lives.

[0003] In one exemplary technology, a user issues commands to an electronic toy, and the electronic toy interacts with the user based on those commands.

[0004] However, electronic toys rely on passive interaction based on user commands, resulting in low levels of autonomous interaction. Summary of the Invention

[0005] This application proposes an interactive method and related equipment based on electronic toys, which at least addresses the problem of low autonomous interactivity in electronic toys.

[0006] In a first aspect, embodiments of this application provide an interactive method based on an electronic toy, comprising: Acquire electrocardiogram data of a target object, wherein the target object is an electronic toy or a user to be interacted with by the electronic toy; Based on the electrocardiogram (ECG) data, the electronic toy is controlled to interact with the user via ECG.

[0007] Secondly, embodiments of this application provide an electronic toy, including: One or more processors; A memory having stored one or more programs that, when executed by one or more processors, cause the one or more processors to implement the interactive method based on electronic toys as described in the first aspect.

[0008] Thirdly, embodiments of this application provide a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the interactive method based on electronic toys as described in the first aspect.

[0009] Fourthly, embodiments of this application provide a computer program product, including a computer program that, when executed by a processor, implements, as described in the first aspect, the interactive method based on an electronic toy.

[0010] In this embodiment, the electrocardiogram (ECG) data of the electronic toy or the user with whom the electronic toy will interact is acquired. Based on the ECG data, the electronic toy is controlled to interact with the user via ECG, thereby enabling the electronic toy to autonomously interact with the user and improving its autonomous interactivity. Furthermore, this ECG-based interaction method enhances the user's interest in interacting with the electronic toy and improves the user experience. Attached Figure Description

[0011] Figure 1 This is a schematic diagram of the structure of the electronic toy in the embodiments of this application.

[0012] Figure 2 This is a schematic diagram of the interactive information acquisition module in an embodiment of this application.

[0013] Figure 3 This is one of the flowcharts illustrating an embodiment of the interactive method based on electronic toys provided in this application.

[0014] Figure 4 This is a mapping diagram showing the relationship between the emotions involved in this application and the modules in the electronic toy.

[0015] Figure 5 This is a flowchart illustrating the training process of the emotion model involved in this application.

[0016] Figure 6 This is a second schematic flowchart illustrating an embodiment of the interactive method based on electronic toys provided in this application.

[0017] Figure 7 This is a schematic diagram of the electrocardiogram externalization generation module involved in this application.

[0018] Figure 8 The third flowchart illustrates an embodiment of the interactive method based on electronic toys provided in this application.

[0019] Figure 9 This is a schematic diagram of the electrocardiogram sensing generation module involved in this application.

[0020] Figure 10 The fourth flowchart illustrates an embodiment of the interactive method based on electronic toys provided in this application.

[0021] Figure 11 This is a schematic diagram of the ECG guidance generation module involved in this application.

[0022] Figure 12 The fifth flowchart illustrates an embodiment of the interactive method based on electronic toys provided in this application.

[0023] Figure 13 This is a schematic diagram of the ECG memory generation module involved in this application.

[0024] Figure 14 A schematic diagram of the structure of an embodiment of the electronic device provided in this application. Specific Implementation To enable those skilled in the art to better understand the technical solutions of this application, the technical solutions provided in this application will be described in detail below with reference to the accompanying drawings.

[0026] Exemplary embodiments will be described more fully below with reference to the accompanying drawings; however, the described exemplary embodiments may be embodied in different forms and should not be construed as limited to the embodiments set forth herein. Rather, these embodiments are provided so that this application will be thorough and complete, and will enable those skilled in the art to fully understand the scope of this application.

[0027] As used herein, the term "and / or" includes any and all combinations of one or more related enumerated purposes.

[0028] The terminology used herein is for the purpose of describing particular embodiments only and is not intended to limit the application. As used herein, the singular forms “a” and “the” are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will also be understood that when the terms “comprising” and / or “made of” are used in this specification, the presence of a feature, integral, step, operation, element, and / or component is specified, but the presence or addition of one or more other features, integrals, steps, operations, elements, components, and / or groups thereof is not excluded.

[0029] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0030] Unless otherwise specified, all terms used herein (including technical and scientific terms) have the same meaning as commonly understood by one of ordinary skill in the art. It will also be understood that terms such as those defined in common dictionaries should be interpreted as having a meaning consistent with their meaning in the context of the relevant art and this application, and will not be interpreted as having an idealized or overly formal meaning, unless expressly so defined in the embodiments of this application.

[0031] First, the internal structure of the electronic toy involved in this application will be described.

[0032] Reference Figure 1Electronic toys may include an interactive information acquisition module L1, an emotion matching module L2, an ECG reconstruction module L3, an ECG machine learning intelligent control module L4, an ECG externalization generation module L5, an ECG empathy generation module L6, an ECG guidance generation module L7, and an ECG memory generation module L8. The following describes each sub-module.

[0033] 1. The interactive information acquisition module L1 is connected to the ECG machine learning intelligent control module L4 to collect ECG data from the user or electronic toy. The ECG data includes, but is not limited to, the user's ECG parameters, ECG diseases, user behavior, voice, facial expressions and other information. The interactive information acquisition module L1 can also collect parameters of the surrounding scene of the electronic toy, such as time, season, temperature, light, illumination, wind force and weather.

[0034] Reference Figure 2 The interactive information acquisition module L1 can include multiple sub-modules, specifically: The ECG parameter acquisition submodule is used to collect basic ECG information and respiratory status information of the user interacting with the electronic toy. Basic ECG information includes ECG waveform, ECG intensity, heart rate, heartbeat, heart rate, and cardiac cycle. The ECG disease acquisition submodule is used to collect ECG disease information from users of electronic toys, such as atrial fibrillation, tachycardia, ventricular fibrillation, sinus heartbeat, conduction block, sinus arrest, premature beats, atrial flutter, etc. The user semantic acquisition submodule is used to collect language state information of users interacting with electronic toys, including dialogues between users and electronic toys, dialogues between users and others, and users' own monologues.

[0035] The user facial expression acquisition submodule is used to collect facial expression status information of users interacting with the electronic toy, such as happy and smiling expressions, angry and frowning expressions, tense expressions, and relaxed expressions. It also captures facial expression changes in key facial features, including eyes (eye opening and closing, pupil size), mouth (opening and closing, changes in the left and right corners of the mouth, chin), nose (arching, changes in nasal muscles, changes in nostrils), eyebrows (between the eyebrows, changes in eyebrow size), and changes in the cheeks. Here, through the built-in camera and image processing unit within the electronic toy, multiple key features of the user's current facial image are acquired and compared with a pre-stored feature library to determine the user's current facial expression changes. The user action status acquisition submodule is used to collect pet interaction user action status information. This action can be a direct stroking action on an electronic toy, or a non-contact action, such as a gesture or body movement. The environmental parameter acquisition submodule is used to collect the current environmental status of the electronic toy, such as time, season, temperature, weather, light, illumination, wind force, etc.

[0036] 2. The emotion matching module L2 and the ECG machine learning intelligent control module L4 are connected to identify the emotional state of the user or electronic toy, generate corresponding labels, and map and match the multimodal output of the electronic toy with the emotional state. This enables accurate classification, management, mapping, and matching of user ECG parameters, user emotions, electronic toy emotions, and electronic toy feedback. The emotional state of the user or electronic toy is mapped one-to-one with the output state of the electronic toy, or the user can customize the configuration. When the user's or electronic toy's own emotional change reaches the emotional label target, the electronic toy makes a corresponding change.

[0037] 3. The ECG reconstruction module L3, connected to the ECG machine learning intelligent control module L4, is used to reconstruct the morphological state changes of the user's ECG in the electronic toy, thereby enabling the electronic toy to mimic the user's ECG and reconstructing functions such as ECG simulation, ECG linkage, and ECG guidance. The ECG reconstruction module L3 can be divided into two parts, specifically: Heart rate reconstruction hardware unit: A hardware vibration device built into the pacemaker is set in the electronic toy. The vibration device is driven by a miniature vibration motor. By adjusting the motor speed, different heart rate beating speeds are simulated. The device is connected to corresponding locations on the surface of the electronic toy through sensors, such as the heart location, neck, and the aorta around the toy.

[0038] Programmable ECG reconfiguration software unit: The electronic toy is equipped with a software programming mechanism that can realize software programming design for various ECG states. By programming the parameters of the micro motor, a pulse-like vibration contraction effect is formed to simulate the user's real heartbeat. Programmable and configurable parameters include: heartbeat cycle count, vibration intensity, duty cycle of contraction and relaxation, adjustable PWM period, PR interval, QRS complex, rhythm parameters, etc., which can be realized through different programming instructions.

[0039] 4. The ECG machine learning intelligent control module L4 connects to the above modules and the ECG interaction module of subsequent electronic toys. It is used to adaptively adjust control based on the user's or the electronic device's state, behavior, language, and emotions. These adjustment modes include: adjustments to the ECG externalization module L5, the ECG sensing module L6, the ECG guidance module L7, and the ECG memory module L8. Specific adjustment modes are described below.

[0040] 5. ECG externalization generation module L5, connected to ECG machine learning intelligent control module L4, is used to externalize the collected ECG parameters of the user or electronic toy on the electronic toy. The purpose is to allow the user to intuitively perceive their current state and understand the inner world of the electronic toy.

[0041] 6. ECG empathy generation module L6, connected to ECG machine learning intelligent control module L4, is used to realize the empathy function between electronic toys and users.

[0042] 7. The ECG guidance generation module L7 is connected to the ECG machine learning intelligent control module L4, and is used to guide users to get rid of emotional fluctuations through ECG adjustment.

[0043] 8. ECG memory generation module L8, connected to ECG machine learning intelligent control module L4, is used to store relevant parameters based on user and electronic toy ECG adjustment.

[0044] The following combination Figure 1 as well as Figure 2 This application proposes an interactive method based on electronic toys, which will be described in detail.

[0045] Please see Figure 3 This is one of the flowcharts illustrating an interactive method based on electronic toys provided in this application. Figure 3 As shown, this interactive method based on electronic toys includes: Step S301: Obtain the electrocardiogram data of the target object, which is an electronic toy or a user interacting with an electronic toy.

[0046] In this embodiment, electronic toys include, but are not limited to, AI (Artificial Intelligence) pets, pet toys, AI companion toys, companion robots, and other intelligent toys.

[0047] Electronic toys can collect electrocardiogram (ECG) data from a target object, which can be the electronic toy itself or a user interacting with it. ECG data includes, but is not limited to: ECG waveform, ECG intensity, heart rate, heartbeat, heart rate, cardiac cycle, respiratory status, pulse rate, atrial fibrillation, tachycardia, ventricular fibrillation, sinus rhythm, conduction block, sinus arrest, premature beats, and atrial flutter. ECG data collection includes both contact-based and non-contact methods, as detailed below: 1. Contact-based data acquisition can be achieved through contact-integrated electrode electrocardiogram (ECG) acquisition. Specifically, ECG data is collected when the user interacts with the electronic toy through contact actions such as stroking, hugging, shaking hands, or petting. Flexible wearable integrated electrodes can be designed into the surface fabric of the electronic toy, such as on the limbs, ears, neck, chest, back, and abdomen. When the user touches the electronic toy, it can acquire the user's real-time ECG data.

[0048] The hardware components of a contact-type integrated electrode ECG acquisition system include: an ECG demodulation chip, a surface contact electrode, a low-noise amplifier, a pre-stage ECG filter, and a post-stage ECG filter. The specific working process is as follows: When a user touches the electronic toy, the miniature electrode on the toy's surface acquires microvolt-level ECG information from the user's heart. The captured signal first passes through a pre-stage ECG filter to remove harmonics, intermodulation, and interference signals. The pre-stage filter signal is then amplified by the low-noise amplifier, and then further filtered by the post-stage ECG filter to remove amplified interference signals, resulting in clear time-domain and frequency-domain key signals. The ECG demodulation chip performs analog-to-digital conversion and classification processing on the above signals, converting them into digital signals. The classified signals are then used to extract specific ECG indicators based on key metrics to obtain ECG data.

[0049] 2. Non-contact acquisition can be achieved through non-contact integrated electrocardiogram (ECG) acquisition. Specifically, this is used for ECG acquisition during non-contact interaction between the user and the electronic toy, such as near, mid, and far-distance ECG acquisition. A UWB (Ultra-Wide Band) acquisition device is installed inside the electronic toy. When the user approaches the electronic toy within a certain distance, such as 0-10 meters, the electronic toy can acquire the user's real-time ECG data through changes in the phase and time domain signals of the UWB signal.

[0050] The hardware components of the non-contact integrated electrocardiogram (ECG) acquisition system include: a UWB chip, a UWB antenna array, an ECG pre-stage filter, and an ECG filter. The specific working process is as follows: When the user is within the UWB radio frequency signal recognition range of the electronic toy, the UWB transmitter inside the toy emits a UWB pulse signal. When the pulse reaches the human heart, a reflected signal is generated due to the heartbeat. Simultaneously, fluctuations in blood conductivity caused by the heart's electrical activity also lead to a phase shift in the pulse signal. The UWB receiver inside the toy captures the time delay and phase shift values ​​of this reflected pulse. The captured signal first undergoes ECG filtering to remove harmonics, intermodulation, and interference signals. The UWB signal is then amplified by a built-in low-noise ECG amplifier. The UWB chip performs phase-voltage conversion and classification processing on the above signal, converting it into a digital signal. The classified signal is used to extract specific ECG data based on key indicators.

[0051] Non-contact data collection can also be achieved through third-party devices. For example, a user might wear an ECG data acquisition device, such as a wristband. When the user approaches an electronic toy, the toy establishes a communication connection with the ECG data acquisition device, sending a request to the device to obtain the user's ECG data, thus acquiring the user's ECG data from the device. It should be noted that the electronic toy's access to its own ECG data is only authorized by the user.

[0052] In another example, the electronic toy itself is programmed with emotions, which can be represented by electrocardiogram (ECG) data. That is, the electronic toy acquires ECG data based on its own emotions. It should be noted that the current emotion of the electronic toy can be determined by observing the user's facial expressions, the user's touch on the electronic toy, the user's dialogue, the user's actions, the user's interaction with the electronic toy, and environmental information about the electronic toy's surroundings. The emotions of the electronic toy will be explained in detail below.

[0053] 1. Set the emotions of electronic toys based on the user's facial expressions: Electronic toys are equipped with an expression capture module. This module can collect the user's facial expression information, such as happy, smiling, angry, frowning, tense, and relaxed expressions. It can also capture changes in key facial features, including the eyes (eye opening and closing, pupil size), mouth (opening and closing, changes in the corners of the mouth, chin), nose (arching, changes in nasal muscles, changes in nostrils), eyebrows (between the eyebrows, changes in eyebrow shape), and changes in the cheeks. The expression capture module collects the user's facial expression information through a camera and image processing unit. It acquires the user's current facial image and compares the features of multiple key facial features in the image with pre-stored features to determine the user's expression.

[0054] Once an electronic toy detects a user's facial expression, it can set its own emotion accordingly. For example, the emotion set by the electronic toy matches the user's facial expression; if the user's expression is happy, then the electronic toy will set its own emotion to happy.

[0055] 2. Emotional states can be set through user interaction with electronic toys: Electronic toys are equipped with pressure detection components. When a user touches the toy, the component detects the pressure applied, determining the user's current emotion and setting the toy's own emotion accordingly. For example, if the pressure exceeds a certain threshold, the user's emotion is determined to be anxiety, and the toy's emotion is set to anxiety; if the pressure is less than or equal to the threshold, the user's emotion is determined to be happiness, and the toy's emotion is set to happiness.

[0056] 3. Adjust the emotions of electronic toys based on user conversations: Electronic toys are equipped with a semantic acquisition module, which can be used to collect language state information between the electronic toy and the user, including but not limited to: dialogue between the user and the electronic toy, dialogue between the user and others, and the user's own monologue. The electronic toy uses the semantic acquisition module to collect the user's voice, extracting voice elements such as pitch, speech rate, and volume. These voice elements are then used to determine the user's emotion, and the electronic toy's own emotion is set accordingly. For example, if the user's voice is high-pitched, fast-paced, and loud, the user's emotion is anger, and the electronic toy's emotion is set to anger.

[0057] 4. Set the emotions of electronic toys based on user actions: Electronic toys are equipped with a motion state acquisition module. This module can capture the user's movements, which can be non-contact, such as gestures or body movements. The motion state acquisition module can also be an image acquisition module. The user's emotions can be determined from their movements. For example, if the user makes a "V" sign, their emotion is "happy," and the electronic toy's emotion will be set to "happy."

[0058] 5. Set the emotions of electronic toys based on user interactions: The electronic toy acquires interaction data between the user and the electronic toy over a historical period, such as the previous 3 hours. Based on this data, the system determines the number of interactions between the user and the electronic toy. If the number of interactions exceeds a threshold, the electronic toy's mood is set to "happy"; if the number of interactions is less than or equal to the threshold, the electronic toy's mood is set to "sad".

[0059] 6. Adjust the electronic toy's mood based on environmental information about its surroundings: The electronic toy is equipped with an environmental data acquisition module that can collect information about its current environment, such as time, season, temperature, weather, light, illumination, and wind speed. If the environmental information indicates sunny weather, the electronic toy's emotion is set to "happy," matching sunny weather; if the environmental information indicates cloudy weather, the electronic toy's emotion is set to "sad," matching cloudy weather. In essence, the electronic toy acquires environmental information corresponding to its current environment, determines its secondary emotion based on this information, and then obtains the corresponding electrocardiogram (ECG) data based on this secondary emotion. Specifically, this can be achieved by looking up the ECG data corresponding to the secondary emotion in a mapping table, such as Table-1. Table 1

[0060] The aforementioned PR period refers to the time interval between the onset of atrial depolarization and the onset of ventricular depolarization. The QRS complex is the largest waveform on an electrocardiogram (ECG), representing the entire process of rapid ventricular depolarization and serving as a core indicator for assessing the normality of ventricular electrical activity. Similarly, the ECG data corresponding to other emotions associated with electronic toys can be determined using the aforementioned mapping table. These other emotions refer to those identified through means other than environmental information.

[0061] It should be noted that the electronic toy incorporates an emotion model. This model outputs emotion tags based on data such as the user's facial expressions, touch interactions, conversations, actions, and environmental information. These emotion tags are then used to determine the user's emotional state. Furthermore, the emotion tags output by the model can be used in different modules of the electronic toy; see the details for further information. Figure 4 When the emotion model outputs an emotion label of relaxation, it can be used as input to the ECG externalization generation module and the ECG memory generation module; when the emotion model outputs an emotion label of pleasure, it can be used as input to the ECG externalization generation module, the ECG empathy generation module, and the ECG memory generation module; when the emotion model outputs an emotion label of excitement, it can be used as input to the ECG externalization generation module, the ECG empathy generation module, and the ECG memory generation module; when the emotion model outputs an emotion label of anxiety, it can be used as input to the ECG guidance generation module, the ECG empathy generation module, and the ECG externalization generation module; when the emotion model outputs an emotion label of fear, it can be used as input to the ECG guidance generation module and the ECG empathy generation module; when the emotion model outputs an emotion label of anger, it can be used as input to the ECG empathy generation module and the ECG guidance generation module; when the emotion model outputs an emotion label of sadness, it can be used as input to the ECG guidance generation module, the ECG externalization generation module, and the ECG empathy generation module; when the emotion model outputs an emotion label of surprise, it can be used as input to the ECG empathy generation module and the ECG guidance generation module.

[0062] Furthermore, when determining user emotions, if the interaction between the electronic toy and the user involves other changes besides the ECG state, such as the user's actions, semantics, facial expressions, or specific environmental scenarios, it is also necessary to obtain labels based on other interaction data, such as behavioral labels, semantic labels, facial expression labels, and environmental labels. When the emotion model outputs emotion labels and labels corresponding to other interaction data, a truth table needs to be formed according to each label parameter. Logical calculations are then performed using the AND-OR relationships between the elements in the truth table. If there are logical conflicts, weights need to be calculated according to the proportion of each parameter label to ultimately obtain a unified emotion output. This approach prevents data illusions caused by a single ECG label parameter, which could lead to incorrect emotion judgments. If the user only experiences a single ECG change without any other parameter labels detected, the user's final emotion is determined based on the emotion label output by the emotion model.

[0063] Other user interaction data is categorized into behavioral, semantic, facial expression, and environmental data. The other interaction data will differ depending on the different emotions recorded in Table-1. Examples are provided below: When the mood is relaxed, the behavioral data in other user interaction data shows: humming with legs crossed, relaxed posture; the semantic data in other user interaction data shows: relaxed tone, understated; the facial expression data in other user interaction data shows: half-closed eyes, dozing off; and the environmental data in other user interaction data shows: moderate temperature, gentle breeze. When the emotion is pleasant, the behavioral data in other user interaction data is: hugging electronic toys, moving lightly; the semantic data in other user interaction data is: positive evaluation, affectionate address; the facial expression data in other user interaction data is: upturned corners of the mouth, beaming; and the environmental data in other user interaction data is: afternoon sunshine, family reunion. When the emotion is anxiety, the behavioral data in other user interaction data shows: repetitive actions and tense limbs; the semantic data in other user interaction data shows: negative expressions and self-doubt; the facial expression data in other user interaction data shows: blank stare and tense face; and the environmental data in other user interaction data shows: the eve of an exam and waiting for results. When the emotion is fear, the behavioral data in other user interaction data shows: curling up and covering the head with hands; the semantic data in other user interaction data shows: screaming for help and trembling voice; the facial expression data in other user interaction data shows: wide-open eyes and stiff face; and the environmental data in other user interaction data shows: thunder and lightning and dim lighting. When the emotion is anger, the behavioral data in other user interaction data shows: aggressive actions, clenched fists; the semantic data in other user interaction data shows: accusations and complaints, rude responses; the facial expression data in other user interaction data shows: fierce eyes, facial twitching; and the environmental data in other user interaction data shows: arguing in the living room, loss of interests. When the emotion is sadness, the behavioral data in other user interaction data shows: holding hands to the head, crying and shedding tears; the semantic data in other user interaction data shows: words such as depressed, helpless and lost; the facial expression data in other user interaction data shows: blank eyes, furrowed brows; and the environmental data in other user interaction data shows: loneliness, isolation, separation and loss. When the emotion is surprise, the behavioral data in other user interaction data shows: body stiffness, sudden movements; the semantic data in other user interaction data shows: harsh voice, repeated questioning; the facial expression data in other user interaction data shows: wide-open eyes, open mouth; and the environmental data in other user interaction data shows: surprise scene, sudden scene.

[0064] Emotion models can be deep learning models, requiring the learning of users' electrocardiogram parameters, actions, semantics, facial expressions, breathing, heart rate, etc. (See reference...) Figure 5 The specific steps for learning the emotion model are as follows: 1. Multi-source information recognition of users and electronic toys: This feature extracts and identifies multi-source information such as ECG parameters, facial expressions, actions, and language from ECG and emotion databases for interaction with electronic toys, serving as input to the model. The multi-source input also includes user input information, such as gender, age, weight, and height, as well as imported ECG and physical examination data. After the user inputs this information, the intelligent control module uses the user's input information to generate corresponding standard ECG parameter values ​​and upper / lower threshold ranges, matching the user's physical condition.

[0065] 2. Data Cleaning and Slicing: The multi-source information of user or electronic toy interaction is preprocessed using preprocessing algorithms to provide key feature parameter points; the raw data of the above parameters is then cleaned, including filtering, amplification and normalization, to ensure the quality and consistency of the collected data and reduce errors and fluctuations.

[0066] 3. Feature Parameter Labeling: Based on labels stored in the ECG and emotion databases, the cleaned data is labeled with feature parameters to form corresponding heart rate labels, action labels, voice labels, facial expression labels, and environment labels. Since different users have different ECG thresholds in different states, and the model cannot parse messy raw data, it is necessary to standardize the above parameters, define the threshold range of each indicator, and associate it with the specific user's emotion mapping, such as the heart rate range for each state: Calm: Heart rate 60-80 beats / min; Excited: Heart rate 100-120 beats / min; Anxious: Heart rate 120-140 beats / min; The above data is transformed into structured data that the model can recognize and process by feature-based and label-based annotation, based on a predetermined threshold range. For example, if the current user's heart rate is 110 beats / minute, it is labeled "excitement"; if the heart rate is 130 beats / minute, it is labeled "anxiety".

[0067] 4. Machine Learning Model Processing (AI Model Algorithm Selection and Processing): Based on the characteristics of the feature parameters of electronic toys, and considering the feature parameter analysis capabilities and strengths of different models, various deep learning models are selected for classification processing for different data inputs, as detailed below: A. ECG Parameters: A Convolutional Neural Network (CNN) model was selected. This model excels at capturing temporal data of the user's heartbeat, such as heart rate per minute, PW (Pulse Wave Period), PR interval, and heart rate variability. The specific processing is as follows: the input is the collected data within a certain time window, such as the user's heart rate time-series data within 1 minute. The intermediate processing involves extracting the above feature parameters through the model's convolutional and pooling layers to capture temporal features and heart rate variability features. The output is the various user emotional state labels identified by the model, such as relaxed, happy, anxious, fearful, angry, sad, and surprised.

[0068] B. ECG variation parameters: Lightweight gated cyclic unit (Light-GRU) model is selected. This model is good at capturing the dynamic trend of the user's heartbeat, such as the heart rate trend changes from the user's initial relaxation, then the excitement of the first meeting, and then the loss and sadness of parting.

[0069] C. Multimodal Parameters: The Transformer model is selected, as it excels at processing multimodal fusion data such as ECG, facial expressions, movements, language, and body temperature during pet-user interactions. Using the pet toy's built-in camera or other posture sensors, the model collects and captures the user's movements, language, or facial expressions, converting them into corresponding sequence data. These movements can be any gesture or body movement, such as waving, waving goodbye, shaking hands, waving, looking up, nodding, shaking head, pointing, etc. The collected data can be a single movement, language, or facial expression, or a combination of a series of movement, language, or facial features. By collecting and processing long-sequence feature data, the model captures the user's global information or intent, i.e., learning the user's coherent behavior through the Transformer algorithm.

[0070] The above are just specific examples of model selection. In actual use, when the parsing does not meet expectations, other suitable large model algorithms, such as decision trees, random forests, and small neural networks, can be called to perform targeted parameter parsing until the learning requirements are met.

[0071] If the emotion model identifies multiple emotion labels, the model also needs to output different weight values ​​for each emotion label. By considering the correlation between the label parameters and the collected parameters, as well as the contribution values ​​in subsequent adjustments, the weights of each parameter are continuously optimized to achieve the goal of extracting effective feature parameters.

[0072] 5. Iterative Training and Optimization of Closed-Loop Detection Model: The deep learning model employs a closed-loop adjustment architecture of "perception acquisition - feature parsing - decision control - specific adjustment - efficiency feedback - model iteration." By defining a multi-objective loss function and using multi-objective optimization, the model is trained and converged through parameter adjustments. A method of labeling effective model adjustments is used to select suitable learning models. Through real-time acquisition of signal parameters and application data parameters, the model results are continuously tuned and optimized to improve its effectiveness, accuracy, and robustness. If the adjustment is effective, the label is incremented by 1; if the adjustment is ineffective, the label is decremented by 1. Feedback information is used: if the feedback is correct, the weights of key feature parameters of the model are incremented by 1; if the feedback is incorrect, the weights of key feature parameters are decremented by 1. This process reinforces the learning model's performance and confidence.

[0073] The emotion labels output by the emotion model include at least one of the following: Positive emotional states (A): such as happiness, joy, delight, excitement, bliss, pleasure, satisfaction, anticipation, etc. Negative emotions (B): such as unhappiness, sadness, grief, heartbreak, loss, frustration, pain, helplessness, anxiety, etc. Fear (C): such as fear, terror, dread, panic, tension, anxiety, etc.; Worry (D): such as anxiety, unease, etc.; Shyness (E): such as shyness, shame, embarrassment, etc.; Anger (F): such as anger, resentment, rage, etc.; Disgust (G): such as dislike, aversion, disgust, etc.; Trust emotions (H): such as trust, dependence, closeness, security, reliability, etc.; Anticipatory emotions (I): such as anticipation, dreams, longing, and yearning; Liking emotion (J): such as liking, fondness, admiration, etc.; Resentment (K): such as resentment, hatred, blame, etc.; Nostalgia (L): such as longing, nostalgia, reminiscing, recalling, etc.

[0074] Step S302: Based on the electrocardiogram (ECG) data, control the electronic toy to interact with the user via ECG.

[0075] After obtaining the electrocardiogram (ECG) data, the electronic toy is controlled based on this data to interact with the user via ECG. ECG interaction includes, but is not limited to: displaying ECG data on the electronic toy, guiding the user to touch the electronic toy so the user can feel the heartbeat of the electronic toy or their own, outputting behaviors or actions to calm the user's emotions, and outputting ECG data from the user's past happy moments.

[0076] In one example, when the electronic toy interacts with the user via electrocardiogram (ECG), it can also output actions that match the ECG data. For instance, the user's emotion can be determined using ECG data; for example, the ECG data can be input into an emotion model, which outputs an emotion label, and the emotion can be determined based on the label. The electronic toy then outputs an action that matches the emotion. For example, the actions matched to the emotion can be found in Table-2: Table 2

[0077] The actions described above for electronic toys are merely examples; other actions may include crouching, head movements, fur color changes, movement, and facial expressions. Electronic toys can have default actions set, or these actions can be customized by the user.

[0078] It's important to note that when electronic toys have plush materials, the plush can be modified to adapt to the environmental information of the toy's surroundings. For example, if the environmental information indicates a light breeze, the plush will sway slightly to reflect its state under the breeze. Furthermore, the plush can also adaptively adjust based on the user's or toy's state, behavior, and language. For instance, if the user or toy is angry, the plush will remain upright. This adaptive adjustment of the plush can be determined by a control model. For example, the control model can be obtained by training it with multiple training datasets, including the user's or toy's dynamic parameters and interaction information, labeled with the plush's state. After obtaining the control model, the current user's or toy's dynamic parameters and interaction information are input, and the control model outputs a control signal for the change in the plush.

[0079] In another example, the electronic toy determines the first emotion corresponding to the electrocardiogram (ECG) data, and then controls the electronic toy to perform ECG interactions with the user corresponding to the first emotion. The first emotion corresponding to the ECG data can be determined by the emotion label output by the emotion model, as explained above, and will not be repeated here. The ECG interaction corresponding to the first emotion is, for example, the action output by the electronic toy shown in Table-2.

[0080] In this embodiment, the electrocardiogram (ECG) data of the electronic toy or the user with whom the electronic toy will interact is acquired. Based on the ECG data, the electronic toy is controlled to interact with the user via ECG, thereby enabling the electronic toy to autonomously interact with the user and improving its autonomous interactivity. Furthermore, this ECG-based interaction method enhances the user's interest in interacting with the electronic toy, improving the user experience.

[0081] See Figure 6 This is the second flowchart illustrating the interactive method based on electronic toys provided in this application embodiment. Figure 3 In the embodiment shown, step S302 includes: Step S601: If the ECG interaction is determined to be ECG external display interaction, control the electronic toy to output sound, movement, temperature, expression, graphics and / or light corresponding to the ECG data.

[0082] In this embodiment, the ECG interaction between the electronic toy and the user includes ECG external display interaction, which refers to the electronic toy interacting with the user by displaying sounds, movements, temperatures, facial expressions, graphics and / or lights corresponding to ECG data.

[0083] In one example, the electronic toy could acquire ECG data and trigger an ECG display interaction.

[0084] In another example, the electronic toy acquires its own operating scenario. If the scenario is an emotional interaction scenario, an electrocardiogram therapy scenario, a psychological counseling scenario, and / or an emotion management scenario, the electronic toy will interact with the user through an external electrocardiogram display.

[0085] In some implementations, electronic toys output sounds, movements, temperatures, facial expressions, graphics, and / or lights corresponding to electrocardiogram (ECG) data. Specifically, when the electronic toy receives an emotional interaction command, it runs an emotional interaction scene, outputting sounds, actions, and / or lights that match the ECG data within that scene. When the electronic toy detects an abnormal emotion in the user based on ECG data or receives a healing command from the user, it runs an ECG therapy scene, outputting healing graphics, lights, and / or expressions. These graphics, lights, and expressions are stored in the electronic toy in association with the ECG therapy scene. When the electronic toy detects a psychological counseling command from the user, it runs an ECG counseling scene. In this case, the electronic toy determines the user's emotion based on ECG data and outputs auxiliary sounds that match the emotion. For example, if the user is anxious, the auxiliary sound is "deep breathing." When the electronic toy detects that the user is in a specific environment, such as a conversation with another person, and determines based on ECG data that the user is in an unstable emotional state, such as anger, it runs an emotion management scene. The electronic toy can lower its surface temperature to below a preset temperature and output a prompt sound to guide the user to touch the electronic toy, using the temperature to calm the user and guide them to manage their emotions.

[0086] The electronic toy outputs sound, movement, temperature, facial expressions, graphics, and / or light corresponding to ECG data, which can be achieved through an ECG externalization generation module, as shown in the reference. Figure 7 The ECG externalization generation module includes an ECG tactile simulation unit, an ECG waveform simulation unit, and an ECG audio-visual simulation unit, as detailed below: 1. Electrocardiogram (ECG) tactile simulation unit: This unit can be a heart-simulating vibration device installed within an electronic toy. It includes a linear vibration motor and a miniature eccentric motor circuit, creating a pulse effect similar to the beating, contraction, and relaxation of a human heart. The motor vibration cycle is set, with a heart rate cycle of 60-130 beats / minute. The motor vibration intensity is also set, simulating human heartbeat intensity in Z1-Zn settings. The control signal adjusts the eccentric motor's speed and duty cycle via a PWM signal. Programmable and adjustable simulation parameters include: heart rate, heartbeat intensity level, contraction-diastolic ratio, heartbeat interval fluctuation amplitude, and attenuation coefficient.

[0087] 2. ECG Waveform Simulation Unit. The ECG waveform simulation unit can be an additional display module added to the existing display module of the electronic toy, such as adding a new display module to the eye-related display module. The electronic toy displays the real-time ECG parameters from the collected ECG data in the form of ECG waveforms (graphics), realizing the conversion and output of ECG parameters to ECG waveforms. The waveform period, emotion, and pulse form can all be configured. For example, a calm emotion is displayed as a blue ECG waveform, an excited emotion as a red ECG waveform, and an anxious emotion as a red-blue gradient ECG waveform. The reconstructed display of the ECG waveform can be achieved through machine learning, such as reconstruction using deep learning algorithms; alternatively, deep neural networks can learn the feature mapping rules of ECG parameter signals, generating adversarial network reconstruction algorithms and convolutional and temporal network reconstruction algorithms. First, a convolutional neural network extracts local features of the signal, and then a bidirectional long short-term memory network captures the temporal correlation of the ECG signal, achieving compressed reconstruction and classification of the ECG signal.

[0088] 3. ECG-Sound and Light Simulation Unit: This unit can be a built-in sound and light device in the electronic toy. It simulates the ECG parameters collected by the electronic toy from the user, or it can externalize the electronic toy's own emotional changes through this device. For example, when the ECG data collected by the electronic toy indicates relaxation, or when the user's interaction is relaxed, the electronic toy emits a soft, low-frequency sound, and the heart rate indicator light or display on the electronic toy flashes blue slowly. When the ECG data collected by the electronic toy indicates happiness, or happy interaction with the user, the electronic toy emits a short, excited sound, and the heart rate indicator light or display on the electronic toy flashes red quickly. When the ECG data collected by the electronic toy indicates boredom, the electronic toy emits a sound to attract the user's attention, and the heart rate indicator light or display on the electronic toy shows a green gradient. When the ECG data collected by the electronic toy indicates anxiety, or when the current user is anxious, the electronic toy emits unstable sounds or music, and the heart rate indicator light or display on the electronic toy shows a solid yellow light, etc.

[0089] 4. Electronic toys are also equipped with temperature sensors and heating components. The heating components heat the electronic components, and the temperature sensors detect the temperature of the electronic toy's skin, ensuring that the skin temperature of the electronic toy matches the temperature matched by the electrocardiogram (ECG) data. For example, if the ECG data matches the emotion of anger, and the temperature under anger is A℃, then the electronic toy's skin temperature will be heated to A℃.

[0090] In this embodiment, when the electronic toy receives user emotion management commands, ECG assistance commands, psychological assistance requests, ECG therapy requests, or emotional interaction commands, it externalizes the data based on the user's ECG data collected by the electronic toy or the ECG data the electronic toy itself wants to display. Through visualization design, the abstract ECG data is converted into the electronic toy's expressions, movements, sounds, temperature, etc., allowing the user to intuitively perceive their current state and understand the electronic toy's inner world. Furthermore, the electronic toy can also generate personalized interactive outputs based on the aforementioned commands and ECG data, that is, through multimodal outputs such as sound, light, electricity, and touch, to soothe the user and enhance the immersive and engaging experience.

[0091] See Figure 8 This is the third flowchart illustrating the interactive method based on electronic toys provided in this application embodiment. Figure 3 In the embodiment shown, step S302 includes: Step S801: When the ECG interaction is ECG sensing interaction, control the ECG component of the electronic toy to perform ECG vibration, control the electronic toy to output a target sound, control the pressure component of the electronic toy to provide feedback on the target pressure value to the user, and / or control the electronic toy to output an action corresponding to the user's heartbeat parameters. The vibration parameters of the ECG vibration are the same as the user's heartbeat parameters in the ECG data. The vibration parameters include at least one of frequency and amplitude. The target sound includes at least one of the user's heartbeat sound, a custom heartbeat sound, and a pulse sound. The target pressure value is determined by the ECG data and / or the pressure applied by the user to the electronic toy.

[0092] In this embodiment, the electrocardiogram (ECG) interaction between the electronic toy and the user includes ECG sensory interaction. ECG sensory interaction refers to the electronic toy outputting vibrations, sounds, movements, and pressures that the user can feel. Specifically, when the ECG interaction is ECG sensory interaction, the electronic toy's ECG component is controlled to vibrate, the electronic toy is controlled to output movements corresponding to the user's heart rate parameters, the electronic toy's pressure component is controlled to provide feedback of a target pressure value to the user, and / or the electronic toy is controlled to output a target sound.

[0093] For example, electronic toys are triggered by user-generated commands or interactive information. In one example, when the electronic toy receives a heart-sympathy command, it needs to engage in heart-sympathy interaction with the user. In another example, the interactive information could be a monologue from the user to the electronic toy, such as "Do you know how down I feel right now?" or "Do you know how happy I am?" In other words, the electronic toy collects the user's voice, and if the voice contains a specific phrase, it engages in heart-sympathy interaction with the user; the specific phrase could be "Do you know…?"

[0094] Reference Figure 9 ECG-sensing interaction can be achieved through the vibration synchronization feedback unit, pressure synchronization feedback unit, motion synchronization feedback unit, and sound synchronization feedback unit included in the ECG-sensing generation module. The following is a detailed explanation of how each unit achieves ECG-sensing interaction.

[0095] 1. The electrocardiogram (ECG) component of the electronic toy is controlled to vibrate via a vibration synchronization feedback unit: The vibration synchronization feedback unit can be an electrocardiogram (ECG) component, which can be a vibration motor. The electronic toy obtains the frequency and intensity of the user's heartbeat from the ECG data, and then controls the vibration motor to vibrate at a set frequency. The vibration amplitude and frequency of the motor are the same as the user's heartbeat frequency, and the vibration parameters are the same as the user's heartbeat parameters in the ECG data. These vibration parameters include at least one of frequency and amplitude. When the electronic toy detects that the user's heartbeat is faster, the frequency of the electronic toy's ECG vibration also increases; when the heartbeat slows down, the amplitude of the electronic toy's ECG vibration also increases. When the user touches the electronic toy, they can feel these vibrations synchronously, which is equivalent to touching the user's own heartbeat.

[0096] In addition, the electronic toy also incorporates a built-in electrocardiogram (ECG) simulator, located at the heart of the toy. Multiple ECG simulators can be installed, for example, four, running to simulate the user's heartbeat. The electronic toy can also include a pulse simulator, which mimics the user's pulse. Through the tactile feedback of heartbeat and pulse vibrations, users can perceive and touch their own heartbeat, creating a empathetic technological effect and providing emotional comfort.

[0097] The ECG simulator contains a vibration device for a pacemaker built into the electronic toy. The vibration device is driven by a miniature vibration motor. By adjusting the motor speed, different heart rate beating speeds can be simulated. The device is connected to corresponding locations on the pet's body surface via sensors, such as the heart location on the pet toy, the neck, and the aorta around the toy.

[0098] Furthermore, the electronic toy incorporates a software programming mechanism, enabling the design of various electrocardiogram (ECG) states. By programming the parameters of a micro-motor, it creates a pulsed vibration and contraction effect to simulate the user's real heartbeat. Programmable and configurable parameters include: heart rate, vibration intensity, duty cycle of contraction and relaxation, adjustable PWM period, PR interval, QRS complex, rhythm parameters, etc., achieved through different programming instructions. Each instruction corresponds to a specific ECG mode (or emotional mode), and a single instruction can adjust multiple ECG parameters simultaneously. Refer to Table-3, which provides an example of simultaneously configuring and editing seven sets of ECG (emotional) states, heart rate, and PWM period using programming instructions C1-C7. Table 3

[0099] 2. Control the electronic toy to output the target sound through the sound synchronization feedback unit: The sound synchronization feedback unit can be a sound generating device in an electronic toy. This device produces a sound with the same frequency and intensity as the user's heartbeat; in other words, it outputs the user's heartbeat or pulse sound. The volume, amplitude, and frequency of the sound generated by the device match the volume, amplitude, and frequency of the user's heartbeat in the electrocardiogram (ECG) data, allowing the user to perceive changes in their own ECG by touching the sound output by the electronic toy.

[0100] The heartbeat sound can be a user-defined sound, which can be a sound effect, the snoring sound of an electronic toy, breathing sounds, etc. In other words, the target sound output by the electronic toy is at least one of the user's heartbeat sound, a user-defined heartbeat sound, and a pulse sound.

[0101] Furthermore, user-defined sounds are stored within the electronic toy in association with the user's emotions. Based on the emotion matched to the electrocardiogram (ECG) data, the electronic toy controls the sound-generating device to play the corresponding sound. For example, when a user is excited, their heart rate increases, and the electronic toy outputs a synchronized thumping heartbeat sound.

[0102] 3. The pressure components of the electronic toy are controlled by a pressure synchronization feedback unit to provide the user with the target pressure value: The pressure synchronization feedback unit can be a pressure component incorporated into an electronic toy, which can be a pressure sensor. When the user's electrocardiogram (ECG) data is detected, the pressure sensor in the electronic toy generates a pressure value with the same frequency and amplitude based on the user's heart rate and intensity, and outputs this pressure value for the user to feel. Furthermore, when the user touches the electronic toy, the pressure sensor detects the pressure applied by the user and, combined with the ECG data, adjusts the pressure reflected from the surface of the electronic toy, such as when the user is taking their own pulse. For example, if the ECG data detects that the user is relaxed, the surface of the electronic toy will provide a relaxed, gentle pressure; or, if the ECG data detects that the user's heart rate is high, the pressure reflected by the electronic toy will be converted into a rhythmic pressure, allowing the user to feel their own heart rate through touching the electronic toy. It can be understood that the target pressure value output by the electronic toy is determined by the ECG data and / or the pressure value of the user's touch on the electronic toy.

[0103] 4. The electronic toy outputs actions corresponding to the user's heart rate parameters through a motion synchronization feedback unit: The motion synchronization feedback unit can be a motion-driven coding component built into an electronic toy. When the electronic toy needs to interact with the user through electrocardiographic sensing, the motion-driven coding component drives the synchronous movement of microstructures in the toy's limbs, tail, chest, and other parts, allowing the electronic toy to simulate the body undulations of a pet's heartbeat. Furthermore, while generating the mechanical movement of body undulations through these microstructures, the electronic toy can also produce vibrations of the same frequency and amplitude based on the user's heartbeat.

[0104] Furthermore, based on the user's electrocardiogram (ECG) data, the electronic toy can guide the user to touch it after controlling the ECG component to perform ECG vibrations. Upon detecting the user touching the electronic toy, the system acquires the user's real-time heart rate parameters, including at least one of real-time heart rate and real-time heart rate amplitude. This allows the system to control the ECG component to perform ECG vibrations identical to the real-time heart rate parameters. The specific method of ECG vibration is described above and will not be repeated here.

[0105] In this embodiment, the electronic toy interacts with the user through electrocardiogram sensation, allowing the user to perceive and touch their own heartbeat, creating a sense of empathy and improving the user experience.

[0106] See Figure 10 This is the fourth flowchart illustrating the interactive method based on electronic toys provided in this application embodiment. Figure 3 In the embodiment shown, step S302 includes: Step S1001: When the ECG interaction is ECG-guided interaction, based on the ECG data, control the electronic toy to output the guiding behavior corresponding to the ECG-guided interaction.

[0107] In this embodiment, the electrocardiogram (ECG) interaction between the electronic toy and the user includes ECG-guided interaction. ECG-guided interaction refers to guiding behavior that helps the user calm down or adjust their mood. That is, when the ECG interaction is ECG-guided interaction, the electronic toy is controlled to output the corresponding guiding behavior based on ECG data, so as to help the user restore a normal heart rate, normal mood, and adjust their emotions.

[0108] Reference Figure 11 ECG-guided interaction can be achieved through the ECG emotion guidance unit (ECG emotion unit), ECG question and answer guidance unit, ECG state guidance unit, and ECG physiotherapy guidance unit in the ECG guidance generation module.

[0109] In one example, the ECG-guided interaction includes emotion-guided interaction, implemented through an ECG emotion guidance unit. When the electronic toy determines the user's emotional state based on ECG data, if the emotional state indicates an abnormal emotion, the ECG emotion guidance unit outputs the corresponding emotion recovery behavior. For instance, after detecting the user's ECG data, the electronic toy identifies the user's emotional state based on the data. For example, the ECG data is input into a model to obtain the user's emotion and emotion score. If the emotion score exceeds an emotion threshold, it can be determined that the user is in an emotionally fluctuating state, and the electronic toy adaptively switches from normal companionship mode to ECG-guided mode. The emotion threshold can be personalized by the user in the app; for example, the trigger threshold can be lowered for users with anxiety disorders to increase recognition sensitivity. Furthermore, the emotion-guided interaction can be initiated by the user triggering the electronic toy on demand, ensuring timely emotion guidance without disrupting the user's calm companionship experience.

[0110] In another example, ECG-guided interaction includes question-and-answer guided interaction, implemented through an ECG question-and-answer guided unit. This unit operates through the interaction between the user and the electronic toy. For example, if the user says to the electronic toy, "Tell me how to calm myself down right now," the ECG question-and-answer guided unit within the electronic toy will run to conduct the question-and-answer guided interaction. When the ECG-guided interaction is a question-and-answer guided interaction, the system acquires the interaction information between the user and the electronic toy. Based on this interaction information and ECG data, the system controls the electronic toy to output corresponding emotional guidance behaviors. For instance, based on the interaction information, it is determined that the user is about to have an interview. The user's ECG data indicates that the user is currently experiencing anxiety. A personalized adjustment plan is then designed based on the user's anxiety during the interview. For example, the electronic toy might output, "Shall we play a little game? Take a deep breath, pause for 3 seconds, then slowly exhale, wait 2 seconds, repeat this cycle, and then tell me how you feel right now, okay?" After the user performs this action, the electronic toy simultaneously displays the user's ECG changes and outputs an approving voice message.

[0111] In another example, the ECG-guided interaction includes an ECG state-guided interaction, which is implemented through an ECG state-guided unit that operates based on specific events. For instance, when the electronic toy determines, based on ECG data, that the user's emotional state is abnormal, such as fatigue or excitement, and further detects that the user is in a resting state after strenuous exercise, has stayed up late for a long time, or has been playing games for an extended period, the electronic toy triggers the ECG state-guided interaction and runs the ECG state-guided unit. At this time, the ECG state-guided unit outputs ECG state-guided behaviors based on the user's state. These behaviors may include prompts for deep breathing, closing eyes, and sitting quietly; or the electronic toy itself may perform deep breathing, closing eyes, and sitting quietly actions to guide the user to do so.

[0112] In another example, the ECG-guided interaction includes a physical therapy-guided interaction, which is implemented through an ECG-guided physical therapy unit. When the electronic toy identifies the user's emotional state as abnormal (stimulated, frightened, traumatized, or depressed) based on ECG data, it activates the ECG-guided physical therapy unit to perform the physical therapy-guided interaction. Furthermore, the electronic toy stores abnormal ECG data of the user, including information on atrial fibrillation, tachycardia, ventricular fibrillation, sinus rhythm, conduction block, sinus arrest, premature beats, and atrial flutter. When the user's ECG data matches the abnormal ECG data stored in the electronic toy, it can be determined that the user is in a state of abnormal heartbeat, triggering the electronic toy to perform the physical therapy-guided interaction.

[0113] When the ECG-guided interaction is for physical therapy, the electronic toy outputs the user's ECG data when they are in a healthy state, along with the corresponding guided behavior. For example, during interaction with the user, the electronic toy detects that the user is performing a plank, which quickly calms the heart rate and brings the user's ECG data to a healthy state. The electronic toy associates and stores the plank exercise with the user's healthy ECG data. Therefore, when physical therapy-guided interaction is needed, the electronic toy prompts the user to perform a plank.

[0114] In some implementations, during the guided behavior process corresponding to the user's electrocardiogram (ECG) data when the electronic toy outputs the user's ECG data in a healthy state, the user's real-time ECG waveform is displayed. For example, the electronic toy generates a real-time ECG waveform based on the user's ECG data, using different colors, vibrations, and brightness changes to mark normal ECG intervals within the waveform to indicate the user's current ECG state. For instance, a green line displays the baseline waveform when the user is calm, while a red line displays the current abnormal waveform. This allows the user to visually see their own imbalanced state based on the real-time ECG waveform and adjust accordingly following the electronic toy's guided behavior, ultimately restoring their ECG state to a normal range.

[0115] In this embodiment, when the electronic toy detects abnormal user emotions, the channel ECG guidance interaction guides the user to get rid of emotional fluctuations through ECG adjustment, thereby guiding the user to adjust their emotions and enabling the electronic toy to manage the user's emotions.

[0116] See Figure 12 This is the fifth flowchart illustrating the interactive method based on electronic toys provided in this application embodiment. Figures 3 to 10 In any of the embodiments shown, after step S302, the method further includes: Step S1201: When the electronic toy triggers ECG memory interaction, control the electronic toy to output the memory behavior associated with the memory moment.

[0117] In this embodiment, the electronic toy incorporates an ECG memory database, storing ECG data of memorable moments for the user. These memorable moments include, for example, birthdays, holidays, first moments of emotional connection, first moments of sadness, first romantic relationship, first prize win, and long-awaited reunions. These memorable moments can be user-defined moments within the electronic toy, and the ECG data associated with these customized moments is collected by the electronic toy. When the electronic toy triggers an ECG memory interaction, it outputs the memory behavior associated with the remembered moment. For example, if the current date is the user's birthday, triggering the ECG memory interaction results in playing a birthday song for the user; or, if the electronic toy detects that the user is currently reuniting with an old friend, it plays the audio from a previous reunion. The ECG memory interaction includes auxiliary memory interaction, health memory interaction, and ECG tracking interaction, which are described below. (Refer to...) Figure 13 ECG memory interaction is achieved through the ECG auxiliary memory unit, ECG health memory unit, and ECG tracking memory unit in the ECG memory generation module, as detailed below: In one example, when the ECG memory interaction is an auxiliary memory interaction, the ECG auxiliary memory unit determines a specific time associated with the memory moment and controls the electronic toy to output historical ECG data associated with that specific time. For instance, when a user says to the electronic toy, "Please help me recall the moment I was moved for the first time" (memory moment), the electronic toy retrieves the historical ECG data associated with that first moment from the ECG memory bank and displays it externally. The specific details of this display are explained above and will not be repeated here. This method helps users reminisce and reflect, enabling ECG revisiting and improving the user experience.

[0118] In another example, the ECG memory bank stores the user's ECG data in different states, referring to abnormal ECG states. When the ECG memory interaction is a health memory interaction, the ECG health memory unit determines whether the user has a health risk based on the user's current ECG data and the abnormal ECG data associated with the memory time. If the user has a health risk, an alarm message is output. The memory time refers to the moment when the user's ECG is abnormal. The electronic toy calculates the similarity between the current ECG data and the abnormal ECG data. If the similarity is higher than a threshold, it can be determined that the user has a health risk; if the similarity is lower than or equal to the threshold, the user does not have a health risk. For example, when the user has a heart-related disease, when the user has an attack, the electronic toy captures the ECG waveform values ​​before and after the user's heart abnormality and stores them as abnormal ECG data. If the similarity between the user's current ECG data and the stored abnormal ECG data is higher than the threshold, an alarm is triggered or emergency contacts are contacted. Furthermore, electronic toys can monitor users' long-term electrocardiogram (ECG) parameters, tracking ECG trends over a period of time, such as how much heart rate has increased this month compared to last month, or how much heart rate has increased during a run compared to the last. This information can then be sent to the user or relevant doctors, providing them with a comprehensive understanding of the user's cardiovascular health. Understandably, if the user does not pose any health risks, ECG trend information can be output based on real-time ECG data and the user's historical ECG data.

[0119] In another example, the electronic toy can also perform long-term emotion management for users and generate long-term data storage of electrocardiogram (ECG) parameters. This data allows for personalized ECG regulation plans to be pushed to users based on their ECG changes in different specific scenarios and on historical ECG data. These ECG regulation plans can be pushed when the electronic toy triggers an ECG tracking interaction. For example, when the ECG memory interaction is an ECG tracking interaction, the ECG tracking memory unit predicts the user's target emotion based on ECG data from a preset period. If the target emotion is an abnormal emotion associated with the memory time, then the electronic toy outputs ECG regulation information corresponding to the target emotion. For instance, the electronic toy collects the user's ECG data from the past two days and predicts the user's emotion based on this data. If the ECG data shows that the user exhibits anxiety characteristics at work, then the user's target emotion can be determined to be abnormal work-related anxiety. In this case, the electronic toy will play activities that allow the user to relax after get off work on weekdays to guide the user to engage in these activities, thus bringing the user into a stable state and achieving the function of emotion regulation.

[0120] The triggering conditions for initiating ECG memory recognition and acquisition, and for triggering the retrieval of stored ECG memories, include, but are not limited to, the following four situations: Pre-set keywords: Before interacting with the electronic toy or after activating it for the first time, users can set keywords that need to be stored on the electronic toy, such as birthdays, holidays, wedding anniversaries, parents coming home, winning awards, achieving top marks in exams, reading favorite books, meeting a girl they like, etc. When the electronic toy interacts with the user in subsequent interactions, if it recognizes a match with the above keywords through semantic recognition, scene recognition, and action recognition, it will activate the ECG collection and memory, or recall the ECG memory collected with the same keywords.

[0121] ECG abnormal signal triggering: The ECG memory acquisition device of the electronic toy is triggered to acquire data. The device is usually in a deep sleep state and is only triggered to acquire data through a specific low power mode. This ensures the effectiveness of monitoring and saves power to the greatest extent. The low power acquisition cycle is long, for example, it is woken up to acquire data once every 1-3 minutes. If there is no abnormality, it continues to enter the deep sleep mode. If an abnormal threshold is found in the ECG signal, high-frequency memory acquisition is started.

[0122] Specific abnormal behaviors can trigger the collection or retrieval of ECG memories. For example, if a user falls, returns from strenuous exercise, suddenly cheers, or suddenly loses control of their emotions, these abnormal behaviors can be detected by the pet.

[0123] User prompts trigger data collection: If the electronic toy receives explicit instructions from the user, such as "Little X, help me record this wonderful moment," "I wish time could stop right now," or "Little X, be our witness at this moment," the electronic toy will also start memory collection. Similarly, if the user gives the electronic toy a voice prompt, such as "Little X, do you remember the scene when we first met?" or "Do you remember the scene when I received my favorite gift on my birthday last year?" the electronic toy will retrieve relevant ECG memories and display them to the user.

[0124] It should be noted that, for ease of description, step S1101 is placed after step S302. However, the ECG memory interaction of electronic toys is triggered based on a specific scenario or a specific moment, and the order of occurrence of step S1101 and any of the above steps is not limited.

[0125] In this embodiment, the electronic toy uses historical ECG data stored in the ECG memory bank to enable users to recall ECG data at specific moments and to safeguard users' health.

[0126] Please see Figure 14 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 14 As shown, the electronic device 1400 includes: One or more processors 1410; The memory 1420 stores one or more programs that, when executed by one or more processors 1410, cause the one or more processors 1410 to implement the interactive method based on the electronic toy described in any of the above embodiments.

[0127] Memory 1420, as a non-transitory network system, can be used to store non-transitory software programs and non-transitory computer-executable programs. Furthermore, memory 1420 may include high-speed random access memory and may also include non-transitory memory, such as at least one disk storage device, flash memory device, or other non-transitory solid-state storage device. In some embodiments, memory 1420 may optionally include remotely located memories 1420 relative to processor 1410, which can be connected to processor 1410 via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.

[0128] The memory 1420 can be implemented as a read-only memory (ROM), a static storage device, a dynamic storage device, or a random access memory (RAM). The memory 1420 can store the operating system and other applications. When the technical solutions provided in the embodiments of this specification are implemented by software or firmware, the relevant program code is stored in the memory 1420 and is called and executed by the processor 1410.

[0129] The processor 1410 can be implemented using a general-purpose central processing unit (CPU), microprocessor, application-specific integrated circuit (ASIC), or one or more integrated circuits, and is used to execute relevant programs to implement the technical solutions provided in the embodiments of this application.

[0130] In some embodiments, the electronic device further includes: Input / output interfaces are used to implement information input and output; The communication interface is used to enable communication and interaction between this device and other devices. Communication can be achieved through wired means (such as USB, Ethernet cable, etc.) or wireless means (such as mobile network, WIFI, Bluetooth, etc.). The bus transmits information between various components of the device (e.g., processor 1410, memory 1420, input / output interfaces, and communication interfaces); The processor 1410, memory 1420, input / output interface, and communication interface can communicate with each other within the device via a bus.

[0131] One embodiment of this application also provides a computer-readable storage medium storing computer-executable instructions for performing an interactive method based on an electronic toy as described in any of the embodiments above.

[0132] An embodiment of this application also provides a computer program product, including a computer program or computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer program or computer instructions from the computer-readable storage medium and executes the computer program or computer instructions, causing the computer device to perform an interactive method based on an electronic toy as described in any of the above embodiments.

[0133] The system architecture and application scenarios described in this application are for the purpose of more clearly illustrating the technical solutions of this application, and do not constitute a limitation on the technical solutions provided in this application. Those skilled in the art will know that as system architectures evolve and new application scenarios emerge, the technical solutions provided in this application are also applicable to similar technical problems.

[0134] Those skilled in the art will understand that all or part of the processes in the methods of the above embodiments can be implemented by a computer program instructing related hardware. The computer program can be stored in a non-volatile computer-readable storage medium. When executed, the computer program can include the processes of the embodiments of the above methods. Any references to memory, storage, databases, or other media used in the embodiments provided in this application can include non-volatile and / or volatile memory. Non-volatile memory may include read-only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM), or flash memory. Volatile memory may include random access memory (RAM) or external cache memory. By way of illustration and not limitation, RAM is available in a variety of forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), dual data rate SDRAM (DDRSDRAM), enhanced SDRAM (ESDRAM), synchronous link DRAM (SLDRAM), RAMbus direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM), etc.

[0135] It will be understood by those skilled in the art that all or some of the steps and systems in the methods disclosed above can be implemented as software, firmware, hardware, and suitable combinations thereof. Some or all of the physical components can be implemented as software executed by a processor, such as a central processing unit, digital signal processor, or microprocessor, or as hardware, or as an integrated circuit, such as an application-specific integrated circuit. Such software can be distributed on a computer-readable medium, which can include computer storage media (or non-transitory media) and communication media (or transient media). As is known to those skilled in the art, the term computer storage media includes volatile and non-volatile, removable and non-removable media implemented in any method or technology for storing information (such as computer-readable instructions, data structures, program modules, or other data). Computer storage media includes, but is not limited to, RAM, ROM, EEPROM, flash memory or other memory technologies, CD-ROM, digital versatile disc (DVD) or other optical disc storage, magnetic cartridges, magnetic tape, disk storage or other magnetic storage devices, or any other medium that can be used to store desired information and is accessible to a computer. Furthermore, as is known to those skilled in the art, communication media typically contain computer-readable instructions, data structures, program modules, or other data in modulated data signals such as carrier waves or other transmission mechanisms, and may include any information delivery medium.

[0136] It should be understood that in this application, "at least one (item)" means one or more, and "more than" means two or more. "And / or" is used to describe the relationship between related objects, indicating that three relationships can exist. For example, "A and / or B" can represent three cases: only A exists, only B exists, and both A and B exist simultaneously, where A and B can be singular or plural. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. "At least one (item) of the following" or similar expressions refer to any combination of these items, including any combination of single or plural items. For example, at least one (item) of a, b, or c can represent: a, b, c, "a and b", "a and c", "b and c", or "a and b and c", where a, b, and c can be single or multiple.

[0137] The above description, with reference to the accompanying drawings, illustrates some embodiments of this application, but does not limit the scope of the invention. Any modifications, equivalent substitutions, and improvements made by those skilled in the art without departing from the scope and spirit of this invention should be considered within the scope of this application.

Claims

1. An interaction method based on an electronic toy, characterized by, include: Acquire electrocardiogram data of a target object, wherein the target object is an electronic toy or a user to be interacted with by the electronic toy; Based on the electrocardiogram (ECG) data, the electronic toy is controlled to interact with the user via ECG.

2. The interactive method based on electronic toys according to claim 1, characterized in that, The step of controlling the electronic toy based on the electrocardiogram (ECG) data to interact with the user via ECG includes: If the ECG interaction is determined to be an external ECG interaction, the electronic toy is controlled to output sound, movement, temperature, expression, graphics and / or light corresponding to the ECG data.

3. The interactive method based on electronic toys according to claim 2, characterized in that, The step of determining that the ECG interaction is an external ECG display interaction includes: Obtain the operating scenario of the electronic toy; When the operating scenario is an emotional interaction scenario, an electrocardiogram therapy scenario, a psychological counseling scenario, and / or an emotion management scenario, the electrocardiogram interaction is determined to be an external electrocardiogram interaction.

4. The interactive method based on electronic toys according to claim 1, characterized in that, The step of controlling the electronic toy based on the electrocardiogram (ECG) data to interact with the user via ECG includes: In the case where the ECG interaction is ECG-sensory interaction, the electronic toy's ECG component is controlled to vibrate, the electronic toy is controlled to output a target sound, the electronic toy's pressure component is controlled to provide feedback of a target pressure value to the user, and / or the electronic toy is controlled to output an action corresponding to the user's heartbeat parameters. The vibration parameters of the ECG vibration are the same as the user's heartbeat parameters in the ECG data, and the vibration parameters include at least one of frequency and amplitude. The target sound includes at least one of the user's heartbeat sound, a custom heartbeat sound, and a pulse sound. The target pressure value is determined by the ECG data and / or the pressure value of the user touching the electronic toy.

5. The interactive method based on electronic toys according to claim 4, characterized in that, After the ECG component controlling the electronic toy performs ECG vibrations, the method further includes: When the user touches the electronic toy, the user's real-time heart rate parameters are obtained, and the real-time heart rate parameters include at least one of real-time heart rate and real-time heart rate amplitude; The ECG component is controlled to produce ECG vibrations identical to the real-time heart rate parameters.

6. The interactive method based on electronic toys according to claim 1, characterized in that, The step of controlling the electronic toy based on the electrocardiogram (ECG) data to interact with the user via ECG includes: When the ECG interaction is a ECG-guided interaction, the electronic toy is controlled to output the guiding behavior corresponding to the ECG-guided interaction based on the ECG data.

7. The interactive method based on electronic toys according to claim 6, characterized in that, The step of controlling the electronic toy to output the guiding behavior corresponding to the ECG-guided interaction based on the ECG data includes: When the ECG-guided interaction is an emotion-guided interaction, the user's emotional state is determined based on the ECG data; When the emotional state indicates that the user's emotion is abnormal, the electronic toy is controlled to output a corresponding emotion recovery behavior.

8. The interactive method based on electronic toys according to claim 7, characterized in that, The control of the electronic toy to output the guidance behavior corresponding to the ECG guidance interaction includes: In the case where the ECG-guided interaction is a question-and-answer guided interaction, the interaction information between the user and the electronic toy is obtained; Based on the interaction information, the electronic toy is controlled to output corresponding emotion-guiding behaviors.

9. The interactive method based on electronic toys according to claim 7, characterized in that, The control of the electronic toy to output the guidance behavior corresponding to the ECG guidance interaction includes: When the ECG guidance interaction is an ECG state guidance interaction, the electronic toy is controlled to output the corresponding ECG state guidance behavior.

10. The interactive method based on electronic toys according to claim 7, characterized in that, The control of the electronic toy to output the guidance behavior corresponding to the ECG guidance interaction includes: When the ECG-guided interaction is a physiotherapy-guided interaction, the electronic toy is controlled to output the ECG data of the user when in a healthy state, and the corresponding guidance behavior.

11. The interactive method based on electronic toys according to claim 10, characterized in that, Also includes: During the process of guiding behavior, the electronic toy outputs the user's electrocardiogram data when the user is in a healthy state and displays the user's real-time electrocardiogram.

12. The interactive method based on electronic toys according to claim 1, characterized in that, Also includes: When the electronic toy triggers ECG memory interaction, the electronic toy is controlled to output memory behavior associated with the memory moment.

13. The interactive method based on electronic toys according to claim 12, characterized in that, The control of the electronic toy to output memory behavior associated with the memory moment includes: When the ECG memory interaction is an auxiliary memory interaction, a special event associated with the memory moment is identified; The electronic toy is controlled to output historical electrocardiogram data associated with the special event.

14. The interactive method based on electronic toys according to claim 12, characterized in that, The control of the electronic toy to output memory behavior associated with the memory moment includes: When the ECG memory interaction is a health memory interaction, the user's current ECG data and abnormal ECG data associated with the memory time are used to determine whether the user has a health risk. If the user is at risk of health, the electronic toy will be controlled to output an alarm message.

15. The interactive method based on electronic toys according to claim 12, characterized in that, The control of the electronic toy to output memory behavior associated with the memory moment includes: In the case where the ECG memory interaction is an ECG tracking interaction, the user's target emotion is predicted based on the user's ECG data in a preset period. If the target emotion is an abnormal emotion associated with the memory moment, output the electrocardiogram regulation information corresponding to the target emotion.

16. The interactive method based on electronic toys according to claim 1, characterized in that, The step of controlling the electronic toy based on the electrocardiogram (ECG) data to interact with the user via ECG includes: Determine the first emotion corresponding to the electrocardiogram data; The electronic toy is controlled to perform electrocardiogram (ECG) interaction with the user corresponding to the first emotion.

17. The interactive method based on electronic toys according to claim 1, characterized in that, The target object is an electronic toy, and the acquisition of the target object's electrocardiogram data includes: Obtain environmental information corresponding to the environment in which the electronic toy is located; The second emotion of the electronic toy is determined based on the environmental information; Based on the second emotion, the corresponding electrocardiogram data is obtained.

18. An electronic toy, characterized in that, include: One or more processors; A memory that stores one or more programs, which, when executed by one or more processors, cause the one or more processors to perform the following: The interactive method based on electronic toys according to any one of claims 1-17.

19. A computer-readable storage medium, characterized in that, It stores a computer program, which, when executed by a processor, implements, as follows: The interactive method based on electronic toys according to any one of claims 1-17.

20. A computer program product, characterized in that, Includes a computer program, which, when executed by a processor, implements, for example: The interactive method based on electronic toys according to any one of claims 1-17.